One Screen at a Time
Part of the Worlds section of Coddy's Pygame journey. Lesson 5 of 35.
A level can be wider than the window. This map has 32 columns, two windows of 16. The walls keep their level positions: a wall in column 20 is at x = 720, past the window's right edge at 576.
The level's width comes from the map: len(LEVEL[0]) * TILE. Keep the player inside the level, not inside the window:
level_width = len(LEVEL[0]) * TILE
level = pygame.Rect(0, 0, level_width, 360)
# in the loop
player.clamp_ip(level)To show the part of the level the player is in, split it into screens of 576 pixels. player.centerx // 576 is the screen number, 0 or 1. Draw everything moved left by that many window widths:
offset = player.centerx // 576 * 576
pygame.draw.rect(screen, WALL, wall.move(-offset, 0))wall.move(-offset, 0) is a copy of the Rect moved left; the wall itself stays where it is in the level. Walk past the edge and the window shows the next screen. The player still passes through walls: stopping at them comes in Platform Collisions.
Challenge
Medium- Before the game loop, make
level_width = len(LEVEL[0]) * TILEandlevel = pygame.Rect(0, 0, level_width, 360). - Keep the player inside
levelinstead ofscreen.get_rect(). - Each frame, set
offset = player.centerx // 576 * 576. - Draw every wall, coin and the player moved by
-offseton x.
Try it yourself
import pygame
TILE = 36
WALL = (120, 90, 60)
COIN = (255, 196, 0)
PLAYER = (80, 200, 120)
LEVEL = [
"################################",
"#..............................#",
"#.C..####...C.........C...###..#",
"#..............#####...........#",
"#....C....##..........##....C..#",
"#..##.....##.C.....C..##.......#",
"#..##..P..........####.....C...#",
"#.C.......###..............##..#",
"#..............................#",
"####..####..########..####..####",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Map from Text")
clock = pygame.time.Clock()
walls = []
coins = []
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 == "C":
coins.append(pygame.Rect(col * TILE + 10, row * TILE + 10, 16, 16))
elif char == "P":
player = pygame.Rect(col * TILE + 4, row * TILE + 4, 28, 28)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player.x -= 4
if keys[pygame.K_RIGHT]:
player.x += 4
if keys[pygame.K_UP]:
player.y -= 4
if keys[pygame.K_DOWN]:
player.y += 4
player.clamp_ip(screen.get_rect())
screen.fill((30, 30, 46))
for wall in walls:
pygame.draw.rect(screen, WALL, wall)
for coin in coins:
pygame.draw.rect(screen, COIN, coin)
pygame.draw.rect(screen, PLAYER, 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 Time3Gravity and Jumping
Falling With GravityJump From the GroundShort HopsA Top Falling SpeedJump BufferPractice on your own: Pygame playground