diff --git a/Monsters/README.md b/Monsters/README.md new file mode 100644 index 0000000..490af46 --- /dev/null +++ b/Monsters/README.md @@ -0,0 +1,175 @@ +# Make a Monster + +This is part one of an introduction to [Pygame Zero](https://pygame-zero.readthedocs.io/en/stable/) and it will introduce: + +* Creating a window +* Creating and positioning sprites (**Actors**) +* Detecting keyboard inputs + +## Create the window + +Open your Python editor and create a new programme. The recommended editor is +[Thonny](https://thonny.org/) but others are availble. + +In your new programme window type in the Pygame Zero Starter: + +```python +# This line must be at the top +import pgzrun + +WIDTH = 800 +HEIGHT = 500 + +# This line must be at the bottom +pgzrun.go() +``` + +If you are using Thonny it is possible to turn on 'Pygame Zero' mode. If you do +this then the first line, `import pgzrun`, and last line, `pgzrun.go()`, are not +required. + +When you run this programme a new window will appear. The values of `WIDTH` and +`HEIGHT` set how big it is. You can try different values to get the size you +want. + +> [!NOTE] +> When you run this you may see a warning saying that the `draw function is +> missing`. Do not worry about this - it will be fixed in the next part. + +## Your monsters body + +Create your first sprite for the monsters body. Sprites in Pgzero are called +`Actor`s. + +Add this to your programme below the `WIDTH` and `HEIGHT`, and above `pgzrun.go()`. + +```python +# Add this underneath "HEIGHT = 500" +body = Actor('bodies/yellow_d.png') +body.pos = (400, 250) + +def draw(): + screen.clear() + body.draw() +``` + +This code, and all other bits of code, needs to go after `import` at the top +and before the `pgzrun.go()` at the end. + +The first line creates the new sprite and sets the image file to use. These +files are in the `images` directory, so you can have a look to see if there is +a body image that you prefer. + +The next line defines the `pos` (position) attribute of the new sprite, which +is its position on the screen. The first number, 400, is the distance from the +left edge and the second number, 250, is the distance from the top. This is the +position of the **anchor** of the image, which is the middle. Later we will see +how a different point can be the anchor of an image. + +Next is the `draw` function. This contains the code that needs to run each time +the screen will be redrawn and, for the moment, it is simply clearing the +screen and then drawing the body. + +## Moving your monster + +Above you created the `draw` function to draw everything on the screen. Now you +will create another function called `update` to change things about the +sprites. This will detect when you press the left button and move the monster +left: + +```python +def update(): + if keyboard[keys.LEFT]: + body.x -= 5 +``` + +This will check to see if the left key is pressed each time the screen is +updated and then take 5 from the `x` position of the body. + +Next, add the code to move right when you press the right button. + +## Adding eyes to your monster + +Your monster needs some eyes, and there are some eyes to choose from in the +`images/eyes` directory. Choose a pair and create a new sprite after where the +body is defined: + +```python +leftEye = Actor('eyes/left_cute_light.png') +rightEye = Actor('eyes/right_cute_light.png') +``` + +To put the eyes in the right place their positions need to be set *relative to +the position of the body* and if this is done each time the body moves then +they will always be in the right place. + +So, put the following lines inside the `update` function: + +```python + leftEye.pos = (body.x - 35, body.y - 35) + rightEye.pos = (body.x + 35, body.y - 35) +``` + +> [!NOTE] +> Make sure that these line up with the `if` in the `update` function. + +Finally, add the following lines to the `draw` function to make the eyes appear +in the window: + +```python + leftEye.draw() + rightEye.draw() +``` + +> [!NOTE] +> Make sure that all the lines inside the `draw` function are all indented the +> same. + +## Check your code + +If everything has gone well your code should look something like this: + +```python +import pgzrun + +WIDTH = 800 +HEIGHT = 500 + +body = Actor('bodies/yellow_d.png') +body.pos = (400, 250) +leftEye = Actor('eyes/left_cute_light.png') +rightEye = Actor('eyes/right_cute_light.png') + +def draw(): + screen.clear() + body.draw() + leftEye.draw() + rightEye.draw() + +def update(): + if keyboard[keys.LEFT]: + body.x -= 5 + if keyboard[keys.RIGHT]: + body.x += 5 + leftEye.pos = (body.x - 35, body.y - 35) + rightEye.pos = (body.x + 35, body.y - 35) + +pgzrun.go() +``` + +> [!NOTE] +> Some things may not be exactly the same, especially if you chose a different +> body and different eyes. Also, it doesn't matter if the `draw` and `update` +> functions are the other way round. + + +## Complete your monster + +In the `images` folder you will find more image files for noses, mouths, arms +and legs. Use these and what you have learnt to complete your monster. + +## References + +Images from the [Monster Builder Pack](https://kenney.nl/assets/monster-builder-pack) +on [Kenney](https://kenney.nl). The licence for the images can be found +[here.](images/License.txt) diff --git a/Monsters/images/License.txt b/Monsters/images/License.txt new file mode 100644 index 0000000..241a227 --- /dev/null +++ b/Monsters/images/License.txt @@ -0,0 +1,22 @@ + + + Monster Builder Pack (1.0) + + Created/distributed by Kenney (www.kenney.nl) + Creation date: 19-01-2022 + + ------------------------------ + + License: (Creative Commons Zero, CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + This content is free to use in personal, educational and commercial projects. + Support us by crediting Kenney or www.kenney.nl (this is not mandatory) + + ------------------------------ + + Donate: http://support.kenney.nl + Patreon: http://patreon.com/kenney/ + + Follow on Twitter for updates: + http://twitter.com/KenneyNL \ No newline at end of file diff --git a/Monsters/images/README.md b/Monsters/images/README.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ 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