Obstacles
Part of the Game Rules section of Coddy's Pygame journey. Lesson 26 of 29.
Now something to jump over. An obstacle is a sprite that starts a little past the right edge, on the ground, and moves left:
class Obstacle(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(obstacle_images)
self.rect = self.image.get_rect(midbottom=(664, GROUND_Y))
def update(self):
self.rect.x -= speed
if self.rect.right < 0:
self.kill()obstacle_images holds the spike ball and the blob, loaded once, so each obstacle picks a picture without reading a file. kill() takes a sprite out of every group it is in, so obstacles that leave on the left are forgotten.
Keep them in a group: obstacles.update() moves them all and obstacles.draw(screen) draws them all. A timer adds them. Each time it fires, start it again with a random gap, so the player cannot jump to a rhythm:
if event.type == SPAWN:
obstacles.add(Obstacle())
pygame.time.set_timer(SPAWN, random.randint(1000, 2000))The runner cannot hit them yet. That comes next.
Challenge
Medium- Add
SPAWN = pygame.USEREVENT + 1,speed = 6and a listobstacle_imageswithspike_ball.pngandblob.png. - Write the
Obstaclesprite as shown. - Make a group named
obstaclesand start theSPAWNtimer at 1500 ms. - On
SPAWN, add an obstacle and restart the timer withrandom.randint(1000, 2000). - Update and draw the group every frame.
Try it yourself
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 320))
pygame.display.set_caption("Sky Runner")
clock = pygame.time.Clock()
SKY = (140, 200, 240)
GROUND = (90, 160, 80)
GROUND_Y = 260
GRAVITY = 1
class Runner(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.frames = [
pygame.image.load("assets/images/player.png").convert_alpha(),
pygame.image.load("assets/images/player_walk.png").convert_alpha(),
]
self.image = self.frames[0]
self.step = 0
self.rect = self.image.get_rect(midbottom=(100, GROUND_Y))
self.vy = 0
def jump(self):
if self.rect.bottom == GROUND_Y:
self.vy = -16
def update(self):
self.vy += GRAVITY
self.rect.y += self.vy
if self.rect.bottom >= GROUND_Y:
self.rect.bottom = GROUND_Y
self.vy = 0
if self.rect.bottom == GROUND_Y:
self.step += 1
self.image = self.frames[self.step // 8 % 2]
else:
self.image = self.frames[1]
runner = Runner()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
runner.jump()
runner.update()
screen.fill(SKY)
pygame.draw.rect(screen, GROUND, (0, GROUND_Y, 640, 60))
screen.blit(runner.image, runner.rect)
pygame.display.flip()
clock.tick(60)
pygame.quit()
This lesson includes a short quiz. Start the lesson to answer it and track your progress.
All lessons in Game Rules
Practice on your own: Pygame playground