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Home/ Questions/Q 9203115
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Editorial Team
  • 0
Editorial Team
Asked: June 17, 20262026-06-17T23:24:05+00:00 2026-06-17T23:24:05+00:00

I want to stop the screen background image from moving with the player but

  • 0

I want to stop the screen background image from moving with the player but I can’t figure out how to do it. Below is an example, as the player moves the background image moves with it. I just want the camera to move with the player and the background to be stationary. Can anyone help?

EXAMPLE:

enter image description here

CODE:

import pygame
from pygame import *

WIN_WIDTH = 800
WIN_HEIGHT = 640
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()

    up = left = right = False
    entities = pygame.sprite.Group()
    player = Player(32, 32)
    platforms = []

    x = 0
    y = 0
    level = [
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                                          P",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P              PPPPP        PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                     PPPPPPPPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P      PPPP                 PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "PPPPP                       PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P                           PPPP     PPPPPPP",
        "P           PPPPP           PPPP     PPPPPPP",
        "P                                       PPPP",
        "P                                       PPPP",
        "P                                       PPPP",
        "P                         PPPPPPPPPPPPPPPPPP",
        "P                         PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",]

    total_level_width = len(level[0]) * 32
    total_level_height = len(level) * 32
    #print(total_level_width, total_level_height)
    background = pygame.image.load("Untitled.png")

    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                platforms.append(e)
                entities.add(e)
            x += 32
        y += 32
        x = 0

    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT: raise SystemExit, "QUIT"
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                raise SystemExit, "ESCAPE"

            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False


        # draw background
        screen.blit(background, (0,0))

        #draw entities
        for e in entities:
            screen.blit(e.image, camera.apply(e))

        # update player, update camera, and refresh
        player.update(up, left, right, platforms)
        camera.update(player)
        pygame.display.flip()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        return target.rect.move(self.state.topleft)

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling left
    l = max(-(camera.width - WIN_WIDTH), l)   # stop scrolling right
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(200, 1200, 32, 32)

    def update(self, up, left, right, platforms):
        print(self.yvel)
        if up:
            if self.onGround:
                self.yvel = 0
                self.yvel -= 10 # only jump if on the ground
        if left:
            self.xvel = -8
        if right:
            self.xvel = 8
        if not self.onGround:
            self.yvel += 0.3 # only accelerate with gravity if in the air
            if self.yvel > 80: self.yvel = 80 # max falling speed
        if not(left or right):
            self.xvel = 0

        self.rect.left += self.xvel # increment in x direction
        self.collide(self.xvel, 0, platforms) # do x-axis collisions
        self.rect.top += self.yvel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.collide(0, self.yvel, platforms) # do y-axis collisions

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    pygame.event.post(pygame.event.Event(QUIT))
                if xvel > 0: self.rect.right = p.rect.left
                if xvel < 0: self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yvel < 0:
                    self.rect.top = p.rect.bottom

class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = Surface((32, 32))
        self.image.convert()
        self.image.fill(Color("#FFFFFF"))
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image = pygame.image.load("bush.png")

if __name__ == "__main__":
    main()
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-17T23:24:05+00:00Added an answer on June 17, 2026 at 11:24 pm

    I just want the camera to move with the player and the background to be stationary.

    It’s the other way round: the background is already stationary. You want it to move with the camera.

    So instead of

    screen.blit(background, (0,0))
    

    use

    screen.blit(background, camera.apply((0,0)))
    

    and change your camera class to this

    class Camera(object):
        def __init__(self, camera_func, width, height):
            self.camera_func = camera_func
            self.state = Rect(0, 0, width, height)
    
        def apply(self, target):
            try:
                return target.rect.move(self.state.topleft)
            except AttributeError:
                return map(sum, zip(target, self.state.topleft))
    
        def update(self, target):
            self.state = self.camera_func(self.state, target.rect)
    

    to allow applying it to arbitary coordinates, not only Sprites.

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