on my draw I did this but the explosion doesnt event last a sec and just dispears
is there a better way I could do this instead of saying if the enemy health is greater then this load this?
for enemys in enemying:
if enemys.health < -4
for explode in explodes:
explode.draw((enemys.hitbox, enemys.hitbox))
my explosion class
class explode:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.explode = [
pygame.image.load("spark_01.png"),
pygame.image.load("spark_02.png"),
pygame.image.load("spark_03.png"),
pygame.image.load("spark_04.png"),
pygame.image.load("spark_05.png"),
pygame.image.load("spark_06.png"),
pygame.image.load("spark_07.png")]
self.explode = [pygame.transform.scale(image,(image.get_width()//5,image.get_height()//5)) for image in self.explode]
self.rect = pygame.Rect(x,y,height,width)
self.direction = "blobright"
self.anim_index = 0
def draw(self,x):
self.rect.topleft = (self.x,self.y)
if self.direction == "blobright":
window.blit(self.explode[self.anim_index], self.rect)
self.anim_index += 1
if self.anim_index == len(self.explode):
self.anim_index = 0
black = (0,0,0)
explode1 = explode(400,450,50,50,black)
explodes = [explode1]
this is where I delete the enemys
for enemyshoot in enemyshooting:
for bullet in bullets:
if bullet.rect.colliderect(enemyshoot.hitbox):
if enemyshoot.health > -8:
enemyshoot.health -= 1
bullets.pop(bullets.index(bullet))
else:
del enemyshooting[one]
Here is the example I promised. Notice how the system clock and a flag
are used to control animation speed so that different actions can happen on the screen at different speeds. This program is written quick-and-dirty. There are MUCH more efficient ways to handle the animation so that the screen is only drawn to when it is time for something to move, and ONLY those parts of the screen that have changed are drawn and refreshed. But don't worry about that. The lesson here is how to use the clock to slow down your animation speed. What's the old saying? Code now, refactor later? Words to live by.
import pygame
from pygame.locals import * # Pygame Constants such as FULLSCREEN and KEYDOWN.
from pygame import Color
pygame.init()
import time
# ==============================================================
# Disable Windows Auto-scaling
# The windows auto-scaling feature can mess with pygame graphics.
# Windows-Specific: Delete if you are not on a Windows machine
# If you are on Windows, comment section to see the effect.
import ctypes
awareness = ctypes.c_int()
errorCode = ctypes.windll.shcore.GetProcessDpiAwareness(0, ctypes.byref(awareness))
errorCode = ctypes.windll.shcore.SetProcessDpiAwareness(2) # Awareness levels can be 0, 1 or 2:
# ===============================================================
# I will base the example on your explode class. If I were writing the
# game, I would use a sprite class along with a sprite group to simplify
# the code. However, these topics are an entirely different branch of study
# so I won't use them in the example. Forgive my quick-and-dirty code.
# I don't have your image files, but it looks as though
# you have an actual animation to use for your explosion that is
# made up of several different frames. We will emulate this for the
# sake of our demonstration.
class EXPLODE:
def create_spark(self):
TRANSPARENT = (254,255,255) # You can chose your own transparent color.
# Lacking the spark files, let's draw our own.
spark_img = pygame.Surface((31,31))
spark_img.fill(TRANSPARENT)
spark_img.set_colorkey(TRANSPARENT)
spark_rec = spark_img.get_rect()
left_center = (spark_rec.left,spark_rec.centery)
right_center = (spark_rec.right,spark_rec.centery)
top_center = (spark_rec.centerx,spark_rec.top)
bottom_center = (spark_rec.centerx,spark_rec.bottom)
top_left = spark_rec.topleft
top_right = spark_rec.topright
bottom_left = spark_rec.bottomleft
bottom_right = spark_rec.bottomright
pygame.draw.circle(spark_img,Color("yellow"),spark_rec.center,spark_rec.width//2,0)
pygame.draw.line(spark_img,Color("indianred"),left_center,right_center,2)
pygame.draw.line(spark_img,Color("red"),top_center,bottom_center,2)
pygame.draw.line(spark_img,Color("burlywood3"),top_left,bottom_right,3)
pygame.draw.line(spark_img,Color("orange"),top_right,bottom_left,3)
# Now crop line segments that fall outside the spark circle..
pygame.draw.circle(spark_img,TRANSPARENT,spark_rec.center,spark_rec.width//2+8,8)
return spark_img
def __init__(self,window,x,y,height,width,color = (255,0,0)):
self.window = window # Needed so class can draw to the screen.
self.T0 = time.time() # Holds the starting time for the timer.
self.x = x
self.y = y
self.height = height
self.width = width
self.anim_index = 0
image = self.create_spark()
# Standing in for actual animation pages, we scale up the spark image.
self.explode = [
image,
pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)),
pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4)),
pygame.transform.scale(image,(image.get_width()*6,image.get_height()*6)),
pygame.transform.scale(image,(image.get_width()*8,image.get_height()*8))]
'''
# Or you can load your spark frames as before.
self.explode = [
pygame.image.load("spark_01.png"),
pygame.image.load("spark_02.png"),
pygame.image.load("spark_03.png"),
pygame.image.load("spark_04.png"),
pygame.image.load("spark_05.png"),
pygame.image.load("spark_06.png"),
pygame.image.load("spark_07.png")]
# All of the loaded images are scaled down to 1/5 their size.
self.explode = [pygame.transform.scale(image,(image.get_width()//5,image.get_height()//5)) for image in self.explode]
'''
self.rect = image.get_rect()
self.direction = "blobright" # <-- I don't know what this is, so I've ignored it.
self.anim_index = 0
def draw(self,enemy_rec,anin_speed): # Create an animation method to handle the draw routine.
clock = time.time()
elapsed_time = clock - self.T0
finish_flg = False
if elapsed_time > anin_speed: # Animation Speed Controlled Here!!
self.anim_index +=1
self.T0 = time.time() # Reset the start time.
if self.anim_index == len(self.explode)-1:
finish_flg = True
frame = self.explode[self.anim_index]
rec = frame.get_rect()
rec.center = enemy_rec.center
self.window.blit(frame,rec)
return finish_flg # The finish flag lets the main program know it can delete the enemy.
# ================== MAIN() ===================
# ----------------------------------------------
def main(): # By using a 'main()' function, your code will run faster!
screen = pygame.display.set_mode((3000,2000),pygame.FULLSCREEN,32)
screen_rec = screen.get_rect()
screen.fill(Color("steelblue1"))
# Declare and initialie an instance of the EXPLODE class.
# Only one enemy can blow up at the same time for any give instance
# of the class, so you may want each ship to have its own instance
# if there is a chance of simultanious explosions.
# I wouldn't normally use this aproach, but I wanted to stay
# as close as possible to your existing code.
explode = EXPLODE(screen,screen_rec.centerx,screen_rec.centery,30,20,Color('blue'))
# Let's create some "enemy" units.
# You would use an enemy class for this (and for drawing them)
# but this example is qick and dirty, so.. Two enemies coming up!
# One enemy to blow up when it hits the wall.
enemy1_img = pygame.Surface((30,30))
enemy1_rec = enemy1_img.get_rect()
enemy1_img.fill(Color("Green"))
pygame.draw.rect(enemy1_img,Color("Red"),enemy1_rec,5)
# And one 'enemy' to move while the other is blowing up.
enemy2_img = enemy1_img.copy()
enemy2_rec = enemy2_img.get_rect()
# Give enemies screen positions.
enemy1_rec.center = (screen_rec.centerx-300, screen_rec.centery-300)
enemy2_rec.center = (screen_rec.centerx-800,screen_rec.centery-300)
# Create a wall for a ship to crash into.
wall_img = pygame.Surface((100,60))
wall_img.fill(Color("Indianred"))
wall_rec = wall_img.get_rect()
wall_rec.center = screen_rec.center
wall_rec = wall_rec.move((400,0))
# Oh, this list is ugly. Forgive me! Used instead of a list of Enemy-Class objects.
enemy_list = [[10,enemy1_img,enemy1_rec,(2,1)],[10,enemy2_img,enemy2_rec,(3,0)]] # [Life, Image, Rectangle, Speed]
# Ok, the setup is finished. Time for some action!
# =============== BODY ===================
# ------------------------------------------
anin_speed = 0.3 # You can control explosion speed here!
pygame.mouse.set_visible(False)
run_cycle = True
while run_cycle == True:
# There are much better ways to erase images, but this will do for now.
screen.fill(Color("steelblue1")) # Erase old sprites.
screen.blit(wall_img,wall_rec) # Put the wall back in place.
# Because it is bad idea to modify an object being looped through,
# we will construct a new list, called 'hold', and copy it back at the end.
hold = []
for enmy in enemy_list:
life,enemy_img,enemy_rec,speed = enmy
if life > 4:
screen.blit(enemy_img,enemy_rec) # If enemy is healthy, put it on the screen.
enemy_rec = enemy_rec.move(speed)
if enemy_rec.colliderect(wall_rec) == True:
life = 0
if enemy_rec.left > screen_rec.right+10: # End the program after top ship leaves the screen.
run_cycle = False
hold.append([life,enemy_img,enemy_rec,speed])
else: # Otherwise draw the explosion.
finish_flg = explode.draw(enemy_rec,anin_speed)
if finish_flg == False: # If TRUE the enemy is ommitted from the hold list!
hold.append(enmy)
enemy_list = hold.copy() # And now the possibly modified list is copied back to the enemy_list.
pygame.display.flip()
# ================
# Main
# ----------------
main() # Hint! For technical reasons related to the compiler being able
# to control scope and predict variable sizes, keeping your
# main body encapsulated in a function like this will improve
# efficiency and run speeds.
You have a great start. If nothing needs to happen while the explosion is going on, you could use a sleep command in your loop. >> time.sleep(0.01)
If the action has to continue on the screen during the explosion, then you will need to use a timer and keep returning to that function after each duration to draw the next frame. Just initialize using >> T0 = time.time() before the explosion, visit the function when time.time()-T0 > 0.01 seconds (for example) and reset T0 = time.time() after each frame is drawn. Return a 'finished' value when the animation is over, so you can remove it from your enemy list.
In the __init__() for explode note the time when it is called and save it.
In the explodes draw() only increment self.anim_index when enough time has passed since the last time it was incremented (based on the time value you saved in the __init__()). This will let you go more slowly through the frames of the exploding animation.
There is really no difference between this and any other object animation, other than once the cycle completes the object (the explosion) goes a way.
In pymunk, I set the body mass and the space gravity, it should automatic fall down, but the body with segment shape do not move, here is my code in pyglet
import pyglet
import pymunk
from pymunk.pyglet_util import DrawOptions
window = pyglet.window.Window(1280,720,resizable=False)
options = DrawOptions()
space = pymunk.Space()
space.gravity = 0,-1000
ball_mass = 1
ball_radius = 10
ball_moment = pymunk.moment_for_circle(ball_mass,0,10)
ball = pymunk.Body(ball_mass,ball_moment)
ball_shape = pymunk.Circle(ball,ball_radius)
ball.position =200,500
ball_shape.elasticity = 1
ball_shape.friction = 1
space.add(ball,ball_shape)
stick = pymunk.Body(1,100,body_type=pymunk.Body.DYNAMIC)
stick_shape = pymunk.Segment(stick,(0,0),(150,150),4)
stick.position = (300,400)
pin = pymunk.PivotJoint(space.static_body,stick,(300,400))
# stick.apply_impulse_at_local_point((0,-100),(150,150))
space.add(stick,stick_shape,pin)
#window.event
def on_draw():
window.clear()
space.debug_draw(options)
def update(dt):
space.step(dt)
if __name__ == '__main__':
pyglet.clock.schedule_interval(update, 1/60.0)
pyglet.app.run()
the ball fall down but the stick do not move, or apply_impulse_at_local_point on stick, I just wondering, if there is no PivotJoint, the stick fall down, I just pin one point of the stick, why it does not move, it should rotate, is it?
One problem is that the stick has its center of gravity at one end. That make it behave a bit strange. Try making it have its center of gravity in its actual center instead.
stick_shape = pymunk.Segment(stick,(-75,-75),(75,75),4)
This is the code for my pygame
import pygame
import os
img_path=os.path.join('C:/Desktop/Python Stuff','Angry Birds.jpg')
class pic(object):
def __init__(self):
""" The constructor of the class """
self.image = pygame.image.load(img_path)
# the bird's position
self.x = 0
self.y = 0
def handle_keys(self):
""" Handles Keys """
key = pygame.key.get_pressed()
dist = 5
if key[pygame.K_DOWN]: # down key
self.y += dist # move down
elif key[pygame.K_UP]: # up key
self.y -= dist # move up
if key[pygame.K_RIGHT]: # right key
self.x += dist # move right
elif key[pygame.K_LEFT]: # left key
self.x -= dist # move left
def draw(self, surface):
""" Draw on surface """
# blit yourself at your current position
surface.blit(self.image, (self.x, self.y))
This is the screen size. Is this where the I should restrict the image's boundaries?
pygame.init()
screen=pygame.display.set_mode([1500,850])
Pic=pic()
pygame.display.set_caption('Angry Birds')
This is the image that I want to have a boundary for
pic=pygame.image.load('Angry Birds.jpg')
keep_going=True
while keep_going:
event=pygame.event.poll()
*emphasized text* if event.type == pygame.QUIT:
pygame.quit()
running = False
Pic.handle_keys()
screen.blit(pic, (-200, 0))
Pic.draw(screen)
This image is what the 'Angry Birds' image is going behind. How do I stop it from going behind this image?
tux=pygame.image.load('Rock Lee.gif')
screen.blit(tux,(500,600))
screen.blit(tux,(500,400))
screen.blit(tux,(500,0))
screen.blit(tux,(900,200))
screen.blit(tux,(900,400))
screen.blit(tux,(900,600))
screen.blit(tux,(1300,0))
screen.blit(tux,(1300,200))
screen.blit(tux,(1300,600))
pygame.display.get_surface([1500,850]).get_size([1500,850])
pygame.display.update()
A) Keep rect on screen
The simplest way would be using Rect.clamp_ip(rect) on a Sprite
screen_size = Rect(1500,850)
# right after when you move the bird
bird.rect.clamp_ip(screen_size)
B) rect on rect collision
# Where .xvel and .yvel are bird's movement per frame
new_rect = bird.rect.move(bird.vxel, bird.yvel)
if not new_rect.collide_rect(other_bird.rect)
bird.rect = new_rect
else
print("Ouch!")
Border collision
An easy way to implement border collision is to just check if the current position is outside the screen, and if it is you move it back. It's easiest done by creating a Rect object from the screen which you could pass in an update method of your class pic (classes should start with capital letter). So start with creating an update method were you pass the screen object.
Also, since the x and y position reference the top left of the image you need to take that in consideration when checking for border collision with the right side and the bottom. Best would be to create attributes width and height instead of what I'm doing below.
def update(self, screen):
"""Method that check border collision for object 'pic'."""
border = screen.get_rect()
width = self.image.get_width()
height = self.image.get_height()
if self.x < border.left:
# You collided with the left side of the border.
# Move your character back to the screen
self.x = border.left
elif self.x > border.right - width:
# You collided with the right side of the border.
# Move your character back to the screen
self.x = border.right - width
if self.y < border.top:
# You collided with the top of the border.
# Move your character back to the screen
self.y = border.top
elif self.y > border.bottom - height:
# You collided with the bottom of the border.
# Move your character back to the screen
self.y = border.bottom - height
All you have to do is call this method every time in your loop, like so:
Pic.handle_keys() # Variables should be all lowercase! Not like it's currently.
Pic.update(screen) # Variables should be all lowercase! Not like it's currently.
Pic.draw(screen) # Variables should be all lowercase! Not like it's currently.
Keep image in front
When blitting to the screen it draws each image on top of each other. In your case you're blitting your character and then the rocks, meaning the rocks always be on top of your character. Changing this is simple, blit the rocks first and the character last and your character will end up in front of your rocks.
How to make this code work: Just have pyglet installed and change "assassin1.png" and "assassin2.png" with the name of an images stored in the directory where you saved this code to a file.
import pyglet
class Assassin(pyglet.sprite.Sprite):
def __init__(self, batch):
pyglet.sprite.Sprite.__init__(self, pyglet.resource.image("assassin1.png"))
self.x = 50
self.y = 30
def forward_movement(self):
pass # How do I continously change between 'assassin1.png' and 'assassin2.png'?
class Game(pyglet.window.Window):
def __init__(self):
pyglet.window.Window.__init__(self, width = 315, height = 220)
self.batch_draw = pyglet.graphics.Batch()
self.player = Assassin(batch = self.batch_draw)
self.fps_display = pyglet.clock.ClockDisplay()
self.keys_held = []
self.schedule = pyglet.clock.schedule_interval(func = self.update, interval = 1/60.)
def on_draw(self):
self.clear()
self.fps_display.draw()
self.batch_draw.draw()
self.player.draw()
def on_key_press(self, symbol, modifiers):
self.keys_held.append(symbol)
if symbol == pyglet.window.key.RIGHT:
self.player.forward_movement()
print "The 'RIGHT' key was pressed"
def on_key_release(self, symbol, modifiers):
self.keys_held.pop(self.keys_held.index(symbol))
def update(self, interval):
if pyglet.window.key.RIGHT in self.keys_held:
self.player.x += 50 * interval
if __name__ == "__main__":
window = Game()
pyglet.app.run()
Description: This code creates a black background screen, where the fps are displayed and an
image "assassin1.png" is displayed at position (50, 30). As long as the right direction button is held down the image will move to the right.
Goal: I would like to implement that whenever the right direction button is held and the image is moving, the assassin1.png image is changed periodically (every 0.25 secs or so) with a second image assassin2.png. This in order to create the vague illusion that the image is walking.
How do I achieve this goal?
I already created an empty forward_movement() method in the Assassin class which would seem an appropriate place to put the code to achieve my goal. But if you would want to place the code in another place thats ok too.
The pyglet.sprite.Sprite class allows you to edit its image to an animation at anytime. So, in the sprites constructor, we define a walk animation:
def __init__(self, batch):
# The image to display when not moving
self._img_main = pyglet.image.load('assassin.png')
self._img_right_1 = pyglet.image.load('assassin1.png')
self._img_right_2 = pyglet.image.load('assassin2.png')
self.anim_right = pyglet.image.Animation.from_image_sequence([
self._img_right_1, self._img_right_2], 0.5, True)
# 0.5 is the number in seconds between frames
# True means to keep looping (We stop it later)
pyglet.sprite.Sprite.__init__(self, self._img_main)
#...
Next we add a function to make it easier to change animations:
def forward_movement(self, flag=True):
if flag:
self.image = self.anim_right # Now our sprite animates
else:
self.image = self._img_main
Finally we call the function at the appropriate time:
#...
def on_key_press(self, symbol, modifiers):
self.keys_held.append(symbol)
if symbol == pyglet.window.key.RIGHT:
self.player.forward_movement(True)
print "The 'RIGHT' key was pressed"
def on_key_release(self, symbol, modifiers):
self.keys_held.pop(self.keys_held.index(symbol))
if symbol == pyglet.window.key.RIGHT:
self.player.forward_movement(False) # We have stopped moving
#...
And voilĂ ! When the user has the right-key down, the sprite moves and animates!
How do you make this code work? Just have pyglet installed and change "fireball.png" with the name of an image stored in the directory where you saved this code to a file.
import pyglet
class Fireball(pyglet.sprite.Sprite):
def __init__(self, batch):
pyglet.sprite.Sprite.__init__(self, pyglet.resource.image("fireball.png"))
# replace "fireball.png" with your own image stored in dir of fireball.py
self.x = 10 # Initial x coordinate of the fireball
self.y = 10 # Initial y coordinate of the fireball
class Game(pyglet.window.Window):
def __init__(self):
pyglet.window.Window.__init__(self, width = 315, height = 220)
self.batch_draw = pyglet.graphics.Batch()
self.fps_display = pyglet.clock.ClockDisplay()
self.fireball = []
def on_draw(self):
self.clear()
self.fps_display.draw()
self.batch_draw.draw()
if len(self.fireball) != 0: # Allow drawing of multiple
for i in range(len(self.fireball)): # fireballs on screen
self.fireball[i].draw() # at the same time
def on_key_press(self, symbol, modifiers):
if symbol == pyglet.window.key.A:
self.fireball.append(Fireball(batch = self.batch_draw))
pyglet.clock.schedule_interval(func = self.update, interval = 1/60.)
print "The 'A' key was pressed"
def update(self, interval):
for i in range(len(self.fireball)):
self.fireball[i].x += 1 # why do fireballs get faster and faster?
if __name__ == "__main__":
window = Game()
pyglet.app.run()
This code creates a black background screen, where the fps are displayed and a fireball is shot along the x direction from the position (10, 10) whenever you press the A key.
You will notice that the more fireballs you shoot, the faster all fireballs will start to go.
Questions:
Why do the fireballs go faster and faster each time I press A ?
How should I stop the fireballs from accelerating each time I press A ?
The fireball goes faster and faster because every time you press the A you add another call of self.update to the scheduler. So self.update is called more and more times each time resulting in more updates of the position. To fix that move the line below to the __init__().
pyglet.clock.schedule_interval(func = self.update, interval = 1/60.)