A Tiled Background
Part of the Worlds section of Coddy's Pygame journey. Lesson 9 of 35.
A plain colour behind the level looks empty. assets/backgrounds/clouds.png is a 72 by 72 picture made to repeat: its left edge matches its right edge, and its top matches its bottom. Blit it in a grid that covers the window:
for y in range(0, 360, 72):
for x in range(0, 576, 72):
screen.blit(background, (x, y))range(0, 576, 72) gives 0, 72, 144 and so on up to 504, the last start that still shows. 576 is a multiple of 72, so the last copy ends at the window's edge. The background replaces screen.fill: it covers every pixel.
Order matters. Whatever you blit later covers what is there, so draw the background first, then the tiles on top of it.
Challenge
EasyThe starter loads assets/backgrounds/clouds.png into background.
- In the game loop, instead of
screen.fill, blitbackgroundat every x from 0 to 576 in steps of 72, for every y from 0 to 360 in steps of 72. - Draw the tiles after the background.
Try it yourself
import pygame
TILE = 36
LEVEL = [
"###.............",
"###.............",
"..........C.....",
".........####...",
"..C.............",
".####......C....",
"..........###...",
"#....C.........#",
"###..##...###.##",
"######..########",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Tiles")
clock = pygame.time.Clock()
grass_img = pygame.image.load("assets/images/grass.png").convert_alpha()
grass_left_img = pygame.image.load("assets/images/grass_left.png").convert_alpha()
grass_right_img = pygame.image.load("assets/images/grass_right.png").convert_alpha()
dirt_img = pygame.image.load("assets/images/dirt.png").convert_alpha()
coin_img = pygame.image.load("assets/images/coin.png").convert_alpha()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
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] == "#"
tiles = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
x, y = col * TILE, row * 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
tiles.append((image, pygame.Rect(x, y, TILE, TILE)))
elif char == "C":
tiles.append((coin_img, pygame.Rect(x, y, TILE, TILE)))
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill((140, 200, 240))
for image, rect in tiles:
screen.blit(image, rect)
pygame.display.flip()
clock.tick(60)
pygame.quit()
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