This question already has an answer here:
How to scroll the background surface in PyGame?
(1 answer)
Closed 1 year ago.
I am having a bit of trouble being able to align the map picture on the pygame window. I want to have it so the map picture will always fill the whole screen. I have already made it so that the map picture moves when the player moves but it is unable to show the whole map.
(These are not the images i will use in my actual game just using them to test)
Here is what happens if you move to the maximum up and left
When the character moves to the maximum down and right. Some of the image is still cut off
Here is my code that i am using:
import pygame
from pygame.locals import *
from math import sin
pygame.display.set_caption("TEST")
clock = pygame.time.Clock()
time_passed = 0
class Player():
def __init__(self,x,y):
self.Image = pygame.image.load("myAvatar.png").convert()
self.x = 200
self.y = 200
def getX(self):
return self.rect.x
def getY(self):
return self.rect.y
def handle_keys(self,screenHeight,screenWidth):
key = pygame.key.get_pressed()
dist = 2
if key[K_LEFT] and self.x > 0:
self.x -= 500 * time_passed
if key[K_RIGHT] and self.x < screenWidth -20:
self.x += 500 * time_passed
if key[K_UP] and self.y > 0:
self.y -= 500 * time_passed
if key[K_DOWN] and self.y < screenHeight -20:
self.y += 500 * time_passed
def draw(self, game_window):
self.Image = pygame.transform.scale(self.Image,(20,20))
game_window.blit(self.Image, (int(self.x), int(self.y)))
class Map():
def __init__(self):
self.Image = pygame.image.load("testbackground.jpg").convert()
self.rect = self.Image.get_rect()
self.x = 0
self.y = 0
def draw(self, game_window,screenHeight,screenWidth):
self.Image = pygame.transform.scale(self.Image,(800,800))
self.x = min(max(self.x, player.x - 2 * screenWidth / 3), player.x - screenWidth / 3)
self.y = min(max(self.y, player.y -2 * screenHeight / 3), player.y - screenHeight / 3)
game_window.blit(self.Image,(-self.x,-self.y))
class Enemy():
def __init__ (self,x,y):
self.Image = pygame.image.load("WC.jpg").convert()
self.rect = self.Image.get_rect(topleft = (x,y))
def draw(self, game_window):
self.Image = pygame.transform.scale(self.Image,(20,20))
game_window.blit(self.Image, (self.rect.x, self.rect.y))
pygame.init()
clock = pygame.time.Clock()
screenWidth = 400
screenHeight = 400
game_window = pygame.display.set_mode((screenWidth,screenHeight))
player = Player(200,200)
map = Map()
enemy = Enemy(250,250)
leave = False
while not leave:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False
player.handle_keys(screenHeight,screenWidth)
game_window.fill((0,0,0))
map.draw(game_window,screenHeight,screenWidth)
#enemy.draw(game_window)
player.draw(game_window)
pygame.display.update()
pygame.display.flip()
time_passed = clock.tick() / 1000
pygame.quit()
quit()
You need to blit the background multiple times. See How to scroll the background surface in PyGame?.
If the background is moved along the x and y axes, 4 background "tiles2 must be put on the screen:
class Map():
def __init__(self):
self.Image = pygame.image.load("testbackground.jpg").convert()
self.Image = pygame.transform.scale(self.Image, game_window.get_size())
self.rect = self.Image.get_rect()
self.x = 0
self.y = 0
def draw(self, game_window,screenHeight,screenWidth):
self.x = player.x - screenWidth // 2
self.y = player.y - screenHeight // 2
x1 = self.x % self.Image.get_width()
x2 = x1 - self.Image.get_width()
y1 = self.y % self.Image.get_height()
y2 = y1 - self.Image.get_height()
game_window.blit(self.Image, (x1, y1))
game_window.blit(self.Image, (x2, y1))
game_window.blit(self.Image, (x1, y2))
game_window.blit(self.Image, (x2, y2))
Related
This question already has answers here:
Can't figure out how to check mask collision between two sprites
(1 answer)
How to get the correct dimensions for a pygame rectangle created from an image
(2 answers)
Closed 3 days ago.
I am trying to make a game in pygame. I want to make a turret that will fire at the player. I have the formula to make this happen, but for some reason, it isn't completely accurate. I am running into the same problem with the player shooting as well. I am trying to use the mouse to aim, and it is off by a little bit.
Here is an image to help with understanding.
The cross is the turret and the ghost is the player. The rest is the bullets that should be hitting the player but it is hitting the rect top left it seems.
It is a bit of a mess but here is the code I am trying to test this with.
import pygame, math, random
pygame.init()
height,width = 1050,1000
clock = pygame.time.Clock()
screen = pygame.display.set_mode((height, width,))
pygame.display.set_caption("Vampires Suck")
pygame.display.flip()
running = True
class Crucifix2(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.sprite = pygame.image.load("image")
self.image = self.sprite
self.rect = self.image.get_rect()
self.rect.x =(450)
self.rect.y = (150)
self.mask = pygame.mask.from_surface(self.image)
def update(self):
pass
class MagicBullet2(pygame.sprite.Sprite):
def __init__(self, speed,x,y, targetx, targety):
super().__init__()
self.sprite = pygame.image.load("Image")
self.image = self.sprite
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect()
angle = math.atan2(targety - y, targetx - x)
self.dx = math.cos(angle) * speed
self.dy = math.sin(angle) * speed
self.x = x
self.y = y
def update(self):
self.x = self.x + self.dx
self.y = self.y + self.dy
self.rect.x = int(self.x)
self.rect.y = int(self.y)
if self.rect.x < -50 or self.rect.x > width + 50 or self.rect.y < -50 or self.rect.y > height + 50:
self.kill()
def collide(self, spriteGroup):
if pygame.sprite.spritecollide(self, spriteGroup, True, pygame.sprite.collide_mask):
pass
class OurHero(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.sprite = pygame.image.load('image')
self.size = (400,400)
self.current_sprite = 0
self.image =pygame.transform.scale(self.sprite, self.size)
self.rect = self.image.get_rect(topleft = (580, 630))
self.rect.x = (430)
self.rect.y = (380)
self.mask = pygame.mask.from_surface(self.image)
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= 3
if keys[pygame.K_RIGHT]:
self.rect.x += 3
if keys[pygame.K_UP]:
self.rect.y -= 3
if keys[pygame.K_DOWN]:
self.rect.y += 3
if self.rect.x > 793:
self.rect.x -= 3
if self.rect.x < 75:
self.rect.x += 3
if self.rect.y < 87:
self.rect.y += 3
if self.rect.y > 789:
self.rect.y -=3
self.current_sprite += 0.027
class aim(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.sprite = pygame.image.load("image")
self.image = self.sprite
self.rect = self.image.get_rect(center = (300,300))
self.rect.inflate(-500,-500)
def update(self):
self.rect.center = pygame.mouse.get_pos()
class MagicBullet(pygame.sprite.Sprite):
def __init__(self, speed,x,y, targetx, targety):
super().__init__()
self.sprite = pygame.image.load("image")
self.image = self.sprite
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect()
angle = math.atan2(targety - y, targetx - x)
self.dx = math.cos(angle) * speed
self.dy = math.sin(angle) * speed
self.x = x
self.y = y
def update(self):
self.x = self.x + self.dx
self.y = self.y + self.dy
self.rect.x = int(self.x)
self.rect.y = int(self.y)
if self.rect.x < -50 or self.rect.x > width + 50 or self.rect.y < -50 or self.rect.y > height + 50:
self.kill()
mouse_x, mouse_y = pygame.mouse.get_pos()
pygame.mouse.set_visible(False)
mouse = aim()
player = OurHero()
dude_sprite = pygame.sprite.Group()
dude_sprite.add(player)
dude_sprite.add(mouse)
bad = pygame.sprite.Group()
bad3 = pygame.sprite.Group()
bad2 = Crucifix2()
bad.add(bad2)
player_bullets = MagicBullet2(8, bad2.rect.x , bad2.rect.y+90 , player.rect.x, player.rect.y)
bullet_group = pygame.sprite.Group()
bad3.add(player_bullets)
distance_x = player.rect.x - bad2.rect.x
distance_y = player.rect.y - bad2.rect.y
angle = math.atan2(distance_y, distance_x)
dude2 = MagicBullet(5, player.rect.x, player.rect.y, mouse_x, mouse_y)
while running:
mouse_x, mouse_y = pygame.mouse.get_pos()
pygame.display.update()
player_bullets = MagicBullet2(8, bad2.rect.x , bad2.rect.y+90 , player.rect.x + 30, player.rect.y + 30)
bad3.add(player_bullets)
screen.fill('white')
bad3.update()
bad3.draw(screen)
dude_sprite.update()
dude_sprite.draw(screen)
bullet_group.draw(screen)
bad.update()
bad.draw(screen)
bullet_group.update()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
#bullet_group.add(player.creat_bullet())
dude2 = MagicBullet(8, player.rect.x , player.rect.y , mouse_x, mouse_y)
bullet_group.add(dude2)
if event.type == pygame.QUIT:
running = False
clock.tick(120)
I have been searching everywhere for an answer. I am not exactly sure what I am looking for. I am very new to game dev and I am still pretty new with python and pygame. I tried transform.scale() but that seemed to push the character off the screen when I put it into update().
I don't know if there is a better way to implement ramps.
First i calculate the points that belong to the hipotenuse and use collidepoint to see if there is a collision between the rectangle and any point that belongs to the hipotenuse, then i update the rectangle based on the point where there was a collision.
Being careful when the rectangle is at the top of the ramp.
The rectangle ascends the ramp perfectly, but when the rectangle descends the ramp, the rectangle shakes.
import sys
import pygame
from pygame.locals import *
pygame.init()
fps = 60
fpsClock = pygame.time.Clock()
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
def draw_grid():
for y in range(0,height,32):
pygame.draw.line(screen,'red',(0,y),(width,y))
for x in range(0,width,32):
pygame.draw.line(screen,'red',(x,0),(x,height))
class Ramp(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color):
super().__init__()
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
#self.image.fill('green')
pygame.draw.polygon(self.image, color,
points=[(0, 0), (0, height), (width, height)])
self.rect = self.image.get_rect(topleft=(x, y))
class Player(pygame.sprite.Sprite):
def __init__(self,x,y):
super().__init__()
self.image = pygame.Surface((32, 32))
self.image.fill('blue')
self.rect = self.image.get_rect(topleft=(x,y))
self.speed = 5
self.direction = pygame.math.Vector2(0,0)
self.gravity = 0.9
self.initial_jump = -20
self.on_ground = True
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def move(self):
keys=pygame.key.get_pressed()
if keys[K_LEFT]:
self.direction.x = -self.speed
elif keys[K_RIGHT]:
self.direction.x = self.speed
else:
self.direction.x = 0
if keys[K_UP] and self.on_ground:
self.direction.y = self.initial_jump
self.on_ground = False
self.rect.x += self.direction.x
def check_borders(self):
if self.rect.x <= 0:
self.rect.x = 0
if self.rect.right >= width:
self.rect.right = width
if self.rect.bottom >= height:
self.rect.bottom = height
self.direction.y = 0
self.on_ground = True
if self.rect.colliderect(ramp_rect):
if self.direction.x > 0 and abs(self.rect.right-ramp_rect.left) <= 5:
self.rect.right = ramp_rect.left
# ramp stuff
for p in hypotenuse_points:
if self.rect.collidepoint(p):
if self.rect.left >= ramp_rect.left:
self.rect.bottomleft = p
else:
self.rect.bottom = ramp_rect.top
self.on_ground = True
self.direction.y = 0
def update(self):
self.move()
self.apply_gravity()
self.check_borders()
player = pygame.sprite.GroupSingle(Player(12*32,10*32))
ramp = pygame.sprite.GroupSingle(Ramp(5*32,10*32,7*32,5*32,'red'))
ramp_rect = ramp.sprite.rect
m = (ramp_rect.height)/( ramp_rect.width)
x1,y1 = ramp_rect.topleft
hypotenuse_points = []
for x in range(ramp_rect.left,ramp_rect.right):
hypotenuse_points.append((x,m*(x-x1)+y1)) # Point-slope equation
while True:
screen.fill('white')
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
ramp.draw(screen)
player.update()
player.draw(screen)
#draw_grid()
pygame.draw.lines(screen,'black',False,hypotenuse_points,3)
pygame.display.update()
fpsClock.tick(fps)
There is no problem with your code. Only gravity is too weak. The movement is so fast that gravity is acting too late. Note that instead of moving down the slope, you move to the right and then fall.
Of course there is one problem with your code. Since pygame.Rect is supposed to represent an area on the screen, a pygame.Rect object can only store integral data.
The coordinates for Rect objects are all integers. [...]
The fraction part of the coordinates gets lost when the new position of the object is assigned to the Rect object. If this is done every frame, the position error will accumulate over time.
If you want to store object positions with floating point accuracy, you have to store the location of the object in separate variables respectively attributes and to synchronize the pygame.Rect object. round the coordinates and assign it to the location of the rectangle.
Instead of the list of points I suggest to compute the height of the ramp under the palyer:
if self.rect.colliderect(ramp_rect):
ratio = ramp_rect.height / ramp_rect.width
self.rect.bottom = ramp_rect.bottom - (ramp_rect.right - max(self.rect.left, ramp_rect.left)) * ratio
self.y = self.rect.y
Complete example:
import sys
import pygame
from pygame.locals import *
pygame.init()
fps = 60
fpsClock = pygame.time.Clock()
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
def draw_grid():
for y in range(0,height,32):
pygame.draw.line(screen,'red',(0,y),(width,y))
for x in range(0,width,32):
pygame.draw.line(screen,'red',(x,0),(x,height))
class Ramp(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color):
super().__init__()
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
#self.image.fill('green')
pygame.draw.polygon(self.image, color,
points=[(0, 0), (0, height), (width, height)])
self.rect = self.image.get_rect(topleft=(x, y))
class Player(pygame.sprite.Sprite):
def __init__(self,x,y):
super().__init__()
self.image = pygame.Surface((32, 32))
self.image.fill('blue')
self.rect = self.image.get_rect(topleft=(x,y))
self.x, self.y = self.rect.topleft
self.speed = 5
self.direction = pygame.math.Vector2(0,0)
self.gravity = 0.9
self.initial_jump = -20
self.on_ground = True
def apply_gravity(self):
self.direction.y += self.gravity
self.y += self.direction.y
self.rect.y = round(self.y)
def move(self):
keys = pygame.key.get_pressed()
self.direction.x = (keys[K_RIGHT] - keys[K_LEFT]) * self.speed
if keys[K_UP] and self.on_ground:
self.direction.y = self.initial_jump
self.on_ground = False
self.x += self.direction.x
self.rect.x = round(self.x)
def check_borders(self):
if self.rect.x <= 0:
self.rect.x = 0
self.x = self.rect.x
if self.rect.right >= width:
self.rect.right = width
self.x = self.rect.x
if self.rect.bottom >= height:
self.rect.bottom = height
self.direction.y = 0
self.on_ground = True
self.y = self.rect.y
if self.rect.colliderect(ramp_rect):
if self.old_rect.right-1 <= ramp_rect.left:
self.rect.right = ramp_rect.left
self.x = self.rect.x
else:
ratio = ramp_rect.height / ramp_rect.width
bottom = ramp_rect.bottom - (ramp_rect.right - max(self.rect.left, ramp_rect.left)) * ratio
if self.on_ground or self.rect.bottom > bottom:
self.rect.bottom = bottom
self.y = self.rect.y
self.direction.y = 0
self.on_ground = True
def update(self):
self.old_rect = self.rect.copy()
self.move()
self.apply_gravity()
self.check_borders()
player = pygame.sprite.GroupSingle(Player(12*32,10*32))
ramp = pygame.sprite.GroupSingle(Ramp(5*32,10*32,7*32,5*32,'red'))
ramp_rect = ramp.sprite.rect
m = (ramp_rect.height)/( ramp_rect.width)
x1,y1 = ramp_rect.topleft
while True:
screen.fill('white')
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
ramp.draw(screen)
player.update()
player.draw(screen)
pygame.display.update()
fpsClock.tick(fps)
Apologies for asking so many questions recently. I'm just starting to get into pygame.
With my previous questions I don't think I've been wording it properly for what I am trying to do.
Here is a quick picture I did to try demonstrate
This is a single background image or map that I would like the player to move across. The red X is just a starting place for the character.
I'm try to make it so when I move the player the background will also follow as if the player is moving through the map. I've already limited the player from not being able to go off the borders of the actual screen. Just having a bit of trouble now trying to make it so the single image will move along the player and if the player reaches the end of the map picture movement stops. I have seen people use scrolling and duplicating the image when the player moves. I just want to see it to the single image that the player will move across. I don't want to worry about collisions just be able to get the movement working.
This is the code I am currently using:
from pygame.locals import *
from math import sin
pygame.display.set_caption("TEST")
clock = pygame.time.Clock()
time_passed = 0
class Player():
def __init__(self,x,y):
self.Image = pygame.image.load("myAvatar.png").convert()
self.x = 200
self.y = 200
def getX(self):
return self.rect.x
def getY(self):
return self.rect.y
def handle_keys(self,screenHeight,screenWidth):
key = pygame.key.get_pressed()
dist = 2
if key[K_LEFT] and self.x > 0:
self.x -= 500 * time_passed
if key[K_RIGHT] and self.x < screenWidth -20:
self.x += 500 * time_passed
if key[K_UP] and self.y > 0:
self.y -= 500 * time_passed
if key[K_DOWN] and self.y < screenHeight -20:
self.y += 500 * time_passed
def draw(self, game_window):
self.Image = pygame.transform.scale(self.Image,(20,20))
game_window.blit(self.Image, (int(self.x), int(self.y)))
class Map():
def __init__(self):
self.Image = pygame.image.load("test2.png").convert()
self.rect = self.Image.get_rect()
self.x = 0
self.y = 0
def draw(self, game_window,screenHeight,screenWidth):
self.x = min(max(self.x, player.x - 2 * screenWidth / 2), player.x - screenWidth / 2)
self.y = min(max(self.y, player.y -2 * screenHeight / 2), player.y - screenHeight / 2)
game_window.blit(self.Image,(-self.x,-self.y))
class Enemy():
def __init__ (self,x,y):
self.Image = pygame.image.load("WC.jpg").convert()
self.rect = self.Image.get_rect(topleft = (x,y))
def draw(self, game_window):
self.Image = pygame.transform.scale(self.Image,(20,20))
game_window.blit(self.Image, (self.rect.x, self.rect.y))
pygame.init()
clock = pygame.time.Clock()
screenWidth = 400
screenHeight = 400
game_window = pygame.display.set_mode((screenWidth,screenHeight))
player = Player(200,200)
map = Map()
enemy = Enemy(250,250)
leave = False
while not leave:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False
player.handle_keys(screenHeight,screenWidth)
game_window.fill((0,0,0))
map.draw(game_window,screenHeight,screenWidth)
#enemy.draw(game_window)
player.draw(game_window)
pygame.display.update()
pygame.display.flip()
time_passed = clock.tick() / 1000
pygame.quit()
quit()
Thanks
Shay
The player's movement depends on the size of the map. The x and y attributes of the "player" store the position on the map and are limited to the size of the map (map_size). The player is always drawn in the center of the screen, except it is near the boarders of the map:
class Player():
def __init__(self, x, y):
self.Image = pygame.image.load("myAvatar.png").convert()
self.x = 200
self.y = 200
def handle_keys(self, map_size):
key = pygame.key.get_pressed()
self.x += (key[K_RIGHT] - key[K_LEFT]) * 500 * time_passed
self.y += (key[K_DOWN] - key[K_UP]) * 500 * time_passed
self.x = max(0, min(map_size[0]-20, self.x))
self.y = max(0, min(map_size[1]-20, self.y))
def draw(self, game_window, map_size):
window_size = game_window.get_size()
center = window_size[0] // 2, window_size[0] // 2
pos = [self.x, self.y]
for i in range(2):
if center[i] < pos[i] <= map_size[i]-center[i]:
pos[i] = center[i]
elif pos[i] > map_size[i] - center[i]:
pos[i] = window_size[i] - map_size[i] + pos[i]
game_window.blit(self.Image, (int(pos[0]), int(pos[1])))
The player's position on the map is centered in the window:
class Map():
def __init__(self):
self.Image = pygame.image.load("test2.png").convert()
def draw(self, game_window):
window_size = game_window.get_size()
map_size = self.Image.get_size()
x = max(0, min(map_size[0] - window_size[0], player.x - 200))
y = max(0, min(map_size[1] - window_size[1], player.y - 200))
game_window.blit(self.Image, (-x, -y))
Application loop:
leave = False
while not leave:
for event in pygame.event.get():
if event.type == pygame.QUIT:
leave = True
player.handle_keys(map.Image.get_size())
game_window.fill((0,0,0))
map.draw(game_window)
#enemy.draw(game_window)
player.draw(game_window, map.Image.get_size())
pygame.display.update()
pygame.display.flip()
time_passed = clock.tick() / 1000
pygame.quit()
I'm making a breakout game using the pygame module, and I've established most of the functionalities. However, I'm having a hard time making the ball collide with the blocks at the top of the screen. Specifically in the "collisions" method in the main class. I wrote a for loop to iterate through the block list to check if the block collided with the ball, and if it did, then it would remove from the row_1 list the respective index of the block, theoretically erasing the block from the screen. But I get an AttributeError: 'pygame.Rect' object has no attribute 'collidirect'. I appreciate the help.
import pygame, sys
pygame.init()
clock = pygame.time.Clock()
screen_width = 600
screen_height = 750
black = (0, 0, 0)
white = (255, 255, 255)
purple = (138, 43, 226)
red = (255, 0, 0)
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Breakout Game")
class BLOCK:
def __init__(self):
self.width = 54
self.height = 20
self.row_1 = [[5, 20]]
self.blocks = []
for i in range(9):
self.row_1.append(self.row_1[-1][:])
self.row_1[-1][0] += 59
def draw_blocks(self):
for cor in self.row_1:
block_rect = pygame.Rect(cor[0], cor[1], self.width, self.height)
self.blocks.append(block_rect)
pygame.draw.rect(screen, red, block_rect)
class BALL:
def __init__(self):
self.width = 15
self.height = 15
self.x = screen_width/2 - self.width/2
self.y = screen_height/2 - self.height/2
self.speed_x = 5
self.speed_y = 5
self.ball_rect = pygame.Rect(self.x, self.y, self.width, self.height)
def draw_ball(self):
pygame.draw.ellipse(screen, white, self.ball_rect)
def move_ball(self):
self.x += self.speed_x
self.y += self.speed_y
self.ball_rect.topleft = (self.x, self.y)
def wall_collision(self):
if self.x >= screen_width - self.width:
self.speed_x *= -1
if self.x <= 0:
self.speed_x *= -1
if self.y >= screen_height - self.height:
self.x = screen_width/2 - self.width/2
self.y = screen_height / 2 - self.height/2
if self.y <= 0:
self.speed_y *= -1
class PADDLE:
def __init__(self):
self.width = 100
self.height = 10
self.x = screen_width/2 - self.width/2
self.y = 600
self.speed = 7
self.paddle_rect = pygame.Rect(self.x, self.y, self.width, self.height)
def draw_paddle(self):
pygame.draw.rect(screen, purple, self.paddle_rect)
def move_paddle(self):
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
self.x -= self.speed
if key[pygame.K_RIGHT]:
self.x += self.speed
self.paddle_rect.topleft = (self.x, self.y)
class MAIN:
def __init__(self):
self.block = BLOCK()
self.ball = BALL()
self.paddle = PADDLE()
def draw(self):
self.block.draw_blocks()
self.ball.draw_ball()
self.paddle.draw_paddle()
def move(self):
self.ball.move_ball()
self.paddle.move_paddle()
def collisions(self):
self.ball.wall_collision()
if self.ball.ball_rect.colliderect(self.paddle.paddle_rect):
self.ball.speed_y *= -1
for block in self.block.blocks:
if block.collidirect(self.ball.ball_rect):
self.block.row_1.pop(self.block.blocks.index(block))
main = MAIN()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill(black)
main.draw()
main.move()
main.collisions()
pygame.display.flip()
clock.tick(60)
It's a typo. The name of the method is colliderect rather then collidirect:
if block.collidirect(self.ball.ball_rect):
if block.colliderect(self.ball.ball_rect):
Apologies for asking so many questions recently. I'm just starting to get into pygame.
With my previous questions I don't think I've been wording it properly for what I am trying to do.
Here is a quick picture I did to try demonstrate
This is a single background image or map that I would like the player to move across. The red X is just a starting place for the character.
I'm try to make it so when I move the player the background will also follow as if the player is moving through the map. I've already limited the player from not being able to go off the borders of the actual screen. Just having a bit of trouble now trying to make it so the single image will move along the player and if the player reaches the end of the map picture movement stops. I have seen people use scrolling and duplicating the image when the player moves. I just want to see it to the single image that the player will move across. I don't want to worry about collisions just be able to get the movement working.
This is the code I am currently using:
from pygame.locals import *
from math import sin
pygame.display.set_caption("TEST")
clock = pygame.time.Clock()
time_passed = 0
class Player():
def __init__(self,x,y):
self.Image = pygame.image.load("myAvatar.png").convert()
self.x = 200
self.y = 200
def getX(self):
return self.rect.x
def getY(self):
return self.rect.y
def handle_keys(self,screenHeight,screenWidth):
key = pygame.key.get_pressed()
dist = 2
if key[K_LEFT] and self.x > 0:
self.x -= 500 * time_passed
if key[K_RIGHT] and self.x < screenWidth -20:
self.x += 500 * time_passed
if key[K_UP] and self.y > 0:
self.y -= 500 * time_passed
if key[K_DOWN] and self.y < screenHeight -20:
self.y += 500 * time_passed
def draw(self, game_window):
self.Image = pygame.transform.scale(self.Image,(20,20))
game_window.blit(self.Image, (int(self.x), int(self.y)))
class Map():
def __init__(self):
self.Image = pygame.image.load("test2.png").convert()
self.rect = self.Image.get_rect()
self.x = 0
self.y = 0
def draw(self, game_window,screenHeight,screenWidth):
self.x = min(max(self.x, player.x - 2 * screenWidth / 2), player.x - screenWidth / 2)
self.y = min(max(self.y, player.y -2 * screenHeight / 2), player.y - screenHeight / 2)
game_window.blit(self.Image,(-self.x,-self.y))
class Enemy():
def __init__ (self,x,y):
self.Image = pygame.image.load("WC.jpg").convert()
self.rect = self.Image.get_rect(topleft = (x,y))
def draw(self, game_window):
self.Image = pygame.transform.scale(self.Image,(20,20))
game_window.blit(self.Image, (self.rect.x, self.rect.y))
pygame.init()
clock = pygame.time.Clock()
screenWidth = 400
screenHeight = 400
game_window = pygame.display.set_mode((screenWidth,screenHeight))
player = Player(200,200)
map = Map()
enemy = Enemy(250,250)
leave = False
while not leave:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False
player.handle_keys(screenHeight,screenWidth)
game_window.fill((0,0,0))
map.draw(game_window,screenHeight,screenWidth)
#enemy.draw(game_window)
player.draw(game_window)
pygame.display.update()
pygame.display.flip()
time_passed = clock.tick() / 1000
pygame.quit()
quit()
Thanks
Shay
The player's movement depends on the size of the map. The x and y attributes of the "player" store the position on the map and are limited to the size of the map (map_size). The player is always drawn in the center of the screen, except it is near the boarders of the map:
class Player():
def __init__(self, x, y):
self.Image = pygame.image.load("myAvatar.png").convert()
self.x = 200
self.y = 200
def handle_keys(self, map_size):
key = pygame.key.get_pressed()
self.x += (key[K_RIGHT] - key[K_LEFT]) * 500 * time_passed
self.y += (key[K_DOWN] - key[K_UP]) * 500 * time_passed
self.x = max(0, min(map_size[0]-20, self.x))
self.y = max(0, min(map_size[1]-20, self.y))
def draw(self, game_window, map_size):
window_size = game_window.get_size()
center = window_size[0] // 2, window_size[0] // 2
pos = [self.x, self.y]
for i in range(2):
if center[i] < pos[i] <= map_size[i]-center[i]:
pos[i] = center[i]
elif pos[i] > map_size[i] - center[i]:
pos[i] = window_size[i] - map_size[i] + pos[i]
game_window.blit(self.Image, (int(pos[0]), int(pos[1])))
The player's position on the map is centered in the window:
class Map():
def __init__(self):
self.Image = pygame.image.load("test2.png").convert()
def draw(self, game_window):
window_size = game_window.get_size()
map_size = self.Image.get_size()
x = max(0, min(map_size[0] - window_size[0], player.x - 200))
y = max(0, min(map_size[1] - window_size[1], player.y - 200))
game_window.blit(self.Image, (-x, -y))
Application loop:
leave = False
while not leave:
for event in pygame.event.get():
if event.type == pygame.QUIT:
leave = True
player.handle_keys(map.Image.get_size())
game_window.fill((0,0,0))
map.draw(game_window)
#enemy.draw(game_window)
player.draw(game_window, map.Image.get_size())
pygame.display.update()
pygame.display.flip()
time_passed = clock.tick() / 1000
pygame.quit()