Bump Your Head
Part of the Worlds section of Coddy's Pygame journey. Lesson 17 of 35.
Jump under a platform and the player passes up through it, then lands on top. A solid platform should stop the head. Moving up, vel_y is negative, so add the other case to the vertical loop:
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 = 0The head goes to the wall's bottom, and the speed becomes 0 in both cases. After a bump, gravity starts the fall at once. Without vel_y = 0, the player keeps trying to move up and sticks under the platform until gravity has used up the jump.
The sign of vel_y says which side the player came from, the way dx did for walls: falling, it hit the wall's top; rising, its bottom.
Challenge
Easy- In the vertical collision loop, add the case
vel_y < 0:player.top = wall.bottom. - Set
vel_y = 0after both cases, so a bump stops the rise.
The player starts under a platform; jump to try it.
Try it yourself
import pygame
TILE = 36
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................",
"................",
"................",
"..........###...",
"................",
"................",
"...#####........",
"............#...",
"#....P......#..#",
"################",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Head Bump")
clock = pygame.time.Clock()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
block_img = pygame.image.load("assets/images/block.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()
walls = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
if char == "#":
walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
start = (col * TILE + TILE // 2, row * TILE + TILE)
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
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
vel_y = 0
on_ground = True
for y in range(0, 360, 72):
for x in range(0, 576, 72):
screen.blit(background, (x, y))
for wall in walls:
screen.blit(block_img, wall)
screen.blit(player_img, player)
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 Time4Platform Collisions
Walls Left and RightLanding on PlatformsBump Your HeadFalling Out of the LevelOne Axis at a Time3Gravity and Jumping
Falling With GravityJump From the GroundShort HopsA Top Falling SpeedJump BufferPractice on your own: Pygame playground