How to determine why objects pass through each other in Colliderect - python

For some reason the Colliderect won't work and the rain passes through pavement. This is really annoying because all of those unused sprites create tons of lag.
import pygame
import random
class Square(pygame.sprite.Sprite):
def __init__(self, x, y, size1, size2, speedx, speedy, colour):
super().__init__()
self.image = pygame.Surface([size1, size2])
self.image.fill(colour)
self.speedx = speedx
self.speedy = speedy
self.rect=self.image.get_rect()
self.rect.x=x
self.rect.y=y
def update(self):
square_colour = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
self.rect.x = self.rect.x + self.speedx
self.rect.y = self.rect.y + self.speedy
my_square = Square(0, 705, 20, 30, 1, 0, (0, 0, 0))
pavement = Square(0, 735, 750, 15, 0 , 0, (100, 100, 100))
allspriteslist = pygame.sprite.Group()
allspriteslist.add(my_square)
allspriteslist.add(pavement)
pygame.init()
screen = pygame.display.set_mode([750,750])
pygame.display.set_caption('Snake Example')
clock = pygame.time.Clock()
background_colour = (150, 150, 150)
done = False
while not done:
r = Square(random.randint(0, 747), 0, 3, 7, 0, 5, (137, 200, 230))
allspriteslist.add(r)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
done = True
if my_square.rect.x > 750:
my_square.rect.x = - 10
if my_square.rect.x < - 50:
my_square.rect.x = 800
if r.rect.colliderect(pavement.rect):
allspriteslist.remove(r)
screen.fill(background_colour)
allspriteslist.draw(screen)
allspriteslist.update()
pygame.display.flip()

You have to detect the collision of all the raindrops with the pavement.
Add a group for the raindrops:
rain = pygame.sprite.Group()
Add each rain drop to the group:
done = False
while not done:
r = Square(random.randint(0, 747), 0, 3, 7, 0, 5, (137, 200, 230))
allspriteslist.add(r)
rain.add(r)
And remove a drop if it hits the ground, by pygame.sprite.Sprite.kill():
done = False
while not done:
# [...]
for r in rain:
if r.rect.colliderect(pavement.rect):
r.kill()
Removing the rain drops can be simplified by using pygame.sprite.spritecollide() and passing True to the argument dokill:
done = False
while not done:
# [...]
pygame.sprite.spritecollide(pavement, rain, True)
Complete example code:
import pygame
import random
class Square(pygame.sprite.Sprite):
def __init__(self, x, y, size1, size2, speedx, speedy, colour):
super().__init__()
self.image = pygame.Surface([size1, size2])
self.image.fill(colour)
self.speedx = speedx
self.speedy = speedy
self.rect=self.image.get_rect()
self.rect.x=x
self.rect.y=y
def update(self):
square_colour = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
self.rect.x = self.rect.x + self.speedx
self.rect.y = self.rect.y + self.speedy
my_square = Square(0, 705, 20, 30, 1, 0, (0, 0, 0))
pavement = Square(0, 735, 750, 15, 0 , 0, (100, 100, 100))
allspriteslist = pygame.sprite.Group()
allspriteslist.add(my_square)
allspriteslist.add(pavement)
rain = pygame.sprite.Group()
pygame.init()
screen = pygame.display.set_mode([750,750])
pygame.display.set_caption('Snake Example')
clock = pygame.time.Clock()
background_colour = (150, 150, 150)
done = False
while not done:
r = Square(random.randint(0, 747), 0, 3, 7, 0, 5, (137, 200, 230))
allspriteslist.add(r)
rain.add(r)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
done = True
if my_square.rect.x > 750:
my_square.rect.x = - 10
if my_square.rect.x < - 50:
my_square.rect.x = 800
pygame.sprite.spritecollide(pavement, rain, True)
screen.fill(background_colour)
allspriteslist.draw(screen)
allspriteslist.update()
pygame.display.flip()

Related

Pygame block sprites not being drawn on screen

I'm very new to python and pygame and I was trying to make a top-down shooter style game. I managed to get many components working but I cant get the blocks that I shoot at to show up in the rooms I created in the game. I moved the code for it to the game function and it shows up on screen but when you move between rooms they stay the same, for the time being I commented that part out. I want each room to have their own blocks that I can shoot, but when I try putting the code into each room class it does not show up on the screen. I'm pretty sure nothing is drawn over it. I want to know why the walls are being drawn but not the blocks. Any help is appreciated.
import pygame, sys, math, random
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
click = False
# Call this function so the Pygame library can initialize itself
pygame.init()
# Create an 800x600 sized screen
WIDTH = 800
HEIGHT = 600
screen = pygame.display.set_mode([WIDTH, HEIGHT])
# Set the title of the window
pygame.display.set_caption('Maze Runner')
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color):
# Call the parent's constructor
super().__init__()
# Make a BLUE wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(color)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
class Block(pygame.sprite.Sprite):
def __init__(self, color):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = pygame.Surface([20, 20])
self.image.fill(color)
self.rect = self.image.get_rect()
class Player(pygame.sprite.Sprite):
# Set speed vector
change_x = 0
change_y = 0
def __init__(self, x, y):
# Call the parent's constructor
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
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def move(self, walls):
# Move left/right
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(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
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Bullet(pygame.sprite.Sprite):
def __init__(self, start_x, start_y, dest_x, dest_y):
# Call the parent class (Sprite) constructor
super().__init__()
# Set up the image for the bullet
self.image = pygame.Surface([5, 5])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
# Move the bullet to our starting location
self.rect.x = start_x
self.rect.y = start_y
# Because rect.x and rect.y are automatically converted
# to integers, we need to create different variables that
# store the location as floating point numbers. Integers
# are not accurate enough for aiming.
self.floating_point_x = start_x
self.floating_point_y = start_y
# Calculation the angle in radians between the start points
# and end points. This is the angle the bullet will travel.
x_diff = dest_x - start_x
y_diff = dest_y - start_y
angle = math.atan2(y_diff, x_diff);
# Taking into account the angle, calculate our change_x
# and change_y. Velocity is how fast the bullet travels.
velocity = 5
self.change_x = math.cos(angle) * velocity
self.change_y = math.sin(angle) * velocity
def update(self):
""" Move the bullet. """
# The floating point x and y hold our more accurate location.
self.floating_point_y += self.change_y
self.floating_point_x += self.change_x
# The rect.x and rect.y are converted to integers.
self.rect.y = int(self.floating_point_y)
self.rect.x = int(self.floating_point_x)
# If the bullet flies of the screen, get rid of it.
if self.rect.x < 0 or self.rect.x > WIDTH or self.rect.y < 0 or self.rect.y > HEIGHT:
self.kill()
class Room(object):
# Each room has a list of walls, and of enemy sprites.
wall_list = None
enemy_sprites = None
block_list = None
def __init__(self):
""" Constructor, create our lists. """
self.wall_list = pygame.sprite.Group()
self.enemy_sprites = pygame.sprite.Group()
self.block_list = pygame.sprite.Group()
self.movingsprites = pygame.sprite.Group()
class Room1(Room):
def __init__(self):
super().__init__()
# Make the walls. (x_pos, y_pos, width, height)
# This is a list of walls. Each is in the form [x, y, width, height]
walls = [[0, 0, 20, 250, WHITE],
[0, 350, 20, 250, WHITE],
[780, 0, 20, 250, WHITE],
[780, 350, 20, 250, WHITE],
[20, 0, 760, 20, WHITE],
[20, 580, 760, 20, WHITE],
[390, 50, 20, 500, BLUE]
]
# Loop through the list. Create the wall, add it to the list
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
for i in range(10):
# This represents a block
block = Block(GREEN)
# Set a random location for the block
block.rect.x = random.randrange(WIDTH - 50)
block.rect.y = random.randrange(HEIGHT - 50)
# Add the block to the list of objects
self.block_list.add(block)
self.movingsprites.add(block)
class Room2(Room):
def __init__(self):
super().__init__()
walls = [[0, 0, 20, 250, RED],
[0, 350, 20, 250, RED],
[780, 0, 20, 250, RED],
[780, 350, 20, 250, RED],
[20, 0, 760, 20, RED],
[20, 580, 760, 20, RED],
[190, 50, 20, 500, GREEN],
[590, 50, 20, 500, GREEN]
]
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
block = Block(RED)
block.rect.x = 200
block.rect.y = 200
self.block_list.add(block)
self.movingsprites.add(block)
class Room3(Room):
def __init__(self):
super().__init__()
walls = [[0, 0, 20, 250, PURPLE],
[0, 350, 20, 250, PURPLE],
[780, 0, 20, 250, PURPLE],
[780, 350, 20, 250, PURPLE],
[20, 0, 760, 20, PURPLE],
[20, 580, 760, 20, PURPLE]
]
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
for x in range(100, 800, 100):
for y in range(50, 451, 300):
wall = Wall(x, y, 20, 200, RED)
self.wall_list.add(wall)
for x in range(150, 700, 100):
wall = Wall(x, 200, 20, 200, WHITE)
self.wall_list.add(wall)
def draw_text(text, font, color, surface, x, y):
textobj = font.render(text, 1, color)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def main_menu():
done = False
while not done:
font = pygame.font.SysFont('Calibri', 20, True, False)
clock = pygame.time.Clock()
screen.fill(BLACK)
draw_text('main menu', font, WHITE, screen, 20, 20)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(50, 100, 200, 50)
if button_1.collidepoint((mx, my)):
if click:
game()
pygame.draw.rect(screen, RED, button_1)
draw_text('Play', font, WHITE, screen, 60, 110)
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.flip()
clock.tick(60)
pygame.quit()
def game():
# Create the player paddle object
player = Player(50, 50)
movingsprites = pygame.sprite.Group()
movingsprites.add(player)
bullet_list = pygame.sprite.Group()
walls = pygame.sprite.Group()
wall_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
#for i in range(10):
## This represents a block
#block = Block(GREEN)
## Set a random location for the block
#block.rect.x = random.randrange(WIDTH - 50)
#block.rect.y = random.randrange(HEIGHT - 50)
## Add the block to the list of objects
#block_list.add(block)
#movingsprites.add(block)
rooms = []
room = Room1()
rooms.append(room)
room = Room2()
rooms.append(room)
room = Room3()
rooms.append(room)
current_room_no = 0
current_room = rooms[current_room_no]
clock = pygame.time.Clock()
done = False
while not done:
# --- Event Processing ---
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.changespeed(-5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, -5)
if event.key == pygame.K_DOWN:
player.changespeed(0, 5)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
done = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(-5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, 5)
if event.key == pygame.K_DOWN:
player.changespeed(0, -5)
if event.type == pygame.MOUSEBUTTONDOWN:
# Fire a bullet if the user clicks the mouse button
# Get the mouse position
pos = pygame.mouse.get_pos()
mouse_x = pos[0]
mouse_y = pos[1]
# Create the bullet based on where we are, and where we want to go.
bullet = Bullet(player.rect.x, player.rect.y, mouse_x, mouse_y)
# Add the bullet to the lists
movingsprites.add(bullet)
bullet_list.add(bullet)
# --- Game Logic ---
player.move(current_room.wall_list)
movingsprites.update()
if player.rect.x < -15:
if current_room_no == 0:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 790
elif current_room_no == 2:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 790
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 790
if player.rect.x > WIDTH + 1:
if current_room_no == 0:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 0
elif current_room_no == 1:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 0
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 0
for bullet in bullet_list:
# See if it hit a block
block_hit_list = pygame.sprite.spritecollide(bullet, block_list, True)
# For each block hit, remove the bullet and add to the score
for block in block_hit_list:
bullet_list.remove(bullet)
movingsprites.remove(bullet)
# Remove the bullet if it flies up off the screen
if bullet.rect.y < -10:
bullet_list.remove(bullet)
movingsprites.remove(bullet)
# --- Drawing ---
screen.fill(BLACK)
block_list.draw(screen)
movingsprites.draw(screen)
current_room.wall_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
if __name__ == "__main__":
main_menu()
Sorry about the long code, this is my first time asking a question here. Once again any help is appreciated.
You need to make the blocks list a property of the room class, and then draw them in draw. Notice how in draw, I call
current_room.block_list.draw(screen)
So is this what you mean:
import pygame, sys, math, random
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
click = False
# Call this function so the Pygame library can initialize itself
pygame.init()
# Create an 800x600 sized screen
WIDTH = 800
HEIGHT = 600
screen = pygame.display.set_mode([WIDTH, HEIGHT])
# Set the title of the window
pygame.display.set_caption('Maze Runner')
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color):
# Call the parent's constructor
super().__init__()
# Make a BLUE wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(color)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
class Block(pygame.sprite.Sprite):
def __init__(self, color):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = pygame.Surface([20, 20])
self.image.fill(color)
self.rect = self.image.get_rect()
class Player(pygame.sprite.Sprite):
# Set speed vector
change_x = 0
change_y = 0
def __init__(self, x, y):
# Call the parent's constructor
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
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def move(self, walls):
# Move left/right
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(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
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Bullet(pygame.sprite.Sprite):
def __init__(self, start_x, start_y, dest_x, dest_y):
# Call the parent class (Sprite) constructor
super().__init__()
# Set up the image for the bullet
self.image = pygame.Surface([5, 5])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
# Move the bullet to our starting location
self.rect.x = start_x
self.rect.y = start_y
# Because rect.x and rect.y are automatically converted
# to integers, we need to create different variables that
# store the location as floating point numbers. Integers
# are not accurate enough for aiming.
self.floating_point_x = start_x
self.floating_point_y = start_y
# Calculation the angle in radians between the start points
# and end points. This is the angle the bullet will travel.
x_diff = dest_x - start_x
y_diff = dest_y - start_y
angle = math.atan2(y_diff, x_diff);
# Taking into account the angle, calculate our change_x
# and change_y. Velocity is how fast the bullet travels.
velocity = 5
self.change_x = math.cos(angle) * velocity
self.change_y = math.sin(angle) * velocity
def update(self):
""" Move the bullet. """
# The floating point x and y hold our more accurate location.
self.floating_point_y += self.change_y
self.floating_point_x += self.change_x
# The rect.x and rect.y are converted to integers.
self.rect.y = int(self.floating_point_y)
self.rect.x = int(self.floating_point_x)
# If the bullet flies of the screen, get rid of it.
if self.rect.x < 0 or self.rect.x > WIDTH or self.rect.y < 0 or self.rect.y > HEIGHT:
self.kill()
class Room(object):
# Each room has a list of walls, and of enemy sprites.
wall_list = None
enemy_sprites = None
block_list = None
def __init__(self):
""" Constructor, create our lists. """
self.wall_list = pygame.sprite.Group()
self.enemy_sprites = pygame.sprite.Group()
self.block_list = pygame.sprite.Group()
self.movingsprites = pygame.sprite.Group()
for i in range(10):
# This represents a block
block = Block(GREEN)
# Set a random location for the block
block.rect.x = random.randrange(WIDTH - 50)
block.rect.y = random.randrange(HEIGHT - 50)
# Add the block to the list of objects
self.block_list.add(block)
self.movingsprites.add(block)
class Room1(Room):
def __init__(self):
super().__init__()
# Make the walls. (x_pos, y_pos, width, height)
# This is a list of walls. Each is in the form [x, y, width, height]
walls = [[0, 0, 20, 250, WHITE],
[0, 350, 20, 250, WHITE],
[780, 0, 20, 250, WHITE],
[780, 350, 20, 250, WHITE],
[20, 0, 760, 20, WHITE],
[20, 580, 760, 20, WHITE],
[390, 50, 20, 500, BLUE]
]
# Loop through the list. Create the wall, add it to the list
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
for i in range(10):
# This represents a block
block = Block(GREEN)
# Set a random location for the block
block.rect.x = random.randrange(WIDTH - 50)
block.rect.y = random.randrange(HEIGHT - 50)
# Add the block to the list of objects
self.block_list.add(block)
self.movingsprites.add(block)
class Room2(Room):
def __init__(self):
super().__init__()
walls = [[0, 0, 20, 250, RED],
[0, 350, 20, 250, RED],
[780, 0, 20, 250, RED],
[780, 350, 20, 250, RED],
[20, 0, 760, 20, RED],
[20, 580, 760, 20, RED],
[190, 50, 20, 500, GREEN],
[590, 50, 20, 500, GREEN]
]
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
block = Block(RED)
block.rect.x = 200
block.rect.y = 200
self.block_list.add(block)
self.movingsprites.add(block)
class Room3(Room):
def __init__(self):
super().__init__()
walls = [[0, 0, 20, 250, PURPLE],
[0, 350, 20, 250, PURPLE],
[780, 0, 20, 250, PURPLE],
[780, 350, 20, 250, PURPLE],
[20, 0, 760, 20, PURPLE],
[20, 580, 760, 20, PURPLE]
]
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
for x in range(100, 800, 100):
for y in range(50, 451, 300):
wall = Wall(x, y, 20, 200, RED)
self.wall_list.add(wall)
for x in range(150, 700, 100):
wall = Wall(x, 200, 20, 200, WHITE)
self.wall_list.add(wall)
def draw_text(text, font, color, surface, x, y):
textobj = font.render(text, 1, color)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def main_menu():
done = False
while not done:
font = pygame.font.SysFont('Calibri', 20, True, False)
clock = pygame.time.Clock()
screen.fill(BLACK)
draw_text('main menu', font, WHITE, screen, 20, 20)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(50, 100, 200, 50)
if button_1.collidepoint((mx, my)):
if click:
game()
pygame.draw.rect(screen, RED, button_1)
draw_text('Play', font, WHITE, screen, 60, 110)
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.flip()
clock.tick(60)
pygame.quit()
def game():
# Create the player paddle object
player = Player(50, 50)
movingsprites = pygame.sprite.Group()
movingsprites.add(player)
bullet_list = pygame.sprite.Group()
walls = pygame.sprite.Group()
wall_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
rooms = []
room = Room1()
rooms.append(room)
room = Room2()
rooms.append(room)
room = Room3()
rooms.append(room)
current_room_no = 0
current_room = rooms[current_room_no]
clock = pygame.time.Clock()
done = False
while not done:
# --- Event Processing ---
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.changespeed(-5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, -5)
if event.key == pygame.K_DOWN:
player.changespeed(0, 5)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
done = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(-5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, 5)
if event.key == pygame.K_DOWN:
player.changespeed(0, -5)
if event.type == pygame.MOUSEBUTTONDOWN:
# Fire a bullet if the user clicks the mouse button
# Get the mouse position
pos = pygame.mouse.get_pos()
mouse_x = pos[0]
mouse_y = pos[1]
# Create the bullet based on where we are, and where we want to go.
bullet = Bullet(player.rect.x, player.rect.y, mouse_x, mouse_y)
# Add the bullet to the lists
movingsprites.add(bullet)
bullet_list.add(bullet)
# --- Game Logic ---
player.move(current_room.wall_list)
movingsprites.update()
if player.rect.x < -15:
if current_room_no == 0:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 790
elif current_room_no == 2:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 790
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 790
if player.rect.x > WIDTH + 1:
if current_room_no == 0:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 0
elif current_room_no == 1:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 0
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 0
for bullet in bullet_list:
# See if it hit a block
block_hit_list = pygame.sprite.spritecollide(bullet, block_list, True)
# For each block hit, remove the bullet and add to the score
for block in block_hit_list:
bullet_list.remove(bullet)
movingsprites.remove(bullet)
# Remove the bullet if it flies up off the screen
if bullet.rect.y < -10:
bullet_list.remove(bullet)
movingsprites.remove(bullet)
# --- Drawing ---
screen.fill(BLACK)
current_room.block_list.draw(screen)
movingsprites.draw(screen)
current_room.wall_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
if __name__ == "__main__":
main_menu()
Also, if you change the collision detection to this:
for bullet in bullet_list:
# See if it hit a block
block_hit_list = pygame.sprite.spritecollide(bullet, current_room.block_list, True)
It will detect bullet hits against the rooms blocks

How I can add platform collision?

I'm newbe in programming and I'm still learn and i try make my first platform game.
In first steps everything was good but i have problem with detect collision with platform.
I add collision if player is falling and it work good, but if I try add collision with bottom, left and right side platform, is not working good :(
I add all code to cleary view. If player is falling, code work okay.
Do You have idea what I can do, to add collisions?
#main
# Project 1 - platform game
import pygame as pg
import random
from settings import *
from sprites import *
from os import path
class Game:
def __init__(self):
# inicjalizacja okna gry itd
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.running = True
self.font_name = pg.font.match_font(FONT_NAME) # fonts
def new(self):
# start a new game
self.all_sprites = pg.sprite.Group() # all sprite's
self.platforms = pg.sprite.Group()
self.player = Player(self) # dodaję gracza
self.all_sprites.add(self.player)
# dodaję platformy
for plat in PLATFORM_LIST:
p = Platform(*plat)
self.all_sprites.add(p)
self.platforms.add(p)
#ground generator
i = 0
x = 0
while i < 35:
ground = Platform(x, HEIGHT - 40, 50, 40)
self.all_sprites.add(ground)
self.platforms.add(ground)
i += 1
x += 50
self.run() # game loop start
def run(self):
# game loop
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
# game loop udpate
self.all_sprites.update()
# collision if player is falling
if self.player.vel.y > 0:
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
# still I don't have idea what I can make collision with right, left and bottom
platform
# if player reach 1/2 screen
if self.player.rect.right >= WIDTH / 2:
self.player.pos.x -= abs(self.player.vel.x)
for plat in self.platforms:
plat.rect.right -= abs(self.player.vel.x)
if plat.rect.right <= WIDTH:
plat.kill
# player die
if self.player.rect.bottom > HEIGHT:
self.playing = False
def events(self):
# game loop - events
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def draw(self):
#game loop - draw
self.screen.fill(BLACK)
self.all_sprites.draw(self.screen)
pg.display.flip()
def show_start_screen(self):
# start screen not add yet
pass
def show_go_screen(self):
# game over screen
if not self.running:
return
self.screen.fill(BLUE)
self.draw_text("GAME OVER!", 48, WHITE, WIDTH / 2, HEIGHT / 4)
self.draw_text("Press button to play again", 22, WHITE, WIDTH / 2, HEIGHT * 3 / 4)
pg.display.flip()
self.wait_for_key()
def wait_for_key(self):
waiting = True
while waiting:
self.clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
waiting = False
self.running = False
if event.type == pg.KEYUP:
waiting = False
def draw_text(self, text, size, color, x, y):
font = pg.font.Font(self.font_name, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
self.screen.blit(text_surface, text_rect)
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_go_screen()
pg.quit()
#SPRITES
import pygame as pg
from settings import *
import random
vec = pg.math.Vector2
class Player(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = pg.Surface((30, 40))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
def jump(self):
self.rect.x += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = - PLAYER_JUMP
def update(self):
self.acc = vec(0, PLAYER_GRAV) # PLAYER_GRAV - gravity
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = - PLAYER_ACC
if keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
# add friction
self.acc.x += self.vel.x * PLAYER_FRICTION
# równanie ruchu
self.vel += self.acc
if abs(self.vel.x) < 0.1:
self.vel.x = 0
self.pos += self.vel + 0.5 * self.acc
if self.pos.x > WIDTH:
self.pos.x = WIDTH
if self.pos.x < 0:
self.pos.x = 0
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w, h))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
# settings
TITLE = "Project One"
WIDTH = 800
HEIGHT = 600
FPS = 60
FONT_NAME = 'comic sans ms' # arial, verdana, times new roman, palatino, garamond, comic sans ms
# ustawienia gracza
PLAYER_FRICTION = -0.12
PLAYER_ACC = 0.5
PLAYER_JUMP = 20
PLAYER_GRAV = 0.8
# lista platform
GROUND_LIST =[(0, HEIGHT - 40, 50, 40),
(50, HEIGHT - 40, 50, 40),
(100, HEIGHT - 40, 50, 40),
(150, HEIGHT - 40, 50, 40),
(200, HEIGHT - 40, 50, 40),
(250, HEIGHT - 40, 50, 40),
(300, HEIGHT - 40, 50, 40),
(350, HEIGHT - 40, 50, 40),
(400, HEIGHT - 40, 50, 40)]
PLATFORM_LIST = [(300, 300, 75, 40),
(400, 350, 75, 40),
(600, 300, 75, 40),
(800, 250, 75, 40),
(1000, 350, 75, 40),
(1200, 400, 75, 40),
(1400, 200, 75, 40),]
# defined colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
I write again,
I did some work and found a solution to my problem :) I had to describe the collisions for x and y separately. Additionally, entering the collisions inside the Player class helped to eliminate the problem with the player jumping to the top platforms.

In pygame, I am trying to make a ball disappear when it hits one of my images, I would like sprites not to be used because I have not learned them [duplicate]

For some reason the Colliderect won't work and the rain passes through pavement. This is really annoying because all of those unused sprites create tons of lag.
import pygame
import random
class Square(pygame.sprite.Sprite):
def __init__(self, x, y, size1, size2, speedx, speedy, colour):
super().__init__()
self.image = pygame.Surface([size1, size2])
self.image.fill(colour)
self.speedx = speedx
self.speedy = speedy
self.rect=self.image.get_rect()
self.rect.x=x
self.rect.y=y
def update(self):
square_colour = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
self.rect.x = self.rect.x + self.speedx
self.rect.y = self.rect.y + self.speedy
my_square = Square(0, 705, 20, 30, 1, 0, (0, 0, 0))
pavement = Square(0, 735, 750, 15, 0 , 0, (100, 100, 100))
allspriteslist = pygame.sprite.Group()
allspriteslist.add(my_square)
allspriteslist.add(pavement)
pygame.init()
screen = pygame.display.set_mode([750,750])
pygame.display.set_caption('Snake Example')
clock = pygame.time.Clock()
background_colour = (150, 150, 150)
done = False
while not done:
r = Square(random.randint(0, 747), 0, 3, 7, 0, 5, (137, 200, 230))
allspriteslist.add(r)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
done = True
if my_square.rect.x > 750:
my_square.rect.x = - 10
if my_square.rect.x < - 50:
my_square.rect.x = 800
if r.rect.colliderect(pavement.rect):
allspriteslist.remove(r)
screen.fill(background_colour)
allspriteslist.draw(screen)
allspriteslist.update()
pygame.display.flip()
You have to detect the collision of all the raindrops with the pavement.
Add a group for the raindrops:
rain = pygame.sprite.Group()
Add each rain drop to the group:
done = False
while not done:
r = Square(random.randint(0, 747), 0, 3, 7, 0, 5, (137, 200, 230))
allspriteslist.add(r)
rain.add(r)
And remove a drop if it hits the ground, by pygame.sprite.Sprite.kill():
done = False
while not done:
# [...]
for r in rain:
if r.rect.colliderect(pavement.rect):
r.kill()
Removing the rain drops can be simplified by using pygame.sprite.spritecollide() and passing True to the argument dokill:
done = False
while not done:
# [...]
pygame.sprite.spritecollide(pavement, rain, True)
Complete example code:
import pygame
import random
class Square(pygame.sprite.Sprite):
def __init__(self, x, y, size1, size2, speedx, speedy, colour):
super().__init__()
self.image = pygame.Surface([size1, size2])
self.image.fill(colour)
self.speedx = speedx
self.speedy = speedy
self.rect=self.image.get_rect()
self.rect.x=x
self.rect.y=y
def update(self):
square_colour = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
self.rect.x = self.rect.x + self.speedx
self.rect.y = self.rect.y + self.speedy
my_square = Square(0, 705, 20, 30, 1, 0, (0, 0, 0))
pavement = Square(0, 735, 750, 15, 0 , 0, (100, 100, 100))
allspriteslist = pygame.sprite.Group()
allspriteslist.add(my_square)
allspriteslist.add(pavement)
rain = pygame.sprite.Group()
pygame.init()
screen = pygame.display.set_mode([750,750])
pygame.display.set_caption('Snake Example')
clock = pygame.time.Clock()
background_colour = (150, 150, 150)
done = False
while not done:
r = Square(random.randint(0, 747), 0, 3, 7, 0, 5, (137, 200, 230))
allspriteslist.add(r)
rain.add(r)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
done = True
if my_square.rect.x > 750:
my_square.rect.x = - 10
if my_square.rect.x < - 50:
my_square.rect.x = 800
pygame.sprite.spritecollide(pavement, rain, True)
screen.fill(background_colour)
allspriteslist.draw(screen)
allspriteslist.update()
pygame.display.flip()

How to make sprites spawn at random?

I am fairly new at pygame so I need some help with a few problems. I'm doing a snake game but with enemies and a "maze".
My biggest problem is, I think, rather glaring if you run my code. I have coded the 'food' to appear at random but instead of appearing at 1 random place, it is moving around the screen. [SOLVED]
My second problem is that I want to spawn several enemies (around 5) at random locations instead of just one enemy but I don't know how to.
My third problem is bullet to wall collision detection. It works if I shoot the bullets one at a time but if I shoot multiple bullets at once, all the bullets will pass through the wall except the last one which will hit the wall.
These are the enemy codes:
Code is removed for now. Will re-upload in 1 to 2 months.
enemy = Enemy(500, 500, 1, wall_list)
all_sprite_list.add(enemy)
These are the codes for the bullets:
Code is removed for now. Will re-upload in 1 to 2 months.
Code is removed for now. Will re-upload in 1 to 2 months.
and this is my entire code if it helps:
Code is removed for now. Will re-upload in 1 to 2 months.
I appreciate any help I can get, even if its not related to the questions that I asked above. Thank you so much for your help!
You can add an instance to the Enemy class and spawn it to add another enemy, just give it some different coordinates then the first one.:
enemy = Enemy(500, 500, 1, wall_list)
enemy2 = Enemy(400,400,1, wall_list)
all_sprite_list.add(enemy)
all_sprite_list.add(enemy2)
For the food, id add another class like you did before.
class Food(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([10,10])
self.image.fill(green)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(20,780)
self.rect.y = random.randrange(20,780)
remove the following line:
pygame.draw.rect(win,green,[randfoodx,randfoody,10,10])
add this in the same location as where you spawn the enemies and the player sprites:
food = Food()
all_sprite_list.add(food)
For the bullet problem you mentioned, change the following line:
if pygame.sprite.spritecollideany(bullet, wall_list):
into:
if pygame.sprite.spritecollideany(self, wall_list):
This is important since when you spawn a new bullet, the bullet variable name will be overwritten.
all together:
#Import
import pygame
import math
import time
import random
from pygame.locals import *
#Initialize
pygame.init()
pygame.mixer.init()
clock=pygame.time.Clock()
win = pygame.display.set_mode((800,800))
pygame.display.set_caption("Essential Python CA1")
#Define
black = (0, 0, 0)
white = (255, 250, 250)
green = (0, 255, 0)
red = (255, 0, 0)
blue = (70,130,180)
font = pygame.font.Font(None, 60)
display_instructions = True
instruction_page = 1
#Bullet
class Bullet(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([5, 5])
self.image.fill(green)
self.rect = self.image.get_rect()
def update(self):
self.rect.move_ip(self.vec.x, self.vec.y)
if pygame.sprite.spritecollideany(self, wall_list):
self.kill()
#Enemy
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, speed, walls):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20, 20])
self.image.fill(red)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
self.speed = speed # speed of the enemy
self.walls = walls # walls for the collision test
def move(self, player):
dx, dy = player.rect.x - self.rect.x, player.rect.y - self.rect.y
dist = math.hypot(dx, dy)
dx, dy = dx / dist, dy / dist
Enemy.move_x = dx * self.speed
Enemy.move_y = dy * self.speed
def update(self):
self.rect.x += round(self.move_x)
block_collide = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_collide:
if self.move_x > 0:
self.rect.right = block.rect.left
else:
self.rect.left = block.rect.right
self.rect.y += round(self.move_y)
block_collide = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_collide:
if self.move_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
#Player
class Player(pygame.sprite.Sprite):
move_x = 0
move_y = 0
walls = None
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20, 20])
self.image.fill(white)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
def move(self, x, y):
self.move_x += x
self.move_y += y
def update(self):
self.rect.x += self.move_x
block_collide = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_collide:
if self.move_x > 0:
self.rect.right = block.rect.left
else:
self.rect.left = block.rect.right
self.rect.y += self.move_y
block_collide = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_collide:
if self.move_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
#Maze
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
class Food(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.width = 10
self.height = 10
self.image = pygame.Surface([10,10])
self.image.fill(green)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(20,780)
self.rect.y = random.randrange(20,780)
all_sprite_list = pygame.sprite.Group()
wall_list = pygame.sprite.Group()
walls = ((0, 0, 10, 800),
(40, 40, 10, 75),
(50, 40, 190, 10),
(790, 10, 10, 800),
(10, 0, 800, 10),
(10, 790, 800, 10),
(50, 750, 170, 10),
(40, 145, 10, 615),
(80, 710, 310, 10),
(250, 750, 110, 10),
(390, 680, 10, 80),
(400, 750, 200, 10),
(430, 710, 10, 50),
(470, 710, 200, 10),
(630, 750, 130, 10),
(750, 40, 10, 720),
(550, 40, 210, 10),
(270, 40, 250, 10),
(410, 80, 310, 10),
(410, 120, 310, 10),
(80, 80, 300, 10),
(370, 40, 10, 90),
(130, 120, 240, 10),
(300, 160, 450, 10),
(50, 160, 220, 10),
(700, 710, 50, 10),
(80, 670, 670, 10),
(80, 160, 10, 510),
(80, 200, 100, 10),
(210, 200, 120, 10),
(270, 200, 10, 90),
(120, 240, 150, 10),
(80, 280, 250, 10),
(360, 200, 100, 10),
(310, 240, 150, 10),
(460, 160, 10, 130),
(360, 280, 100, 10))
for wall_coords in walls:
wall = Wall(*wall_coords)
wall_list.add(wall)
all_sprite_list.add(wall)
player = Player(10, 10)
player.walls = wall_list
enemy = Enemy(500, 500, 1, wall_list)
enemy2 = Enemy(400,400,1, wall_list)
all_sprite_list.add(enemy)
all_sprite_list.add(enemy2)
food = Food()
all_sprite_list.add(food)
all_sprite_list.add(player)
#Start screen Loop
done = False
while not done and display_instructions:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = False
if event.type == pygame.MOUSEBUTTONDOWN:
instruction_page += 1
if instruction_page == 2:
display_instructions = False
# Set the screen background
win.fill(black)
if instruction_page == 1:
text = font.render("Instructions:", True, white)
win.blit(text, [10, 20])
text = font.render("Use WASD, or the Arrow Keys to move", True, white)
win.blit(text, [10, 100])
text = font.render("Left click to shoot", True, white)
win.blit(text, [10, 150])
text = font.render("Can you beat your highscore?", True, red)
win.blit(text, [100, 370])
text = font.render("Click to start", True, white)
win.blit(text, [270, 600])
clock.tick(60)
pygame.display.flip()
# Programme loop
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.move(-2, 0)
elif event.key == pygame.K_RIGHT or event.key == ord('d'):
player.move(2, 0)
elif event.key == pygame.K_UP or event.key == ord('w'):
player.move(0, -2)
elif event.key == pygame.K_DOWN or event.key == ord('s'):
player.move(0, 2)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.move(2, 0)
elif event.key == pygame.K_RIGHT or event.key == ord('d'):
player.move(-2, 0)
elif event.key == pygame.K_UP or event.key == ord('w'):
player.move(0, 2)
elif event.key == pygame.K_DOWN or event.key == ord('s'):
player.move(0, -2)
elif event.type == pygame.MOUSEBUTTONDOWN:
aim_pos = event.pos
player_position = player.rect.center
bullet_vec = pygame.math.Vector2(aim_pos[0] - player_position[0], aim_pos[1] - player_position[1]).normalize() * 10
bullet = Bullet()
bullet.rect.center = player.rect.center
bullet.vec = bullet_vec
all_sprite_list.add(bullet)
enemy.move(player)
all_sprite_list.update()
win.fill(black)
all_sprite_list.draw(win)
# pygame.draw.rect(win,green,[randfoodx,randfoody,10,10])
pygame.display.flip()
clock.tick(100)
pygame.quit()
For the food issue, you'd need it to only generate a piece of food if there are none on the map. Or if there were less than x. So set a numberOfFood variable, and instead of while run: you could put while numberOfFood < 2:

"pygame.error: video system not initialized" after calling "pygame.event.get()"

When I try to load my game everything works except for the fact that it crashes and python doesn't respond. I can't see what I have missed.
Here is the whole code:
# To change this license header, choose License Headers in Project Properties.
# To change this template file, choose Tools | Templates
# and open the template in the editor.
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'Sprites')
snd_dir = path.join(path.dirname(__file__), 'sound')
WIDTH = 480
HEIGHT = 600
FPS = 60
car_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
mob_img = pygame.image.load(path.join(img_dir, "mob_zom.bmp"))
priv_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create window
pygame.init()
pygame.display.init()
screen = pygame.display.set_mode([800, 600])
test = "space.ogg"
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096)
pygame.mixer.music.load(path.join(snd_dir, 'atari.ogg'))
pygame.mixer.music.play(-1)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
clock.tick(FPS)
font_name = pygame.font.match_font('Arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, BLUE)
text_rect = text_surface.get_rect()
text_rect.midtop = (y, x)
surf.blit(text_surface, text_rect)
font_name = pygame.font.match_font('Arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, YELLOW)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((80, 50))
self.images = []
self.image = car_img
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 50
self.speedx = 0
self.image = pygame.transform.scale(car_img, (50, 80))
self.image.set_colorkey(GREEN)
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_UP]:
self.speedy = -8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = mob_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Priv(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = priv_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 200
def show_go_screen():
screen.blit(background, background_rect)
draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "Arrow keys move, Space to fire", 22,
WIDTH / 2, HEIGHT / 2)
draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.K_SPACE:
waiting = False
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
background = pygame.image.load(path.join(img_dir, "back_road_update.bmp")).convert()
background_rect = background.get_rect()
bullets = pygame.sprite.Group()
allspriteslist = pygame.sprite.Group()
#showstartscreen()
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
#def game_intro():
#display = pygame.display.set_mode((800,600))
#intro = True
#while intro:
#for event in pygame.event.get():
#if event.type == pygame.QUIT:
#pygame.quit()
#quit()
#display.fill(BLACK)
#largeText = pygame.font.match_font('Arial',10)
#textSurf, textRect = draw_text(text, size, x, y)
#textRect.centre = ((display_width/2), (display_height/2))
#display.blit(textSurf, textRect)
#pygame.display.update()
#clock.tick(15)
#pygame.display.update()
show_go_screen()
score = 000
score2 = 50
# Game loop
#game_intro()
game_over = True
running = True
while running:
if game_over:
game_over = False
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
#for i in range(5):
#m = Mob()
#all_sprites.add(m)
#mobs.add(m)
elif event.type == pygame.KEYDOWN:
if score2 == 0:
game_over = True
if event.type == pygame.K_9:
running = False
if event.key == pygame.K_SPACE:
player.shoot()
score2 -= 1
if event.key == pygame.K_EQUALS:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
#if event.key == pygame.K_SPACE:
if clock.tick == 10:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
if event.key == pygame.K_1:
for i in range(2):
p = Priv()
all_sprites.add(p)
Priv.add(p)
if event.key == pygame.K_2:
for i in range(10):
m = Mob()
all_sprites.add(m)
mobs.add(m)
# Update
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 1
m = Mob()
all_sprites.add(m)
mobs.add(m)
p = Priv()
all_sprites.add(m)
Priv.add(p)
hits = pygame.sprite.spritecollide(player, mobs, False)
#if hits:
#running = False
try:
for i in bullets:
i.rect.bottom += -5
except:
None
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
draw_text(screen, str(score), 50, WIDTH / 10, 10)
draw_text(screen, str(score2), 50, HEIGHT / 13, 200)
#draw_text(screen, str(scores), 50, WIDTH / 10, 10)
all_sprites.draw(screen)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.QUIT
Here is the error that happens if I force quit the app:
Traceback (most recent call last):
File "/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 187, in <module>
show_go_screen()
File "/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 147, in show_go_screen
for event in pygame.event.get():
pygame.error: video system not initialized
pygame.quit doesn't quit the whole program, it just uninitializes the pygame modules. So the while loop in show_go_screen is still running and calls pygame.event.get(), but that doesn't work anymore after you've uninitialized everything and the pygame.error: video system not initialized is raised.
To quit the game call sys.exit() after pygame.quit(). Add import sys at the top of the file.
Also, to run the game I had to modify the event loop in show_go_screen and remove the first while running: loop:
def show_go_screen():
screen.blit(background, background_rect)
draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "Arrow keys move, Space to fire", 22,
WIDTH / 2, HEIGHT / 2)
draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# First check if the event type is KEYDOWN.
if event.type == pygame.KEYDOWN:
# Then you need to check if the `event.key` not `event.type`
# equals `pygame.K_SPACE`.
if event.key == pygame.K_SPACE:
waiting = False

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