So how would I be able to keep the green rectangle from getting outside of the box I have provided? If possible without using any classes. I would like to make a small map for levels within the given window so is there any way I can keep the rectangle from slipping through the lines? Or is it possible to force the rectangle to stop moving after hitting a certain point?
import pygame
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = ( 0, 255, 0)
RED = ( 255, 0, 0)
#Functions
def drawSquare(screen, x, y):
pygame.draw.rect(screen, BLACK, [x, y, 21, 21])
pygame.draw.rect(screen, GREEN, [3+x, 3+y, 15, 15])
def drawMap():
pygame.draw.rect(screen, BLACK, [0, 1, 100, 100],5)
pygame.init()
# Set the width and height of the screen [width, height]
size = (800, 600)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("")
#Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
#Loading pictures
#Variables
# Speed in pixels per frame
x_speed = 0
y_speed = 0
# Current position
x_coord = 10
y_coord = 10
# -------- Main Program Loop -----------
while not done:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
elif event.type == pygame.KEYDOWN:
# Figure out if it was an arrow key. If so
# adjust speed.
if event.key == pygame.K_LEFT:
x_speed = -3
elif event.key == pygame.K_RIGHT:
x_speed = 3
if x_coord > 200:
x_speed = 0
elif event.key == pygame.K_UP:
y_speed = -3
elif event.key == pygame.K_DOWN:
y_speed = 3
elif event.type == pygame.KEYUP:
# If it is an arrow key, reset vector back to zero
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_speed = 0
elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
y_speed = 0
x_coord = x_coord + x_speed
y_coord = y_coord + y_speed
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
# --- Drawing code should go here
screen.fill(WHITE)
drawSquare(screen, x_coord, y_coord)
drawMap()
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
clock.tick(45)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()
If I understand your question, you want to keep the square you are drawing within the view bounds. I think this will do it for you (the top two lines are already in your code above, just to show where this would go).
x_coord = x_coord + x_speed
y_coord = y_coord + y_speed
# consider moving these to the top and using them in your drawMap function
map_x = 0
map_y = 1
map_width = 100
map_height = 100
x_coord = max(map_x, x_coord)
y_coord = max(map_y, y_coord)
# coordinates must be less than size of container
# the 21 here is the size of the square you are drawing
# consider making it a variable rather than hard coded number
x_coord = min(x_coord, map_width - 21)
y_coord = min(y_coord, map_heigh - 21)
While I think if you keep on this course (avoiding using classes/using global variables) you will find your code will become unmaintainable.
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