I'm trying to make a simple pygame maze and I have a problem that only 2 sprites are displayed: a player and a single wall, while i see that they are all added to the sprite list correctly
PINK = (221, 160, 221)
WHITE = (255, 255, 255)
BLUE = (29, 32, 76)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
FPS = 30
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, img='alien.png'):
# Call the parent's constructor
super().__init__()
self.image = pygame.image.load(img).convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
# Set speed vector
self.change_x = 0
self.change_y = 0
self.walls = None
def update(self):
# Horizontal movement
self.rect.x += self.change_x
# Check if object stumbles upon an obstacle
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
if self.change_x > 0: # If the object was moving right
self.rect.right = block.rect.left # Align its right border with the left border of an obstacle
else: # If the object was moving left
self.rect.left = block.rect.right # Align its left border with the right border of an obstacle
# Vetical movement
self.rect.y += self.change_y
# Check if object stumbles upon an obstacle
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
if self.change_y > 0: # If the object was moving up
self.rect.bottom = block.rect.top # Align its upper border with the down border of an obstacle
else: # If the object was moving down
self.rect.top = block.rect.bottom # Align its down border with the up border of an obstacle
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption('Maze game')
all_sprite_list = pygame.sprite.Group()
wall_list = pygame.sprite.Group()
for x in range(len(walls)):
for y in range(len(walls)):
if walls[x][y] == 1:
#print(x, y)
wall = Wall(x, y, 20, 20)
wall_list.add(wall)
all_sprite_list.add(wall)
player = Player(maze.start[0], maze.start[1])
player.walls = wall_list
all_sprite_list.add(player)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.change_x = -3
elif event.key == pygame.K_RIGHT:
player.change_x = 3
elif event.key == pygame.K_UP:
player.change_y = -3
elif event.key == pygame.K_DOWN:
player.change_y = 3
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.change_x = 0
elif event.key == pygame.K_RIGHT:
player.change_x = 0
elif event.key == pygame.K_UP:
player.change_y = 0
elif event.key == pygame.K_DOWN:
player.change_y = 0
screen.fill(PINK)
all_sprite_list.update()
all_sprite_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
where maze.grid is a 2D np array made from 0's and 1's and maze.start is a tuple like (0, 9).
When I change height and width parameters in line wall = Wall(x, y, 20, 20) to wall = Wall(x, y, 1, 1) i see a tiny maze appearing on the screen, but if i increase the height and width of a wall i just see a single square at the top left corner of the window. I assume that the problem is that i want it to add each wall on 20x20px block but instead it adds on 1x1px block. How can I fix this?
Is there a way to treat coordinates not by just 1x1px block?
Actually, all objects are drawn, but drawn one on top of the other.
In the nested loop x and y are the index in the grid (walls), but not the coordinate of the upper left corner. You need to calculate the coordinate of the corner of each cell by multiplying it by the size of a cell (20):
wall = Wall(x, y, 20, 20)
wall = Wall(x*20, y*20, 20, 20)
Related
This question already has answers here:
Pygame - Collisions With Floor/Walls
(2 answers)
Closed 2 months ago.
i am coding a little game and so on everything is working but there is a problem.
I have no clue how to code a collision detection between my player and the walls.
There must be a way how to check if the player collides with a wall when he goes the step before he does it.
Here is my code:
import pygame, sys, random
gameover = False
player_in_radius = False
key_picked = False
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (50, 50, 255)
GREY = (238,223,204)
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, image):
super().__init__()
self.image = pygame.image.load(image)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
self.walls = None
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
super().__init__()
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(BLACK)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
pygame.init()
SCREEN_WIDTH = 1200
SCREEN_HEIGHT = 900
clock = pygame.time.Clock()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption("EscapefromHoney / ETAGE 0")
all_sprite_list = pygame.sprite.Group()
wall_list = pygame.sprite.Group()
wall = Wall(0, 0, 10, 900)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(1190, 0, 10, 900)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(0, 890, 1200, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 0, 1200, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 200, 120, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
player = Player(50, 50, "pictures\kian60x60.png")
player.walls = wall_list
all_sprite_list.add(player)
while 1:
if key_picked == False:
key = pygame.image.load("pictures\key.png")
keyrect = key.get_rect()
keyrect.top = 600
keyrect.left = 480
screen.blit(key, keyrect)
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == pygame.K_DOWN:
player.rect.y = player.rect.y + 60
if event.key == pygame.K_UP:
player.rect.y = player.rect.y - 60
if event.key == pygame.K_RIGHT:
player.rect.x = player.rect.x + 60
if event.key == pygame.K_LEFT:
player.rect.x = player.rect.x - 60
all_sprite_list.update()
screen.fill(GREY)
all_sprite_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
I tried to use this code
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
but no chance. Still not working. And the other point I dont want the have the whole change thing in it with velocity. I want only steps like i did it in my code.
Your player and your wall are both rects :
Therefore you can simply use the .colliderect() method :
player.rect.colliderect(wall.rect)
or
wall.rect.colliderect(player.rect)
would both return true if the two rects are overlapping.
If you want more control, simply add a hitbox attribue in your classes which will be a rect of the size you want for the collision detection area and then use the hitbox rect
Happy programming
This question already has answers here:
Pygame doesn't let me use float for rect.move, but I need it
(2 answers)
Simple drag physics, acting differently when moving left or right [duplicate]
(1 answer)
Closed 2 years ago.
Basically I am working on a simple platformer and I have all of the basics like the gravity, acceleration, and platforms, but for some reason the character will decelerate going right, but when it goes left it will continue moving slowly instead of stopping. I even printed the value of my variable "changeX" to see what was going on, and it showed me the values I that should be happening rather than what was displayed. Sorry my comments are very limited in their helpfulness. The code regarding variables rect.x , changeX, and accelX are likely the most relevant.
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (50, 50, 255)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
COLOR = BLUE
#Top Speed
tSpeedX = 7
tSpeedY = 20
#gravity constant
gConstant = 1
#acceleration X variable
accelX = 0
#acceleration Y variable
accelY = 0
#whether you can jump or not
jumpB = True
class player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
#iniatilized values for rect
self.image = pygame.Surface([50, 50])
self.image.fill(COLOR)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.changeX = 0
self.changeY = 0
self.walls = None
#the velocity function. X and Y values are assigned based on the accelX
#and Y constants and added to the points of the rectangle
def velocity(self,x,y):
#change in speed
self.changeX += x
self.changeY += y
if abs(self.changeX) >= tSpeedX:
self.changeX = self.changeX/abs(self.changeX) * tSpeedX
if abs(self.changeY) >= tSpeedY:
self.changeY = self.changeY/abs(self.changeY) * tSpeedY
#standard update function. Will update rectangles position and deaccelerate it if no key held
def jump(self,y):
self.changeY = y
def update(self):
if accelX == 0:
self.changeX *= 0.92
if accelY == 0:
self.changeY *= .95
self.rect.x += self.changeX
print(self.changeX)
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
if self.changeX > 0:
self.rect.right = block.rect.left
else:
self.rect.left = block.rect.right
self.rect.y += self.changeY + (9*gConstant)
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
if self.changeY >= -5:
global jumpB
jumpB = True
COLOR = WHITE
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class wall(pygame.sprite.Sprite):
def __init__(self, sx, sy,px,py):
super().__init__()
#iniatilized values for walls
collision = False
self.image = pygame.Surface([sx, sy])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = px
self.rect.y = py
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
spriteList = pygame.sprite.Group()
wallList = pygame.sprite.Group()
Player = player(100,100)
spriteList.add(Player)
Wall1 = wall(1000, 30, 0, 400)
Wall2 = wall(100, 30, 150, 350)
wallList.add(Wall2)
spriteList.add(Wall2)
wallList.add(Wall1)
spriteList.add(Wall1)
Player.walls = wallList
clock = pygame.time.Clock()
#Allows program to exit
quit = False
while not quit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit = True
#Sets accel values
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
accelX = -.25
if event.key == pygame.K_RIGHT:
accelX = .25
if event.key == pygame.K_UP and jumpB == True:
Player.jump(-20)
jumpB = False
COLOR = BLUE
if event.key == pygame.K_DOWN:
accelY = .25
#reverses accel values to allow for deaccleration
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
accelX = 0
if event.key == pygame.K_RIGHT:
accelX = 0
if event.key == pygame.K_UP:
accelY = 0
if event.key == pygame.K_DOWN:
accelY = 0
#calls function to move rectangle
Player.velocity(accelX, accelY)
spriteList.update()
screen.fill(BLACK)
spriteList.draw(screen)
pygame.display.flip()
clock.tick(60)
I've been trying to learn pygame from this site, and it keeps failing.
I'm almost certain it's supposed to be Python 3.
Here's the code that's failing (straight from the site):
import pygame
# COLORS
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# The Player. Without a player, what is a game?
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super.__init__()
# Set height, width
self.image = pygame.Surface([15, 15])
self.image.fill(WHITE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Set speed vector
self.change_x = 0
self.change_y = 0
self.walls = None
def changespeed(self, x, y):
# WHAT DO YOU THINK THIS DOES YOU TWAT?
# keff keff. It changes the player's speed.
self.change_x += x
self.change_y += y
def update(self):
# Update player position.
# Move left/right
self.rect.x += self.change_x
# Did we run into a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Keep that player OUT!
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
# Same thing for up and down, now we only have one variable to mess with
self.rect.y += self.change_y
# NOW did we run into a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Please leave the premises.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Wall(pygame.sprite.Sprite):
# Defines a wall. I mean what else can this do?
def __init__(self, x, y, width, height):
# Construction.
super().__init__()
# Make it blue, and not invisible
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
# Make the top left corner where we "center" the thing
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# That was easy. Most of the work is done by the player and not the walls.
# Initialize pygame
pygame.init()
# Create the pygame window
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
# This line is fairly self explanatory...
pygame.display.set_caption('1-2 WALLS')
# Make a list of all the sprites, a census.
all_sprite_list = pygame.sprite.Group()
# Now we build our walls.
wall_list = pygame.sprite.Group()
# Each wall follows a format to be created
# You can copy-paste this over and over till you're happy
# Define a wall # x, y, x2, y2
wall = Wall(0, 0, 10, 600)
# Put it in the appropriate lists
wall_list.add(wall)
all_sprite_list.add(wall)
#blank line here
wall = Wall(10, 0, 790, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 200, 100, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
# Spawn a player at x 50 y 50.
player = Player(50, 50)
player.walls = wall_list
all_sprite_list.add(player)
# Start the clock
clock = pygame.time.Clock()
done = False
while not done:
# ask pygame what's happening so we can deal with it
for event in pygame.event.get():
# Did they quit the game?
if event.type == pygame.QUIT():
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -3)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -3)
# Update our census
all_sprite_list.update()
screen.fill(BLACK)
all_sprite_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
When I run it, I get an error saying
Traceback (most recent call last):
line 16, in __init__
super.__init__()
TypeError: descriptor '__init__' of 'super' object needs an argument
You should notice that you are calling super differently in Wall and Player. The way you are doing it in Wall is correct:
super().__init__()
whereas in Player you are missing the parentheses after super.
I'm looking to make some enemies in my game drop "UP Points" (Upgrade Points in the form of small yellow squares) when I shoot them. I've tried a few different things but can't seem to figure out how to spawn these collectable points in place of where an enemy just died. Does anyone have any ideas about how I could implement this?
UP class:
class Up(pygame.sprite.Sprite):
def __init__(self, color):
super().__init__()
self.image = pygame.Surface([5, 5])
self.image.fill(color)
self.rect = self.image.get_rect()
Here's the loop for when an enemy gets shot and dies:
for bullet in bullet_list: #For each bullet:
# Whenever a bullet collides with a zombie,
block_hit_list = pygame.sprite.spritecollide(bullet, zombie_list, True)
for i in block_hit_list:
# Destroy the bullet and zombie and add to the score
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
score += 100
Sorry for not posting my whole code, the main game loop is at the bottom :)
import pygame
import math
import random
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
ORANGE = (255, 119, 0)
ZOMBIE_GREEN = (122, 172, 34)
YELLOW = (255, 255, 0)
cursor_x = 100
cursor_y = 100
class Player(pygame.sprite.Sprite):
def __init__(self, color):
super().__init__()
# pygame.Surface will create a rectangle with the width and height given
# and the command below it tells it to fill it in with that color
self.image = pygame.Surface([15, 15])
self.image.fill(color)
self.rect = self.image.get_rect()
# This defines the starting position (x, y)
# of whatever sprite is passed through
self.rect.x = 600
self.rect.y = 300
# This is the current speed it will move when drawn
self.change_x = 0
self.change_y = 0
self.walls = None
# Defines how the player will move
def movement(self, x, y):
self.change_x += x
self.change_y += y
# Updates the information so the screen shows the player moving
def update(self):
self.rect.x += self.change_x
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
if self.change_x > 0:
self.rect.right = block.rect.left
else:
self.rect.left = block.rect.right
self.rect.y += self.change_y
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Enemy(pygame.sprite.Sprite):
def __init__(self, color):
super().__init__()
self.image = pygame.Surface([20, 20])
self.image.fill(color)
self.rect = self.image.get_rect()
self.pos_x = self.rect.x = random.randrange(35, screen_width - 35)
self.pos_y = self.rect.y = random.randrange(35, screen_height - 135)
# How Zombies move towards player
def update(self):
zombie_vec_x = self.rect.x - player.rect.x
zombie_vec_y = self.rect.y - player.rect.y
vec_length = math.sqrt(zombie_vec_x ** 2 + zombie_vec_y ** 2)
if self.rect.x != player.rect.x and self.rect.y != player.rect.y:
zombie_vec_x = (zombie_vec_x / vec_length) * 1 # These numbers determine
zombie_vec_y = (zombie_vec_y / vec_length) * 1 # zombie movement speed
self.pos_x -= zombie_vec_x
self.pos_y -= zombie_vec_y
self.rect.x = self.pos_x
self.rect.y = self.pos_y
block_hit_list = pygame.sprite.spritecollide(self, sprites_list, False)
for block in block_hit_list:
if self.rect.x > 0:
self.rect.right = block.rect.left
elif self.rect.x < 0:
self.rect.left = block.rect.right
elif self.rect.y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Wall(pygame.sprite.Sprite):
def __init__(self, color, x, y, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Cursor(pygame.sprite.Sprite):
def __init__(self, width, height):
self.groups = all_sprites_list
self._layer = 1
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.walls = None
# This updates the cursor to move along with your
# mouse position (defined in control logic)
def update(self):
self.rect.x = cursor_x
self.rect.y = cursor_y
class Bullet(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([8, 8])
self.image.fill(ORANGE)
self.rect = self.image.get_rect()
# Instead of using the rect. positions, we'll use pos_ variables
# to calculate position. This is because the rect. uses integers
# while a variable can have exact float numbers. This will keep
# the bullets trajectory exact istead of useing a general
# (rounded) whole number <3
self.pos_x = player.rect.x + 4 # Set up pos_x and pos_y here
self.pos_y = player.rect.y + 4 # rather than rect.x and rect.y
self.walls = None
self.change_x = 0
self.change_y = 0
speed = 6
bullet_vec_x = (cursor.rect.x - 4) - player.rect.x
bullet_vec_y = (cursor.rect.y - 4) - player.rect.y
vec_length = math.sqrt(bullet_vec_x ** 2 + bullet_vec_y ** 2)
bullet_vec_x = (bullet_vec_x / vec_length) * speed
bullet_vec_y = (bullet_vec_y / vec_length) * speed
self.change_x += bullet_vec_x
self.change_y += bullet_vec_y
def update(self):
self.pos_x += self.change_x # Update pos_x and pos_y. They will become floats
self.pos_y += self.change_y # which will let them maintain sub-pixel accuracy.
self.rect.x = self.pos_x # Copy the pos values into the rect, where they will be
self.rect.y = self.pos_y # rounded off. That's OK since we never read them back.
pygame.init()
screen_size = pygame.display.Info()
size = (1300, 720)
screen = pygame.display.set_mode(size)
#size = (screen_size.current_w, screen_size.current_h)
#screen = pygame.display.set_mode(
# ((screen_size.current_w, screen_size.current_h)),pygame.FULLSCREEN
# )
screen_width = screen_size.current_w
screen_height = screen_size.current_h
pygame.display.set_caption("Zombie Shooter")
wall_list = pygame.sprite.Group()
zombie1_list = pygame.sprite.Group()
sprites_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
# Walls are made here = (x_coord for where it starts,
# y_coord for where it starts, width of wall, height of wall)
# These walls are made with fullscreen dimentions, not any set dimentions
# Left
wall = Wall(BLUE, 0, 0, 10, screen_height)
wall_list.add(wall)
all_sprites_list.add(wall)
# Top
wall = Wall(BLUE, 0, 0, screen_width, 10)
wall_list.add(wall)
all_sprites_list.add(wall)
# Bottom
wall = Wall(BLUE, 0, screen_height - 10, screen_width, 10)
wall_list.add(wall)
all_sprites_list.add(wall)
# Right
wall = Wall(BLUE, screen_width - 10, 0, 10, screen_width)
wall_list.add(wall)
all_sprites_list.add(wall)
# HUD Border
wall = Wall(BLUE, 0, screen_height - 100, screen_width, 10)
wall_list.add(wall)
all_sprites_list.add(wall)
# This creates the actual player with the parameters set in ( ).
# However, we must add the player to the all_sprites_list
# so that it will actually be drawn to the screen with the draw command
# placed right after the screen.fill(BLACK) command.
player = Player(WHITE)
player.walls = wall_list
all_sprites_list.add(player)
zombie = Enemy(ZOMBIE_GREEN)
zombie.walls = wall_list
for i in range(5):
zombie = Enemy(ZOMBIE_GREEN)
all_sprites_list.add(zombie)
zombie1_list.add(zombie)
sprites_list.add(zombie)
cursor = Cursor(7, 7)
cursor.walls = wall_list
all_sprites_list.add(cursor)
bullet = Bullet()
font = pygame.font.SysFont("crushed", 30)
score = 0
up_score = 0
done = False
clock = pygame.time.Clock()
pygame.mouse.set_visible(0)
# -------- Main Program Loop -----------
while not done:
# --- Main event loop ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Press 'P' to quit the game_____
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
done = True
#________________________________
# Keyboard controls. The numbers inside change the speed of the player
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
player.movement(-4, 0)
elif event.key == pygame.K_d:
player.movement(4, 0)
elif event.key == pygame.K_w:
player.movement(0, -4)
elif event.key == pygame.K_s:
player.movement(0, 4)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.movement(4, 0)
elif event.key == pygame.K_d:
player.movement(-4, 0)
elif event.key == pygame.K_w:
player.movement(0, 4)
elif event.key == pygame.K_s:
player.movement(0, -4)
# ___________________________________________________________________
# Mouse Controls----------------------------
pos = pygame.mouse.get_pos()
cursor_x = pos[0]
cursor_y = pos[1]
if cursor_x <= 10:
cursor_x = 10
if cursor_x >= (screen_width - 17):
cursor_x = (screen_width - 17)
if cursor_y <= 10:
cursor_y = 10
if cursor_y >= (screen_height - 107):
cursor_y = (screen_height - 107)
elif event.type == pygame.MOUSEBUTTONDOWN:
bullet = Bullet()
all_sprites_list.add(bullet)
bullet_list.add(bullet)
#--------------------------------------------
all_sprites_list.update()
# How bullets vanish when they hit a sprite or a wall______________________
for bullet in bullet_list: #For each bullet:
# Whenever a bullet collides with a zombie,
block_hit_list = pygame.sprite.spritecollide(bullet, zombie1_list, True)
for i in block_hit_list:
# Destroy the bullet and zombie and add to the score
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
score += 100
for bullet in bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullet, wall_list, False)
for i in block_hit_list:
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
#--------------------------------------------------------------------------
cursor.update()
bullet_list.update()
sprites_list.update()
pygame.mouse.set_visible(0)
screen.fill(BLACK)
all_sprites_list.draw(screen)
text = font.render("Score: " + str(score), True, WHITE)
screen.blit(text, [30, screen_height - 64])
pygame.display.flip()
clock.tick(60)
pygame.quit()
What you will have to do is before you destroy the zombie sprite grab its location and draw the UP coin. Then make sure that whenever the player controlled sprite, in this case the bullet, upon contact "collects" the coin. I haven't worked with python that much but the main code would look something like this:
def drawCoin():
zombieCoords = grabZombieCoords()
drawSprite(zombieCoords())
This would essentially just get the coordinates of the zombie, destroy it, and then place the coin at the last known location of the zombie.
Hope this helps.
Change your Up class to accept an argument pos, and use it to set the starting position:
class Up(pygame.sprite.Sprite):
def __init__(self, color, pos):
super().__init__()
self.image = pygame.Surface([5, 5])
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
Now, when you hit a zombie, create an Up, using the position of the zombie you just killed.
for bullet in bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullet, zombie_list, True)
for i in block_hit_list:
# just use .kill() to remove a Sprite from all of its Groups
# kill() may get called multiple times, but that does not hurt
bullet.kill()
score += 100
# create an Up for each killed zombie
# takes two arguments: color and pos
# we call .add() to add the Sprite immediately to
# the all_sprites_list and the up_list
Up((255, 0, 0), i.rect.center).add(all_sprites_list, up_list)
You didn't show the rest of your code, but I guess you call .draw and .update on your all_sprites_list and create a Group called up_list.
I'm making a simple platformer, and all seems to be working, however if I stand on one of my platforms for a few seconds, I'll suddenly clip through it.
If someone could take a look at my code and tell me where I'm going wrong, that would be nice.
import pygame
from random import randint
#initialize pygame - required for the module to begin working
pygame.init()
#define several basic colors for use in the form of tuples
WHITE = 255, 255, 255
BLACK = 0, 0, 0,
RED = 255, 0, 0
GREEN = 0, 255, 0
BLUE = 0, 0, 255
#define screen size as a tuple
screen_size = 500, 500
#open a window using screen size as parameters
screen = pygame.display.set_mode(screen_size)
#set a caption for the window
pygame.display.set_caption("Shooter Game")
#set a boolean as a condition for our loop
done = False
#set a clock to control frames per second
clock = pygame.time.Clock()
#define pygame groups to hold sprites
block_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
def build_level(level):
for platform in level:
block = Block(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block_list.add(block)
#define a class for blocks
class Block(pygame.sprite.Sprite):
#set the initialization function which takes color and size
def __init__(self, width, height):
#call the __init__ function of the parent Sprite class
super().__init__()
#define variables from parameters
self.width = width
self.height = height
#create a surface to draw on
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
#fill in that surface
#create a rectangle out of the image so it can be moved around
self.rect = self.image.get_rect()
class Player(pygame.sprite.Sprite):
def __init__(self, color):
super().__init__()
self.color = color
self.change_x = 0
self.change_y = 0
self.image = pygame.Surface([16, 48])
self.image.fill(color)
self.rect = self.image.get_rect()
def go_left(self):
self.change_x = -3
def go_right(self):
self.change_x = 3
def jump(self):
self.rect.y += 2
block_hit_list = pygame.sprite.spritecollide(self, block_list, False)
self.rect.y -= 2
if len(block_hit_list) > 0:
self.change_y = -10
def stop(self):
self.change_x = 0
def gravity(self):
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += 0.35
def update(self):
self.gravity()
self.rect.x += self.change_x
block_hit_list = pygame.sprite.spritecollide(self, block_list, False)
for block in block_hit_list:
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
self.rect.left = block.rect.right
self.rect.y += self.change_y
block_hit_list = pygame.sprite.spritecollide(self, block_list, False)
for block in block_hit_list:
if self.change_y > 0:
self.rect.bottom = block.rect.top
print("collision")
elif self.change_y < 0:
self.rect.top = block.rect.bottom
print("smollision")
player = Player(WHITE)
player.rect.x, player.rect.y = 100, 300
player_list.add(player)
#width, height, x, y
build_level([[300, 20, 100, 450], [200, 20, 150, 360]])
#loop continues as long as done is false
while not done:
#every time there is an event, run it through this for loop
for event in pygame.event.get():
#if you click quit, exit the loop
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
player.go_left()
elif event.key == pygame.K_d:
player.go_right()
elif event.key == pygame.K_SPACE:
player.jump()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
player.stop()
#set a blank canvas to draw up
screen.fill(BLACK)
player_list.update()
player_list.draw(screen)
block_list.draw(screen)
#display all the things put onto the screen
pygame.display.flip()
#set the game to 60 frames per second
clock.tick(120)
You need to set change_y to 0 every time collision or smollision happens:
for block in block_hit_list:
if self.change_y > 0:
self.rect.bottom = block.rect.top
self.change_y = 0
elif self.change_y < 0:
self.rect.top = block.rect.bottom
self.change_y = 0
Explanation: if you don't do it change_y is constantly getting bigger and it becomes so big pygame.sprite.spritecollide doesn't detect collision.