![]() In Python, to check for a condition, you can use an if statement. Whatever you want to happen when a player falls off the world, you have to be able to detect when the player disappears offscreen. ![]() In other games, the player loses points or a life. In some games, if a player falls off the world, the sprite is deleted and respawned somewhere new. The problem with your character falling off the world is that there's no way for your game to detect it. Your gravity simulation is working, but maybe too well.Īs an experiment, try changing the rate at which your player falls. Look sharp, because it happens fast: your player falls out of the sky, right off your game screen. Instead, you add gravity just to your player and enemy sprites.įirst, add a gravity function in your Player class: In platformers, however, gravity is selective-if you add gravity to your entire game world, all of your platforms would fall to the ground. In the real world, gravity affects everything. In Pygame, higher numbers are closer to the bottom edge of the screen. Use this property to pull the player sprite toward the bottom of the screen. Remember that your player already has a property to determine motion. In video game physics, you don't have to create objects with mass great enough to justify a gravitational pull you can just program a tendency for objects to fall toward the presumed largest object in the video game world: the world itself. The larger the object, the more gravitational influence it exerts. Gravity in the real world is the tendency for objects with mass to be drawn toward one another. If you can't think of any reasons, don't worry-it'll become apparent as you work through the sample code. Think about why gravity might involve collisions. You implemented some collision detection when you added an enemy to your game, but this article adds more because gravity requires collision detection. In code, it translates roughly to: import pygame Then, just blit your original image on this intermediary surface, set the global alpha on it (set_alpha) and blitit to your destination surface That colro will render fully transparent when blitting. So, fill your surface with this key color, and set it as the key color for the surface: You won't be able to know witch value won't be in use. In video effects, normaly they use pure green or pure white for that, but youĬan choose any RGB value - if your image is a photo instead of pixel art, You have to: create another surface, with the same size of your image, with depth = 24įill that surface with a color not in use in your image (like "chroma key"). However, if your "alpha.png" does use transparency itself, and you intend to preserve it, gets trickier! That is easy to achieve if your original image (inyour case the "alpha.png" file) uses no transparency itself - just a matter of: import pygame 32 bit depth), a "global alpha" value,as set by the surface's set_alpha method will be ignored.įor this "global" alpha to be used, your source surface must not have per pixel alpha. What happens is that if the surface you are blitting (the source) has alpha pixels values for the pixels itself (i.e. It is all documented at - but indeed, short in words or examples. "global alpha" for a surface is tricky to get done right in Pygame. Your code is a bit convoluted :-) but nonetheless, "non-per-pixel" - or ![]() Window.blit(background, background.get_rect()) To elaborate on how I'm struggling with this, the blurb below is a slightly modified hunk of code from this SO answer, but if you run it, you'll see that "image" loses it's native alpha, while the alpha of "image2" never changes! Yuck. I want to display an image with alpha with a specified transparency, but can't figure out how to do it.
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