I'm trying to code a little Jump´n´Run game in tkinter with canvas and so far its working pretty well, but I have a problem that I cant´t wrap my head around.
Look at these three pictures : on the first the collision works fine - I can jump from one paddle to the other.
On the second picture, you can see that whenever I get under the paddle it doesn't fall down and jumping up is also not possible, probably because i have self.y = 0
in the self.brick
collision detection. How could I get this working such that even when its under the paddle it bounces off, because that's important, for example when I start to add the second line of paddles.
My Collision code:
def brick_hit(self, pos):
for brick_line in self.bricks:
for brick in brick_line:
brick_pos = self.gamerootCanvas.coords(brick.id)
try:
if pos[3] > brick_pos[1]:
if pos[2] > brick_pos[0] and pos[0] < brick_pos[2]:
return True
except:
continue
return False
My Full code:
def jump_and_run():
gameroot = Toplevel()
gameroot.title("Game Root")
gameroot.resizable(0, 0)
gameroot.wm_attributes("-topmost", 1)
gamerootCanvas = Canvas(gameroot, width=1800, height=800, bd=0, highlightthickness=0)
gameroot_Background = PhotoImage(file="jumpnrunbackground.png")
gamerootCanvas.create_image(500, 250, image=gameroot_Background)
gamerootCanvas.pack()
gamerootCanvas.update()
class Player:
def __init__(self, gamerootCanvas, bricks, color):
self.gamerootCanvas = gamerootCanvas
self.id = gamerootCanvas.create_rectangle(25,25,0,0, fill=color)
self.gamerootCanvas.move(self.id, 5, 650)
self.bricks = bricks
self.x = 0
self.y = 0
self.gravity = 0.1
self.gamerootCanvas_height = gamerootCanvas.winfo_height()
self.gamerootCanvas_width = gamerootCanvas.winfo_width()
self.gamerootCanvas.bind_all("<KeyPress-Right>", self.move_right)
self.gamerootCanvas.bind_all("<KeyRelease-Right>", self.move_right_stop)
self.gamerootCanvas.bind_all("<KeyPress-Left>", self.move_left)
self.gamerootCanvas.bind_all("<KeyRelease-Left>", self.move_left_stop)
self.gamerootCanvas.bind_all("<KeyPress-Up>", self.jump_)
self.gamerootCanvas.bind_all("<KeyRelease-Up>", self.jump_stop)
self.jump_counter = 0
self.move_counter = 0
def move_player(self):
self.gamerootCanvas.move(self.id, self.x, self.y)
pos = self.gamerootCanvas.coords(self.id)
self.y += self.gravity
if pos[0] <= 0:
self.x = 1
elif pos[2] >= self.gamerootCanvas_width:
self.x = -1
elif pos[1] <= 0:
self.y = 1
elif pos[3] >= self.gamerootCanvas_height:
self.y = 0
elif self.brick_hit(pos) == True:
self.y = 0
def move_right(self, evt):
self.x = 2
def move_right_stop(self, evt):
self.x = 0
def move_left(self, evt):
self.x = -2
def move_left_stop(self, evt):
self.x = 0
def jump_(self, evt):
if self.jump_counter < 2:
self.y = -6
self.jump_counter += 2
def jump_stop(self, evt):
self.y = 0
self.jump_counter = 0
def brick_hit(self, pos):
for brick_line in self.bricks:
for brick in brick_line:
brick_pos = self.gamerootCanvas.coords(brick.id)
try:
if pos[3] > brick_pos[1]:
if pos[2] > brick_pos[0] and pos[0] < brick_pos[2]:
return True
except:
continue
return False
class Bricks1:
def __init__(self, gamerootCanvas, color):
self.gamerootCanvas = gamerootCanvas
self.id = gamerootCanvas.create_rectangle(50, 15, 0, 0, fill=color, width=2)
self.gamerootCanvas.move(self.id, 5, 700)
def generate_bricks():
global bricks
bricks = []
for i in range(0, 1):
b = []
for j in range(0, 14):
Bricks_1 = Bricks1(gamerootCanvas, "Blue")
b.append(Bricks_1)
bricks.append(b)
for i in range(0, 1):
for j in range(0, 14):
gamerootCanvas.move(bricks[i][j].id, 158.2 * j, 40 * i)
generate_bricks()
player1 = Player(gamerootCanvas, bricks, "Red")
while True:
gameroot.update_idletasks()
player1.move_player()
gameroot.update()
gameroot.after(5)
play_gameloop_sound()
gameUI.mainloop()
You should offset yourself from the brick to prevent becoming stuck. When resting on a brick, you should also have an altered state to prevent jittering.
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