Moving snake in pygame [duplicate] - python

This question already has an answer here:
Faster version of 'pygame.event.get()'. Why are events being missed and why are the events delayed?
(1 answer)
Closed 2 years ago.
I just started learning pygame, and I'm working on a snake game. However, I can't seem to turn the snake and I can't find the issue. I think the problem is in the "move_snake" method inside the snake class, but I really can't find the problem. I'm generally new to python and objected-oriented programming as well, so that may be the reason.
import pygame, sys
import random
pygame.init()
clock = pygame.time.Clock()
screen_width = 600
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Snake Game")
bgColor = "grey12"
lightGrey = (200, 200, 200)
random_x = random.randint(0, screen_width - 20)
random_y = random.randint(0, screen_height - 20)
class FOOD:
def __init__(self):
self.food_x = random_x
self.food_y = random_y
self.food_width = 20
self.food_height = 20
self.food_rect = pygame.Rect(self.food_x, self.food_y, self.food_width, self.food_height)
def draw_food(self):
pygame.draw.rect(screen, lightGrey, self.food_rect)
food = FOOD()
class SNAKE(FOOD):
def __init__(self):
super().__init__()
self.snake_width = 20
self.snake_height = 20
self.snake_x = screen_width/2 - self.snake_width
self.snake_y = screen_height/2 - self.snake_height
self.snake_rect = pygame.Rect(self.snake_x, self.snake_y, self.snake_width, self.snake_height)
self.move = [0, -1]
self.snake_speed = 5
def draw_snake(self):
pygame.draw.rect(screen, lightGrey, self.snake_rect)
def move_snake(self):
for e in pygame.event.get():
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_UP:
self.move = [0, -1]
if e.key == pygame.K_DOWN:
self.move = [0, 1]
if e.key == pygame.K_LEFT:
self.move = [-1, 0]
if e.key == pygame.K_RIGHT:
self.move = [1, 0]
self.snake_x += self.move[0] * self.snake_speed
self.snake_y += self.move[1] * self.snake_speed
self.snake_rect.topleft = (self.snake_x, self.snake_y)
snake = SNAKE()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill(bgColor)
food.draw_food()
snake.draw_snake()
snake.move_snake()
pygame.display.flip()
clock.tick(60)

The issue are the multiple calls to pygame.event.get().
pygame.event.get() get all the messages and remove them from the queue:
This will get all the messages and remove them from the queue. [...]
If pygame.event.get() is called in multiple event loops, only one loop receives the events, but never all loops receive all events. As a result, some events appear to be missed.
Get the events once and use them in multiple loops or pass the list or events to functions and methods where they are handled:
class SNAKE(FOOD):
# [...]
def move_snake(self, event_list):
for e in event_list:
if e.type == pygame.KEYDOWN:
# [...]
while True:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# [...]
snake.move_snake(event_list)

Related

Why does my sprite reset to the top left of the screen when I try to rotate it with pygame.transform.rotate? [duplicate]

This question already has answers here:
How do I rotate an image around its center using Pygame?
(6 answers)
Closed 1 year ago.
I'm trying to rotate a sprite 90 degrees whenever the player presses the A and D keys, and I've got that working, but the sprite is always sent to the top left corner of the screen whenever this happens. Can someone shed some light on this? As well as that, I've tried to get a shooting system working with shooting asteroids, by creating an asteroid and appending it to a list, but it seems to become a tuple instead of a pygame rectangle when I try to change the y of it, can someone help with that as well?
import pygame, sys, random
from pygame.locals import *
#Imports pygame, system and random as modules to use later in the code.
#Also imports extra stuff from pygame that contains useful variables.
pygame.init()
mainClock = pygame.time.Clock()
FONT = pygame.font.SysFont(None, 48)
#Initialises pygame, sets up the clock to stop the program running too fast
#And also makes the font (must happen after pygame initialises)
WINDOWWIDTH = 1000
WINDOWHEIGHT = 1000
BACKGROUNDCOLOUR = (255, 255, 255)
TEXTCOLOUR = (0, 0, 0)
FPS = 60
PLAYERSPEED = 5
PLAYERIMAGE = pygame.image.load("images/P1.png")
PLAYERRECT = PLAYERIMAGE.get_rect()
ASTEROIDIMAGE = pygame.image.load("images/asteroid.png")
ASTEROIDRECT = ASTEROIDIMAGE.get_rect()
ASTEROIDMINSIZE = 3
ASTEROIDMAXSIZE = 5
ASTEROIDSPEED = 5
ASTEROIDS = []
#Defining Variables and setting up player sprite
def terminate():
pygame.quit()
sys.exit()
def pendingKey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
terminate()
return
def drawText(text, font, surface, x, y):
textobj = font.render(text, 1, TEXTCOLOUR)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
#Defining functions, to quit pygame and the system.
#And to wait for the escape key to be pressed to start the terminate function.
#And to wait for the quit event (such as at the end of the game).
#And a function to create text on the screen, such as for the title.
WINDOWSURFACE = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Space Penguin Remastered')
pygame.mouse.set_visible(False)
#Creates the games window, sets the name of the window, and makes the mouse invisible
WINDOWSURFACE.fill(BACKGROUNDCOLOUR)
drawText('Space Penguin Remastered', FONT, WINDOWSURFACE, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to start!', FONT, WINDOWSURFACE, (WINDOWWIDTH / 3) - 30, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
pendingKey()
#Sets the colour of the background and draws the title and some basic instructions
#And updates the display and activates the terminate function
while True:
LEFT = RIGHT = UP = DOWN = SHOOT = LEFTROTATE = RIGHTROTATE = False
#Sets the players start position to half through the screen, and 50 pixels down
#And sets the movement variables to false
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
#Checks for events, first event being the game quitting
if event.type == KEYDOWN:
if event.key == K_LEFT:
RIGHT = False
LEFT = True
if event.key == K_RIGHT:
LEFT = False
RIGHT = True
if event.key == K_UP:
DOWN = False
UP = True
if event.key == K_DOWN:
UP = False
DOWN = True
if event.key == K_SPACE:
SHOOT = True
if event.key == K_a:
RIGHTROTATE = False
LEFTROTATE = True
if event.key == K_d:
LEFTROTATE = False
RIGHTROTATE = True
#Checks for keys being pressed, corresponding to movement.
if event.key == K_ESCAPE:
terminate()
#Checks for escape being pressed, which quits the game.
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if event.key == K_LEFT:
LEFT = False
if event.key == K_RIGHT:
RIGHT = False
if event.key == K_UP:
UP = False
if event.key == K_DOWN:
DOWN = False
if event.key == K_SPACE:
SHOOT = False
if event.key == K_a:
RIGHTROTATE = False
LEFTROTATE = False
if event.key == K_d:
LEFTROTATE = False
RIGHTROTATE = False
#Checks whether keys have been let go of.
if LEFT and PLAYERRECT.left > 0:
PLAYERRECT.move_ip(-1 * PLAYERSPEED, 0)
if RIGHT and PLAYERRECT.right < WINDOWWIDTH:
PLAYERRECT.move_ip(PLAYERSPEED, 0)
if UP and PLAYERRECT.top > 0:
PLAYERRECT.move_ip(0, -1 * PLAYERSPEED)
if DOWN and PLAYERRECT.bottom < WINDOWHEIGHT:
PLAYERRECT.move_ip(0, PLAYERSPEED)
if SHOOT:
ASTEROIDS.append(ASTEROIDIMAGE.get_rect(center=PLAYERRECT.midtop))
if LEFTROTATE:
PLAYERIMAGE = pygame.transform.rotate(PLAYERIMAGE, 90)
PLAYERRECT = PLAYERIMAGE.get_rect()
if RIGHTROTATE:
PLAYERIMAGE = pygame.transform.rotate(PLAYERIMAGE, -90)
PLAYERRECT = PLAYERIMAGE.get_rect()
for asteroid in ASTEROIDS:
asteroid.y -= 4
for asteroid in ASTEROIDS:
WINDOWSURFACE.blit(ASTEROIDIMAGE, asteroid)
#Moves the player a certain number of pixels in a direction and shoots asteroids
WINDOWSURFACE.fill(BACKGROUNDCOLOUR)
WINDOWSURFACE.blit(PLAYERIMAGE, PLAYERRECT)
pygame.display.update()
mainClock.tick(FPS)
#Fills the background, draws the players image on the rectangle
#And updates the screen and selects how many frames per second the game should tick by
Thanks in advance
Note that you should only call pygame.event.get() once in your application.
When you rotate, you set your player rect as such:
PLAYERRECT = PLAYERIMAGE.get_rect()
You have never specified the value of PLAYERIMAGE.get_rect() and it is (0, 0) by default, so if the player is transported to the top left of the screen. To fix that, simply remove it, it serves no purpose.
Also, your movement code can be simplified.
keys = pygame.key.get_pressed()
PLAYERRECT.move_ip
(
(keys[K_RIGHT] - keys[K_LEFT]) * PLAYERSPEED,
(keys[K_DOWN] - keys[K_UP]) * PLAYERSPEED
)
Thats it.
Code to handle rotation can be simplified as well. Make a function that gets the players rotation angle:
def getPlayerRotation(keys):
if keys[K_a]: return 90
elif keys[K_d]: return -90
return 0
Then use that to rotate your image and draw it.
#https://stackoverflow.com/questions/4183208/how-do-i-rotate-an-image-around-its-center-using-pygame
rotated_image = pygame.transform.rotate(PLAYERIMAGE, getPlayerRotation(keys))
new_rect = rotated_image.get_rect(center = PLAYERIMAGE.get_rect(topleft = PLAYERRECT.topleft).center)
WINDOWSURFACE.blit(rotated_image, new_rect)
Your asteroid isn't drawing because you are trying to draw it before you clear the screen, which draws over the asteroids.
Also you cannot do
ASTEROIDS.append(ASTEROIDIMAGE.get_rect(center=PLAYERRECT.midtop))
because there is only one asteroid.rect object, so what you are appending is a reference to the same object over and over. You need to create a new rect if your want to use a rect, but I got around the problem by using a list.
ASTEROIDS.append(list(PLAYERRECT.center))
and then later:
for asteroid in ASTEROIDS:
asteroid[1] -= 4
Lastly I changed pending key function:
def pendingKey(events):
for event in events:
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
terminate()
It takes events as argument to avoid calling pygame.event.get() in the function. I also removed the return statement at the end of it since it was causing the function to exit before it got to to through all the events.
Here is the new code:
import pygame, sys, random
from pygame.locals import *
WINDOWWIDTH = 1000
WINDOWHEIGHT = 1000
pygame.init()
mainClock = pygame.time.Clock()
FONT = pygame.font.SysFont(None, 48)
BACKGROUNDCOLOUR = (255, 255, 255)
TEXTCOLOUR = (0, 0, 0)
FPS = 60
PLAYERSPEED = 5
PLAYERIMAGE = pygame.image.load("images/P1.png")
PLAYERRECT = PLAYERIMAGE.get_rect()
ASTEROIDIMAGE = pygame.image.load("images/asteroid.png")
ASTEROIDRECT = ASTEROIDIMAGE.get_rect()
ASTEROIDMINSIZE = 3
ASTEROIDMAXSIZE = 5
ASTEROIDSPEED = 5
ASTEROIDS = []
#Defining Variables and setting up player sprite
def terminate():
pygame.quit()
sys.exit()
def pendingKey(events):
for event in events:
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
terminate()
def drawText(text, font, surface, x, y):
textobj = font.render(text, 1, TEXTCOLOUR)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
WINDOWSURFACE = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Space Penguin Remastered')
pygame.mouse.set_visible(False)
WINDOWSURFACE.fill(BACKGROUNDCOLOUR)
drawText('Space Penguin Remastered', FONT, WINDOWSURFACE, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to start!', FONT, WINDOWSURFACE, (WINDOWWIDTH / 3) - 30, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
def getPlayerRotation(keys):
if keys[K_a]: return 90
elif keys[K_d]: return -90
return 0
while True:
events = pygame.event.get()
pendingKey(events)
keys = pygame.key.get_pressed()
PLAYERRECT.move_ip((keys[K_RIGHT] - keys[K_LEFT]) * PLAYERSPEED, (keys[K_DOWN] - keys[K_UP]) * PLAYERSPEED)
#https://stackoverflow.com/questions/4183208/how-do-i-rotate-an-image-around-its-center-using-pygame
rotated_image = pygame.transform.rotate(PLAYERIMAGE, getPlayerRotation(keys))
new_rect = rotated_image.get_rect(center = PLAYERIMAGE.get_rect(topleft = PLAYERRECT.topleft).center)
for event in events:
if event.type == KEYDOWN and event.key == K_SPACE:
ASTEROIDS.append(list(PLAYERRECT.center))
for asteroid in ASTEROIDS:
asteroid[1] -= 4
WINDOWSURFACE.fill(BACKGROUNDCOLOUR)
WINDOWSURFACE.blit(rotated_image, new_rect)
for asteroid in ASTEROIDS:
WINDOWSURFACE.blit(ASTEROIDIMAGE, asteroid)
pygame.display.update()
mainClock.tick(FPS)

How to select individual sprites for movement by clicking them? [duplicate]

This question already has answers here:
Pygame mouse clicking detection
(4 answers)
Closed 1 year ago.
I am struggling to be able to move individual cars in my game. I want it so that when you click on a car and move the arrow keys, the selected car is the only one that moves. I have created a Point class and begun to write some code about that colliding with the cars to select them however I'm unsure what to do next. Can anyone help me to be able to select different cars by clicking on them and then be able to move that car alone.
Here is my code:
import pygame, random, time
pygame.init()
class Point(pygame.sprite.Sprite):
def __init__(self,x,y):
super().__init__()
self.rect=pygame.Rect(x,y,0,0)
class Car(pygame.sprite.Sprite):
def __init__(self,image,spawnx,spawny):
super().__init__()
self.image= pygame.Surface((100,100))
self.image = image
self.type = "car"
self.rect = self.image.get_rect()
self.rect.x = spawnx
self.rect.y = spawny
cars.add(self)
def move(self, dx, dy):
self.rect.x += dx
self.rect.y += dy
screen = pygame.display.set_mode((1150, 650))
background_image = pygame.image.load("carpark2.jpg")
cars=pygame.sprite.Group()
clock = pygame.time.Clock()
done = False
black=Car(pygame.image.load("blackcar.png").convert_alpha(),100,100)
blue=Car(pygame.image.load("bluecar.png").convert_alpha(),200,100)
yellow=Car(pygame.image.load("yellowcar.png").convert_alpha(),300,100)
purple=Car(pygame.image.load("purplecar.png").convert_alpha(),400,100)
orange=Car(pygame.image.load("orangecar.png").convert_alpha(),500,100)
white=Car(pygame.image.load("whitecar.png").convert_alpha(),600,100)
green=Car(pygame.image.load("greencar.png").convert_alpha(),700,100)
brown=Car(pygame.image.load("browncar.png").convert_alpha(),800,100)
pink=Car(pygame.image.load("pinkcar.png").convert_alpha(),900,100)
current_car=Car(pygame.image.load("redcar.png").convert_alpha(),100,400)
while done==False:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
x,y = event.pos
for car in pygame.sprite.spritecollide(Point(x,y,), cars, False):
current_car.deselect()
current_car = car.select()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
current_car.move(-50,0)
if event.key == pygame.K_RIGHT:
current_car.move(50,0)
if event.key == pygame.K_UP:
black.move(0,-50)
if event.key == pygame.K_DOWN:
black.move(0,50)
screen.blit(background_image, [0, 0])
cars.draw(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.display.flip()
pygame.quit()
The pygame.Rect object needs to have a size of at least 1x1:
self.rect=pygame.Rect(x,y,0,0)
self.rect=pygame.Rect(x, y, 1, 1)
Anyway, I recommend to use pygame.Rect.collidepoint instead of pygame.sprite.spritecollide.
You don't need a select and deselect method at all. Just set current_car = car:
for car in cars:
if car.rect.collidepoint(x, y):
current_car = car
Application loop:
while done==False:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
x,y = event.pos
for car in cars:
if car.rect.collidepoint(x, y):
current_car = car
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
current_car.move(-50,0)
if event.key == pygame.K_RIGHT:
current_car.move(50,0)
if event.key == pygame.K_UP:
current_car.move(0,-50)
if event.key == pygame.K_DOWN:
current_car.move(0,50)
screen.blit(background_image, [0, 0])
cars.draw(screen)
pygame.display.flip()

Problems making pygame target image (scope) move with arrow keys

When we run our pygame's code, our target scope image will NOT move, but our do robots generate. We are trying to use our arrow keys to move them and I included all of our code.
Commented out under our newest trial code for moving are two other things we tried.
import pygame, sys
from graphics import *
import time
import random
pygame.init()
level=1
bg = pygame.image.load('bg.png')
bg_width = 800
pygame.display.set_caption('Robot Apocalypse')
surfacew = 1054
surfacel = 562
surface = pygame.display.set_mode((surfacew,surfacel))
black = (0, 0, 0)
score = 0
#player_health = 99
alive=True
targetImg = pygame.image.load('target.png')
targetImg = pygame.transform.scale(targetImg, (40, 40))
targetxy = targetImg.get_rect()
targetx = targetxy[0]
targety = targetxy[1]
def move_target(targetImg):
pygame.event.clear()
while alive == True:
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_LEFT]:
targetx -= 5
if keys_pressed[pygame.K_RIGHT]:
targetx += 5
if keys_pressed[pygame.K_UP]:
targety -= 5
if keys_pressed[pygame.K_DOWN]:
targety += 5
pygame.display.update()
# pygame.event.clear()
# for event in pygame.event.get():
# if event.type ==KEYDOWN:
# if event.key == K_LEFT:
# direction = MOVE_LEFT
# elif event.key == K_RIGHT:
# direction = MOVE_RIGHT
# elif event.type == KEYUP:
# if event.key == K_LEFT:
# direction = 0
# elif event.key == K_RIGHT:
# direction = 0
# if(direction == MOVE_LEFT):
# targetx-=10
# elif(direction == MOVE_RIGHT):
# targetx+=10
# for event in pygame.event.get():
# print(event)
# if event.type==QUIT:
# pygame.quit()
# sys.exit()
# if event.type == KEYDOWN:
# if event.key == K_LEFT:
# targetx-=5
# elif event.key == K_RIGHT:
# targetx+=5
# elif event.key == K_UP:
# targety-=5
# elif event.key == K_DOWN:
# targety+=5
# pygame.display.update()
def shoot():
#while True:
shot = False
pos = (targetx, targety)
t = screen.blit(robot, (64,64))
if t.collidepoint(pos):
shot = True
return shot
def generate_robot(x,y):
#while displayrobot == True
robot=pygame.draw.rect(surface, (255,0,0), (x,y,64,64), 0)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
shoot()
if shot == True:
displayrobot = False
cover = surface.blit(bg, (x,y))
pygame.display.update()
return x, y
#if shot == True:
def die():
message("YOU DIED")
pygame.display.update()
def win(level):
level+=1
def text_objects(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
def message(text):
largeText = pygame.font.Font('freesansbold.ttf',60)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((surfacew/6),(surfacel/2))
surface.blit(TextSurf, TextRect)
pygame.display.update()
time.sleep(2)
def main(alive):
#displayrobot = True:
robot=0
score=0
surface.fill(black)
surface.blit(bg, (0,0))
message("Level "+ str(level))
mouse = pygame.mouse.get_pos()
target = surface.blit(targetImg, (mouse))
while alive==True:
# robot = enemy(64, 64)
x=random.randint(40,760)
y=random.randint(40,560)
generate_robot(x,y)
pygame.display.update()
robot+=1
time.sleep(8/level)
if robot>50 and robot>score:
alive=False
# if pygame.mouse.get_pressed()==True:
# shoot() #maybe??
if shot==True:
score+=1
robot-=1
if robot==10/(level/2): #if 10- robots on screen then...
die()
if score>25*(level/2):
win()
move_target(targetImg)
main(alive)
pygame.quit()
quit()
.
There are no error messages, but it won't move. We've tried a ton of different things (that aren't included) and looked up a lot of websites so please help us. Thanks
To move object you have to not only change x,y and update screen (send buffer to video card which will display it) but also clean buffer, draw image in new place in buffer (blit()).
This code shows only working move_target. I skiped rest of code.
I keep position in target_rect which is pygame.Rect. You can use it to blit(img,rect) but later you can also use to check collision rect.colliderect(other_rect)
import pygame
# --- constants --- (UPPER_CASE_NAMES)
BLACK = (0, 0, 0)
SURFACE_WIDTH = 1054
SURFACE_HEIGHT = 562
# --- functions --- (lower_case_names)
def move_target(target_img, target_rect):
alive = True
clock = pygame.time.Clock()
while alive:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
alive = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
alive = False
# --- updates/changes ---
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_LEFT]:
target_rect.x -= 5
if keys_pressed[pygame.K_RIGHT]:
target_rect.x += 5
if keys_pressed[pygame.K_UP]:
target_rect.y -= 5
if keys_pressed[pygame.K_DOWN]:
target_rect.y += 5
# --- draws ---
surface.fill(BLACK)
surface.blit(target_img, target_rect)
pygame.display.update()
# the same game's speed on all computers = 60 FPS
clock.tick(60)
# --- main --- (lower_case_names)
pygame.init()
pygame.display.set_caption('Robot Apocalypse')
surface = pygame.display.set_mode((SURFACE_WIDTH, SURFACE_HEIGHT))
target_img = pygame.image.load('target.png')
target_img = pygame.transform.scale(target_img, (40, 40))
target_rect = target_img.get_rect()
move_target(target_img, target_rect)
pygame.quit()
It looks like my original functional comment is still "in force": your code doesn't move any game object.
targetxy = targetImg.get_rect()
targetx = targetxy[0]
targety = targetxy[1]
At this point, targetxy is a reference to the bounding rectangle for your game object.
targetx and targety are copies of the values of the rect position.
def move_target(targetImg):
pygame.event.clear()
while alive == True:
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_LEFT]:
targetx -= 5
...
You've change the local copy of the x-coordinate. This does not affect the position of targetImg. You need to change the object's attributes, such as
targetxy.x -= 5
After this, you need to update the game screen.

Python 2D Sprite Animation

I'm trying to animate a sprite using a loop such that each time the loop runs through the position number for an image in an array increases by one. I keep getting "UnboundLocalError: local variable 'Antic' referenced before assignment". There is
Antic = 0
Antic = int(Antic)
# Global constants
StAnmtn = ["Images/PlayerVampireStanding1.png", "
Images/PlayerVampireStanding2.png",
"Images/PlayerVampireStanding3.png","Images/PlayerVampireStanding4.png",
"Images/PlayerVampireStanding5.png", "Images/PlayerVampireStanding6.png",
"Images/PlayerVampireStanding7.png", "Images/PlayerVampireStanding8.png"]
`
at the start and
def main():
""" Main Program """
pygame.init()
clock = pygame.time.Clock() # creates clock to limit frames per
second
FPS = 60 # sets max speed of min loop
SCREENSIZE = SCREENWIDTH, SCREENHEIGHT = 1300, 700 # sets size of
screen/window
screen = pygame.display.set_mode(SCREENSIZE) # creates window and game
screen
pygame.display.set_caption("Count Acheron")
# Create the player
player = Player()
# Create all the levels
level_list = []
level_list.append( Level_01(player) )
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
if Antic > 6:
Antic = 0
else:
Antic += 1
# Update the player.
active_sprite_list.update()
# Update items in the level
current_level.update()
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
if __name__ == "__main__":
main()
as the loop. What it doesn't seem to like is the snippet of code
if Antic > 6:
Antic = 0
else:
Antic += 1
How do I fix this?
Personally I've never used pygame's sprite module.
import pygame
class character:
def __init__(self, x, y):
self.x = x
self.y = y
self.sprites = [pygame.image.load("img1.png"), pygame.image.load("img2.png")]
self.frame = 0
def draw(self, surface):
surface.blit(self.sprites[self.frame], (self.x, self.y))
self.frame += 1
if self.frame > len(self.sprites) - 1: self.frame = 0
pygame.init()
DS = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()
c = character(640, 360)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
pygame.quit()
c.draw(DS)
pygame.display.update()
clock.tick(30)
DS.fill((0, 0, 0))
Needed to globalise the function ("global Antic" in the main loop)

Image Loading by keystrokes in Python with pygame

Im trying to make a simple image gallery which loads images with keystrokes using pygame in python, and this is how far i got
import pygame
pygame.init()
width=1366;
height=768
screen = pygame.display.set_mode((width, height ), pygame.NOFRAME)
pygame.display.set_caption('Katso')
penguin = pygame.image.load("download.png").convert()
mickey = pygame.image.load("mickey.jpg").convert()
x = 0; # x coordnate of image
y = 0; # y coordinate of image
*keys = pygame.event.get()
for event in keys:
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
screen.blit(mickey,(x,y)); pygame.display.update()
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
screen.blit(penguin,(x,y)); pygame.display.update()*
running = True
while (running): # loop listening for end of game
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#loop over, quit pygame
pygame.quit()
i expect to press the arrow keys to load certain images
the screen opens but no image gets loaded
Program never wait for keypress so you have to check keys inside while loop.
import pygame
# --- constants --- (UPPER_CASE)
WIDTH = 1366
HEIGHT = 768
# --- main ---
# - init -
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.NOFRAME)
pygame.display.set_caption('Katso')
# - objects -
penguin = pygame.image.load("download.png").convert()
mickey = pygame.image.load("mickey.jpg").convert()
x = 0 # x coordnate of image
y = 0 # y coordinate of image
# - mainloop -
running = True
while running: # loop listening for end of game
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
#screen.fill( (0, 0, 0) )
screen.blit(mickey,(x,y))
pygame.display.update()
elif event.key == pygame.K_RIGHT:
#screen.fill( (0, 0, 0) )
screen.blit(penguin,(x,y))
pygame.display.update()
# - end -
pygame.quit()

Categories