[Pygame] Richard's Jones TMX library‏

Pedro H. Forli

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Aug 1, 2013
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3
Hello! I'm a noob at python and pygame, also forgive for possible english mistakes, i'm actually from Brasil. 
I'm creating a plataform game using tilemaps and loading it with Richard's Jones tmx library, and i have come across a "bug": 
When i'm moving my character around, he goes faster to the left and down directions. 
First, i thought it was an error with my code, but after making differents test's using 20-scenes.py, written by Richard Jones, i've realized that this problem ocurrs with his game. If you press both the left and the right arrows together you will see that the caracter has the tendency of going left, also all the objects (Bullet, enemy, Player...) can't have a speed bellow 20 pixels/second (in my game, you can't set a speed bellow 31 pixels/second)  otherwize it can't move to the right direction. 
What is the source of the problem? How do i fix it? 

Here is richard Jones source code: 
https://bitbucket.org/r1chardj0n3s/pygame-tutorial/src/91afdcebb0ae?at=default

And here is the code of my enemy object: 

import pygame, random 
from pygame.locals import * 
from Funsoes import * 
import resources 

class Enemy(pygame.sprite.Sprite): 
    def __init__(self, location, name, *groups): 
        super(Enemy, self).__init__(*groups) 

        self.type = 'Enemy' 
        
        self.AllDirection = {'Down': 0, 'Right': 1, 'Up': 2, 'Left': 3} 
        self.All = {'Lesma': (16, 12, -2, -5, 1, 20)} 

        self.nome = name 

        self.originalPosition = location 

        self.direction = 'Down' 
        self.number_of_sprite = 0 

        self.spritesheet = load_sheet('%s.png'%name,'Imagens', 
                                      self.All[name][0], self.All[name][1]) 

        self.image = self.spritesheet[self.AllDirection[self.direction]][self.number_of_sprite] 
        self.rect = pygame.rect.Rect(location, self.image.get_size()) 

        self.deadImage = pygame.image.load(resources.file_path('%sdead.png'%name, 'Imagens')).convert_alpha() 

        self.collisionRect = pygame.rect.Rect(self.rect.x + self.All[name][2], 
                                             self.rect.y + self.All[name][3], 12, 5) 

        self.life = self.All[name][4] 
        self.vida = self.life 

        self.Max = len(self.spritesheet[0]) 

        self.vy = self.All[name][5] 
        self.vx = 0 

        self.mask = pygame.mask.from_surface(self.image) 

        self.alive = True 
        self.atking = False 

        self.cont = 0 

    def update(self, dt, Game): 
        if not Game.Pause: 

            if self.alive: 
                last = self.collisionRect.copy() 

                self.vx = self.vy = 0 

                if self.cont >= 4*dt: 
                    self.number_of_sprite += 1 
                    self.cont = 0 

                if self.number_of_sprite == self.Max: 
                    self.direction = random.choice(['Right', 'Up','Down', 'Left]) 
                    self.number_of_sprite = 0 

                if self.direction == 'Down': 
                    self.vy = 31 
                elif self.direction == 'Up': 
                    self.vy = (-1)*self.All[self.nome][5] 
                elif self.direction == 'Right': 
                    self.vx = 31 
                else: 
                    self.vx = (-1)*self.All[self.nome][5] 


                self.collisionRect.centerx += self.vx * dt 
                self.collisionRect.centery += self.vy * dt 

                new = self.collisionRect 
                for cell in Game.tilemap.layers['triggers].collide(new, 'block'): 
                    blockers = cell['block'] 
                    if 'l' in blockers and last.right <= cell.left and new.right > cell.left: 
                        new.right = cell.left 
                    if 'r' in blockers and last.left >= cell.right and new.left < cell.right: 
                        new.left = cell.right 
                    if 't' in blockers and last.bottom <= cell.top and new.bottom > cell.top: 
                        new.bottom = cell.top 
                    if 'b' in blockers and last.top >= cell.bottom and new.top < cell.bottom: 
                        new.top = cell.bottom 
                
                self.rect.left = new.left - 2 
                self.rect.top = new.top - 5 

                self.cont+= dt 
                self.image = self.spritesheet[self.AllDirection[self.direction]][self.number_of_sprite] 
                self.mask = pygame.mask.from_surface(self.image) 

            else: 
                if self.cont >= 2*dt: 
                    self.number_of_sprite += 1 
                    self.cont = 0 
                if self.number_of_sprite == self.Max: 
                    self.kill() 
                    for sprite in Game.sprites: 
                        if sprite.type == 'Player': 
                            sprite.placedPositions.remove(self.originalPosition) 
                            break 

                self.cont += dt 
                
                
    def draw(self, Surface): 
        Surface.blit(self.image, self.rect) 
        if not self.alive: 
            Surface.blit(self.spritesheet[0][self.number_of_sprite], (self.rect.x, self.rect.y - 8)) 

Also, i kind of modified the tmx library a bit(only the draw method in the SpriteLayer object): 

class SpriteLayer(pygame.sprite.AbstractGroup): 
    def __init__(self): 
        super(SpriteLayer, self).__init__() 
        self.visible = True 

    def set_view(self, x, y, w, h, viewport_ox=0, viewport_oy=0): 
        self.view_x, self.view_y = x, y 
        self.view_w, self.view_h = w, h 
        x -= viewport_ox 
        y -= viewport_oy 
        self.position = (x, y) 

    def draw(self, screen): 
        ox, oy = self.position 
        w, h = self.view_w, self.view_h 
        OrderedSprites = OrderSprites(self.sprites()) 
        for sprite in OrderedSprites: 
            sx, sy = sprite.rect.topleft 
            screen.blit(sprite.image, (sx-ox, sy-oy))


The OrderedSprites function: 

def OrderSprites(spriteGroup): 
    OrderedSprites = [] 
    cont = len(spriteGroup) 
    
    while len(OrderedSprites) < cont: 
        MaxY = 0 
        for sprite in spriteGroup: 
            if sprite.rect.bottom > MaxY: 
                MaxY = sprite.rect.bottom 
                chosed = sprite 
        OrderedSprites.append(chosed) 
        Sprites.remove(chosed) 

    OrderedSprites.reverse() 

    return OrderedSprites 
 
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