Slimes on Patrol
Part of the Projects section of Coddy's Pygame journey. Lesson 24 of 31.
Each S on the map is a slime that slides along its row, 2 pixels a frame, and turns back at a wall.
An Enemy sprite keeps its own speed, dx and dy, so the same class can later make monsters that go up and down. Its update moves it, and if it now overlaps a block it steps back and reverses:
def update(self, blocks):
self.rect.x += self.dx
self.rect.y += self.dy
if self.rect.collidelist(blocks) != -1:
self.rect.x -= self.dx
self.rect.y -= self.dy
self.dx = -self.dx
self.dy = -self.dyrect.collidelist(rects) gives the index of the first Rect in the list that overlaps, or -1 when none does.
The slimes live in a Group, room.enemies. room.enemies.update(room.walls + [room.door]) calls update on every slime with that list. The door is always in it, so a slime never wanders out of an open door.
random.choice([-2, 2]) starts each slime left or right, so no two games play the same.
Challenge
Medium- Add
import randomat the top. - Write
class Enemy(pygame.sprite.Sprite)with__init__(self, image, rect, dx, dy), which keeps all four as attributes, and theupdatemethod above. - In
Room, setself.enemies = pygame.sprite.Group(). AnSaddsEnemy(slime_img, cell_rect(col, row), speed, 0)withspeed = random.choice([-2, 2]). - Each frame, after the door, call
room.enemies.update(room.walls + [room.door]). - Draw each enemy with
draw(enemy.image, enemy.rect), before the knight.
Try it yourself
import pygame
TILE = 48
MAP = [
"##############",
"#............#",
"#.P......K...#",
"#............#",
"#....##......D",
"#....##......#",
"##.#######.###",
"#............#",
"#...S....H...#",
"##############",
]
pygame.init()
screen = pygame.display.set_mode((672, 480))
pygame.display.set_caption("Rune Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 32)
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
floor_img = load("floor.png")
wall_img = load("wall.png")
knight_img = load("knight.png")
door_img = load("dungeon_door.png")
key_img = load("key.png")
slime_img = load("slime.png")
spider_img = load("spider.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
sword_img = load("sword.png")
potion_img = load("potion_red.png")
def draw(image, rect):
screen.blit(image, image.get_rect(center=rect.center))
def cell_rect(col, row):
rect = pygame.Rect(0, 0, 32, 32)
rect.center = (col * TILE + 24, row * TILE + 24)
return rect
class Room:
def __init__(self, lines):
self.walls = []
self.start = (72, 72)
self.has_key = False
self.door_open = False
for row, line in enumerate(lines):
for col, char in enumerate(line):
if char == "#":
self.walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
self.start = cell_rect(col, row).center
elif char == "K":
self.key = cell_rect(col, row)
elif char == "D":
self.door = pygame.Rect(col * TILE, row * TILE, TILE, TILE)
def blocks(self):
if self.door_open:
return self.walls
return self.walls + [self.door]
class Knight(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = knight_img
self.rect = pygame.Rect(0, 0, 32, 32)
self.rect.center = center
def move(self, dx, dy, blocks):
self.rect.x += dx
for block in blocks:
if self.rect.colliderect(block):
if dx > 0:
self.rect.right = block.left
elif dx < 0:
self.rect.left = block.right
self.rect.y += dy
for block in blocks:
if self.rect.colliderect(block):
if dy > 0:
self.rect.bottom = block.top
elif dy < 0:
self.rect.top = block.bottom
room = Room(MAP)
knight = Knight(room.start)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
dx = 0
dy = 0
if keys[pygame.K_LEFT]:
dx = -3
if keys[pygame.K_RIGHT]:
dx = 3
if keys[pygame.K_UP]:
dy = -3
if keys[pygame.K_DOWN]:
dy = 3
knight.move(dx, dy, room.blocks())
knight.rect.clamp_ip(screen.get_rect())
if not room.has_key and knight.rect.colliderect(room.key):
room.has_key = True
if room.has_key and knight.rect.inflate(8, 8).colliderect(room.door):
room.door_open = True
for row in range(10):
for col in range(14):
screen.blit(floor_img, (col * TILE, row * TILE))
for wall in room.walls:
screen.blit(wall_img, wall)
if not room.door_open:
screen.blit(door_img, room.door)
if not room.has_key:
draw(key_img, room.key)
draw(knight.image, knight.rect)
if room.has_key:
screen.blit(key_img, (136, 6))
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 Projects
Practice on your own: Pygame playground