Ok so I included the code for my project below, I'm just doing some experimenting with pygame on making a platformer. I'm trying to figure out how to do some very simple scrolling that follows the player, so the player is the center of the camera and it bounces/follows him. Can anyone help me?
import pygame from pygame import * WIN_WIDTH = 800 WIN_HEIGHT = 640 HALF_WIDTH = int(WIN_WIDTH / 2) HALF_HEIGHT = int(WIN_HEIGHT / 2) DISPLAY = (WIN_WIDTH, WIN_HEIGHT) DEPTH = 32 FLAGS = 0 CAMERA_SLACK = 30 def main(): global cameraX, cameraY pygame.init() screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH) pygame.display.set_caption("Use arrows to move!") timer = pygame.time.Clock() up = down = left = right = running = False bg = Surface((32,32)) bg.convert() bg.fill(Color("#000000")) entities = pygame.sprite.Group() player = Player(32, 32) platforms = [] x = y = 0 level = [ "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP", "P P", "P P", "P P", "P P", "P P", "P P", "P P", "P PPPPPPPPPPP P", "P P", "P P", "P P", "P P", "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",] # build the level for row in level: for col in row: if col == "P": p = Platform(x, y) platforms.append(p) entities.add(p) if col == "E": e = ExitBlock(x, y) platforms.append(e) entities.add(e) x += 32 y += 32 x = 0 entities.add(player) while 1: timer.tick(60) for e in pygame.event.get(): if e.type == QUIT: raise SystemExit, "QUIT" if e.type == KEYDOWN and e.key == K_ESCAPE: raise SystemExit, "ESCAPE" if e.type == KEYDOWN and e.key == K_UP: up = True if e.type == KEYDOWN and e.key == K_DOWN: down = True if e.type == KEYDOWN and e.key == K_LEFT: left = True if e.type == KEYDOWN and e.key == K_RIGHT: right = True if e.type == KEYDOWN and e.key == K_SPACE: running = True if e.type == KEYUP and e.key == K_UP: up = False if e.type == KEYUP and e.key == K_DOWN: down = False if e.type == KEYUP and e.key == K_RIGHT: right = False if e.type == KEYUP and e.key == K_LEFT: left = False if e.type == KEYUP and e.key == K_RIGHT: right = False # draw background for y in range(32): for x in range(32): screen.blit(bg, (x * 32, y * 32)) # update player, draw everything else player.update(up, down, left, right, running, platforms) entities.draw(screen) pygame.display.update() class Entity(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) class Player(Entity): def __init__(self, x, y): Entity.__init__(self) self.xvel = 0 self.yvel = 0 self.onGround = False self.image = Surface((32,32)) self.image.fill(Color("#0000FF")) self.image.convert() self.rect = Rect(x, y, 32, 32) def update(self, up, down, left, right, running, platforms): if up: # only jump if on the ground if self.onGround: self.yvel -= 10 if down: pass if running: self.xvel = 12 if left: self.xvel = -8 if right: self.xvel = 8 if not self.onGround: # only accelerate with gravity if in the air self.yvel += 0.3 # max falling speed if self.yvel > 100: self.yvel = 100 if not(left or right): self.xvel = 0 # increment in x direction self.rect.left += self.xvel # do x-axis collisions self.collide(self.xvel, 0, platforms) # increment in y direction self.rect.top += self.yvel # assuming we're in the air self.onGround = False; # do y-axis collisions self.collide(0, self.yvel, platforms) def collide(self, xvel, yvel, platforms): for p in platforms: if pygame.sprite.collide_rect(self, p): if isinstance(p, ExitBlock): pygame.event.post(pygame.event.Event(QUIT)) if xvel > 0: self.rect.right = p.rect.left print "collide right" if xvel < 0: self.rect.left = p.rect.right print "collide left" if yvel > 0: self.rect.bottom = p.rect.top self.onGround = True self.yvel = 0 if yvel < 0: self.rect.top = p.rect.bottom class Platform(Entity): def __init__(self, x, y): Entity.__init__(self) self.image = Surface((32, 32)) self.image.convert() self.image.fill(Color("#DDDDDD")) self.rect = Rect(x, y, 32, 32) def update(self): pass class ExitBlock(Platform): def __init__(self, x, y): Platform.__init__(self, x, y) self.image.fill(Color("#0033FF")) if __name__ == "__main__": main()
You need to apply an offset to the position of your entities when drawing them. Let's call that offset a camera
, since this is the effect we want to achieve with this.
First of all, we can't (and should not) use the draw
function of the sprite group, since the sprites don't need to know that their position (rect
) is not the position they are going to be drawn on the screen (of course we could subclass the Group
class and reimplement the it's draw
to be aware of the camera, but for the sake of learning let's be explicit here).
Let's start by creating a Camera
class to hold the state of the offset we want to apply to the position of our entities:
class Camera(object): def __init__(self, camera_func, width, height): self.camera_func = camera_func self.state = Rect(0, 0, width, height) def apply(self, target): return target.rect.move(self.state.topleft) def update(self, target): self.state = self.camera_func(self.state, target.rect)
some things to note here:
We need to store the position of the camera, and the width and height of the level in pixels (since we want to stop scrolling at the edges of the level). I used a Rect
to store all these informations, but you could easily just use some fields.
Using Rect
comes in handy in the apply
function. This is where we re-calculate the position of an entity on the screen to apply the scrolling.
Once per iteration of the main loop, we need to update the position of the camera, hence there's the update
function. It just alters the state by calling the camera_func
function, which will do all the hard work for us. We implement it later.
Let's create an instace of the camera:
for row in level: ... total_level_width = len(level[0])*32 # calculate size of level in pixels total_level_height = len(level)*32 # maybe make 32 an constant camera = Camera(*to_be_implemented*, total_level_width, total_level_height) entities.add(player) ...
and alter our main loop:
# draw background for y in range(32): ... camera.update(player) # camera follows player. Note that we could also follow any other sprite # update player, draw everything else player.update(up, down, left, right, running, platforms) for e in entities: # apply the offset to each entity. # call this for everything that should scroll, # which is basically everything other than GUI/HUD/UI screen.blit(e.image, camera.apply(e)) pygame.display.update()
Our camera class is already very flexible and yet dead simple. It can use different kinds of scrolling (by providing different camera_func
functions), and it can follow any arbitary sprite, not just the player. You even can change this at runtime.
Now for the implementation of camera_func
. A simple approach is to just center the player (or whichever entity we want to follow) at the screen, and the implementation is straight forward:
def simple_camera(camera, target_rect): l, t, _, _ = target_rect # l = left, t = top _, _, w, h = camera # w = width, h = height return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h)
We just take the position of our target
, and add the half total screen size. You can try it by creating your camera like this:
camera = Camera(simple_camera, total_level_width, total_level_height)
So far, so good. But maybe we don't want to see the black background outside the level? How about:
def complex_camera(camera, target_rect): l, t, _, _ = target_rect _, _, w, h = camera l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h # center player l = min(0, l) # stop scrolling at the left edge l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling at the right edge t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom t = min(0, t) # stop scrolling at the top return Rect(l, t, w, h)
Here we simply use the min
/max
functions to ensure we don't scroll outside out level.
Try it by creating your camera like this:
camera = Camera(complex_camera, total_level_width, total_level_height)
There's a little animation of our new scrolling in action:

Here's the complete code again (note I changed your level a little bit to be bigger and to have some more platforms):
#! /usr/bin/python import pygame from pygame import * WIN_WIDTH = 800 WIN_HEIGHT = 640 HALF_WIDTH = int(WIN_WIDTH / 2) HALF_HEIGHT = int(WIN_HEIGHT / 2) DISPLAY = (WIN_WIDTH, WIN_HEIGHT) DEPTH = 32 FLAGS = 0 CAMERA_SLACK = 30 def main(): global cameraX, cameraY pygame.init() screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH) pygame.display.set_caption("Use arrows to move!") timer = pygame.time.Clock() up = down = left = right = running = False bg = Surface((32,32)) bg.convert() bg.fill(Color("#000000")) entities = pygame.sprite.Group() player = Player(32, 32) platforms = [] x = y = 0 level = [ "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP", "P P", "P P", "P P", "P PPPPPPPPPPP P", "P P", "P P", "P P", "P PPPPPPPP P", "P P", "P PPPPPPP P", "P PPPPPP P", "P P", "P PPPPPPP P", "P P", "P PPPPPP P", "P P", "P PPPPPPPPPPP P", "P P", "P PPPPPPPPPPP P", "P P", "P P", "P P", "P P", "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",] # build the level for row in level: for col in row: if col == "P": p = Platform(x, y) platforms.append(p) entities.add(p) if col == "E": e = ExitBlock(x, y) platforms.append(e) entities.add(e) x += 32 y += 32 x = 0 total_level_width = len(level[0])*32 total_level_height = len(level)*32 camera = Camera(complex_camera, total_level_width, total_level_height) entities.add(player) while 1: timer.tick(60) for e in pygame.event.get(): if e.type == QUIT: raise SystemExit, "QUIT" if e.type == KEYDOWN and e.key == K_ESCAPE: raise SystemExit, "ESCAPE" if e.type == KEYDOWN and e.key == K_UP: up = True if e.type == KEYDOWN and e.key == K_DOWN: down = True if e.type == KEYDOWN and e.key == K_LEFT: left = True if e.type == KEYDOWN and e.key == K_RIGHT: right = True if e.type == KEYDOWN and e.key == K_SPACE: running = True if e.type == KEYUP and e.key == K_UP: up = False if e.type == KEYUP and e.key == K_DOWN: down = False if e.type == KEYUP and e.key == K_RIGHT: right = False if e.type == KEYUP and e.key == K_LEFT: left = False # draw background for y in range(32): for x in range(32): screen.blit(bg, (x * 32, y * 32)) camera.update(player) # update player, draw everything else player.update(up, down, left, right, running, platforms) for e in entities: screen.blit(e.image, camera.apply(e)) pygame.display.update() class Camera(object): def __init__(self, camera_func, width, height): self.camera_func = camera_func self.state = Rect(0, 0, width, height) def apply(self, target): return target.rect.move(self.state.topleft) def update(self, target): self.state = self.camera_func(self.state, target.rect) def simple_camera(camera, target_rect): l, t, _, _ = target_rect _, _, w, h = camera return Rect(-l+HALF_WIDTH, -t+HALF_HEIGHT, w, h) def complex_camera(camera, target_rect): l, t, _, _ = target_rect _, _, w, h = camera l, t, _, _ = -l+HALF_WIDTH, -t+HALF_HEIGHT, w, h l = min(0, l) # stop scrolling at the left edge l = max(-(camera.width-WIN_WIDTH), l) # stop scrolling at the right edge t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling at the bottom t = min(0, t) # stop scrolling at the top return Rect(l, t, w, h) class Entity(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) class Player(Entity): def __init__(self, x, y): Entity.__init__(self) self.xvel = 0 self.yvel = 0 self.onGround = False self.image = Surface((32,32)) self.image.fill(Color("#0000FF")) self.image.convert() self.rect = Rect(x, y, 32, 32) def update(self, up, down, left, right, running, platforms): if up: # only jump if on the ground if self.onGround: self.yvel -= 10 if down: pass if running: self.xvel = 12 if left: self.xvel = -8 if right: self.xvel = 8 if not self.onGround: # only accelerate with gravity if in the air self.yvel += 0.3 # max falling speed if self.yvel > 100: self.yvel = 100 if not(left or right): self.xvel = 0 # increment in x direction self.rect.left += self.xvel # do x-axis collisions self.collide(self.xvel, 0, platforms) # increment in y direction self.rect.top += self.yvel # assuming we're in the air self.onGround = False; # do y-axis collisions self.collide(0, self.yvel, platforms) def collide(self, xvel, yvel, platforms): for p in platforms: if pygame.sprite.collide_rect(self, p): if isinstance(p, ExitBlock): pygame.event.post(pygame.event.Event(QUIT)) if xvel > 0: self.rect.right = p.rect.left print "collide right" if xvel < 0: self.rect.left = p.rect.right print "collide left" if yvel > 0: self.rect.bottom = p.rect.top self.onGround = True self.yvel = 0 if yvel < 0: self.rect.top = p.rect.bottom class Platform(Entity): def __init__(self, x, y): Entity.__init__(self) self.image = Surface((32, 32)) self.image.convert() self.image.fill(Color("#DDDDDD")) self.rect = Rect(x, y, 32, 32) def update(self): pass class ExitBlock(Platform): def __init__(self, x, y): Platform.__init__(self, x, y) self.image.fill(Color("#0033FF")) if __name__ == "__main__": main()