Updating multiple items in a class, not just one - python

In the update section of this code, only the first bat that gets made is affected by update() in class Bat()...
Outside of main loop:
START_BAT_COUNT = 30
BAT_IMAGE_PATH = os.path.join( 'Sprites', 'Bat_enemy', 'Bat-1.png' )
bat_image = pygame.image.load(BAT_IMAGE_PATH).convert_alpha()
bat_image = pygame.transform.scale(bat_image, (80, 70))
class Bat(pygame.sprite.Sprite):
def __init__(self, bat_x, bat_y, bat_image, bat_health):
pygame.sprite.Sprite.__init__(self)
self.bat_health = bat_health
self.image = bat_image
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
self.rect.topleft = (bat_x, bat_y)
def update(self):
self.bat_health -= 1
if self.bat_health < 0:
new_bat.kill()
all_bats = pygame.sprite.Group()
for i in range(START_BAT_COUNT):
bat_x = (random.randint(0, 600))
bat_y = (random.randint(0, 600))
bat_health = 5
new_bat = Bat(bat_x, bat_y, bat_image, bat_health)
all_bats.add(new_bat)
Inside main loop...
all_bats.update()
all_bats.draw(display)
Any help would be great! Thanks.

In Method Objects you must use the instance parameter (self) instead of an object instance in the global namespace. This means you have to call self.kill() instead of new_bat.kill():
class Bat(pygame.sprite.Sprite):
# [...]
def update(self):
self.bat_health -= 1
if self.bat_health < 0:
self.kill()

Related

One instance of a pygame sprite is changing a whole groups pos

Just making a simple game to practise more than anything where ants start in a nest they leave if they can and find the nearest food that isn't already targeted, so they each have their own path and target. They do this already but whenever I actually move the sprites all the sprites in this group position attributes seem to follow one ants instead of their own path.
import pygame
import settings
import random
vec = pygame.math.Vector2
class Ant(pygame.sprite.Sprite):
def __init__(self, world):
self.world = world
pygame.sprite.Sprite.__init__(self, self.world.ants, self.world.all_sprites)
self.image = pygame.Surface((settings.ANT_RADIUS*2, settings.ANT_RADIUS*2))
self.draw()
self.rect = self.image.get_rect()
self.pos = self.world.nest.pos
self.rect.center = self.pos
self.in_nest = True
self.image.set_colorkey((0, 0, 0))
self.target = False
def update(self):
if self.in_nest:
self.try_leave_nest()
else:
if self.target != False:
self.move_to_food()
else:
self.target = self.find_food()
def draw(self):
pygame.draw.circle(self.image, settings.ANT_COLOUR,
(settings.ANT_RADIUS, settings.ANT_RADIUS), settings.ANT_RADIUS)
def move_to_food(self):
self.direction = vec(self.target.pos-self.pos).normalize()
self.pos += self.direction
self.rect.center = self.pos
print(self.pos)
def find_food(self):
self.closest = settings.WINDOW_WIDTH
self.closest_food = False
for food in self.world.food:
if not food.taken:
self.distance = self.pos.distance_to(food.pos)
if self.distance <= self.closest:
self.closest = self.distance
self.closest_food = food
self.closest_food.taken = True
return self.closest_food
def try_leave_nest(self):
leave_chance = settings.ANT_LEAVE_CHANCE
leave_num = random.random()
if leave_num < leave_chance:
self.in_nest = False
self.pos = self.world.nest.pos
Copies a reference to the position object, not the object itself!
self.pos += self.direction
Modifies the object inplace, meaning self.world.nest.pos is modified, too.

How can i keep updating variables to class from outside of it?

I'm New to python/pygame classes and I'm making a game.
So my problem is that i have a class that draws spaceships to screen but i would need somehow add spacemove_x,spacemove_y to their x and y.
These spacemove_x,spacemove_y are defined when user moves he's own spaceship
(I use spacemove_x,spacemove_y for updating places for other stuff too like stars because this game is from top down view so when i move my spacecraft other things should get closer/farther away depending what direction my character is going)
So spacemove_x,spacemove_y is always updating it self but how can I give this info to class?
CODE:
import pygame
import random
class BaseClass(pygame.sprite.Sprite):
allsprites = pygame.sprite.Group()
def __init__(self, x, y, width, height,spacemove_x,spacemove_y):
pygame.sprite.Sprite.__init__(self)
BaseClass.allsprites.add(self)
self.shipDefaultUp = pygame.image.load("textures/ships/shipDefault/shipUP.png")
self.shipDefaultRight = pygame.image.load("textures/ships/shipDefault/shipRIGHT.png")
self.shipDefaultDown = pygame.image.load("textures/ships/shipDefault/shipDOWN.png")
self.shipDefaultLeft = pygame.image.load("textures/ships/shipDefault/shipLEFT.png")
self.shipCargo1Up = pygame.image.load("textures/ships/shipCargo1/shipCargo1UP.png")
self.shipCargo1Right = pygame.image.load("textures/ships/shipCargo1/shipCargo1RIGHT.png")
self.shipCargo1Down = pygame.image.load("textures/ships/shipCargo1/shipCargo1DOWN.png")
self.shipCargo1Left = pygame.image.load("textures/ships/shipCargo1/shipCargo1LEFT.png")
self.shipCargo2Up = pygame.image.load("textures/ships/shipCargo2/shipCargo2UP.png")
self.shipCargo2Right = pygame.image.load("textures/ships/shipCargo2/shipCargo2RIGHT.png")
self.shipCargo2Down = pygame.image.load("textures/ships/shipCargo2/shipCargo2DOWN.png")
self.shipCargo2Left = pygame.image.load("textures/ships/shipCargo2/shipCargo2LEFT.png")
self.image = pygame.image.load("textures/ships/shipDefault/shipUP.png")
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.width = width
self.height = height
self.spacemove_x = spacemove_x
self.spacemove_y = spacemove_y
#self.dirrection = random.randrange(1,5)
self.dirrection = 1
self.timer = random.randrange(10,50)
self.speed = random.randrange(2,10)
self.shiptype = 3#random.randrange(1,3)
#shiptypes#
#1 = shipDefault
#2 = shipCargo1
#3 = shipCargo2
self.move1 = ((1),(2),(4))
self.move2 = ((1),(2),(3))
self.move3 = ((2),(3),(4))
self.move4 = ((1),(3),(4))
class spacecraftBOT(BaseClass):
ships = pygame.sprite.Group()
def __init__(self, x, y, width, height,spacemove_x,spacemove_y):
BaseClass.__init__(self, x, y, width, height,spacemove_x,spacemove_y)
spacecraftBOT.ships.add(self)
def motion(self):
#1 = UP
#2 = RIGHT
#3 = DOWN
#4 = LEFT
self.timer -=1
if self.dirrection == 1: ##############SHIP UP
self.rect.y -=self.speed
self.rect.y -=self.spacemove_x
if self.shiptype == 1:
self.image = self.shipDefaultUp
if self.shiptype == 2:
self.image = self.shipCargo1Up
if self.dirrection == 2:################SHIP RIGHT
self.rect.x +=self.speed
self.rect.x +=self.spacemove_x
if self.shiptype == 1:
self.image = self.shipDefaultRight
if self.shiptype == 2:
self.image = self.shipCargo1Right
if self.shiptype == 3:
self.image = self.shipCargo2Right
if self.dirrection == 3: ##############SHIP DOWN
self.rect.y +=self.speed
self.rect.y +=self.spacemove_y
if self.shiptype == 1:
self.image = self.shipDefaultDown
if self.shiptype == 2:
self.image = self.shipCargo1Down
if self.shiptype == 3:
self.image = self.shipCargo2Down
if self.dirrection == 4: ################SHIP LEFT
self.rect.x -=self.speed
self.rect.x -=self.spacemove_x
if self.shiptype == 1:
self.image = self.shipDefaultLeft
if self.shiptype == 2:
self.image = self.shipCargo1Left
if self.shiptype == 3:
self.image = self.shipCargo2Left
if self.dirrection == 5:
print("loitter")
if self.timer < 0:
self.dirrection = random.randrange(1,6)
self.timer = random.randrange(10,50)
This is how I create spacecraft to my game:
spacecraft1 = spacecraftBOT(500,500,100,34,spacemove_x,spacemove_y)
So how can I give this class updated spacemove_x,spacemove_y?
So how can i give this class updated spacemove_x,spacemove_y?
Just assigning them should work:
spacecraft1.spacemove_x = 100
spacecraft1.spacemove_y = 200
BTW, spacecraft1 is an instance of class spacecraftBOT, not a class.
You access instance members with the dot operator. In fact, you already do this with self many times. The name self is not special; it is just a variable which refers to a class instance. Similarly, spacecraft1 is a variable which refers to a class instance. This means you can use the exact same notation:
spacecraft1.spacemove_x = 100
or
spacecraft1.spacemove_x += 50
Or basically anything you want.
Alternatively, you can define a move() method:
class spacecraftBOT(BaseClass):
# ... all of the code you already have ...
def move(self, x, y):
self.spacemove_x = x
self.spacemove_y = y
Now you can call the method with something like
spaceship1.move(100, 50)
Notice that this jumps directly to the given location. If you want to increment the x and y coordinates instead, you just need to implement the correct logic. (Hint: Use += instead of =.)

Ways to reach variables from one class to another class?

I'm trying to create a basic game, but I'm fairly new to the python programming scene. I've come across a problem where with two classes (a player and enemy class), I want to access class variables like health from the player and enemy, and vice versa. What are some ways of doing this?
Here's the code to better emphasize what I'm asking:
class Player(object):
def __init__(self, image):
self.x = 100
self.y = 240
self.health = 30
self.defense = 25
self.image = image
self.black = (0, 0, 0)
self.draw()
def draw(self):
screen.blit(self.image, (self.x, self.y))
line = pygame.draw.rect(screen, self.black, (80, 300, 100, 5))
def attack(self):
pass
class Enemy(object):
def __init__(self, image):
self.x = 480
self.y = 240
self.health = 20
self.defense = 15
self.image = image
self.black = (0, 0, 0)
self.draw()
def draw(self):
screen.blit(self.image, (self.x, self.y))
line = pygame.draw.rect(screen, self.black, (460, 300, 100, 5))
def attack(self):
pass
Basically, I don't understand how I can take something like the "self.health" from one class, and easily access it from the other class. I've tried some methods of using return methods etc., but I'm curious if there are any simple ways to do this. Help is appreciated!
This code creates a class, and in the special __init__ method, it assigns values to various member variables.
class Player(object):
def __init__(self, image):
self.x = 100
self.y = 240
self.health = 30
self.defense = 25
self.image = image
self.black = (0, 0, 0)
self.draw()
These member variables are also called properties in Python. If you have a reference to a Player instance (an instance of the Player class):
p = Player()
You can access the properties all you like:
print(p.health)
Perhaps you need some kind of "main loop" or controller class that has access to players and enemies and can set their properties accordingly:
class MainLoop(object):
def __init__(self):
self.player_1 = Player()
self.enemy_1 = Enemy()
def run(self):
if fight(): # fight() is some function of your game
self.player_1.health -= 10
self.enemy_1.health -= 20

calling attributes from other classes error

I am working on a project for my CS class, I am near where I fell comfortable to call it complete, but I am getting this error:
exceptions.AttributeError: type object 'protaganist' has no attribute 'hearts'
also i am trying to make my protaganist class move up.... i have tried
if keys[pygame.K_SPACE]:
self.y += self.dy # (where dy was defined as 10 in init)
i dont know what else to try
lastly how i might set somthing with a random position of x with a set y position
it highlights here: ( it is calling another classe's attribute, but i dnt know why its causing error:
class coinandheartscore(gameEngine.SuperSprite):
def __init__(self, scene):
gameEngine.SuperSprite.__init__(self, scene)
self.font = pygame.font.SysFont("None", 50)
def update(self):
self.text = "hearts X: %d, Coins X: %d" % (protaganist.hearts, protaganist.coins)
self.image = self.font.render(self.text, 1, (255, 255, 0))
self.rect = self.image.get_rect()
here is my overall code:
import gameEngine
import pygame
import math
pygame.init()
screen = pygame.display.set_mode((640, 480))
pygame.mixer.init()
sndAtk = pygame.mixer.Sound("OOT_AdultLink_Attack1.wav")
sndWalk = pygame.mixer.Sound("OOT_Steps_Dirt1.wav")
sndPoof = pygame.mixer.Sound("OOT_Enemy_Poof1.wav")
sndWalk.set_volume(.1)
sndAtk.set_volume(.5)
sndPoof.set_volume(.9)
#sndRun = pygame.mixer.Sound("")
#goal is to create a game
#must have menu to start game
#menu should have a start and quit button.. start runs gaming operations and quit exits program
#sprites for character and enemies and bullets maybe, use one large image and simply move visibiliy
#this saves memory as 1 image is loaded instead of many
"""
protaganist is our hero sprite
should run left and right, jump left and right
and attack left and right...
I might add in the bow and jump attack
"""
class scrollinggrass(gameEngine.SuperSprite):
def __init__(self, scene):
gameEngine.SuperSprite.__init__(self, scene)
self.setImage("gamebackground.jpg")
self.rect = self.imageMaster.get_rect()
self.setPosition((400,247))
self.checkKeys()
self.dy = 3
def checkKeys(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_d]:
self.forward(-6)
sndWalk.play()
if keys[pygame.K_a]:
self.forward(6)
sndWalk.play()
class coins(gameEngine.SuperSprite):
def __init__(self, scene):
gameEngine.SuperSprite.__init__(self, scene)
self.loadImages()
self.image = self.imageMaster
self.frame = -1
self.pause = 0
self.delay = 3
def loadImages(self):
self.coinImgList = []
for i in range(3):
nameImage = "linkimages/coins/greenrupee%d.png" % i
self.setImage(nameImage)
tempImage = self.imageMaster
transparentColor = tempImage.get_at((1,1))
tempImage.set_colorkey(transparentColor)
self.coinImgList.append(tempImage)
def update(self):
self.pause += .25
if self.pause >= self.delay:
self.pause = 0
self.frame += 1
if self.frame >= len(self.coinImgList):
self.frame = 0
self.image = self.coinImgList[self.frame]
class hearts(gameEngine.SuperSprite):
def __init__(self, scene):
gameEngine.SuperSprite.__init__(self, scene)
self.setImage("heart.png")
self.setTransparentColor = self.imageMaster.get_at((1,1))
self.imageMaster.set_colorkey(self.setTransparentColor)
self.setPosition((550 , 30))
class badguy(gameEngine.SuperSprite):
def __init__(self, scene):
gameEngine.SuperSprite.__init__(self, scene)
self.setImage("badguy1.png")
self.setTransparentColor = self.imageMaster.get_at((1,1))
self.imageMaster.set_colorkey(self.setTransparentColor)
self.rect = self.imageMaster.get_rect()
# self.CONTINUE = 4
self.boundAction = self.CONTINUE
self.health = 2
self.DEAD = 1
self.state = 0
self.setPosition((200,375))
self.checkKeys()
def checkKeys(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_d]:
self.forward(-3)
if keys[pygame.K_a]:
self.forward(3)
def reset(self):
self.setPosition((1000, 375))
self.health = 2
# def update(self):
class protaganist(gameEngine.SuperSprite):
def __init__(self, scene):
gameEngine.SuperSprite.__init__(self, scene)
self.imageList = []
self.pause = 0
self.delay = 3
self.rect = self.imageMaster.get_rect()
self.STANDING = 0
self.RIGHT = 0
self.LEFT = 1
self.direction = self.RIGHT
self.RUNNING = 1
self.ATTACKING = 2
self.JUMPING = 3
self.DEAD = 10
self.frame = -1
self.state = self.STANDING
self.coins = 0
self.hearts = 1
self.heartPts = self.hearts * 3
self.stats()
self.dy = 20
self.loadImages()
self.image = self.imageMaster
self.checkKeys()
def stats(self):
#sets it up so each heart is essentially 3 hit points
if self.heartPts >= 3:
self.hearts = 1
elif self.heartPts >= 6:
self.hearts = 2
elif self.heartPts == 9:
self.hearts = 3
elif self.heartPts > 9:
self.heartPts = 9
# changes state to dead if hp == 0
if self.heartPts == 0:
self.state = DEAD
def loadImages(self):
self.setImage("heroSTANDINGLeft.gif")
self.setTransparentColor = self.imageMaster.get_at((1,1))
self.imageMaster.set_colorkey(self.setTransparentColor)
self.imageSTANDINGLeft = self.imageMaster
self.setImage("heroSTANDING.gif")
self.setTransparentColor = self.imageMaster.get_at((1,1))
self.imageMaster.set_colorkey(self.setTransparentColor)
self.imageSTANDING = self.imageMaster
self.heroATKList = []
self.heroATKleft = []
self.heroDEAD = []
self.heroRUNList = []
self.heroRUNLeftList = []
for i in range(4):
nameImage = "linkimages/DEAD/heroDEAD%d.gif" % i
self.setImage(nameImage)
tempImage = self.imageMaster
transparentColor = tempImage.get_at((1,1))
tempImage.set_colorkey(transparentColor)
self.heroDEAD.append(tempImage)
for i in range(5):
nameImage = "linkimages/runningRIGHT/heroRUN%d.gif" % i
self.setImage(nameImage)
tempImage = self.imageMaster
transparentColor = tempImage.get_at((1,1))
tempImage.set_colorkey(transparentColor)
self.heroRUNList.append(tempImage)
for i in range(5):
nameImage = "linkimages/runningLEFT/heroRUN%d.gif" % i
self.setImage(nameImage)
tempImage = self.imageMaster
transparentColor = tempImage.get_at((1,1))
tempImage.set_colorkey(transparentColor)
self.heroRUNLeftList.append(tempImage)
for i in range(4):
nameImage = "linkimages/ATTACKING/heroATTACKING%d.gif" % i
self.setImage(nameImage)
tempImage = self.imageMaster
transparentColor = tempImage.get_at((1,1))
tempImage.set_colorkey(transparentColor)
self.heroATKList.append(tempImage)
for i in range(4):
nameImage = "linkimages/ATTACKING/heroATTACKINGLeft%d.gif" % i
self.setImage(nameImage)
tempImage = self.imageMaster
transparentColor = tempImage.get_at((1,1))
tempImage.set_colorkey(transparentColor)
self.heroATKleft.append(tempImage)
def update(self):
self.rect = self.imageMaster.get_rect()
self.rect.x = 275
self.rect.y = 350
if self.state == self.STANDING:
if self.direction == self.RIGHT:
self.image = self.imageSTANDING
self.setPosition((200,200))
elif self.direction == self.LEFT:
self.image = self.imageSTANDINGLeft
if self.state == self.RUNNING:
if self.direction == self.RIGHT:
self.frame += 1
if self.frame >= len(self.heroRUNList):
self.frame = 0
self.image = self.heroRUNList[self.frame]
elif self.direction == self.LEFT:
self.frame += 1
if self.frame >= len(self.heroRUNLeftList):
self.frame = 0
self.image = self.heroRUNLeftList[self.frame]
if self.state == self.DEAD:
self.frame += 1
if self.frame >= len(self.heroDEAD):
self.frame = 0
self.image = self.heroDEAD[self.frame]
self.pause += .5
if self.pause >= self.delay:
self.pause = 0
if self.state == self.ATTACKING:
if self.direction == self.RIGHT:
self.frame += 1
sndAtk.play()
if self.frame >= len(self.heroATKList):
self.frame = 0
self.image = self.heroATKList[self.frame]
elif self.direction == self.LEFT:
self.frame += 1
sndAtk.play()
if self.frame >= len(self.heroATKleft):
self.frame = 0
self.image = self.heroATKleft[self.frame]
def checkKeys(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_d]:
self.direction = self.RIGHT
self.state = self.RUNNING
self.x += self.dx
else:
self.state = self.STANDING
if keys[pygame.K_a]:
self.state = self.RUNNING
self.direction = self.LEFT
if keys[pygame.K_g]:
self.state = self.ATTACKING
#sndAtk.play()
if keys[pygame.K_SPACE]:
self.addDY(3)
if self.state == self.DEAD:
self.image = self.deadImgList[0]
self.frame += 1
self.image = self.deadImgList[self.frame]
#self.image = self.image.get_rect()
#self.rect.center = (320, 240)
class coinandheartscore(gameEngine.SuperSprite):
def __init__(self, scene):
gameEngine.SuperSprite.__init__(self, scene)
self.font = pygame.font.SysFont("None", 50)
def update(self):
self.text = "hearts X: %d, Coins X: %d" % (protaganist.hearts, protaganist.coins)
self.image = self.font.render(self.text, 1, (255, 255, 0))
self.rect = self.image.get_rect()
class game(gameEngine.Scene):
def __init__ (self):
gameEngine.Scene.__init__(self)
pygame.display.set_caption("Link's Mediocre Adventure")
background = pygame.Surface(screen.get_size())
background.fill((0, 0, 0))
screen.blit(background, (0, 0))
coin = coins(self)
pro = protaganist(self)
baddy = badguy(self)
baddy1 = badguy(self)
heart = hearts(self)
grass = scrollinggrass(self)
score = coinandheartscore(self)
goodlySprites = self.makeSpriteGroup((grass, coin, pro, heart))
baddySprites = self.makeSpriteGroup((baddy, baddy1))
cnhrtSprites = self.makeSpriteGroup((score))
self.addGroup((cnhrtSprites))
self.addGroup((goodlySprites))
self.addGroup((baddySprites))
clock = pygame.time.Clock()
keepGoing = True
while keepGoing:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
if pro.state == pro.ATTACKING:
if pro.collidesGroup(baddySprites):
baddy.health -= 1
baddy1.health -= 1
if baddy.health == 0:
sndPoof.play()
baddy.reset()
elif baddy1.health == 0:
sndPoof.play()
baddy1.reset()
elif pro.state != pro.ATTACKING:
if pro.collidesGroup(baddySprites):
pro.heartPts -= 1
baddy.checkKeys()
grass.checkKeys()
pro.checkKeys()
pro.loadImages()
goodlySprites.clear(screen, background)
baddySprites.clear(screen, background)
cnhrtSprites.clear(screen, background)
goodlySprites.update()
baddySprites.update()
cnhrtSprites.update()
goodlySprites.draw(screen)
baddySprites.draw(screen)
cnhrtSprites.draw(screen)
pygame.display.flip()
def main():
game.start()
if __name__ == "__main__":
game()
At least one of the problems is in your naming of your classes: the PEP8 convention calls for capitalized class names (Protagonist) and lower-case instances of them (pro). You've called your class protagonist and instantiated as pro. It looks like you're referring to protagonist.hearts (no such class attribute exists) when you mean pro.hearts (attribute of an instance of the protagonist class.
As a general rule, if you have two questions (even about the same piece of code), you should post two separate questions on Stack Overflow. That said...
1: Moving Up
The code you quoted in your question looks OK. Unfortunately, it's nothing like the code you're actually running in protaganist.checkKeys:
if keys[pygame.K_SPACE]:
self.addDY(3)
There is no protaganist.addDY method, so trying to call it should raise an exception. The hard-wired argument to the non-existent method is 3, not 10. Finally (to correct your comment), protaganist.__init__ sets protaganist.dy to 20, not 10.
2: AttributeError
Your protaganist class has no hearts attribute, which is almost exactly what the error message said. (Note that it's typically spelled with an "o": protagonist.)
Instances of your protaganist class do have a hearts attribute, but you can't access that by going through the class name. (How would the Python interpreter know which of possibly-many protaganist instances you meant?)
To get a particular protaganist object's hearts value, you'll need a reference to that specific instance:
class coinandheartscore(gameEngine.SuperSprite):
# New protagonist parameter is required.
def __init__(self, scene, protagonist):
gameEngine.SuperSprite.__init__(self, scene)
self.font = pygame.font.SysFont("None", 50)
# Save it for later use.
self.protagonist = protagonist
def update(self):
# self.protagonist refers to _one_ specific
# protaganist instance, which _does_ have
# hearts and coins attributes.
self.text = "hearts X: %d, Coins X: %d" % (
self.protagonist.hearts,
self.protagonist.coins,
)
# Remainder unchanged...
Later, in the game.__init__ method, you'll have to provide the new argument when you instantiate coinandheartscore:
# New self.pro argument.
score = coinandheartscore(self, self.pro)
3: PEP-8
Finally, I second xnx's comments about naming conventions... The strange names made this much harder to read than it had to be.
Although xnx didn't link to PEP-8 in his answer, it is literally the first Google result. He or she was specifically talking about the section on Naming Conventions.
4: Freebies
protaganist.checkKeys: d and a are not the inverses you would expect. d adds self.dx ( which does not exist) to self.x, while a adds nothing.
protaganist.stats sets self.state to DEAD, which does not exist. You probably meant self.DEAD.
In general, test more and code less. The more you write between tests, the more bugs you will have to track down, and the more places they can be hiding.

Making sprites inside/outside of a class

I've got all my code working on its own. I need to start linking it all to buttons though.
QUESTION: trying to setup multiple buttons as sprites for collision purposes. Don't know how to do it outside of a class.
I have buttons working in seperate classes, but cannot get them to work in the same class for the obvious reason of, the self.image of the second one is overwriting the first one.
class Icons(pygame.sprite.Sprite):
def __init__(self, *args):
pygame.sprite.Sprite.__init__(self, *args)
self.image = pygame.image.load("images/airbrushIC.gif").convert()
self.rect = self.image.get_rect()
ic1 = self.image
self.rect.x = 50
self.rect.y = 490
self.image = pygame.image.load("images/fillIC.gif").convert()
self.rect = self.image.get_rect()
ic2 = self.image
self.rect.x = 10
self.rect.y = 540
def update(self):
pygame.mouse.get_pos()
pygame.mouse.get_pressed()
This code doesn't have to be a class. But I do not know how to make the images a sprite without being inside of a class. Any help would be appriciated thanks!
Instead of Icons you should have a generic Icon class.
Then you can create an instance of Icon for each button.
class Icon(pygame.sprite.Sprite):
def __init__(self, image_name, pos, cb, cb_data, *args):
pygame.sprite.Sprite.__init__(self, *args)
self.image = pygame.image.load("images/" + image_name).convert()
self.rect = self.image.get_rect()
self.rect.x = pos[0]
self.rect.y = pos[1]
this.cb = cb # function to call when button is pressed
this.cb_data = cb_data # data to pass to the function
def pressed():
this.cb(cb_data)
Then in you main function you create the buttons:
ic1 = Icon("airbrushIC.gif", (50, 490), button_pressed, "airbrushIC")
ic2 = Icon("fillIC.gif", (10, 540), button_pressed, "fillIC")
buttons = [ic1, ic2]
def button_pressed(data):
print "Button pressed:" + str(data)
Last, for every mouse down event you look for a button collition:
for b in buttons:
if b.rect.collidepoint(event.pos):
b.pressed()

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