Make a keyboard-bashing sprint game | Wireframe issue 23
Learn how to code a sprinting minigame straight out of Daley Thompson’s Decathlon with Raspberry Pi’s own Rik Cross.
Daley Thompson’s Decathlon
Released in 1984, Daley Thompson’s Decathlon was a memorable entry in what’s sometimes called the ‘joystick killer’ genre: players competed in sporting events that largely consisted of frantically waggling the controller or battering the keyboard. I’ll show you how to create a sprinting game mechanic in Python and Pygame.
Python sprinting game
There are variables in the
Sprinter() class to keep track of the runner’s speed and distance, as well as global constant
DECELERATION values to determine the player’s changing rate of speed. These numbers are small, as they represent the number of metres per frame that the player accelerates and decelerates.
The player increases the sprinter’s speed by alternately pressing the left and right arrow keys. This input is handled by the sprinter’s
isNextKeyPressed() method, which returns
True if the correct key (and only the correct key) is being pressed. A
lastKeyPressed variable is used to ensure that keys are pressed alternately. The player also decelerates if no key is being pressed, and this rate of deceleration should be sufficiently smaller than the acceleration to allow the player to pick up enough speed.
For the animation, I used a free sprite called ‘The Boy’ from gameart2d.com, and made use of a single idle image and 15 run cycle images. The sprinter starts in the idle state, but switches to the run cycle whenever its speed is greater than 0. This is achieved by using
index() to find the name of the current sprinter image in the
runFrames list, and setting the current image to the next image in the list (and wrapping back to the first image once the end of the list is reached). We also need the sprinter to move through images in the run cycle at a speed proportional to the sprinter’s speed. This is achieved by keeping track of the number of frames the current image has been displayed for (in a variable called
To give the illusion of movement, I’ve added objects that move past the player: there’s a finish line and three markers to regularly show the distance travelled. These objects are calculated using the sprinter’s x position on the screen along with the distance travelled. However, this means that each object is at most only 100 pixels away from the player and therefore seems to move slowly. This can be fixed by using a
SCALE factor, which is the relationship between metres travelled by the sprinter and pixels on the screen. This means that objects are initially drawn way off to the right of the screen but then travel to the left and move past the sprinter more quickly.
finishTime variables are used to calculate the race time. Both values are initially set to the current time at the start of the race, with
finishTime being updated as long as the distance travelled is less than 100. Using the time module, the race time can simply be calculated by
finishTime - startTime.
Get your copy of Wireframe issue 23
You can read more features like this one in Wireframe issue 23, available now at Tesco, WHSmith, all good independent UK newsagents, and the Raspberry Pi Store, Cambridge.
Or you can buy Wireframe directly from Raspberry Pi Press — delivery is available worldwide. And if you’d like a handy digital version of the magazine, you can download issue 23 for free in PDF format.
Make sure to follow Wireframe on Twitter and Facebook for updates and exclusive offers and giveaways. Subscribe on the Wireframe website to save up to 49% compared to newsstand pricing!
Comments are closed