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What Is A Good Way To Layer Like This In Pygame?

I've been working on a small project in pygame. It's an overhead 2D game, but if a player is behind an object, I need the player to be one layer behind it. If the player is in fron

Solution 1:

Stop working with Surfaces directly. Use the pygame's Sprite class.

Then you can simply give your Sprites a _layer attribute and use a LayeredUpdates group for managing them, and the group will take care of the order of blitting.

Here's an example:

import pygame
pygame.init()
screen = pygame.display.set_mode((300, 300))

classActor(pygame.sprite.Sprite):
    def__init__(self, group, color, layer, pos):
        self.image = pygame.Surface((30, 30))
        self.image.fill(color)
        self.rect = self.image.get_rect(center=pos)
        self._layer = layer
        pygame.sprite.Sprite.__init__(self, group)

group = pygame.sprite.LayeredUpdates()
Actor(group, (255, 255, 255), 0, (100, 100))
Actor(group, (255, 0, 255),   1, (110, 110))
Actor(group, (0, 255, 255),   0, (120, 120))
Actor(group, (255, 255, 0),   3, (130, 130))
Actor(group, (0, 0, 255),     2, (140, 140))

run = Truewhile run:
    for e in pygame.event.get():
        if e.type ==pygame.QUIT:
            run = False
    screen.fill((0,0,0))
    group.update()
    group.draw(screen)
    pygame.display.flip()

Note how the order of the sprites is determined by the value of the _layer attribute.

enter image description here

Solution 2:

I tried with this code (it most likely works)

When the red surface is behind the green the green will overlap, that's why I've kept it a little transparent. When the red overtakes it will be blitted on the green. The code is same as you did. IDK why yours doesn't work

import pygame

pygame.init()
clock = pygame.time.Clock()

screen = pygame.display.set_mode((800,600))

surface1 = pygame.Surface((50,50))
surface1.fill((255,0,0))

surface2 = pygame.Surface((50,50))
surface2.fill((0,255,0))
surface2.set_alpha(196)

surface1X = 0
surface1Y = 275

surface2X = 400
surface2Y = 275

x_change = 0
y_change = 0

speed = 2whileTrue:
    foreventin pygame.event.get():
        ifevent.type == pygame.QUIT:
            pygame.quit()
            quit()

        ifevent.type == pygame.KEYDOWN:
            ifevent.key == pygame.K_LEFT:
                x_change = -speed
            ifevent.key == pygame.K_RIGHT:
                x_change = speed
            ifevent.key == pygame.K_UP:
                y_change = -speed
            ifevent.key == pygame.K_DOWN:
                y_change = speed

        ifevent.type == pygame.KEYUP:
            ifevent.key == pygame.K_LEFT orevent.key == pygame.K_RIGHT orevent.key == pygame.K_UP orevent.key == pygame.K_DOWN:
                x_change = 0
                y_change = 0

    surface1X += x_change
    surface1Y += y_change

    screen.fill((255,255,255))

    if (surface1X < surface2X):
        screen.blit(surface1, (surface1X, surface1Y))
        screen.blit(surface2, (surface2X, surface2Y))

    else:
        screen.blit(surface2, (surface2X, surface2Y))
        screen.blit(surface1, (surface1X, surface1Y))

    pygame.display.update()
    clock.tick(60)

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