A Locked Door
Part of the Worlds section of Coddy's Pygame journey. Lesson 34 of 35.
A door closes the tunnel near the end of the cave, and a key lies on the floor before it. The door is two D tiles. Add their Rects to walls, so the collision code stops the player, and to tiles with door_img, so they are drawn. Keep them in a list doors too.
The K tile is the key, one Rect named key. Touching it sets has_key = True; from then on the key is drawn in the top bar instead of on the floor.
A player pushed against the door touches it but does not overlap it, so test with a Rect 4 pixels wider on each side:
if has_key and doors and player.inflate(8, 0).colliderect(doors[0]):
for door in doors:
walls.remove(door)
tiles = [(image, rect) for image, rect in tiles if rect not in doors]
doors = []The door leaves both lists, so it is neither solid nor drawn. The list comprehension builds a new tiles with every pair whose Rect is not a door.
Challenge
Hard- Load
key.pnganddoor.pngintokey_imganddoor_img; makedoors = []andhas_key = False. - In the map loop: for
K,key = rect; forD, append the Rect towallsanddoorsand(door_img, rect)totiles. - Each frame, after the blobs: touching
keysetshas_key = True; with the key, touching a door removes all doors as shown. - Draw the key at its x minus
camera_xwhilehas_keyis False, and at(130, 8)once it is True.
Try it yourself
import pygame
TILE = 36
WIDTH, HEIGHT = 576, 360
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................................................................",
"................................................................",
"................................................................",
"................................................................",
"#..............................................................#",
"#....................C.........................#####...........#",
"#......CC...C................CC.....CC.........#####.....CC....#",
"#....................#.........................D...............#",
"#.P.........#...E....#...^.......K......E......D.C....^......F.#",
"#######..####################..##########################..#####",
]
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Moss Caves")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
background = pygame.image.load("assets/backgrounds/forest.png").convert_alpha()
grass_img = load("grass.png")
grass_left_img = load("grass_left.png")
grass_right_img = load("grass_right.png")
dirt_img = load("dirt.png")
player_img = load("player.png")
coin_img = load("coin.png")
spikes_img = load("spikes.png")
heart_img = load("heart.png")
heart_empty_img = load("heart_empty.png")
blob_img = load("blob.png")
blob_walk_img = load("blob_walk.png")
def solid(row, col):
if row < 0 or row >= len(LEVEL) or col < 0 or col >= len(LEVEL[0]):
return False
return LEVEL[row][col] == "#"
class Blob(pygame.sprite.Sprite):
def __init__(self, midbottom):
super().__init__()
self.frames = [blob_img, blob_walk_img]
self.image = blob_img
self.rect = pygame.Rect(0, 0, 30, 26)
self.rect.midbottom = midbottom
self.direction = 1
self.timer = 0
def update(self):
self.timer += 1
self.image = self.frames[self.timer // 10 % 2]
self.rect.x += self.direction
if self.direction > 0:
ahead = self.rect.right
else:
ahead = self.rect.left - 1
hit_wall = any(self.rect.colliderect(wall) for wall in walls)
ground_ahead = any(wall.collidepoint(ahead, self.rect.bottom) for wall in walls)
if hit_wall or not ground_ahead:
self.rect.x -= self.direction
self.direction = -self.direction
walls = []
tiles = []
coins = []
spikes = []
blobs = pygame.sprite.Group()
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
rect = pygame.Rect(col * TILE, row * TILE, TILE, TILE)
if char == "#":
if solid(row - 1, col):
image = dirt_img
elif not solid(row, col - 1) and solid(row, col + 1):
image = grass_left_img
elif solid(row, col - 1) and not solid(row, col + 1):
image = grass_right_img
else:
image = grass_img
walls.append(rect)
tiles.append((image, rect))
elif char == "P":
start = rect.midbottom
elif char == "C":
coins.append(rect)
elif char == "^":
spikes.append(pygame.Rect(rect.x, rect.y + 18, TILE, 18))
elif char == "E":
blobs.add(Blob(rect.midbottom))
level_width = len(LEVEL[0]) * TILE
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
camera_x = 0
coins_collected = 0
lives = 3
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_LEFT]:
dx -= SPEED
if keys[pygame.K_RIGHT]:
dx += SPEED
player.x += dx
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0
hurt = False
if player.top > HEIGHT:
hurt = True
for coin in coins[:]:
if player.colliderect(coin):
coins.remove(coin)
coins_collected += 1
for spike in spikes:
if player.colliderect(spike):
hurt = True
blobs.update()
for blob in blobs:
if player.colliderect(blob.rect):
if vel_y > 0 and player.bottom < blob.rect.centery:
blob.kill()
vel_y = -8
else:
hurt = True
if hurt:
lives -= 1
player.midbottom = start
vel_y = 0
camera_x = player.centerx - WIDTH // 2
camera_x = max(0, min(camera_x, level_width - WIDTH))
shift = camera_x // 3 % 72
for y in range(0, HEIGHT, 72):
for x in range(-shift, WIDTH, 72):
screen.blit(background, (x, y))
for image, rect in tiles:
screen.blit(image, (rect.x - camera_x, rect.y))
for coin in coins:
screen.blit(coin_img, (coin.x - camera_x, coin.y))
for spike in spikes:
screen.blit(spikes_img, (spike.x - camera_x, spike.y - 18))
for blob in blobs:
spot = blob.image.get_rect(midbottom=(blob.rect.centerx - camera_x, blob.rect.bottom))
screen.blit(blob.image, spot)
screen.blit(player_img, (player.x - camera_x, player.y))
for i in range(3):
if i < lives:
screen.blit(heart_img, (10 + i * 40, 8))
else:
screen.blit(heart_empty_img, (10 + i * 40, 8))
text = font.render(f"Coins: {coins_collected}", True, (255, 255, 255))
screen.blit(text, text.get_rect(topright=(WIDTH - 12, 14)))
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 Worlds
1Maps from Text
A Level in TextRows and ColumnsLetters With MeaningsWhere the Player StartsOne Screen at a Time3Gravity and Jumping
Falling With GravityJump From the GroundShort HopsA Top Falling SpeedJump BufferPractice on your own: Pygame playground