This question already has answers here:
How does this algorithm make the character jump in pygame?
(1 answer)
How can I do a double jump in pygame?
(1 answer)
jumping too fast?
(1 answer)
Closed 1 year ago.
I'm doing own game with the help Python. I need to make a jumping to my sprite can jump. However, my sprite can't jump. If my program had 1 and more mistakes, my game wouldn't able to work. Please, find mistake to my sprite can jump. Here's my program:
from pygame.locals import *
import pygame
import os
import random
WIDTH = 800
HEIGHT = 600
FPS = 60
usr_y = 400
# Задаем цвета
GREEN = (75, 0, 130)
BLUE = (255, 20, 147)
# Создаем игру и окно
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini-games by Latypov Vildan 10'a' Class")
clock = pygame.time.Clock()
icon = pygame.image.load('icon.png')
pygame.display.set_icon(icon)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH - 360
self.rect.centery = HEIGHT - 200
def update(self):
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
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
def print_text(message, x, y, font_color = (0, 0, 0), font_type = 'фыы.ttf', font_size = 30):
font_type = pygame.font.Font(font_type, font_size)
text = font_type.render(message, True, font_color)
screen.blit(text, (x, y))
print_text('Hi', 250, 250)
jump = False
counter = -30
def make():
global usr_y, counter, jump
if counter >= -30:
usr_y-= counter / 2.5
counter -= 1
else:
counter = 30
jump = False
# Цикл игры
running = True
while running:
# Держим цикл на правильной скорости
clock.tick(FPS)
# Ввод процесса (события)
for event in pygame.event.get():
# check for closing window
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
elif event.key == K_SPACE:
jump = True
if jump:
make()
# Обновление
all_sprites.update()
# Рендеринг
screen.fill(BLUE)
all_sprites.draw(screen)
# После отрисовки всего, переворачиваем экран
pygame.display.flip()
pygame.quit()
It is a matter of Indentation. You have to do the jump in the application loop. The state jump is set once when the event occurs. However, the jumping needs to be animated in consecutive frames.
Your event loop is mixed up and you must change the coordinate of the player object instead of usr_y:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH - 360
self.rect.centery = HEIGHT - 200
self.y = self.rect.y # <--- floating point y coordinate
def update(self):
self.rect.y = round(self.y) # <--- update player rectangle
self.speedx = 0
# [...]
jump = False
counter = 30
def make():
global counter, jump
if counter >= -30:
player.y -= counter / 2.5 # <--- change player.y
counter -= 1
else:
counter = 30
jump = False
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
jump = True
# INDENTATION
#<----------|
if jump:
make()
# [...]
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()
This question already has answers here:
How can i shoot a bullet with space bar?
(1 answer)
How do I stop more than 1 bullet firing at once?
(1 answer)
Closed 1 year ago.
I have created bullets for my car sprite to shoot but when I press space bar the bullet sprite comes out but disappears.When I press the space bar the bullet comes out but disappears right there instead of traveling all the way up to the top of the pygame screen like I want it to. How can I fix this?? I have tried a lot of different things now but I'm stuck.
autopilot.py code:
import pygame
import debris
import car
pygame.init()
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("AutoPilot")
screen.fill((255,255,255))
#fps
FPS = 120
clock = pygame.time.Clock()
#background img
bg = pygame.image.load('background/street.png').convert_alpha()
#define variables
######################CAR/DEBRIS##########################
car = car.Car(1,5)
debris = debris.Debris(1,5)
##########################################################
#groups
car_group = pygame.sprite.Group()
car_group.add(car)
debris_group = pygame.sprite.Group()
debris_group.add(debris)
#game runs here
run = True
while run:
#draw street
screen.blit(bg,[0,0])
#update groups
car_group.update()
#car_group.draw(screen)
#draw debris
debris.draw()
#draw car
car.draw()
car.move()
#update bullets
car.bullet_update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#check if key is down
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.key == pygame.K_a:
car.movingLeft = True
if event.key == pygame.K_d:
car.movingRight = True
#shoot bullets
if event.key == pygame.K_SPACE:
car.shoot()
#check if key is up
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
car.movingLeft = False
if event.key == pygame.K_d:
car.movingRight = False
#update the display
pygame.display.update()
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
car.py code:
import pygame
#screen height & width
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH,HEIGHT))
#car class
class Car(pygame.sprite.Sprite):
def __init__(self, scale, speed):
pygame.sprite.Sprite.__init__(self)
#load bullets
self.vel = 10
self.bullet = pygame.image.load('car/bullet.png').convert_alpha()
self.rect1 = self.bullet.get_rect()
self.y = float(self.rect1.y)
self.speed = speed
#self.x = x
#self.y = y
self.moving = True
self.frame = 0
self.flip = False
self.direction = 0
#load car
self.images = []
img = pygame.image.load('car/car.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width()) * scale, (int(img.get_height()) * scale)))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
self.update_time = pygame.time.get_ticks()
self.movingLeft = False
self.movingRight = False
self.rect.x = 465
self.rect.y = 325
#draw car to screen
def draw(self):
screen.blit(self.image,(self.rect.centerx, self.rect.centery))
#move car
def move(self):
# reset the movement variables
dx = 0
dy = 0
# moving variables
if self.movingLeft and self.rect.x > 33:
dx -= self.speed
self.flip = True
self.direction = -1
if self.movingRight and self.rect.x < 900:
dx += self.speed
self.flip = False
self.direction = 1
# update rectangle position
self.rect.x += dx
self.rect.y += dy
#shoot bullets
def shoot(self):
bullets = [self.bullet]
for _ in bullets:
screen.blit(self.bullet,(self.rect.x + 32, self.rect.y))
#update bullet travel
def bullet_update(self):
self.y += self.vel
self.rect1 = self.y
Add a bullet list to the Car class:
class Car(pygame.sprite.Sprite):
def __init__(self, scale, speed):
# [...]
self.bullet_list = []
Add a the position of the bullet to the list when SPACE is pressed. The starting position of the bullet is the position of the car:
class Car(pygame.sprite.Sprite):v
# [...]
def shoot(self):
self.bullet_list.append([self.rect.x, self.rect.y])
Move the bullets:
class Car(pygame.sprite.Sprite):
# [...]
def bullet_update(self):
for bullet_pos in self.bullet_list[:]:
bullet_pos[0] += self.vel
if bullet_pos[0] > 1000:
self.bullet_list.remove(bullet_pos)
Draw the bullets with the car:
class Car(pygame.sprite.Sprite):
# [...]
def draw(self):
for bullet_pos in self.bullet_list:
screen.blit(self.bullet, bullet_pos)
screen.blit(self.image, self.rect.center)
This question already has answers here:
How can i shoot a bullet with space bar?
(1 answer)
How do I stop more than 1 bullet firing at once?
(1 answer)
Closed 1 year ago.
I have created bullets for my car sprite to shoot but when I press space bar the bullet sprite comes out but disappears.When I press the space bar the bullet comes out but disappears right there instead of traveling all the way up to the top of the pygame screen like I want it to. How can I fix this?? I have tried a lot of different things now but I'm stuck.
autopilot.py code:
import pygame
import debris
import car
pygame.init()
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("AutoPilot")
screen.fill((255,255,255))
#fps
FPS = 120
clock = pygame.time.Clock()
#background img
bg = pygame.image.load('background/street.png').convert_alpha()
#define variables
######################CAR/DEBRIS##########################
car = car.Car(1,5)
debris = debris.Debris(1,5)
##########################################################
#groups
car_group = pygame.sprite.Group()
car_group.add(car)
debris_group = pygame.sprite.Group()
debris_group.add(debris)
#game runs here
run = True
while run:
#draw street
screen.blit(bg,[0,0])
#update groups
car_group.update()
#car_group.draw(screen)
#draw debris
debris.draw()
#draw car
car.draw()
car.move()
#update bullets
car.bullet_update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#check if key is down
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.key == pygame.K_a:
car.movingLeft = True
if event.key == pygame.K_d:
car.movingRight = True
#shoot bullets
if event.key == pygame.K_SPACE:
car.shoot()
#check if key is up
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
car.movingLeft = False
if event.key == pygame.K_d:
car.movingRight = False
#update the display
pygame.display.update()
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
car.py code:
import pygame
#screen height & width
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH,HEIGHT))
#car class
class Car(pygame.sprite.Sprite):
def __init__(self, scale, speed):
pygame.sprite.Sprite.__init__(self)
#load bullets
self.vel = 10
self.bullet = pygame.image.load('car/bullet.png').convert_alpha()
self.rect1 = self.bullet.get_rect()
self.y = float(self.rect1.y)
self.speed = speed
#self.x = x
#self.y = y
self.moving = True
self.frame = 0
self.flip = False
self.direction = 0
#load car
self.images = []
img = pygame.image.load('car/car.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width()) * scale, (int(img.get_height()) * scale)))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
self.update_time = pygame.time.get_ticks()
self.movingLeft = False
self.movingRight = False
self.rect.x = 465
self.rect.y = 325
#draw car to screen
def draw(self):
screen.blit(self.image,(self.rect.centerx, self.rect.centery))
#move car
def move(self):
# reset the movement variables
dx = 0
dy = 0
# moving variables
if self.movingLeft and self.rect.x > 33:
dx -= self.speed
self.flip = True
self.direction = -1
if self.movingRight and self.rect.x < 900:
dx += self.speed
self.flip = False
self.direction = 1
# update rectangle position
self.rect.x += dx
self.rect.y += dy
#shoot bullets
def shoot(self):
bullets = [self.bullet]
for _ in bullets:
screen.blit(self.bullet,(self.rect.x + 32, self.rect.y))
#update bullet travel
def bullet_update(self):
self.y += self.vel
self.rect1 = self.y
Add a bullet list to the Car class:
class Car(pygame.sprite.Sprite):
def __init__(self, scale, speed):
# [...]
self.bullet_list = []
Add a the position of the bullet to the list when SPACE is pressed. The starting position of the bullet is the position of the car:
class Car(pygame.sprite.Sprite):v
# [...]
def shoot(self):
self.bullet_list.append([self.rect.x, self.rect.y])
Move the bullets:
class Car(pygame.sprite.Sprite):
# [...]
def bullet_update(self):
for bullet_pos in self.bullet_list[:]:
bullet_pos[0] += self.vel
if bullet_pos[0] > 1000:
self.bullet_list.remove(bullet_pos)
Draw the bullets with the car:
class Car(pygame.sprite.Sprite):
# [...]
def draw(self):
for bullet_pos in self.bullet_list:
screen.blit(self.bullet, bullet_pos)
screen.blit(self.image, self.rect.center)
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()