Загрузка данных
import pygame as pg
import pytmx
pg.init()
SCREEN_WIDTH = 900
SCREEN_HEIGHT = 600
TILE_SCALE = 2
FPS = 80
class Platform(pg.sprite.Sprite):
def __init__(self, image, x, y, width, height):
super(Platform, self).__init__()
self.image = pg.transform.scale(image, (width * TILE_SCALE, height* TILE_SCALE))
self.rect = self.image.get_rect()
self.rect.x = x * TILE_SCALE
self.rect.y = y * TILE_SCALE
class Player(pg.sprite.Sprite):
def __init__(self, map_width, map_height):
super(Player, self).__init__()
self.image = pg.Surface((50,50))
self.image.fill("red")
self.rect = self.image.get_rect()
self.rect.center = (200, 100) # Начальное положение персонажа
# Начальная скорость и гравитация
self.velocity_x = 0
self.velocity_y = 0
self.gravity = -2
self.is_moving_left = True
self.is_moving_right = True
self.is_jumping = False
self.is_grounded = False
self.map_width = map_width * TILE_SCALE
self.map_height = map_height * TILE_SCALE
def update(self, platforms, keys):
# is_running1 = True
# is_running2 = True
# for platform in platforms:
# if self.rect.right >= platform.rect.left:
# self.is_moving_right = False
# is_running1 = False
# elif self.rect.right <= platform.rect.right and is_running1:
# self.is_moving_right = True
# if self.rect.left <= platform.rect.right:
# self.is_moving_left = False
# is_running2 = False
# elif self.rect.left >= platform.rect.right and is_running2:
# self.is_moving_left = True
# for platform in platforms:
# if self.rect.colliderect(platform.rect):
# if self.rect.left <= platform.rect.right:
# self.is_moving_left = False
# else:
# self.is_moving_left = True
# if self.rect.right >= platform.rect.left:
# self.is_moving_right = False
# else:
# self.is_moving_right = True
for platform in platforms:
# print(platform.rect.center, self.rect.center)
if platform.rect.collidepoint(self.rect.midbottom):
self.is_grounded = True
else:
self.is_grounded = False
if self.rect.collidepoint(platform.rect.left, platform.rect.centery):
self.is_moving_left = False
else:
self.is_moving_left = True
if self.rect.collidepoint(platform.rect.right, platform.rect.centery):
self.is_moving_right = False
else:
self.is_moving_right = True
self.velocity_x = 0
if keys[pg.K_a]:
self.velocity_x = -3
elif keys[pg.K_d]:
self.velocity_x = 3
else:
self.velocity_x = 0
if keys[pg.K_w] and not self.is_jumping:
self.velocity_y = -10
else:
self.velocity_y = 0
self.rect.y += self.velocity_y
self.rect.y -= self.gravity
self.rect.x += self.velocity_x
class Game:
def __init__(self):
self.screen = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pg.display.set_caption("Платформер")
self.clock = pg.time.Clock()
self.tmx_map = pytmx.load_pygame("maps/tileset/безымянный.tmx")
self.is_running = False
self.player = Player(self.tmx_map.width, self.tmx_map.height)
self.background = pg.transform.scale(pg.image.load('maps/tileset/tilesetOpenGameBackground.png'), (SCREEN_WIDTH, SCREEN_HEIGHT))
self.platforms = pg.sprite.Group()
self.all_sprites = pg.sprite.Group()
self.all_sprites.add(self.player)
self.camera_y = 0
self.camera_x = 0
self.camera_speed = 3
for layer in self.tmx_map:
for x, y, gid in layer:
tile = self.tmx_map.get_tile_image_by_gid(gid)
if tile:
platform = Platform(tile, x * self.tmx_map.tilewidth, y * self.tmx_map.tileheight,
self.tmx_map.tilewidth,
self.tmx_map.tileheight)
self.platforms.add(platform)
self.all_sprites.add(platform)
self.run()
def run(self):
self.is_running = True
while self.is_running:
self.event()
self.update()
self.draw()
self.clock.tick(FPS)
pg.quit()
quit()
def event(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.is_running = False
if pg.key.get_pressed()[pg.K_a] or pg.key.get_pressed()[pg.K_d]:
self.camera_x += self.player.velocity_x
if not self.player.is_grounded:
self.camera_y -= self.player.gravity
self.camera_y += self.player.velocity_y
def update(self):
self.player.update(self.platforms, pg.key.get_pressed())
def draw(self):
self.screen.blit(self.background, (0, 0))
for sprites in self.all_sprites:
if sprites != self.player:
self.screen.blit(sprites.image, sprites.rect.move(-self.camera_x, -self.camera_y))
else:
self.screen.blit(sprites.image, (200,100))
pg.display.flip()
if __name__ == "__main__":
game = Game()