프로젝트 개요
- pygame을 사용하여 Pirate Mario제작
- Youtube Clear Code의 Platformer in Pygame을 따라하며 진행
- 주요 과제: 플레이어의 움직임에 따른 애니메이션 구현
프로젝트 내용
main.py
import pygame
from sys import exit
from settings import *
from level import Level
pygame.init()
screen = pygame.display.set_mode((1200, 700))
clock = pygame.time.Clock()
level = Level(level_map, screen)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
screen.fill('black')
level.run()
pygame.display.update()
clock.tick(60)
settings.py
level_map = [
' ',
' ',
' ',
' XX XXX XX ',
' XX P ',
' XXXX XX XX ',
' XXXX XX ',
' XX X XXXX XX XX ',
' X XXXX XX XXX ',
' XXXX XXXXXX XX XXXX ',
'XXXXXXXX XXXXXX XX XXXX ']
tile_size = 64
screen_width = 1200
screen_height = len(level_map) * tile_size
tiles.py
import pygame
class Tile(pygame.sprite.Sprite):
def __init__(self, size, pos):
super().__init__()
self.image = pygame.Surface((size, size))
self.image.fill('grey')
self.rect = self.image.get_rect(topleft = pos)
def update(self, world_shift):
self.rect.x += world_shift
player.py
import pygame
from support import import_folder
class Player(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.import_character_assets()
self.frame_index = 0
self.animation_speed = 0.15
self.image = self.animations['idle'][self.frame_index]
self.rect = self.image.get_rect(topleft = pos)
self.direction = pygame.math.Vector2(0, 0)
self.player_speed = 8
self.gravity = 0.8
self.jump_speed = -16
self.status = 'idle'
self.facing_right = True
self.on_ground = False
self.on_ceiling = False
self.on_left = False
self.on_right = False
def import_character_assets(self):
character_path = 'graphics/character/'
self.animations = {'idle': [], 'run': [], 'jump': [], 'fall': []}
for animation in self.animations.keys():
full_path = character_path + animation
self.animations[animation] = import_folder(full_path)
def animate(self):
animation = self.animations[self.status]
self.frame_index += self.animation_speed
if self.frame_index >= len(animation):
self.frame_index = 0
image = animation[int(self.frame_index)]
if self.facing_right:
self.image = image
else:
flipped_image = pygame.transform.flip(image, True, False)
self.image = flipped_image
if self.on_ground and self.on_right:
self.rect = self.image.get_rect(bottomright = self.rect.bottomright)
elif self.on_ground and self.on_left:
self.rect = self.image.get_rect(bottomleft = self.rect.bottomleft)
elif self.on_ground:
self.rect = self.image.get_rect(midbottom = self.rect.midbottom)
elif self.on_ceiling and self.on_right :
self.rect = self.image.get_rect(topright = self.rect.topright)
elif self.on_ceiling and self.on_left:
self.rect = self.image.get_rect(topleft = self.rect.topleft)
elif self.on_ceiling:
self.rect = self.image.get_rect(midtop = self.rect.midtop)
def get_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
self.direction.x = 1
self.facing_right = True
elif keys[pygame.K_LEFT]:
self.direction.x = -1
self.facing_right = False
else: self.direction.x = 0
if keys[pygame.K_SPACE] and self.on_ground: self.jump()
def get_status(self):
if self.direction.y < 0:
self.status = 'jump'
elif self.direction.y > 1:
self.status = 'fall'
else:
if self.direction.x != 0:
self.status = 'run'
else:
self.status = 'idle'
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
self.direction.y = self.jump_speed
def update(self):
self.get_input()
self.get_status()
self.animate()
- animation에 대응하는 image를 보여주는 것을 구현
- 좌우 이동시 그 방향을 바라보도록 설정
- 부자연스러웠던 부분을 수정 (다중 점프, player의 image가 약간 벽, 바닥, 천장에서 떨어져있고 게임을 플레이하는 것에 있어 버그로 여겨지는 움직임)
support.py
from os import walk
import pygame
def import_folder(path):
surface_list = []
for _, __, img_files in walk(path):
for image in img_files:
full_path = path + '/' + image
image_surf = pygame.image.load(full_path).convert_alpha()
surface_list.append(image_surf)
return surface_list
- os의 walk를 통해 하위 디렉토리를 검색하고 그 요소들을 사용해서 원하는 image를 가져오는 module
levels.py
import pygame
from settings import tile_size, screen_width
from tiles import Tile
from player import Player
class Level:
def __init__(self, level_data, surface):
super().__init__()
self.display_surface = surface
self.setup_level(level_data)
self.world_shift = 0
self.current_x = 0
def setup_level(self, level_data):
self.tiles = pygame.sprite.Group()
self.player = pygame.sprite.GroupSingle()
for row_index, row in enumerate(level_data):
for col_index, cell in enumerate(row):
x = col_index * tile_size
y = row_index * tile_size
if cell == 'X':
tile = Tile(tile_size, (x, y))
self.tiles.add(tile)
elif cell == 'P':
player = Player((x, y))
self.player.add(player)
def scroll_x(self):
player = self.player.sprite
player_x = player.rect.centerx
direction_x = player.direction.x
if player_x < screen_width / 4 and direction_x < 0:
self.world_shift = 8
player.player_speed = 0
elif player_x > screen_width - (screen_width / 4) and direction_x > 0:
self.world_shift = -8
player.player_speed = 0
else:
self.world_shift = 0
player.player_speed = 8
def horizontal_movement_collision(self):
player = self.player.sprite
player.rect.x += player.direction.x * player.player_speed
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.x < 0:
player.rect.left = sprite.rect.right
player.on_left = True
self.current_x = player.rect.left
elif player.direction.x > 0:
player.rect.right = sprite.rect.left
player.on_right = True
self.current_x = player.rect.right
if player.on_left and (player.rect.left < self.current_x or player.direction.x >= 0):
player.on_left = False
if player.on_right and (player.rect.right > self.current_x or player.direction.x <= 0):
player.on_right = False
def vertical_movement_collision(self):
player = self.player.sprite
player.apply_gravity()
for sprite in self.tiles.sprites():
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
player.rect.bottom = sprite.rect.top
player.direction.y = 0
player.on_ground = True
elif player.direction.y < 0:
player.rect.top = sprite.rect.bottom
player.direction.y = 0
player.on_ceiling = True
if player.on_ground and player.direction.y < 0 or player.direction.y > 1:
player.on_ground = False
if player.on_ceiling and player.direction.y > 0:
player.on_ceiling = False
def run(self):
self.tiles.update(self.world_shift)
self.tiles.draw(self.display_surface)
self.scroll_x()
self.player.update()
self.horizontal_movement_collision()
self.vertical_movement_collision()
self.player.draw(self.display_surface)
- player module에서 부자연스러웠던 부분을 수정하기 위해 player의 image뿐만 아니라 map에서도 player module의 정보를 import해서 적용하여 수정
KEEP
PROBLEM
- player가 타일의 끝에 있을 경우 매우 가끔 y축 움직임에 버그가 있음
- x축에 대한 움직에서 부자연스러움을 해소하는 방법을 이해하는 데에 다소 오래 걸림
TRY