I'm a beginner at python and pygame. What would be a good condensed way to have a camera move with the play? (With the player being in the middle of the screen always) I've tried multiple things but they just don't work the way I want them to. Again I'm new so if it's a dumb question, let me know. Thanks in advance to anyone who bothers answering at all.
import pygame
import random
import time
pygame.init()
display_width = 1200
display_height = 1000
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
player_width = 24
player_height = 42
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Random RPG')
clock = pygame.time.Clock()
PMF = ("PlayerModel_Forward.png")
playerSprt = pygame.image.load(PMF)
def player(x,y):
gameDisplay.blit(playerSprt,(x,y))
def enemy1(enemy1x, enemy1y, enemy1w, enemy1h, color):
pygame.draw.rect(gameDisplay, color, [enemy1x, enemy1y, enemy1w, enemy1h])
def death():
message_display('Game Over')
def text_objects(text, font):
textSurface = font.render(text,
True, black)
return textSurface, textSurface.get_rect()
def message_display(text):
largeText = pygame.font.Font('freesansbold.ttf', 115)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((display_width/2), (display_height/2))
gameDisplay.blit(TextSurf, TextRect)
pygame.display.update()
time.sleep(2)
pygame.display.update()
game_loop()
def frames(fps):
font = pygame.font.SysFont(None, 25)
text = font.render(str(fps), True, black)
gameDisplay.blit(text,(0,0))
def xcoord(x_coord):
font = pygame.font.SysFont(None, 25)
text = font.render((str(x_coord)), True, black)
gameDisplay.blit(text,(display_width/2,0))
def ycoord(y_coord):
font = pygame.font.SysFont(None, 25)
text = font.render((str(y_coord)), True, black)
gameDisplay.blit(text,(display_width/2,25))
def text_objects(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
def game_loop():
x = (display_width/2)
y = (display_height/2)
x_change = 0
y_change = 0
enemy1_startx = random.randrange(0, display_width)
enemy1_starty = random.randrange (0, display_height)
enemy1_x_change = random.randrange (-5,5)
enemy1_y_change = random.randrange (-5,5)
enemy1_width = 100
enemy1_height = 100
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -5
elif event.key == pygame.K_RIGHT:
x_change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
y_change = 5
elif event.key == pygame.K_UP:
y_change = -5
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN or event.key == pygame.K_UP:
y_change = 0
x+= x_change
y+= y_change
Fps = 30
#Logic
if gameExit == True:
pygame.quit()
quit()
if x > display_width - player_width or x < 0:
death()
if y > enemy1_starty and y < enemy1_starty + enemy1_width or y+player_width > enemy1_starty and y + player_width < enemy1_starty + enemy1_width:
if x > enemy1_startx and x < enemy1_startx + enemy1_width or x+player_width > enemy1_startx and x + player_width < enemy1_startx + enemy1_width:
death()
time.sleep(2)
game_loop()
if enemy1_starty > display_height or enemy1_starty < 0 or enemy1_startx > display_width or enemy1_startx < 0:
enemy1_starty = random.randrange (0, display_height)
enemy1_startx = random.randrange(0, display_width)
enemy1_x_change = random.randrange (-5,5)
enemy1_y_change = random.randrange (-5,5)
#Drawing:
gameDisplay.fill(black)
player(x,y)
enemy1 (enemy1_startx, enemy1_starty, enemy1_width, enemy1_height, red)
enemy1_starty += enemy1_y_change
enemy1_startx += enemy1_x_change
frames((Fps))
xcoord (x)
ycoord (y)
pygame.display.update()
clock.tick(Fps)
game_loop()
pygame.quit()
quit()