--- FULL CODE AT BOTTOM OF QUESTION ---
my plan is to add an area of my screen occupied by an NPC to be completely unable to enter by the player. I've tried doing this method by doing this in the NPC class of my code, where the y position of the player is compared to the "self.y"/current y position of the npc:
class NPC(object):
def __init__(self, path, x, y):
self.image = pygame.image.load(path).convert_alpha()
self.x = x
self.y = y
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.x, self.y, self.width, self.height)
def spawn(self, surface):
surface.blit(self.image, (self.x, self.y))
self.hitbox = (self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
def collide(self, x, y, width, height):
if self.y <= y <= self.y + self.height:
print("collide")
up = True
else:
up = False
print("not")
I am aware that I've not properly finished the code yet, I've only added in the part that should stop the player from going up at the moment for testing purposes.
For some reason however, the collision boundary is at the very top of the screen (whilst the NPC is not) and I suspect it's due to the program measuring the height of the npc from the top of the screen (i.e: npc sprite is 32 pixels tall, so collide region is first 32 pixels at top of screen)
The code that stops the player from moving (which is what the "up" boolean refers to outside of the class) also isn't working - is this due to not returning the values, possibly?
FULL CODE:
import pygame
import time
progress = 0
pygame.init()
(width, height) = (600, 400) #specify window resolution
bg_colour = (100,20,156) #specify bg colour
player_path = "downChara.png" #specifies image path
moveDown = True
moveUp = True
moveRight = True
moveLeft = True
class Player(object): #representitive of the player's overworld sprite
def __init__(self):
self.image = pygame.image.load(player_path).convert_alpha() #creates image, the player_path variable allowing it to be updated
self.X = (width/2) -16; # x co-ord of player
self.Y = (height/2)-16; # y co-ord of player
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.X, self.Y, self.width, self.height)
def handle_keys(self, down, up, left, right): #handling the keys/inputs
key = pygame.key.get_pressed()
dist = 5 #distance travelled in one frame of the program
if key[pygame.K_DOWN] and down == True: #if down
self.Y += dist #move down the length of dist
player_path = "downChara.png" #change image to down
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_UP] and up == True: #if up
self.Y -= dist #move up the length of dist
player_path = "upChara.png" #change to up
self.image = pygame.image.load(player_path).convert_alpha()
if key[pygame.K_RIGHT] and right == True: #etc.
self.X += dist
player_path = "rightChara.png"
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_LEFT] and left == True:
self.X -= dist
player_path = "leftChara.png"
self.image = pygame.image.load(player_path).convert_alpha()
def outX(coord): #"coord" acts the same as "self"
return (coord.X)
def outY(coord):
return (coord.Y)
def draw(self, surface): #draw to the surface/screen
surface.blit(self.image, (self.X, self.Y))
self.hitbox = (self.X, self.Y, self.width, self.height)
pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
return self.X, self.Y, self.width, self.height
class NPC(object):
def __init__(self, path, x, y):
self.image = pygame.image.load(path).convert_alpha()
self.x = x
self.y = y
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.x, self.y, self.width, self.height)
def spawn(self, surface):
surface.blit(self.image, (self.x, self.y))
self.hitbox = (self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
def collide(self, x, y, width, height):
if self.y <= y <= self.y + self.height:
print("collide")
up = True
else:
up = False
print("not")
##if self.y < player.hitbox[1]
def text_objects(text, font):
textSurface = font.render(text, True, (255, 255, 255))
return textSurface, textSurface.get_rect()
def interact(text):
textbox = pygame.transform.scale(pygame.image.load("bigbox.png"), (600, 111))
textSize = pygame.font.Font("cour.ttf",28) #specify text size
TextSurf, TextRect = text_objects(text, textSize) #allow text to be positioned
TextRect.topleft = (12, 297) #where text will be
screen.blit(textbox, (0, 289))
screen.blit(TextSurf, TextRect) #display text
pygame.display.update() #updates screen
time.sleep(2)
screen.fill(bg_colour, TextRect)
##def checker(array):
## ## check first value of each part of array (all numbers)
## ## compare it to progress
## ## if equal to or less than, cycle through rest of that part of array.
## ## if greater than, then ignore.
## ## e.g: progress = 49, NPC1 will still be on text "0", NPC2 will now be on "33" and NPC3 will be on "0"
##
## placeholderList = []
##
## for x in range(len(array)):
## if array[x][0] <= progress:
## del placeholderList[0:]
## placeholderList.append(array[x][1:])
## for x in range(len(placeholderList)):
## passMe = placeholderList[x]
## print (passMe)
## npc.interact(passMe)
screen = pygame.display.set_mode((width, height)) #create window
pygame.display.set_caption('EduGame') #specify window name
player = Player()
playerx, playery, playerwidth, playerheight = player.draw(screen)
clock = pygame.time.Clock()
person1 = NPC("talkToThis.png",100, 200)
npc = NPC("test.png",0, 0)
def setup(text):
for x in range(len(text)):
passtext = text[x]
interact(passtext)
boarderX = player.outX()
boarderY = player.outY()
##print (boarderX, boarderY) #making sure they both returned properly
pygame.display.flip() #paints screen
gameRun = True #allow game events to loop/be carried out more than once
while gameRun: #while game is running:
person1text2 = [[0,"beginng","www","xxdqsd"],[1,"middle","aa"],[2,"end!"]]
personText = ("hello","hi","bye")
playerx, playery, playerwidth, playerheight = player.draw(screen)
print(playerx, playery, playerwidth, playerheight)
npc.collide(playerx, playery, playerwidth, playerheight)
event = pygame.event.poll()
if event.type == pygame.QUIT: #if the "x" is pressed
pygame.quit() #quit game
gameRun = False #break the loop.
quit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
## checker(person1text2)
setup(personText)
player.handle_keys(moveDown, moveUp, moveLeft, moveRight) #handle keys
screen.fill(bg_colour) #draw background colour
player.draw(screen) #draws player
person1.spawn(screen)
pygame.display.update()
posX = player.outX()
posY = player.outY()
if posX > width - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveRight = False
else:
moveRight = True
if posX < 0:
moveLeft = False
else:
moveLeft = True
if posY > height - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveDown = False
else:
moveDown = True
if posY < 0:
moveUp = False
else:
moveUp = True
clock.tick(60)
it's very WIP, so if you happen to catch anything else whilst checking through it then feel free to bring it up.