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from setup import *
from player import Player
from platform import Platform
# Class which handles the main game logic and drawing
class Jumper:
camera_speed = 0.1
# Called on game initialization
def __init__(self):
# Camera only moves up, so we only need a y position
self.camera_y = 0
# Create a player at a top-center position
self.player = Player(SCREEN_WIDTH/2 - Player.width/2, 0)
# Create a list of platforms
# For now, this list will end up containing 100 test platforms
self.platforms = []
for i in range(100):
self.platforms.append(Platform(SCREEN_WIDTH/2 - Platform.width/2,
SCREEN_HEIGHT/2 - Platform.height/2 - i*100))
# Moves the camera every frame
def update_camera_position(self, delta_time):
# Move the camera down
self.camera_y -= self.camera_speed * delta_time
# If the player jumps higher than the camera y position, set the camera y to match the
# position of the player
if self.player.position.y < self.camera_y:
self.camera_y = self.player.position.y
# Updates the game logic every frame
def update(self, delta_time):
self.player.resolve_platform_collisions(delta_time, self.platforms)
self.player.update(delta_time)
self.update_camera_position(delta_time)
# Continuously check for key presses
pressed = pygame.key.get_pressed()
if pressed[pygame.K_RIGHT]:
self.player.move_right()
if pressed[pygame.K_LEFT]:
self.player.move_left()
# Draws all game objects every frame
def draw(self, screen):
for platform in self.platforms:
platform.draw(screen, self.camera_y)
self.player.draw(screen, self.camera_y)
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