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- scott170
- Scratcher
84 posts
Python programming language
Nice! I help run cs courses through a club in my local area i work part time as a tutor, and i’m currently teaching computer science to a few of my students ^^ python is the main programming language i use, as well as scratch for the more younger ones. i’m /attempting/ to make a mystery game right now :>
the link is on my about me
- -EmeraldThunder-
- Scratcher
1000+ posts
Python programming language
Cool, I wish you and your students well for the course. i work part time as a tutor, and i’m currently teaching computer science to a few of my students ^^ python is the main programming language i use, as well as scratch for the more younger ones. i’m /attempting/ to make a mystery game right now :>
Nothing here.
- scott170
- Scratcher
84 posts
Python programming language
what would be some ways you would use a walrus operator? also why is this forum dead now
- Wei-ern_520
- Scratcher
500+ posts
Python programming language
1. Not much scenarios, since it is not very useful (correct me if I’m wrong) what would be some ways you would use a walrus operator? also why is this forum dead now
2. Probably not many know about this forum or just not many people do python here. (correct me if I’m wrong again).
3. Just asking, what is everyone working on?
4. Who here uses pygame most of the time (and when I meant that I meant using pygame more than any libraries ever)
Last edited by Wei-ern_520 (Oct. 14, 2021 09:17:17)
Please consider checking out my suggestion ->here<-.
Hello, I’m Wei-ern_520, and I will randomly appear in your room! Just kidding, I make rpg engines.
I have no custom pfp, not because I don't know how to make one. I just don't know what suits me best, and I'm just too lazy and prefer sticking to simplicity. Or at least so. I also have the need to trip people with my profile picture. Just wait till it happens.
Fun fact: you don't clean your mess, you move it somewhere else. (Source: somewhere)
Also: Ooh, look at the cheese!
- Sid72020123
- Scratcher
500+ posts
Python programming language
1. Not much scenarios, since it is not very useful (correct me if I’m wrong) what would be some ways you would use a walrus operator? also why is this forum dead now
2. Probably not many know about this forum or just not many people do python here. (correct me if I’m wrong again).
3. Just asking, what is everyone working on?
4. Who here uses pygame most of the time (and when I meant that I meant using pygame more than any libraries ever)
I am working on a python program that can connect the cloud variables in Python!
Hello!
- Wei-ern_520
- Scratcher
500+ posts
Python programming language
Sounds kewl! (cool)Blah blah blah what would be some ways you would use a walrus operator? also why is this forum dead now
I am working on a python program that can connect the cloud variables in Python!
Last edited by Wei-ern_520 (Oct. 14, 2021 11:24:50)
Please consider checking out my suggestion ->here<-.
Hello, I’m Wei-ern_520, and I will randomly appear in your room! Just kidding, I make rpg engines.
I have no custom pfp, not because I don't know how to make one. I just don't know what suits me best, and I'm just too lazy and prefer sticking to simplicity. Or at least so. I also have the need to trip people with my profile picture. Just wait till it happens.
Fun fact: you don't clean your mess, you move it somewhere else. (Source: somewhere)
Also: Ooh, look at the cheese!
- Sid72020123
- Scratcher
500+ posts
Python programming language
It's already done! See here: https://pypi.org/project/scratchconnect/Sounds kewl! (cool)Blah blah blah what would be some ways you would use a walrus operator? also why is this forum dead now
I am working on a python program that can connect the cloud variables in Python!
Hello!
- scott170
- Scratcher
84 posts
Python programming language
nice!It's already done! See here: https://pypi.org/project/scratchconnect/Sounds kewl! (cool)Blah blah blah what would be some ways you would use a walrus operator? also why is this forum dead now
I am working on a python program that can connect the cloud variables in Python!
- Sid72020123
- Scratcher
500+ posts
Python programming language
But very less people use thatnice!It's already done! See here: https://pypi.org/project/scratchconnect/Sounds kewl! (cool)Blah blah blah what would be some ways you would use a walrus operator? also why is this forum dead now
I am working on a python program that can connect the cloud variables in Python!
Hello!
- Wei-ern_520
- Scratcher
500+ posts
Python programming language
Here's a metroidvania like engine I'm working on:
import pygame pygame.init() screen_size = (640, 480) screen = pygame.display.set_mode(screen_size) display = pygame.Surface((320, 240)) clock = pygame.time.Clock() tilesize = 16 fps = 60 class Player(): def __init__(self): self.rect = pygame.Rect(16, 160, 16, 16) self.x_speed = 0 self.y_speed = 0 self.image = pygame.Surface((16, 16)) self.image.fill((255, 0, 0)) self.jump = 0 self.gravity = 0.25 #0.25 self.jump_height = -5 self.collide_platform = True class Game(): def __init__(self, level, tiles): self.layer = "walls" self.level = level self.tiles = tiles self.player = Player() self.play = True self.level_xy = 0 self.m_width = 3 self.count = 0 self.location = "" def draw_tiles(self): self.collide_tiles = [] self.platforms = [] for y, row in enumerate(self.tiles[self.level_xy]): for x, column in enumerate(row): if not column == "0": if column == "p": current_tile = pygame.Rect(x * tilesize, y * tilesize, tilesize, tilesize) display.blit(all_tiles[self.layer][column], (x * tilesize, y* tilesize)) self.platforms.append(current_tile) else: current_tile = pygame.Rect(x * tilesize, y * tilesize, tilesize, tilesize) display.blit(all_tiles[self.layer][column], (x * tilesize, y* tilesize)) self.collide_tiles.append(current_tile) def handle_platforms(self, platforms): for platform in platforms: if self.player.rect.bottom < platform.centery: if self.player.y_speed > 0: if self.player.collide_platform == True: if self.player.rect.colliderect(platform): self.player.rect.bottom = platform.top self.player.y_speed = 0 self.player.jump = 0 def check_collide(self, tiles): t = [] for tile in tiles: if self.player.rect.colliderect(tile): t.append (tile) return t def move_player(self): keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT] or keys[pygame.K_d]: self.player.x_speed += 1 if self.player.x_speed > 3: self.player.x_speed = 3 if keys[pygame.K_LEFT] or keys[pygame.K_a]: self.player.x_speed += -1 if self.player.x_speed < -3: self.player.x_speed = -3 if keys[pygame.K_UP] or keys[pygame.K_w]: if self.player.jump < 4: self.player.y_speed = self.player.jump_height if keys[pygame.K_DOWN] or keys[pygame.K_s]: self.player.collide_platform = False self.count = 0 if self.count > 8: self.player.collide_platform = True self.count = 0 def update_player(self): self.player.x_speed *= 0.8 self.player.rect.x += int(self.player.x_speed) self.hit_tiles=[] self.hit_tiles = self.check_collide(self.collide_tiles) for tiles in self.hit_tiles: if self.player.x_speed > 0: self.player.rect.right = tiles.left self.player.x_speed = 0 if self.player.x_speed < 0: self.player.rect.left = tiles.right self.player.x_speed = 0 if self.player.y_speed < 7.5: self.player.y_speed += self.player.gravity self.player.rect.y += self.player.y_speed self.player.jump += 1 self.handle_platforms(self.platforms) self.hit_tiles=[] self.hit_tiles = self.check_collide(self.collide_tiles) for tiles in self.hit_tiles: if self.player.y_speed > 0: self.player.rect.bottom = tiles.top self.player.y_speed = 0 self.player.jump = 0 if self.player.y_speed < 0: self.player.rect.top = tiles.bottom self.player.y_speed = 0 def next_screen(self): if self.player.rect.left < 0: self.level_xy -= 1 self.player.rect.right = 320 elif self.player.rect.right > 320: self.level_xy += 1 self.player.rect.left = 0 elif self.player.rect.top < 0: self.level_xy -= self.m_width self.player.rect.bottom = 240 elif self.player.rect.bottom > 240: self.level_xy += self.m_width self.player.rect.top = 0 def update(self): screen.fill((255,255,255)) display.fill((255, 255, 255)) self.draw_tiles() if self.player.collide_platform == False: self.count += 1 for event in pygame.event.get(): if event.type == pygame.QUIT: self.play = False self.move_player() self.update_player() self.next_screen() display.blit(self.player.image, (self.player.rect.x, self.player.rect.y)) screen.blit(pygame.transform.scale(display, (screen_size)), (0, 0)) clock.tick(fps) pygame.display.update() level = 0 plat = pygame.Surface((16,16)) plat.fill((80,40,0)) all_tiles = { "walls": { "0": 0, "1": pygame.Surface((tilesize, tilesize)), "b": pygame.Surface((tilesize, tilesize)), "p": plat } } tiles = [ [ "11111111111111111111", "10000000000000000000", "10000000000000000000", "11111111111111111001", "10000000000000000001", "10000000000000000001", "11111111100111111111", "10000000000000000001", "10000000000000000001", "10011111111111111111", "10000000000000000000", "10000000000000000000", "10000000000111111111", "10011000000001111111", "11111111111001111111" ], [ "11111111111111111111", "00000000000000000000", "00000000000000000000", "10011111111111111001", "10000000010000000001", "10000000010000000001", "11111111110011111111", "10000000000000000001", "10000000000000000001", "11111111110011111111", "00000000000000000001", "00000000000000000001", "11111111111001111111", "11111111111001111111", "11111111111001111111" ], [ "11111111111111111111", "00000000000000000001", "00000000000000000001", "11111111111000000001", "100000000000000pp001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100pp000000000000001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100000000000000pp001", "10000000000000000001", "111111111pp111111111" ], [ "11111111111001111111", "10000000000000000000", "10000000000000000000", "10011111111111111001", "10000000000000000001", "10000000000000000001", "11111111111111111pp1", "10000000000000000000", "10000000000000000000", "11111111001111111pp1", "11111111000000000000", "11111111111111111001", "11111111111111111pp1", "11111111111111111001", "11111111111111111111" ], [ "11111111111001111111", "00000000000000000001", "00000000000000000001", "10011111111111111111", "10000000000000000001", "10000000000000000001", "11111111111111111001", "00000000000000000001", "00000000000000000001", "11111111111111111101", "00000000000000000001", "111111111111111111p1", "11111111111111111100", "11111111111111111100", "11111111111111111111" ], [ "11111111100111111111", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100000000000000pp001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100pp000000000000001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "000000000000000pp001", "00000000000000000001", "11111111111111111111" ], ] g = Game(level, tiles) while g.play: g.update() pygame.quit()
Last edited by Wei-ern_520 (Oct. 16, 2021 06:24:56)
Please consider checking out my suggestion ->here<-.
Hello, I’m Wei-ern_520, and I will randomly appear in your room! Just kidding, I make rpg engines.
I have no custom pfp, not because I don't know how to make one. I just don't know what suits me best, and I'm just too lazy and prefer sticking to simplicity. Or at least so. I also have the need to trip people with my profile picture. Just wait till it happens.
Fun fact: you don't clean your mess, you move it somewhere else. (Source: somewhere)
Also: Ooh, look at the cheese!
- scott170
- Scratcher
84 posts
Python programming language
wow nice Here's a metroidvania like engine I'm working on:import pygame pygame.init() screen_size = (640, 480) screen = pygame.display.set_mode(screen_size) display = pygame.Surface((320, 240)) clock = pygame.time.Clock() tilesize = 16 fps = 60 class Player(): def __init__(self): self.rect = pygame.Rect(16, 160, 16, 16) self.x_speed = 0 self.y_speed = 0 self.image = pygame.Surface((16, 16)) self.image.fill((255, 0, 0)) self.jump = 0 self.gravity = 0.25 #0.25 self.jump_height = -5 self.collide_platform = True class Game(): def __init__(self, level, tiles): self.layer = "walls" self.level = level self.tiles = tiles self.player = Player() self.play = True self.level_xy = 0 self.m_width = 3 self.count = 0 self.location = "" def draw_tiles(self): self.collide_tiles = [] self.platforms = [] for y, row in enumerate(self.tiles[self.level_xy]): for x, column in enumerate(row): if not column == "0": if column == "p": current_tile = pygame.Rect(x * tilesize, y * tilesize, tilesize, tilesize) display.blit(all_tiles[self.layer][column], (x * tilesize, y* tilesize)) self.platforms.append(current_tile) else: current_tile = pygame.Rect(x * tilesize, y * tilesize, tilesize, tilesize) display.blit(all_tiles[self.layer][column], (x * tilesize, y* tilesize)) self.collide_tiles.append(current_tile) def handle_platforms(self, platforms): for platform in platforms: if self.player.rect.bottom < platform.centery: if self.player.y_speed > 0: if self.player.collide_platform == True: if self.player.rect.colliderect(platform): self.player.rect.bottom = platform.top self.player.y_speed = 0 self.player.jump = 0 def check_collide(self, tiles): t = [] for tile in tiles: if self.player.rect.colliderect(tile): t.append (tile) return t def move_player(self): keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT] or keys[pygame.K_d]: self.player.x_speed += 1 if self.player.x_speed > 3: self.player.x_speed = 3 if keys[pygame.K_LEFT] or keys[pygame.K_a]: self.player.x_speed += -1 if self.player.x_speed < -3: self.player.x_speed = -3 if keys[pygame.K_UP] or keys[pygame.K_w]: if self.player.jump < 4: self.player.y_speed = self.player.jump_height if keys[pygame.K_DOWN] or keys[pygame.K_s]: self.player.collide_platform = False self.count = 0 if self.count > 8: self.player.collide_platform = True self.count = 0 def update_player(self): self.player.x_speed *= 0.8 self.player.rect.x += int(self.player.x_speed) self.hit_tiles=[] self.hit_tiles = self.check_collide(self.collide_tiles) for tiles in self.hit_tiles: if self.player.x_speed > 0: self.player.rect.right = tiles.left self.player.x_speed = 0 if self.player.x_speed < 0: self.player.rect.left = tiles.right self.player.x_speed = 0 if self.player.y_speed < 7.5: self.player.y_speed += self.player.gravity self.player.rect.y += self.player.y_speed self.player.jump += 1 self.handle_platforms(self.platforms) self.hit_tiles=[] self.hit_tiles = self.check_collide(self.collide_tiles) for tiles in self.hit_tiles: if self.player.y_speed > 0: self.player.rect.bottom = tiles.top self.player.y_speed = 0 self.player.jump = 0 if self.player.y_speed < 0: self.player.rect.top = tiles.bottom self.player.y_speed = 0 def next_screen(self): if self.player.rect.left < 0: self.level_xy -= 1 self.player.rect.right = 320 elif self.player.rect.right > 320: self.level_xy += 1 self.player.rect.left = 0 elif self.player.rect.top < 0: self.level_xy -= self.m_width self.player.rect.bottom = 240 elif self.player.rect.bottom > 240: self.level_xy += self.m_width self.player.rect.top = 0 def update(self): screen.fill((255,255,255)) display.fill((255, 255, 255)) self.draw_tiles() if self.player.collide_platform == False: self.count += 1 for event in pygame.event.get(): if event.type == pygame.QUIT: self.play = False self.move_player() self.update_player() self.next_screen() display.blit(self.player.image, (self.player.rect.x, self.player.rect.y)) screen.blit(pygame.transform.scale(display, (screen_size)), (0, 0)) clock.tick(fps) pygame.display.update() level = 0 plat = pygame.Surface((16,16)) plat.fill((80,40,0)) all_tiles = { "walls": { "0": 0, "1": pygame.Surface((tilesize, tilesize)), "b": pygame.Surface((tilesize, tilesize)), "p": plat } } tiles = [ [ "11111111111111111111", "10000000000000000000", "10000000000000000000", "11111111111111111001", "10000000000000000001", "10000000000000000001", "11111111100111111111", "10000000000000000001", "10000000000000000001", "10011111111111111111", "10000000000000000000", "10000000000000000000", "10000000000111111111", "10011000000001111111", "11111111111001111111" ], [ "11111111111111111111", "00000000000000000000", "00000000000000000000", "10011111111111111001", "10000000010000000001", "10000000010000000001", "11111111110011111111", "10000000000000000001", "10000000000000000001", "11111111110011111111", "00000000000000000001", "00000000000000000001", "11111111111001111111", "11111111111001111111", "11111111111001111111" ], [ "11111111111111111111", "00000000000000000001", "00000000000000000001", "11111111111000000001", "100000000000000pp001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100pp000000000000001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100000000000000pp001", "10000000000000000001", "111111111pp111111111" ], [ "11111111111001111111", "10000000000000000000", "10000000000000000000", "10011111111111111001", "10000000000000000001", "10000000000000000001", "11111111111111111pp1", "10000000000000000000", "10000000000000000000", "11111111001111111pp1", "11111111000000000000", "11111111111111111001", "11111111111111111pp1", "11111111111111111001", "11111111111111111111" ], [ "11111111111001111111", "00000000000000000001", "00000000000000000001", "10011111111111111111", "10000000000000000001", "10000000000000000001", "11111111111111111001", "00000000000000000001", "00000000000000000001", "11111111111111111101", "00000000000000000001", "111111111111111111p1", "11111111111111111100", "11111111111111111100", "11111111111111111111" ], [ "11111111100111111111", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100000000000000pp001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100pp000000000000001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "000000000000000pp001", "00000000000000000001", "11111111111111111111" ], ] g = Game(level, tiles) while g.play: g.update() pygame.quit()
- mumu245
- Scratcher
1000+ posts
Python programming language
Cool!wow nice Here's a metroidvania like engine I'm working on:import pygame pygame.init() screen_size = (640, 480) screen = pygame.display.set_mode(screen_size) display = pygame.Surface((320, 240)) clock = pygame.time.Clock() tilesize = 16 fps = 60 class Player(): def __init__(self): self.rect = pygame.Rect(16, 160, 16, 16) self.x_speed = 0 self.y_speed = 0 self.image = pygame.Surface((16, 16)) self.image.fill((255, 0, 0)) self.jump = 0 self.gravity = 0.25 #0.25 self.jump_height = -5 self.collide_platform = True class Game(): def __init__(self, level, tiles): self.layer = "walls" self.level = level self.tiles = tiles self.player = Player() self.play = True self.level_xy = 0 self.m_width = 3 self.count = 0 self.location = "" def draw_tiles(self): self.collide_tiles = [] self.platforms = [] for y, row in enumerate(self.tiles[self.level_xy]): for x, column in enumerate(row): if not column == "0": if column == "p": current_tile = pygame.Rect(x * tilesize, y * tilesize, tilesize, tilesize) display.blit(all_tiles[self.layer][column], (x * tilesize, y* tilesize)) self.platforms.append(current_tile) else: current_tile = pygame.Rect(x * tilesize, y * tilesize, tilesize, tilesize) display.blit(all_tiles[self.layer][column], (x * tilesize, y* tilesize)) self.collide_tiles.append(current_tile) def handle_platforms(self, platforms): for platform in platforms: if self.player.rect.bottom < platform.centery: if self.player.y_speed > 0: if self.player.collide_platform == True: if self.player.rect.colliderect(platform): self.player.rect.bottom = platform.top self.player.y_speed = 0 self.player.jump = 0 def check_collide(self, tiles): t = [] for tile in tiles: if self.player.rect.colliderect(tile): t.append (tile) return t def move_player(self): keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT] or keys[pygame.K_d]: self.player.x_speed += 1 if self.player.x_speed > 3: self.player.x_speed = 3 if keys[pygame.K_LEFT] or keys[pygame.K_a]: self.player.x_speed += -1 if self.player.x_speed < -3: self.player.x_speed = -3 if keys[pygame.K_UP] or keys[pygame.K_w]: if self.player.jump < 4: self.player.y_speed = self.player.jump_height if keys[pygame.K_DOWN] or keys[pygame.K_s]: self.player.collide_platform = False self.count = 0 if self.count > 8: self.player.collide_platform = True self.count = 0 def update_player(self): self.player.x_speed *= 0.8 self.player.rect.x += int(self.player.x_speed) self.hit_tiles=[] self.hit_tiles = self.check_collide(self.collide_tiles) for tiles in self.hit_tiles: if self.player.x_speed > 0: self.player.rect.right = tiles.left self.player.x_speed = 0 if self.player.x_speed < 0: self.player.rect.left = tiles.right self.player.x_speed = 0 if self.player.y_speed < 7.5: self.player.y_speed += self.player.gravity self.player.rect.y += self.player.y_speed self.player.jump += 1 self.handle_platforms(self.platforms) self.hit_tiles=[] self.hit_tiles = self.check_collide(self.collide_tiles) for tiles in self.hit_tiles: if self.player.y_speed > 0: self.player.rect.bottom = tiles.top self.player.y_speed = 0 self.player.jump = 0 if self.player.y_speed < 0: self.player.rect.top = tiles.bottom self.player.y_speed = 0 def next_screen(self): if self.player.rect.left < 0: self.level_xy -= 1 self.player.rect.right = 320 elif self.player.rect.right > 320: self.level_xy += 1 self.player.rect.left = 0 elif self.player.rect.top < 0: self.level_xy -= self.m_width self.player.rect.bottom = 240 elif self.player.rect.bottom > 240: self.level_xy += self.m_width self.player.rect.top = 0 def update(self): screen.fill((255,255,255)) display.fill((255, 255, 255)) self.draw_tiles() if self.player.collide_platform == False: self.count += 1 for event in pygame.event.get(): if event.type == pygame.QUIT: self.play = False self.move_player() self.update_player() self.next_screen() display.blit(self.player.image, (self.player.rect.x, self.player.rect.y)) screen.blit(pygame.transform.scale(display, (screen_size)), (0, 0)) clock.tick(fps) pygame.display.update() level = 0 plat = pygame.Surface((16,16)) plat.fill((80,40,0)) all_tiles = { "walls": { "0": 0, "1": pygame.Surface((tilesize, tilesize)), "b": pygame.Surface((tilesize, tilesize)), "p": plat } } tiles = [ [ "11111111111111111111", "10000000000000000000", "10000000000000000000", "11111111111111111001", "10000000000000000001", "10000000000000000001", "11111111100111111111", "10000000000000000001", "10000000000000000001", "10011111111111111111", "10000000000000000000", "10000000000000000000", "10000000000111111111", "10011000000001111111", "11111111111001111111" ], [ "11111111111111111111", "00000000000000000000", "00000000000000000000", "10011111111111111001", "10000000010000000001", "10000000010000000001", "11111111110011111111", "10000000000000000001", "10000000000000000001", "11111111110011111111", "00000000000000000001", "00000000000000000001", "11111111111001111111", "11111111111001111111", "11111111111001111111" ], [ "11111111111111111111", "00000000000000000001", "00000000000000000001", "11111111111000000001", "100000000000000pp001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100pp000000000000001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100000000000000pp001", "10000000000000000001", "111111111pp111111111" ], [ "11111111111001111111", "10000000000000000000", "10000000000000000000", "10011111111111111001", "10000000000000000001", "10000000000000000001", "11111111111111111pp1", "10000000000000000000", "10000000000000000000", "11111111001111111pp1", "11111111000000000000", "11111111111111111001", "11111111111111111pp1", "11111111111111111001", "11111111111111111111" ], [ "11111111111001111111", "00000000000000000001", "00000000000000000001", "10011111111111111111", "10000000000000000001", "10000000000000000001", "11111111111111111001", "00000000000000000001", "00000000000000000001", "11111111111111111101", "00000000000000000001", "111111111111111111p1", "11111111111111111100", "11111111111111111100", "11111111111111111111" ], [ "11111111100111111111", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100000000000000pp001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "100pp000000000000001", "10000000000000000001", "100000000pp000000001", "10000000000000000001", "000000000000000pp001", "00000000000000000001", "11111111111111111111" ], ] g = Game(level, tiles) while g.play: g.update() pygame.quit()
- Wei-ern_520
- Scratcher
500+ posts
Python programming language
wow nice Here's a metroidvania like engine I'm working on:
Cool! Here's a metroidvania like engine I'm working on:
Thanks. I'm trying to implement more features into this thing.
Please consider checking out my suggestion ->here<-.
Hello, I’m Wei-ern_520, and I will randomly appear in your room! Just kidding, I make rpg engines.
I have no custom pfp, not because I don't know how to make one. I just don't know what suits me best, and I'm just too lazy and prefer sticking to simplicity. Or at least so. I also have the need to trip people with my profile picture. Just wait till it happens.
Fun fact: you don't clean your mess, you move it somewhere else. (Source: somewhere)
Also: Ooh, look at the cheese!
- -EmeraldThunder-
- Scratcher
1000+ posts
Python programming language
Bump and also, I've been trying to create a chess game and I can't draw the board.
Can someone help me debug this code:
Can someone help me debug this code:
import pygame from pygame.locals import * from globals import * from piece import Piece class Board: def __init__(self, width, height, tileWidth, tileHeight, x, y): self.width = width self.height = height self.tileWidth = tileWidth self.tileHeight = tileHeight self.board = pygame.Surface((tileWidth*width, tileHeight*height)) self.x = x self.y = y def draw(self, scrn): for y in range(0, self.height): for x in range(0, self.width): pygame.draw.rect(self.board, BLACK if (x*y)%2 == 0 else WHITE, pygame.Rect(x * self.tileWidth, y * self.tileHeight, self.tileWidth, self.tileHeight)) scrn.blit(self.board, (self.x, self.y)) def update(self, e): pass
Nothing here.
- Wei-ern_520
- Scratcher
500+ posts
Python programming language
Try: above. I fixed it I think Bump and also, I've been trying to create a chess game and I can't draw the board.
Can someone help me debug this code:import pygame from pygame.locals import * from globals import * from piece import Piece class Board: def __init__(self, width, height, tileWidth, tileHeight, x, y): self.width = width self.height = height self.tileWidth = tileWidth self.tileHeight = tileHeight self.board = pygame.Surface((tileWidth*width, tileHeight*height)) self.x = x self.y = y def draw(self, scrn): a=0 for y in range(0, self.height): for x in range(0, self.width): a += 1 pygame.draw.rect(self.board, WHITE if a%2 == 0 else BLACK, pygame.Rect(x * self.tileWidth, y * self.tileHeight, self.tileWidth, self.tileHeight)) scrn.blit(self.board, (self.x, self.y)) def update(self, e): pass
Edit: Please don't just ctrl+c and v this, there are some indentation errors.
Last edited by Wei-ern_520 (Oct. 25, 2021 12:53:00)
Please consider checking out my suggestion ->here<-.
Hello, I’m Wei-ern_520, and I will randomly appear in your room! Just kidding, I make rpg engines.
I have no custom pfp, not because I don't know how to make one. I just don't know what suits me best, and I'm just too lazy and prefer sticking to simplicity. Or at least so. I also have the need to trip people with my profile picture. Just wait till it happens.
Fun fact: you don't clean your mess, you move it somewhere else. (Source: somewhere)
Also: Ooh, look at the cheese!
- -EmeraldThunder-
- Scratcher
1000+ posts
Python programming language
Try: above. I fixed it I think Bump and also, I've been trying to create a chess game and I can't draw the board.
Can someone help me debug this code:import pygame from pygame.locals import * from globals import * from piece import Piece class Board: def __init__(self, width, height, tileWidth, tileHeight, x, y): self.width = width self.height = height self.tileWidth = tileWidth self.tileHeight = tileHeight self.board = pygame.Surface((tileWidth*width, tileHeight*height)) self.x = x self.y = y def draw(self, scrn): a=0 for y in range(0, self.height): for x in range(0, self.width): a += 1 pygame.draw.rect(self.board, WHITE if a%2 == 0 else BLACK, pygame.Rect(x * self.tileWidth, y * self.tileHeight, self.tileWidth, self.tileHeight)) scrn.blit(self.board, (self.x, self.y)) def update(self, e): pass
Edit: Please don't just ctrl+c and v this, there are some indentation errors.
Nothing here.
- ScratchCatHELLO
- Scratcher
1000+ posts
Python programming language
use x%2^y%2 for the condition (you might need to use “not x%2^y%2“, I didn’t check whether it matched a chess board) Bump and also, I've been trying to create a chess game and I can't draw the board.
Can someone help me debug this code:import pygame from pygame.locals import * from globals import * from piece import Piece class Board: def __init__(self, width, height, tileWidth, tileHeight, x, y): self.width = width self.height = height self.tileWidth = tileWidth self.tileHeight = tileHeight self.board = pygame.Surface((tileWidth*width, tileHeight*height)) self.x = x self.y = y def draw(self, scrn): for y in range(0, self.height): for x in range(0, self.width): pygame.draw.rect(self.board, BLACK if (x*y)%2 == 0 else WHITE, pygame.Rect(x * self.tileWidth, y * self.tileHeight, self.tileWidth, self.tileHeight)) scrn.blit(self.board, (self.x, self.y)) def update(self, e): pass
Last edited by ScratchCatHELLO (Oct. 26, 2021 01:21:36)
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- Wei-ern_520
- Scratcher
500+ posts
Python programming language
It should work. Are you sure you got the indentations right? It worked for me. Also, you might wanna consider giving the code for those modules for extra precision.import pygame from pygame.locals import * from globals import * from piece import Piece class Board: def __init__(self, width, height, tileWidth, tileHeight, x, y): self.width = width self.height = height self.tileWidth = tileWidth self.tileHeight = tileHeight self.board = pygame.Surface((tileWidth*width, tileHeight*height)) self.x = x self.y = y def draw(self, scrn): a=0 for y in range(0, self.height): for x in range(0, self.width): a += 1 pygame.draw.rect(self.board, WHITE if a%2 == 0 else BLACK, pygame.Rect(x * self.tileWidth, y * self.tileHeight, self.tileWidth, self.tileHeight)) scrn.blit(self.board, (self.x, self.y)) def update(self, e): pass
Last edited by Wei-ern_520 (Oct. 26, 2021 09:06:35)
Please consider checking out my suggestion ->here<-.
Hello, I’m Wei-ern_520, and I will randomly appear in your room! Just kidding, I make rpg engines.
I have no custom pfp, not because I don't know how to make one. I just don't know what suits me best, and I'm just too lazy and prefer sticking to simplicity. Or at least so. I also have the need to trip people with my profile picture. Just wait till it happens.
Fun fact: you don't clean your mess, you move it somewhere else. (Source: somewhere)
Also: Ooh, look at the cheese!