I'm using Python 2.7. I'm having trouble with redrawing a string-based level. It draws fine for the first frame, but after that, it just doesn't seem to draw anymore. I've been trying to come up with a fix for a while now. Here is the entire source code:
import pygame
from pygame.locals import *
xScan = 0
yScan = 0
level = "WWWWWWWW" \
"WSSSSSSW" \
"WSSSSSSW" \
"WSSSSSSW" \
"WSSSSSSW" \
"WWWWWWWW"
class Player():
def __init__(self, color, x, y, width, height, outline_size):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.outline_size = outline_size
def draw(self):
pygame.draw.rect(screen, self.color, [self.x * 80, self.y * 80, self.width * 80, self.height * 80], self.outline_size)
def draw_level():
for tile in level:
global xScan, yScan
if tile == "W":
pygame.draw.rect(screen, [0, 0, 0], [xScan * 80, yScan * 80, 80, 80], 0)
elif tile == "S":
pygame.draw.rect(screen, [120, 120, 120], [xScan * 80, yScan * 80, 80, 80], 1)
if xScan >= 0 and xScan < 7:
xScan += 1
elif xScan == 7:
xScan = 0
yScan += 1
elif yScan == 5 and xScan == 7:
xScan = 0
yScan = 0
def update():
screen.fill([255, 255, 255])
draw_level()
player.draw()
pygame.display.flip()
pygame.init()
screen = pygame.display.set_mode([640, 480])
pygame.display.set_caption("Squares n' Tiles!")
player = Player([0, 100, 255], 1, 1, 1, 1, 0)
running = True
while running:
clock = pygame.time.Clock()
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.key == K_UP and player.y * 80 >= 160:
player.y -= 1
if event.key == K_DOWN and player.y * 80 < 320:
player.y += 1
if event.key == K_LEFT and player.x * 80 >= 160:
player.x -= 1
if event.key == K_RIGHT and player.x * 80 < 480:
player.x += 1
if event.key == K_c or event.key == K_r:
player.x = 1
player.y = 1
if event.type == pygame.QUIT:
running = False
update()
pygame.quit()
I think the problem lies within this portion of the code:
def draw_level():
for tile in level:
global xScan, yScan
if tile == "W":
pygame.draw.rect(screen, [0, 0, 0], [xScan * 80, yScan * 80, 80, 80], 0)
elif tile == "S":
pygame.draw.rect(screen, [120, 120, 120], [xScan * 80, yScan * 80, 80, 80], 1)
if xScan >= 0 and xScan < 7:
xScan += 1
elif xScan == 7:
xScan = 0
yScan += 1
elif yScan == 5 and xScan == 7:
xScan = 0
yScan = 0
I've tried messing with the numbers in the latter half of the previous portion. Here is one variation that mostly fixes the problem (though its format isn't very consistent):
if xScan >= 7:
xScan = 0
yScan += 1
elif yScan == 6:
xScan = 1
yScan = 0
else:
xScan += 1
The only problem with the above code is that the top left tile doesn't draw. How could I vary up my code to make it work properly? On every frame, I want the screen to be filled with white, the level re-drawn, the player re-drawn, and the screen flipped. Thanks in advance for any help. I would also appreciate advice on my code's structure.
The problem is that this block isn't executed:
elif yScan == 5 and xScan == 7:
xScan = 0
yScan = 0
This is because you're looping over each character in the level
string, so the max value reached is xScan = 6, yScan = 5.
Instead just initialise xScan
and yScan
when entering the draw level function
def draw_level():
xScan = 0 # no need for these to be global
yScan = 0
for tile in level:
if tile == "W":
pygame.draw.rect(screen, [0, 0, 0], [xScan * 80, yScan * 80, 80, 80], 0)
elif tile == "S":
pygame.draw.rect(screen, [120, 120, 120], [xScan * 80, yScan * 80, 80, 80], 1)
if xScan >= 0 and xScan < 7:
xScan += 1
elif xScan == 7:
xScan = 0
yScan += 1
I would suggest storing your level as several lines of characters instead of one long string:
level = "WWWWWWWW\n" \
"WSSSSSSW\n" \
"WSSSSSSW\n" \
"WSSSSSSW\n" \
"WSSSSSSW\n" \
"WWWWWWWW\n" # note the new line characters (\n)
Then you can iterate over the map like so:
def draw_level():
for yScan, row in enumerate(level.split('\n')):
for xScan, tile in enumerate(row):
if tile == "W":
pygame.draw.rect(screen, [0, 0, 0], [xScan * 80, yScan * 80, 80, 80], 0)
elif tile == "S":
pygame.draw.rect(screen, [120, 120, 120], [xScan * 80, yScan * 80, 80, 80], 1)
enumerate
takes a list (or iterable) and returns pairs of (index, item) for each item in the list, for example:
>>> a = 'test'
>>> for i, c in enumerate(a):
... print('i is {}, c is {}'.format(i, c))
...
i is 0, c is t
i is 1, c is e
i is 2, c is s
i is 3, c is t
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.