[#]: collector: (lujun9972) [#]: translator: ( ) [#]: reviewer: ( ) [#]: publisher: ( ) [#]: url: ( ) [#]: subject: (Enable your Python game player to run forward and backward) [#]: via: (https://opensource.com/article/19/12/python-platformer-game-run) [#]: author: (Seth Kenlon https://opensource.com/users/seth) Enable your Python game player to run forward and backward ====== Let your player run free by enabling the side-scroller effect in your Python platformer using the Pygame module. ![Gaming artifacts with joystick, GameBoy, paddle][1] This is part 8 in an ongoing series about creating video games in Python 3 using the Pygame module. Previous articles are: * [Learn how to program in Python by building a simple dice game][2] * [Build a game framework with Python using the Pygame module][3] * [How to add a player to your Python game][4] * [Using Pygame to move your game character around][5] * [What's a hero without a villain? How to add one to your Python game][6] * [Simulate gravity in your Python game][7] * [Add jumping to your Python platformer game][8] In previous entries in this series about creating video games in [Python 3][9] using the [Pygame][10] module, you designed your level-design layout, but some portion of your level probably extended past your viewable screen. The ubiquitous solution to that problem in platformer games is, as the term "side-scroller" suggests, scrolling. The key to scrolling is to make the platforms around the player sprite move when the player sprite gets close to the edge of the screen. This provides the illusion that the screen is a "camera" panning across the game world. This scrolling trick requires two dead zones at either edge of the screen, at which point your avatar stands still while the world scrolls by. ### Putting the scroll in side-scroller You need one trigger point to go forward and another if you want your player to be able to go backward. These two points are simply two variables. Set them each about 100 or 200 pixels from each screen edge. Create the variables in your **setup** section. In the following code, the first two lines are for context, so just add the last two lines: ``` player_list.add(player) steps = 10 forwardX  = 600 backwardX = 230 ``` In the main loop, check to see if your player sprite is at the **forwardx** or **backwardx** scroll point. If so, move all platforms either left or right, depending on whether the world is moving forward or backward. In the following code, the final three lines of code are only for your reference: ```         # scroll the world forward         if player.rect.x >= forwardx:                 scroll = player.rect.x - forwardx                 player.rect.x = forwardx                 for p in plat_list:                         p.rect.x -= scroll         # scroll the world backward         if player.rect.x <= backwardx:                 scroll = backwardx - player.rect.x                 player.rect.x = backwardx                 for p in plat_list:                         p.rect.x += scroll         ## scrolling code above     world.blit(backdrop, backdropbox)     player.gravity() # check gravity     player.update() ``` Launch your game and try it out. ![Scrolling the world in Pygame][11] Scrolling works as expected, but you may notice a small problem that happens when you scroll the world around your player and non-player sprites: the enemy sprite doesn't scroll along with the world. Unless you want your enemy sprite to pursue your player endlessly, you need to modify the enemy code so that when your player makes an expeditious retreat, the enemy is left behind. ### Enemy scroll In your main loop, you must apply the same rules for scrolling platforms to your enemy's position. Because your game world will (presumably) have more than one enemy in it, the rules are applied to your enemy list rather than an individual enemy sprite. That's one of the advantages of grouping similar elements into lists. The first two lines are for context, so just add the final two to your main loop: ```     # scroll the world forward     if player.rect.x >= forwardx:         scroll = player.rect.x - forwardx         player.rect.x = forwardx         for p in plat_list:             p.rect.x -= scroll         for e in enemy_list:             e.rect.x -= scroll ``` To scroll in the other direction: ```     # scroll the world backward     if player.rect.x <= backwardx:         scroll = backwardx - player.rect.x         player.rect.x = backwardx         for p in plat_list:             p.rect.x += scroll         for e in enemy_list:             e.rect.x += scroll ``` Launch the game again and see what happens. Here's all the code you've written for this Python platformer so far: ``` #!/usr/bin/env python3 # draw a world # add a player and player control # add player movement # add enemy and basic collision # add platform # add gravity # add jumping # add scrolling # GNU All-Permissive License # Copying and distribution of this file, with or without modification, # are permitted in any medium without royalty provided the copyright # notice and this notice are preserved.  This file is offered as-is, # without any warranty. import pygame import sys import os ''' Objects ''' class Platform(pygame.sprite.Sprite):     # x location, y location, img width, img height, img file         def __init__(self,xloc,yloc,imgw,imgh,img):         pygame.sprite.Sprite.__init__(self)         self.image = pygame.image.load(os.path.join('images',img)).convert()         self.image.convert_alpha()         self.rect = self.image.get_rect()         self.rect.y = yloc         self.rect.x = xloc class Player(pygame.sprite.Sprite):     '''     Spawn a player     '''     def __init__(self):         pygame.sprite.Sprite.__init__(self)         self.movex = 0         self.movey = 0         self.frame = 0         self.health = 10         self.collide_delta = 0         self.jump_delta = 6         self.score = 1         self.images = []         for i in range(1,9):             img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()             img.convert_alpha()             img.set_colorkey(ALPHA)             self.images.append(img)             self.image = self.images[0]             self.rect  = self.image.get_rect()     def jump(self,platform_list):         self.jump_delta = 0     def gravity(self):         self.movey += 3.2 # how fast player falls                 if self.rect.y > worldy and self.movey >= 0:             self.movey = 0             self.rect.y = worldy-ty             def control(self,x,y):         '''         control player movement         '''         self.movex += x         self.movey += y             def update(self):         '''         Update sprite position         '''                 self.rect.x = self.rect.x + self.movex         self.rect.y = self.rect.y + self.movey         # moving left         if self.movex < 0:             self.frame += 1             if self.frame > ani*3:                 self.frame = 0             self.image = self.images[self.frame//ani]         # moving right         if self.movex > 0:             self.frame += 1             if self.frame > ani*3:                 self.frame = 0             self.image = self.images[(self.frame//ani)+4]         # collisions         enemy_hit_list = pygame.sprite.spritecollide(self, enemy_list, False)         for enemy in enemy_hit_list:             self.health -= 1             #print(self.health)         plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False)         for p in plat_hit_list:             self.collide_delta = 0 # stop jumping             self.movey = 0             if self.rect.y > p.rect.y:                 self.rect.y = p.rect.y+ty             else:                 self.rect.y = p.rect.y-ty                     ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False)         for g in ground_hit_list:             self.movey = 0             self.rect.y = worldy-ty-ty             self.collide_delta = 0 # stop jumping             if self.rect.y > g.rect.y:                 self.health -=1                 print(self.health)                         if self.collide_delta < 6 and self.jump_delta < 6:             self.jump_delta = 6*2             self.movey -= 33  # how high to jump             self.collide_delta += 6             self.jump_delta    += 6             class Enemy(pygame.sprite.Sprite):     '''     Spawn an enemy     '''     def __init__(self,x,y,img):         pygame.sprite.Sprite.__init__(self)         self.image = pygame.image.load(os.path.join('images',img))         self.movey = 0         #self.image.convert_alpha()         #self.image.set_colorkey(ALPHA)         self.rect = self.image.get_rect()         self.rect.x = x         self.rect.y = y         self.counter = 0                     def move(self):         '''         enemy movement         '''         distance = 80         speed = 8         self.movey += 3.2                 if self.counter >= 0 and self.counter <= distance:             self.rect.x += speed         elif self.counter >= distance and self.counter <= distance*2:             self.rect.x -= speed         else:             self.counter = 0                 self.counter += 1         if not self.rect.y >= worldy-ty-ty:             self.rect.y += self.movey         plat_hit_list = pygame.sprite.spritecollide(self, plat_list, False)         for p in plat_hit_list:             self.movey = 0             if self.rect.y > p.rect.y:                 self.rect.y = p.rect.y+ty             else:                 self.rect.y = p.rect.y-ty         ground_hit_list = pygame.sprite.spritecollide(self, ground_list, False)         for g in ground_hit_list:             self.rect.y = worldy-ty-ty         class Level():     def bad(lvl,eloc):         if lvl == 1:             enemy = Enemy(eloc[0],eloc[1],'yeti.png') # spawn enemy             enemy_list = pygame.sprite.Group() # create enemy group             enemy_list.add(enemy)              # add enemy to group                     if lvl == 2:             print("Level " + str(lvl) )         return enemy_list     def loot(lvl,lloc):         print(lvl)     def ground(lvl,gloc,tx,ty):         ground_list = pygame.sprite.Group()         i=0         if lvl == 1:             while i < len(gloc):                 ground = Platform(gloc[i],worldy-ty,tx,ty,'ground.png')                 ground_list.add(ground)                 i=i+1         if lvl == 2:             print("Level " + str(lvl) )         return ground_list     def platform(lvl,tx,ty):         plat_list = pygame.sprite.Group()         ploc = []         i=0         if lvl == 1:             ploc.append((0,worldy-ty-128,3))             ploc.append((300,worldy-ty-256,3))             ploc.append((500,worldy-ty-128,4))             while i < len(ploc):                 j=0                 while j <= ploc[i][2]:                     plat = Platform((ploc[i][0]+(j*tx)),ploc[i][1],tx,ty,'ground.png')                     plat_list.add(plat)                     j=j+1                 print('run' + str(i) + str(ploc[i]))                 i=i+1         if lvl == 2:             print("Level " + str(lvl) )         return plat_list ''' Setup ''' worldx = 960 worldy = 720 fps = 40 # frame rate ani = 4  # animation cycles clock = pygame.time.Clock() pygame.init() main = True BLUE  = (25,25,200) BLACK = (23,23,23 ) WHITE = (254,254,254) ALPHA = (0,255,0) world = pygame.display.set_mode([worldx,worldy]) backdrop = pygame.image.load(os.path.join('images','stage.png')).convert() backdropbox = world.get_rect() player = Player() # spawn player player.rect.x = 0 player.rect.y = 0 player_list = pygame.sprite.Group() player_list.add(player) steps = 10 forwardx = 600 backwardx = 230 eloc = [] eloc = [200,20] gloc = [] #gloc = [0,630,64,630,128,630,192,630,256,630,320,630,384,630] tx = 64 #tile size ty = 64 #tile size i=0 while i <= (worldx/tx)+tx:     gloc.append(i*tx)     i=i+1 enemy_list = Level.bad( 1, eloc ) ground_list = Level.ground( 1,gloc,tx,ty ) plat_list = Level.platform( 1,tx,ty ) ''' Main loop ''' while main == True:     for event in pygame.event.get():         if event.type == pygame.QUIT:             pygame.quit(); sys.exit()             main = False         if event.type == pygame.KEYDOWN:             if event.key == pygame.K_LEFT or event.key == ord('a'):                 print("LEFT")                 player.control(-steps,0)             if event.key == pygame.K_RIGHT or event.key == ord('d'):                 print("RIGHT")                 player.control(steps,0)             if event.key == pygame.K_UP or event.key == ord('w'):                 print('jump')         if event.type == pygame.KEYUP:             if event.key == pygame.K_LEFT or event.key == ord('a'):                 player.control(steps,0)             if event.key == pygame.K_RIGHT or event.key == ord('d'):                 player.control(-steps,0)             if event.key == pygame.K_UP or event.key == ord('w'):                 player.jump(plat_list)             if event.key == ord('q'):                 pygame.quit()                 sys.exit()                 main = False     # scroll the world forward     if player.rect.x >= forwardx:         scroll = player.rect.x - forwardx         player.rect.x = forwardx         for p in plat_list:             p.rect.x -= scroll         for e in enemy_list:             e.rect.x -= scroll                     # scroll the world backward     if player.rect.x <= backwardx:         scroll = backwardx - player.rect.x         player.rect.x = backwardx         for p in plat_list:             p.rect.x += scroll         for e in enemy_list:             e.rect.x += scroll     world.blit(backdrop, backdropbox)     player.gravity() # check gravity     player.update()     player_list.draw(world) #refresh player position     enemy_list.draw(world)  # refresh enemies     ground_list.draw(world)  # refresh enemies     plat_list.draw(world)   # refresh platforms     for e in enemy_list:         e.move()     pygame.display.flip()     clock.tick(fps) ``` -------------------------------------------------------------------------------- via: https://opensource.com/article/19/12/python-platformer-game-run 作者:[Seth Kenlon][a] 选题:[lujun9972][b] 译者:[译者ID](https://github.com/译者ID) 校对:[校对者ID](https://github.com/校对者ID) 本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出 [a]: https://opensource.com/users/seth [b]: https://github.com/lujun9972 [1]: https://opensource.com/sites/default/files/styles/image-full-size/public/lead-images/open_gaming_games_roundup_news.png?itok=KM0ViL0f (Gaming artifacts with joystick, GameBoy, paddle) [2]: https://opensource.com/article/17/10/python-101 [3]: https://opensource.com/article/17/12/game-framework-python [4]: https://opensource.com/article/17/12/game-python-add-a-player [5]: https://opensource.com/article/17/12/game-python-moving-player [6]: https://opensource.com/article/18/5/pygame-enemy [7]: https://opensource.com/article/19/11/simulate-gravity-python [8]: https://opensource.com/article/19/12/jumping-python-platformer-game [9]: https://www.python.org/ [10]: https://www.pygame.org/news [11]: https://opensource.com/sites/default/files/uploads/pygame-scroll.jpg (Scrolling the world in Pygame)