Mám menší problém s jedním errorem když zapnu modul tak mi to napíše "Invalid character in identifier".
nejspíš je to v té class enemy protože to začalo psát až po tom.
import pygame
pygame.init()
win = pygame.display.set_mode((500,480))
pygame.display.set_caption("First Game")
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')
clock = pygame.time.Clock()
class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True
    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0
        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
                
class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing
    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)
class enemy(object):
    walkRight = [pygame.image.load("R1E.png"),pygame.image.load("R2E.png"), pygame.image.load("R3E.png"), pygame.image.load("R4E.png"), pygame.image.load("R5E.png"), pygame.image.load("R6E.png"), pygame.image.load("R7E.png"), pygame.image.load("R8E.png"), pygame.image.load("R9E.png"), pygame.image.load("R10E.png"), pygame.image.load("R11E.png")]
    walkLeft = [pygame.image.load("L1E.png"), pygame.image.load("L2E.png"), pygame.image.load("L3E.png"), pygame.image.load("L4E.png"), pygame.image.load("L5E.png"), pygame.image.load("L6E.png"), pygame.image.load("L7E.png"), pygame.image.load("L8E.png"), pygame.image.load("L9E.png"), pygame.image.load("L10E.png"), pygame.image.load("L11E.png")]
    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.end = end
        self.path = [self.x, self.end]
        self.walkCount = 0
        self.vel = 3
    def draw(self, win):
        self.move()
        if self.walkCount + 1 >= 33:
            self.walkCount = 0
        if self.vel >0:
            win.blit(self.walkRight[self.walkCount // 3], (self.x, self.y))
            walkCount += 1
        else:
            win.blit(self.walkLeft[self.walkCount // 3], (self.x, self.y))
            walkCount += 1
        
    def move(self):
        if self.vel > 0:
            if self.x + self.vel < self.path[1]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount =0
        else:
            if self.x - self.vel > self.path[0]:
                self.x += self.vel
            else:
                self.vel = seld.vel * -1
                self.walkCount = 0
        
def redrawGameWindow():
    win.blit(bg, (0,0))
    man.draw(win)
    goblin.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()
#mainloop
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
bullets = []
run = True
while run:
    clock.tick(27)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))
    keys = pygame.key.get_pressed()
    if keys[pygame.K_SPACE]:
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))
    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()
pygame.quit()
			
									
									
						Python error
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						od Laces
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												Sniper Ghost Warrior 3 CryEngine Error Memory allocation for 4294967295 bytes failed
od byron » 12 črc 2025 16:31 » v Hry - 4
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						od byron
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