Im new to python and im currently making a simple pygame but I can not grasp the concept of sprites. I want to replace the moving block with a player icon that I created.
Do I need to make a group just for one object or is there a way just to add the player without any groups?
from pygame import sprite
import pygame, sys
from pygame.locals import*
from pynput.keyboard import Key, Controller
class Player(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
def main():
pygame.init()
DISPLAY=pygame.display.set_mode((1280,720),0,32)
pygame.display.set_caption('Der Sammler')
WHITE=(255,255,255)
BLUE=(0,0,255)
DISPLAY.fill(WHITE)
x = 0
y = 0
velocity1 = 0
acceleration = 0.1
velocity = pygame.Vector2()
velocity.xy = 3, 0
player = Player("player.png")
while True:
pygame.draw.rect(DISPLAY, BLUE, (x,y,50,50))
x += velocity.x
if x+ 50 > DISPLAY.get_width():
velocity.x = -3
if x < 0:
velocity.x = 3
pressed_keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
DISPLAY.fill((255, 255, 255))
pygame.draw.rect(DISPLAY,BLUE, (x,y, 50, 50))
y += velocity1
velocity1 += acceleration
if pressed_keys[pygame.K_SPACE]:
velocity1 = -3
pygame.display.update()
pygame.time.delay(10)
main()
Add an update method to Player and put the movement and gravity algorithm in that method:
class Player(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
self.velocity = pygame.Vector2(3, 0)
self.acceleration = 0.1
def update(self, dispaly):
pressed_keys = pygame.key.get_pressed()
self.rect.x += self.velocity.x
if self.rect.right >= dispaly.get_width():
self.velocity.x = -3
if self.rect.left < 0:
self.velocity.x = 3
self.rect.y += self.velocity.y
self.velocity.y += self.acceleration
if pressed_keys[pygame.K_SPACE]:
self.velocity.y = -3
Add the player to a pygame.sprite.Group:
sprites = pygame.sprite.Group(player)
Call sprites.update() and sprites.draw() in the application loop to update the position of the player and to move the player:
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
sprites.update(DISPLAY)
DISPLAY.fill((255, 255, 255))
sprites.draw(DISPLAY)
pygame.display.update()
Also see How can I add objects to a "pygame.sprite.Group()"?.
Complete example:
import pygame, sys
from pygame.locals import*
class Player(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
self.velocity = pygame.Vector2(3, 0)
self.acceleration = 0.1
def update(self, dispaly):
pressed_keys = pygame.key.get_pressed()
self.rect.x += self.velocity.x
if self.rect.right >= dispaly.get_width():
self.velocity.x = -3
if self.rect.left < 0:
self.velocity.x = 3
self.rect.y += self.velocity.y
self.velocity.y += self.acceleration
if pressed_keys[pygame.K_SPACE]:
self.velocity.y = -3
if self.rect.bottom > dispaly.get_height():
self.rect.bottom = dispaly.get_height()
self.velocity.y = 0
def main():
pygame.init()
DISPLAY=pygame.display.set_mode((1280,720),0,32)
pygame.display.set_caption('Der Sammler')
clock = pygame.time.Clock()
WHITE=(255,255,255)
BLUE=(0,0,255)
DISPLAY.fill(WHITE)
player = Player("player.png")
sprites = pygame.sprite.Group(player)
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
sprites.update(DISPLAY)
DISPLAY.fill((255, 255, 255))
sprites.draw(DISPLAY)
pygame.display.update()
clock.tick(100)
main()
Related
I'd like to add clouds in my game to my game was more realistic, but I don't know, how to realize right. What's wrong?
from pygame.locals import *
import pygame
import os
import random
WIDTH = 1200
HEIGHT = 700
FPS = 60
usr_y = HEIGHT - 120
usr_x = WIDTH - 1120
BLUE = (0, 255, 255)
GREEN = (34, 89, 76)
NOTGREEN = (0, 128, 128)
WHITE = (255, 255, 255)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini-games")
clock = pygame.time.Clock()
icon = pygame.image.load('icon.png')
pygame.display.set_icon(icon)
player_img = pygame.image.load('Sonic.actionp1.png').convert()
pygame.mixer.music.load('Фоновая музыка.mp3')
pygame.mixer.music.play(-1)
clouds_jpg = pygame.image.load('Clouds.jpg').convert()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = player_img
self.image.set_colorkey(NOTGREEN)
self.rect = self.image.get_rect()
self.rect.centerx = usr_x
self.rect.centery = usr_y
self.y = self.rect.y
def update(self):
self.rect.y = round(self.y)
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
class Clouds(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = clouds_jpg
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = random.randint(0, WIDTH)
self.rect.centery = random.randint(HEIGHT - 550, HEIGHT)
def update(self):
self.rect.x(-5, 0)
ADDCLOUD = pygame.USEREVENT + 1
pygame.time.set_timer(ADDCLOUD, 1000)
all_sprites = pygame.sprite.Group()
player = Player()
clouds = Clouds()
all_sprites.add(player, clouds)
jump = False
counter = -20
def make():
global usr_y, counter, jump
if counter >= -20:
player.y -= counter
counter -= 1
else:
counter = 20
jump = False
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
jump = True
elif event.type == pygame.QUIT:
running = False
if jump:
make()
all_sprites.update()
screen.fill(BLUE)
all_sprites.draw(screen)
pygame.display.flip()
clouds.update()
pygame.quit()
The instruction self.rect.x(-5, 0) doesn't make any sense. You can move a sorite respectively rectangle with the pygame.Rect.move_ip instruction:
self.rect.x(-5, 0)
self.rect.move_ip(-5, 0)
Change the clouds position to the right as it goes out of the Window:
class Clouds(pygame.sprite.Sprite):
# [...]
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right <= 0:
self.rect.left = screen.get_width()
For some reason, all my enemies are slowing down after they collide with the bullet. Why is this occurring? I have attached a GIF below. This game is incomplete and I am fairly new to pygame. Give any advice as needed. I made a previous post with a different, please reply to that as well if possible.
Attached GIF
import pygame, sys, random
from pygame.locals import *
pygame.init()
screen_height = 870
screen_width = 1530
screen = pygame.display.set_mode((screen_width, screen_height))
fpsfunc = pygame.time.Clock()
enemy_speed = 6
enemy_motion = 1
SPAWNENEMY = USEREVENT + 1
SPAWNEASY = USEREVENT + 2
SPAWNMED = USEREVENT + 3
SPAWNHARD = USEREVENT + 4
pygame.time.set_timer(SPAWNENEMY, 1000)
cenx = screen_width / 2
ceny = screen_height / 2
gen1 = [cenx-200,ceny-200,cenx-100,ceny-100,cenx,ceny,cenx+100,ceny+100,cenx+200,ceny+200]
gen2 = []
gen3 = []
choices = [gen1]
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((50, 50))
self.surf.fill((255, 0, 0))
self.rect = self.surf.get_rect(center=(screen_width / 2,
screen_height - 100))
def update(self, pressed_keys):
if pressed_keys[K_d]:
self.rect.move_ip(3, 0)
if pressed_keys[K_a]:
self.rect.move_ip(-3, 0)
if pressed_keys[K_w]:
self.rect.move_ip(0, -5)
if pressed_keys[K_s]:
self.rect.move_ip(0, 2)
if self.rect.left <= 0:
self.rect.left = 0
if self.rect.top <= 0:
self.rect.top = 0
if pressed_keys[K_SPACE]:
bullet_sprites.add(player.create_bullet())
def create_bullet(self):
return PlayerBullet(self.rect.x + 25, self.rect.y)
class PlayerBullet(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.image = pygame.Surface((10, 30))
self.image.fill((0, 255, 255))
self.rect = self.image.get_rect(center=(pos_x, pos_y))
def update(self):
self.rect.y -= 5
if self.rect.y + 30 < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, cenx, ceny):
super(Enemy, self).__init__()
self.image = pygame.Surface((35,35))
self.image.fill((0,0,255))
self.rect = self.image.get_rect(center = (cenx, ceny))
def update(self):
global enemy_motion, enemy_speed, cycle
if pygame.sprite.spritecollide(self, bullet_sprites, True):
self.kill()
for enemy in enemy_sprites:
if enemy not in enemy_dir_data:
enemy_dir_data[enemy] = 1
if enemy.rect.right >= screen_width:
enemy_dir_data[enemy] = -1
if enemy.rect.left <= 0:
enemy_dir_data[enemy] = 1
enemy.rect.x += enemy_speed * enemy_dir_data[enemy]
def createnem(pos1, pos2):
return Enemy(pos1, pos2)
player = Player()
bullet_sprites = pygame.sprite.Group()
enemy_sprites = pygame.sprite.Group()
enemy_dir_data = {}
start_ticks=pygame.time.get_ticks()
while True:
seconds=(pygame.time.get_ticks()-start_ticks)/1000
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
bullet_sprites.add(player.create_bullet())
#print(seconds)
if seconds >= 10:
enemy_sprites.empty()
if len(enemy_sprites) == 0:
selected = random.choice(choices)
for create in range(0,len(selected),2):
x = create
y = create + 1
print(selected[x],selected[y])
enemy_sprites.add(createnem(gen1[x], gen1[y]))
enemy_dir_data = {}
start_ticks=pygame.time.get_ticks()
pressed_keys = pygame.key.get_pressed()
screen.fill((0, 0, 0))
screen.blit(player.surf, player.rect)
bullet_sprites.draw(screen)
enemy_sprites.draw(screen)
player.update(pressed_keys)
enemy_sprites.update()
bullet_sprites.update()
pygame.display.update()
fpsfunc.tick(60)
The speed of your enemies depends on the number of enemies because of the for loop in Enemy.update. update is called once for each enemy in the Group. Because of the for loop each enemy is moved multiple times per frame.
Read about Method Objects and move just the "self" instance object in update:
class Enemy(pygame.sprite.Sprite):
# [...]
def update(self):
global enemy_motion, enemy_speed, cycle
if pygame.sprite.spritecollide(self, bullet_sprites, True):
self.kill()
if self not in enemy_dir_data:
enemy_dir_data[self] = 1
if self.rect.right >= screen_width:
enemy_dir_data[self] = -1
if self.rect.left <= 0:
enemy_dir_data[self] = 1
self.rect.x += enemy_speed * enemy_dir_data[self]
pygame.sprite.Group.draw() and pygame.sprite.Group.update() are methods which are provided by pygame.sprite.Group.
The former delegates the to the update mehtod of the contained pygame.sprite.Sprites - you have to implement the method. See pygame.sprite.Group.update():
Calls the update() method on all Sprites in the Group [...]
The later uses the image and rect attributes of the contained pygame.sprite.Sprites to draw the objects - you have to ensure that the pygame.sprite.Sprites have the required attributes. See pygame.sprite.Group.draw():
Draws the contained Sprites to the Surface argument. This uses the Sprite.image attribute for the source surface, and Sprite.rect. [...]
You don't need the dictionary enemy_dir_data at all. Instead add an attribute enemy_dir to the Enemy class:
class Enemy(pygame.sprite.Sprite):
def __init__(self, cenx, ceny):
super(Enemy, self).__init__()
self.image = pygame.Surface((35,35))
self.image.fill((0,0,255))
self.rect = self.image.get_rect(center = (cenx, ceny))
self.enemy_dir = 1
def update(self):
global enemy_motion, enemy_speed, cycle
if pygame.sprite.spritecollide(self, bullet_sprites, True):
self.kill()
if self.rect.right >= screen_width:
self.enemy_dir = -1
if self.rect.left <= 0:
self.enemy_dir = 1
self.rect.x += enemy_speed * self.enemy_dir
Try:
pygame.sprite.Sprite.kill(self)
Instead of self.kill
I am making the game Space Invaders in Pygame and I want to let the enemy shoot randomly at the player. At this moment I can only let the enemy shoot at the player by pressing the tab button. But it should do this automatically and with a random interval. How can I get this working, without needing to press tab?
Thanks.
import pygame, sys
from pygame.locals import *
import random
screenWidth = 800
screenHeight = 600
FPS = 60
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((screenWidth,screenHeight))
pygame.display.set_caption("Space Invaders")
clock = pygame.time.Clock()
shipWidth = 67
#colors
black=(0,0,0)
blue=(0,0, 255)
green=(0,128,0)
red=(255,0,0)
white=(255,255,255)
yellow=(255,255,0)
def app_quit():
pygame.quit()
sys.exit("System exit.")
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("spaceship3.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.centerx = screenWidth / 2
self.rect.bottom = screenHeight - 10
def update(self):
self.speedx = 0
if event.type == KEYDOWN and event.key == K_LEFT:
self.speedx = -2
elif event.type == KEYDOWN and event.key == K_RIGHT:
self.speedx = 2
self.rect.x += self.speedx
if self.rect.right > screenWidth:
self.rect.right = screenWidth
if self.rect.left < 0:
self.rect.left = 0
def shootPlayer(self):
bulletPlayer = BulletPlayer(self.rect.centerx, self.rect.top)
allSprites.add(bulletPlayer)
bulletsPlayer.add(bulletPlayer)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("enemy.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = random.randrange(0, 200)
self.speedx = random.randrange(1, 2)
def update(self):
self.rect.x += self.speedx
if self.rect.right > screenWidth:
self.rect.x = 0
self.rect.y = random.randrange(0, 250)
self.speedx = random.randrange(1, 3)
# if self.rect.x > screenWidth: #kill when of the screen
# self.kill()
def shootEnemy(self):
bulletEnemy = BulletEnemy(self.rect.centerx, self.rect.bottom)
allSprites.add(bulletEnemy)
bulletsEnemy.add(bulletEnemy)
class BulletPlayer(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bullet.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -3
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class BulletEnemy(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bulletenemy.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 2
def update(self):
self.rect.y += self.speedy
if self.rect.bottom > screenHeight:
self.kill()
class Wall(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("wall.png").convert()
self.rect = self.image.get_rect()
self.rect.center = 100, 300
allSprites = pygame.sprite.Group()
player = Player()
enemy = pygame.sprite.Group()
bulletsPlayer = pygame.sprite.Group()
bulletsEnemy = pygame.sprite.Group()
wall = Wall()
allSprites.add(player, enemy, bulletsPlayer, bulletsEnemy, wall)
for i in range(1):
e = Enemy()
allSprites.add(e)
enemy.add(e)
running = True
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
running = False
app_quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shootPlayer()
if event.key == pygame.K_TAB:
random.choice(enemy.sprites()).shootEnemy()
allSprites.update()
hitplayer = pygame.sprite.spritecollide(player, bulletsEnemy, True)
if hitplayer:
running = app_quit()
hitenemy = pygame.sprite.groupcollide(enemy, bulletsPlayer, True, True)
if hitenemy:
running = app_quit()
screen.fill(black)
allSprites.draw(screen)
pygame.display.flip()
pygame.quit()
You need a random timer variable which you can decrement by the dt (delta time) each frame. When it's below zero, create a bullet instance, add it to the group and reset the timer. I use the random.uniform function here which gives you a float, but you could also use random.randrange or randint if you want ints. To get the delta time (the time since the last tick) just assign the value that clock.tick(fps) returns to a variable.
# The timer is the time in seconds until the enemy shoots.
timer = random.uniform(2, 6) # Random float between 2 and 6.
dt = 0
running = True
while True:
# Event handling omitted.
# Decrease the timer by the delta time.
timer -= dt
if timer <= 0: # Ready to fire.
# Pick a random enemy to get the x and y coords.
random_enemy = random.choice(enemy.sprites())
enemy_x, enemy_y = random_enemy.rect.center
# Create a bullet and add it to the sprite groups.
bullet = BulletEnemy(enemy_x, enemy_y)
allSprites.add(bullet)
enemy.add(bullet)
timer = random.uniform(2, 6) # Reset the timer.
# Collision detection and drawing omitted.
# clock.tick returns the time that has passed since the last frame.
dt = clock.tick(60) / 1000 # / 1000 to convert it to seconds.
One way to do it is to create a custom event and trigger it based off some conditions, such as time.
You can use pygame.event.Event() and pygame.event.post() to trigger an event manually instead of using the Tab key. To setup this event on time you can use pygame.time.set_timer(myEvent, time). After that your main loop just needs to check for the event with pygame.event.get().
There is a good example of how to use custom events in pygame here: PyGame Custom Event
The author's example is even a Space Invaders type game so it will be useful to look at how it is written.
I'm trying to develop a Brick Breaker/Breakout game using pygame, but I'm facing a annoying problem that blots the "ball" on the paddle(player) when I move with the arrows, i'm lefting the code for you to have a look.
import pygame
pygame.init()
isRunning = True
WIDTH = 800
HEIGHT = 600
FPS = 60
clock = pygame.time.Clock()
window = pygame.display.set_mode((WIDTH, HEIGHT))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((60, 30))
self.image.fill((200, 255, 200))
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a]:
self.speedx = -5
if keystate[pygame.K_d]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right + self.speedx > WIDTH:
self.rect.right = WIDTH
if self.rect.left + self.speedx < 0:
self.rect.left = 0
ball = Ball(self.rect.centerx, self.rect.top)
for i in all_sprites:
print(i)
all_sprites.add(ball)
def shoot(self):
ball = Ball(self.rect.centerx, self.rect.top)
all_sprites.add(ball)
balls.add(ball)
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.image.fill((100, 150, 200))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -3
def update(self):
pass
#self.rect.y += self.speedy
all_sprites = pygame.sprite.Group()
balls = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
while isRunning:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
isRunning = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
window.fill((0, 0, 30))
all_sprites.update()
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
quit()
I'm not sure if I understand your question, but the problem with the code is that you're creating a ball every time you're updating the player. Just remove the last four lines in the player update method and uncomment the line in the ball's update method and everything works as it should.
Additional tips
Delete the balls when they exit the screen. This will prevent the game from running slow or crashing. It can be don by adding if self.rect.bottom < 0: self.kill() in the ball update method.
Use elif when appropriate.
In the player update method you define an attribute self.speedx which is only used inside that method, thus it's better to just use a local variable instead. Also, it's discourage to define attributes outside the __init__ method.
Here's your code slightly modified.
import pygame
pygame.init()
is_running = True # Use lowercase_and_underscore for variable names.
WIDTH = 800
HEIGHT = 600
FPS = 60
clock = pygame.time.Clock()
window = pygame.display.set_mode((WIDTH, HEIGHT))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((60, 30))
self.image.fill((200, 255, 200))
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
def update(self):
speedx = 0 # Don't define attributes outside __init__. Local variable works in this case instead.
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a]:
speedx = -5
elif keystate[pygame.K_d]: # Use elif so it doesn't need to check this condition if the above is true.
speedx = 5
self.rect.x += speedx
if self.rect.right + speedx > WIDTH:
self.rect.right = WIDTH
elif self.rect.left + speedx < 0: # Use elif so it doesn't need to check this condition if the above is true.
self.rect.left = 0
def shoot(self):
ball = Ball(self.rect.centerx, self.rect.top)
all_sprites.add(ball)
balls.add(ball)
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.image.fill((100, 150, 200))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -3
def update(self):
if self.rect.bottom < 0: # Chack if the ball has exit above the screen.
self.kill() # If it has it should delete itself.
self.rect.y += self.speedy
all_sprites = pygame.sprite.Group()
balls = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
while is_running:
clock.tick(FPS)
print(all_sprites)
for event in pygame.event.get():
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
window.fill((0, 0, 30))
all_sprites.update()
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
quit()
EDIT: KEEPING THE BALL ON THE PADDLE AND LAUNCHING WITH SPACE
First you could create an attribute self.current_ball in the Player class which will reference the ball on the paddle. Then in the update method of the Player class you update the ball's position relative to the paddle.
To keep the ball at the paddle you have to change the ball's self.speedy to start at 0, otherwise it will move directly after being created. When you call the player.shoot() method you'll set self.speedy = -3 which will start the ball to move.
After it has been launched you just create a new ball on the paddle and repeat the same process.
import pygame
pygame.init()
is_running = True # Use lowercase_and_underscore for variable names.
WIDTH = 800
HEIGHT = 600
FPS = 60
clock = pygame.time.Clock()
window = pygame.display.set_mode((WIDTH, HEIGHT))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((60, 30))
self.image.fill((200, 255, 200))
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
self.current_ball = Ball(self.rect.centerx, self.rect.top)
all_sprites.add(self.current_ball)
balls.add(self.current_ball)
def update(self):
speedx = 0 # Don't define attributes outside __init__. Local variable works in this case instead.
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a]:
speedx = -5
elif keystate[pygame.K_d]: # Use elif so it doesn't need to check this condition if the above is true.
speedx = 5
self.rect.x += speedx
if self.rect.right + speedx > WIDTH:
self.rect.right = WIDTH
elif self.rect.left + speedx < 0: # Use elif so it doesn't need to check this condition if the above is true.
self.rect.left = 0
self.current_ball.rect.midbottom = self.rect.midtop # Set the ball position relative to paddle position.
def shoot(self):
self.current_ball.speedy = -3 # The ball should start moving.
self.current_ball = Ball(self.rect.centerx, self.rect.top) # Create a new ball on the paddle.
all_sprites.add(self.current_ball)
balls.add(self.current_ball)
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.image.fill((100, 150, 200))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 0 # The ball don't move from the beginning.
def update(self):
if self.rect.bottom < 0: # Chack if the ball has exit above the screen.
self.kill() # If it has it should delete itself.
self.rect.y += self.speedy
all_sprites = pygame.sprite.Group()
balls = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
while is_running:
clock.tick(FPS)
print(all_sprites)
for event in pygame.event.get():
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
window.fill((0, 0, 30))
all_sprites.update()
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
quit()
So this is my game I've bean working on and so have things are going very well, the player can move around and shoot down the boxes which are ment to be moving but theres these small glitches, but before I go on heres the code:
import pygame, math, random, sys
from pygame import *
import random, math, cmath
pygame.init()
#variables end----------------------------------------------------------------
#imagers
grass = "grass_shit.png" #grass image
player_img = "shithead.png" #player name
ali_img = "shit_head2.png" #alien image
dead_screen = "dead_shit.png"
cross_hair = "crosshair.png"
playButton = "playbutton.png"
#screen
screen = pygame.display.set_mode((850, 640),0,32) #set screen
background = pygame.image.load(grass).convert() #load image to screen
health = 100
#mouse things
crosshair = pygame.image.load(cross_hair).convert_alpha()
#variables end----------------------------------------------------------------
pygame.mouse.set_visible(False)
black = ( 0, 0, 0)
white = ( 255, 255, 255)
red = ( 255, 0, 0)
blue = ( 0, 0, 255)
player_x, player_y = 0, 0
move_player_x, move_player_y = 0, 0
move_ali_x, move_ali_y = 0, 0
class Block(pygame.sprite.Sprite):
def __init__(self, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20, 15])
self.image.fill(color)
self.rect = self.image.get_rect()
def update(self):
global move_ali_x
global move_ali_y
if block.rect.x < player_x:
move_ali_x =+ 0.05
elif block.rect.x > player_x:
move_ali_x =- 0.05
if block.rect.y < player_y:
move_ali_y =+ 0.05
elif block.rect.y > player_y:
move_ali_y =- 0.05
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20,20])
self.image.fill(red)
self.rect = self.image.get_rect()
def update(self):
pos = pygame.mouse.get_pos()
self.rect.x = player_x
self.rect.y = player_y
class Bullet(pygame.sprite.Sprite):
def __init__(self, mouse, player):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([4, 10])
self.image.fill(black)
self.mouse_x, self.mouse_y = mouse[0], mouse[1]
self.player = player
self.rect = self.image.get_rect()
def update(self):
speed = 10
range = 50000
distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]]
norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2)
direction = [distance[0] / norm, distance[1] / norm]
bullet_vector = [direction[0] * speed, direction[1] * speed]
self.rect.x += bullet_vector[0]
self.rect.y += bullet_vector[1]
pygame.init()
screen_width = 850
screen_height = 640
screen = pygame.display.set_mode([screen_width,screen_height])
all_sprites_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
for i in range(5):
block = Block(blue)
block.rect.x = random.randrange(screen_width)
block.rect.y = random.randrange(350)
block_list.add(block)
all_sprites_list.add(block)
player = Player()
all_sprites_list.add(player)
done = False
clock = pygame.time.Clock()
score = 0
player.rect.y = 370
# -------- Main Program Loop -----------
while not done:
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
bullet = Bullet(event.pos, [player.rect.x, player.rect.y])
bullet.rect.x = player.rect.x
bullet.rect.y = player.rect.y
all_sprites_list.add(bullet)
bullet_list.add(bullet)
if event.type== pygame.KEYDOWN:
if event.key==K_a:
move_player_x=-4
elif event.key==K_d:
move_player_x=+4
elif event.key==K_w:
move_player_y=-4
elif event.key==K_s:
move_player_y=+4
if event.type== pygame.KEYUP:
if event.key==K_a:
move_player_x=0
elif event.key==K_d:
move_player_x=0
elif event.key==K_w:
move_player_y=0
elif event.key==K_s:
move_player_y=0
# --- Game logic
all_sprites_list.update()
player_x += move_player_x
player_y += move_player_y
block.rect.y += move_ali_y
block.rect.x += move_ali_x
for bullet in bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullet, block_list, True)
for block in block_hit_list:
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
score += 1
print( score )
if bullet.rect.y < -10:
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
if player.rect.colliderect(block.rect):
health =- 35
mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_x -= crosshair.get_width() / 2
mouse_y -= crosshair.get_height() / 2
screen.blit(background,(0,0))
all_sprites_list.draw(screen)
screen.blit(crosshair,(mouse_x, mouse_y))
pygame.display.flip()
pygame.display.update()
clock.tick(20)
pygame.quit()
So glitch number one:
only one of the boxers moves, I cant figure out why it only one of them is moving towards the player, all the boxers are meant to move towards the player as this is hoping to become a zombie shooter.
Glitch two:
At a random point the box that does move does stops moving in all directions but one, so lets say this happens when the box in in the center of the screen, if the player goes to the left of the box, nothing, but when the player moves to thr right of the player it moves right, but only right not up or down, and this seams to happen at soem point everytime.
Well thats it, hope you can help thanks heaps stackoverflow
Your code should looks like this:
import pygame
from pygame import *
import sys
import math
import random
import cmath
#----------------------------------------------------------------------
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
#imagers
IMAGE_GRASS = "grass_shit.png" #grass image
IMAGE_PLAYER = "shithead.png" #player name
IMAGE_ALI = "shit_head2.png" #alien image
IMAGE_DEAD_SCREEN = "dead_shit.png"
IMAGE_CROSSHAIR = "crosshair.png"
IMAGE_PLAYBUTTON = "playbutton.png"
#~ IMAGE_GRASS = "ball3.png" #grass image
#~ IMAGE_PLAYER = "ball2.png" #player name
#~ IMAGE_ALI = "ball3.png" #alien image
#~ IMAGE_DEAD_SCREEN = "ball3.png"
#~ IMAGE_CROSSHAIR = "ball1.png"
#~ IMAGE_PLAYBUTTON = "ball3.png"
#----------------------------------------------------------------------
class Block(pygame.sprite.Sprite):
def __init__(self, color, x, y, player = None):
pygame.sprite.Sprite.__init__(self)
self.player = player
self.image = pygame.Surface([20, 15])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.move_x = self.move_y = 0
def update(self):
if self.player:
player_x, player_y = self.player.rect.center
if self.rect.x < player_x:
self.rect.x += 1
elif self.rect.x > player_x:
self.rect.x -= 1
if self.rect.y < player_y:
self.rect.y += 1
elif self.rect.y > player_y:
self.rect.y -= 1
#----------------------------------------------------------------------
class Player(pygame.sprite.Sprite):
def __init__(self, screen_rect, x=0, y=0):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20,20])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.min_x = screen_rect.left
self.min_y = screen_rect.top
self.max_x = screen_rect.right
self.max_y = screen_rect.bottom
self.move_x = self.move_y = 0
self.health = 100
def update(self):
pos = pygame.mouse.get_pos()
self.rect.x += self.move_x
self.rect.y += self.move_y
if self.rect.top < self.min_x:
self.rect.top = self.min_x
elif self.rect.bottom > self.max_y:
self.rect.bottom = self.max_y
if self.rect.left < self.min_x:
self.rect.left = self.min_x
elif self.rect.right > self.max_x:
self.rect.right = self.max_x
def event_handler(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
self.move_x = -4
elif event.key == pygame.K_d:
self.move_x = +4
elif event.key == pygame.K_w:
self.move_y = -4
elif event.key == pygame.K_s:
self.move_y = +4
if event.type == pygame.KEYUP:
if event.key in (pygame.K_a, pygame.K_d):
self.move_x = 0
elif event.key in (pygame.K_w, pygame.K_s):
self.move_y = 0
#----------------------------------------------------------------------
class Bullet(pygame.sprite.Sprite):
def __init__(self, start_pos, mouse_pos):
pygame.sprite.Sprite.__init__(self)
self.start_rect = start_pos.rect.copy()
self.mouse_x, self.mouse_y = mouse_pos # mouse[0], mouse[1]
self.image = pygame.Surface([5, 5])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = self.start_rect.centerx
self.rect.centery = self.start_rect.centery
self.speed = 10
self.max_range = 50
self.current_range = 0
distance_x = self.mouse_x - self.start_rect.centerx
distance_y = self.mouse_y - self.start_rect.centery
norm = math.sqrt(distance_x ** 2 + distance_y ** 2)
direction_x = distance_x / norm
direction_y = distance_y / norm
self.bullet_vector_x = direction_x * self.speed
self.bullet_vector_y = direction_y * self.speed
def update(self):
self.current_range += 1
if self.current_range < self.max_range:
print self.start_rect.centerx + (self.bullet_vector_x*self.current_range),
print self.rect.centerx + self.bullet_vector_x,
#self.rect.centerx += self.bullet_vector_x
self.rect.centerx = self.start_rect.centerx + (self.bullet_vector_x*self.current_range)
print self.rect.centerx
#self.rect.centery += self.bullet_vector_y
self.rect.centery = self.start_rect.centery + (self.bullet_vector_y*self.current_range)
else:
self.kill()
#----------------------------------------------------------------------
class Crosshair(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(IMAGE_CROSSHAIR).convert_alpha()
self.rect = self.image.get_rect()
def update(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
self.rect.centerx = mouse_x
self.rect.centery = mouse_y
def draw(self, screen):
screen.blit(self.image,self.rect.topleft)
#----------------------------------------------------------------------
class Background(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(IMAGE_GRASS).convert_alpha()
self.rect = self.image.get_rect()
def draw(self, screen):
screen.fill((128,128,128))
screen.blit(self.image,(0,0))
#----------------------------------------------------------------------
class Game():
def __init__(self):
pygame.init()
screen_width = 850
screen_height = 640
self.screen = pygame.display.set_mode( (screen_width,screen_height) )
pygame.mouse.set_visible(False)
#-----
self.all_sprites_list = pygame.sprite.Group()
self.block_list = pygame.sprite.Group()
self.bullet_list = pygame.sprite.Group()
# --- create sprites ---
self.background = Background()
self.player = Player(self.screen.get_rect(), 0, 370)
self.all_sprites_list.add(self.player)
for i in range(5):
block = Block(BLUE, random.randrange(100, screen_width), random.randrange(10, screen_height-10), self.player)
self.block_list.add(block)
self.all_sprites_list.add(block)
self.crosshair = Crosshair()
#-----
font = pygame.font.SysFont("", 72)
self.text_pause = font.render("PAUSE", -1, RED)
self.text_pause_rect = self.text_pause.get_rect(center=self.screen.get_rect().center) # center text
#-----
self.score = 0
def bullet_create(self, start_pos, mouse_pos):
bullet = Bullet(start_pos, mouse_pos)
self.all_sprites_list.add(bullet)
self.bullet_list.add(bullet)
def bullets_update(self):
for bullet in self.bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullet, self.block_list, True)
for block in block_hit_list:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
self.score += 1
print self.score
if bullet.rect.y < -10:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
if pygame.sprite.collide_rect(self.player, block):
self.player.health =- 35
# -------- Main Program Loop -----------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
PAUSED = False
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
RUNNING = false
elif event.key == pygame.K_SPACE:
PAUSED = not PAUSED
elif event.type == pygame.MOUSEBUTTONDOWN:
self.bullet_create(self.player, event.pos)
# send event to player
self.player.event_handler(event)
# send event to crosshair for mousebuttondown
#if not PAUSED:
# self.crosshair.event_handler(event)
# --- updates ---
if not PAUSED:
self.all_sprites_list.update()
self.bullets_update()
self.crosshair.update()
# --- draws ---
self.background.draw(self.screen)
self.all_sprites_list.draw(self.screen)
self.crosshair.draw(self.screen)
if PAUSED:
self.screen.blit(self.text_pause, self.text_pause_rect.topleft)
pygame.display.update() # use flip() OR update()
# --- FPS ---
clock.tick(20)
# --- quit ---
pygame.quit()
#----------------------------------------------------------------------
Game().run()
Changes:
player can move but can leave screen
press space to pause game - but you can still move cursor and fire :)
bullet has max range - than it is removed
i change bullet vetor calculations because value was rounded to integer every frame and bullet trajectory was incorrect
bullet never change trajectory when player is moving
all code is in classes except some constant values. I add class Crosshair and Background
you can see how class (Player) handle events in event_handle
I use pygame.Rect() (screen.get_rect(), image.get_rect()) to get rect.top, rect.left, rect.center, rect.centerx, rect.topleft, etc.
There is still many things to do.
ps. if someone needs images 'ball1.png', 'ball2.png', 'ball3.png' to run this example you can find it in answer to
Space invaders project
Pygame- window and sprite class - python