Keep the Camera Inside
Part of the Worlds section of Coddy's Pygame journey. Lesson 22 of 35.
A camera that always centres the player shows sky left of the level at the start, and the same past the end. Keep it between the level's edges.
The smallest camera is 0: the window starts at the level's left edge. The largest is level_width - WIDTH: the window's right edge is the level's right edge. Clamp after following:
camera_x = player.centerx - WIDTH // 2
camera_x = max(0, min(camera_x, level_width - WIDTH))min lowers a camera that is too far right; max raises one that is too far left. In the middle of the level neither changes anything and the camera follows as before. Near the ends the camera stops and the player walks towards the window's edge, which is how most side-scrolling games behave.
Challenge
Easy- After
camera_x = player.centerx - WIDTH // 2, clamp it:camera_x = max(0, min(camera_x, level_width - WIDTH)).
Try it yourself
import pygame
TILE = 36
WIDTH = 576
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................................................",
"................................................",
"#...........###..........####..........###.....#",
"#..............................................#",
"#.....####.........###.........###.............#",
"#..............................................#",
"#.P........#####.........######.........####...#",
"#..............................................#",
"#..............................................#",
"################################################",
]
pygame.init()
screen = pygame.display.set_mode((WIDTH, 360))
pygame.display.set_caption("Camera")
clock = pygame.time.Clock()
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)
level_width = len(LEVEL[0]) * TILE
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
camera_x = 0
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
camera_x = player.centerx - WIDTH // 2
screen.fill((140, 200, 240))
for wall in walls:
screen.blit(block_img, (wall.x - camera_x, wall.y))
screen.blit(player_img, (player.x - camera_x, player.y))
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