When SPACE or DOWN is held, then the sprite disappears because of the scrolling background. When the background is a still image, it works. Furthermore the animation is fast so I used a timer to make it slower, but when the DOWN button is let go of, the screen speeds up.
I have tried searching up syntax online and it works when the background image is still.
from time import sleep as s
import random
import pygame
pygame.init()
import time
window = pygame.display.set_mode((1000, 500))
pygame.display.set_caption("Practice Game")
image = pygame.image.load('pixel6.png')
image = pygame.transform.scale(image, (1000, 500))
jump1 = [pygame.image.load('adventurer-jump-00.png'),pygame.image.load('adventurer-jump-01.png'),pygame.image.load('adventurer-jump-02.png'),pygame.image.load('adventurer-jump-03.png'), pygame.image.load('adventurer-smrslt-00.png'),pygame.image.load('adventurer-smrslt-01.png'),pygame.image.load('adventurer-smrslt-02.png'),pygame.image.load('adventurer-smrslt-03.png')]
run2 = [pygame.image.load('adventurer-run-00.png'), pygame.image.load('adventurer-run-01.png'),pygame.image.load('adventurer-run-02.png'),pygame.image.load('adventurer-run-03.png')]
slide1 = [pygame.image.load('adventurer-slide-00.png'),pygame.image.load('adventurer-slide-01.png'),pygame.image.load('adventurer-stand-00.png'),pygame.image.load('adventurer-stand-01.png'),pygame.image.load('adventurer-stand-02.png')]
#attack = [pygame.image.load('
imagex = 0
imagex2 = image.get_width()
clock = pygame.time.Clock()
run = True
run1 = True
jump2 = True
slide2 = True
imagess = True
x = 40
y = 391
FPS = 60
speed = 0.6
jumpcount = 10
jumpcount1 = 0
runcount = 0
slide = 0
isJump = False
down = False
class obstacles(object):
img = [pygame.image.load('img.png')]
def __init__(self, x,y, width, height):
self.x = x
self.y =y
self.width = width
self.height = height
self.hitbox = (x,y,width,height)
self.count = 0
def draw(self, window):
self.hitbox = (self.x + 5, self.y + 5, self.width, self.height)
if self.count >= 8:
self.count = 0
self.count +=1
window.blit(pygame.transform.scale(self.img[self.count//1000], (150,100)), (self.x, self.y))
pygame.draw.rect(window, (255,0,0), self.hitbox, 2)
objects = []
def keepdrawing():
global runcount, slide, run1,jumpcount1
window.blit(image, (imagex,0))
window.blit(image, (imagex2,0))
for object1 in objects:
object1.draw(window)
if runcount >= 3:
runcount = 0
if run1 == True:
window.blit(run2[runcount],(int(x),int(y)))
runcount +=1
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN and y == 391:
run1 = False
if slide >= 4:
slide = 0
if slide2:
window.blit(slide1[slide],(int(x),int(y)))
slide +=1
if event.key == pygame.K_SPACE:
run1 = False
if jumpcount1 >= 7:
jumpcount1 = 0
if jump2 and y!=391:
window.blit(jump1[jumpcount1],(int(x),int(y)))
jumpcount1 +=1
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
run1 = True
if event.key == pygame.K_SPACE:
run1=True
pygame.display.update()
pygame.time.set_timer(pygame.USEREVENT+1, 500)
pygame.time.set_timer(pygame.USEREVENT+2, random.randrange(1000,2000))
obstacles = obstacles(1050,300,64,64)
while run:
clock.tick(60)
imagex -= 2
imagex2 -= 2
if imagex < image.get_width() * -1:
imagex = image.get_width()
if imagex2 < image.get_width() * -1:
imagex2 = image.get_width()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.USEREVENT+1:
speed += 1
if event.type == pygame.USEREVENT+2:
objects.append(obstacles)
for object1 in objects:
object1.x -= 1
if object1.x < -100:
objects.pop(objects.index(object1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if not(isJump):
if keys[pygame.K_SPACE]:
isJump =True
else:
if jumpcount >= -10:
neg=1
if jumpcount <0:
neg = -1
s(0.01)
y-= (jumpcount**2)*0.3*neg
s(0.01)
jumpcount -=1
else:
isJump = False
jumpcount = 10
keepdrawing()
I cannot test your game due to the lot of images I do not have, but I think you are misunderstanding how the event system works, or at least you have neglected a case.
When you press a key, the KEYDOWN is emitted, and when you lift the key, the KEYUP is emitted.
These event are instantaneous (well, not really, but they are very fast), and are catched by the event manager only when the status of the button changes (from pressed to unpressed and viceversa). You must not rely on them to check if a button is kept pressed. Have a look at this post for a better understanding.
With this in mind, let's see what happening to your keepdrawing function. Here the relevant parts:
def keepdrawing():
#...
if run1 == True:
#blitting
if event.type == pygame.KEYDOWN:
run1 = False
#stuff and blitting
if event.type == pygame.KEYUP:
run1 = True
As you can see, when you hold the button pressed (that is, between KEYDOWN and KEYUP events) the boolean run1 is False. So nothing is blit. That's why your image disappear.
You should still be able to see the beginning of the movement: the frame when you press the button the KEYDOWN event is catched and that part of the code is executed. But the frame later, nothing is blit because run1 is False and there is no event to be catched.
I do not have a working solution, as I said I cannot test the game, but I would suggest at least to be sure that keepdrawing always draw something. Try to figure what you should draw when run1 is False and add a couple of lines about it in keepdrawing.
As a more general advice, do not use the pygame event system in the keepdrawing function. Just check if a button is pressed like you do here:
keys = pygame.key.get_pressed()
Related
been trying for a while to find the problem with the following code. I'm trying to have the pointer move up and down like the title of the question states but it just won't move. Any and all help is welcome.
Code for Pause Screen event processing:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_w:
self.pointer.moveUp()
print("Up we go")
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
self.pointer.moveDown()
print("Down we go")
if event.key == pygame.K_RETURN:
self.selection = int(pointer.Pointer.getPosition(self.pointer))
print(str(pointer.Pointer.getPosition(self.pointer)))
return True
return False
Code for displaying which shows the pointer in the same place.
self.active_sprite_list.draw(screen)
font = pygame.font.SysFont("serif", 25)
text = []
center_x = []
center_y = []
for counter in range(1,5):
text.append(font.render(self.options[counter-1], True, constants.WHITE))
center_x.append(150)
center_y.append((counter * 120) - (text[counter-1].get_height() // 2) + (self.pointer.image.get_height() // 2))
screen.blit(text[counter-1], [center_x[counter-1],center_y[counter-1]])
pygame.display.flip()
And for reference the same code in the Menu which has the pointer moving up and down:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_w:
self.pointer.moveUp()
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
self.pointer.moveDown()
if event.key == pygame.K_RETURN:
self.selection = int(pointer.Pointer.getPosition(self.pointer))
#print(str(self.selection))
return True
###Some code later###
screen.fill(constants.BLACK)
font = pygame.font.SysFont("serif", 25)
for counter in range(1,5):
text = font.render(self.options[counter-1], True, constants.WHITE)
center_x = 150
center_y = (counter * 120) - (text.get_height() // 2) + (self.pointer.image.get_height() // 2)
screen.blit(text, [center_x, center_y])
self.active_sprite_list.draw(screen)
pygame.display.flip()
And before you suggest, the screen for the pause has been declared before here:
while notPaused == False:
#print("Received")
notPaused = pause.processEvents()
print(str(notPaused))
if firstTime == True:
self.pauseScreen.fill(constants.ABLACK)
pause.displayFrame(self.pauseScreen)
self.pauseScreen.set_alpha(128)
screen.blit(self.pauseScreen, [0,0])
firstTime = False
pause.displayFrame(self.pauseScreen)
clock.tick(60)
As per requested, here is the MoveUp and MoveDown functions in the Pointer Class:
def moveUp(self):
if self.rect.y <= 120:
self.rect.y = 480
else:
self.rect.y -= 120
def moveDown(self):
if self.rect.y >= 480:
self.rect.y = 120
else:
self.rect.y += 120
And as suggested, the modular/self-contained code that can be run on its own as long as you have some kind of image in a Resources Folder next to the saved code file.
import pygame, sys
"""
Global constants
"""
# Colors
ABLACK = ( 0, 0, 0, 125)
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
YELLOW = ( 255, 255, 0)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Pointer(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("Resources/Pointer.png")
self.rect = self.image.get_rect()
self.rect.x = 100
self.rect.y = 120
def moveUp(self):
if self.rect.y <= 120:
self.rect.y = 480
else:
self.rect.y -= 120
print("Within pointer object moving up from ",self.rect.x,self.rect.y)
def moveDown(self):
if self.rect.y >= 480:
self.rect.y = 120
else:
self.rect.y += 120
print("Within pointer object moving up from ",self.rect.x,self.rect.y)
def getPosition(self):
self.position = self.rect.y / 120
return self.position
class Pause(object):
def __init__(self,screen):
self.selection = 4
self.options = ["Resume Game","Review Controls","Back to Menu","Quit"]
self.active_sprite_list = pygame.sprite.Group()
self.pointer = Pointer()
self.active_sprite_list.add(self.pointer)
def processEvents(self):
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_w:
self.pointer.moveUp()
print("Up we go")
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
self.pointer.moveDown()
print("Down we go")
if event.key == pygame.K_RETURN:
self.selection = int(Pointer.getPosition(self.pointer))
print(str(Pointer.getPosition(self.pointer)))
return False
return True
def displayFrame(self,screen):
self.active_sprite_list.draw(screen)
for pointer in self.active_sprite_list:
print("The y value of this pointer is:" + str(pointer.rect.y))
font = pygame.font.SysFont("serif", 25)
text = []
center_x = []
center_y = []
for counter in range(1,5):
text.append(font.render(self.options[counter-1], True, WHITE))
center_x.append(150)
center_y.append((counter * 120) - (text[counter-1].get_height() // 2) + (self.pointer.image.get_height() // 2))
for pointer in self.active_sprite_list:
print("The y value of this pointer is:" + str(pointer.rect.y))
screen.blit(text[counter-1], [center_x[counter-1],center_y[counter-1]])
for pointer in self.active_sprite_list:
print("The y value of this pointer is:" + str(pointer.rect.y))
pygame.display.flip()
pygame.init()
pygame.display.set_caption("Pause Error Finder")
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
Paused = True
clock = pygame.time.Clock()
pauseScreen = pygame.Surface(size,pygame.SRCALPHA,32)
pauseScreen.fill(ABLACK)
pause = Pause(screen)
pauseScreen.set_alpha(128)
Paused = pause.processEvents()
print(str(notPaused))
pause.displayFrame(pauseScreen)
screen.blit(pauseScreen, [0,0])
while Paused:
notPaused = pause.processEvents()
print(str(Paused))
pause.displayFrame(pauseScreen)
#screen.blit(pauseScreen, [0,0])
clock.tick(60)
Your issue is in the main game loop, first off, you had the blitting of Pause Screen to Screen commented out. readding that in gave the pointer seeming to multiply and go all over the place (getting closer!).
The reason it does that is you did not update your pauseScreen in each pass of the loop. Your displayFrame will add your pointer to the proper location, but the one from last frame, and 2 frames ago, and... are still there. by moving the lines
pauseScreen.fill(ABLACK)
pauseScreen.set_alpha(128)
And placing them within your game loop, the pause screen is reset ever frame and only the latest pointer is displayed. Here is the updated game loop:
pygame.init()
pygame.display.set_caption("Pause Error Finder")
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
notPaused = False
clock = pygame.time.Clock()
pauseScreen = pygame.Surface(size,pygame.SRCALPHA,32)
pause = Pause(screen)
notPaused = pause.processEvents()
print(str(notPaused))
pause.displayFrame(pauseScreen)
screen.blit(pauseScreen, [0,0])
while not notPaused:
notPaused = pause.processEvents()
print(str(notPaused))
pauseScreen.fill(ABLACK)
pauseScreen.set_alpha(128)
pause.displayFrame(pauseScreen)
screen.blit(pauseScreen, [0,0])
clock.tick(60)
I'm trying to animate a sprite using a loop such that each time the loop runs through the position number for an image in an array increases by one. I keep getting "UnboundLocalError: local variable 'Antic' referenced before assignment". There is
Antic = 0
Antic = int(Antic)
# Global constants
StAnmtn = ["Images/PlayerVampireStanding1.png", "
Images/PlayerVampireStanding2.png",
"Images/PlayerVampireStanding3.png","Images/PlayerVampireStanding4.png",
"Images/PlayerVampireStanding5.png", "Images/PlayerVampireStanding6.png",
"Images/PlayerVampireStanding7.png", "Images/PlayerVampireStanding8.png"]
`
at the start and
def main():
""" Main Program """
pygame.init()
clock = pygame.time.Clock() # creates clock to limit frames per
second
FPS = 60 # sets max speed of min loop
SCREENSIZE = SCREENWIDTH, SCREENHEIGHT = 1300, 700 # sets size of
screen/window
screen = pygame.display.set_mode(SCREENSIZE) # creates window and game
screen
pygame.display.set_caption("Count Acheron")
# Create the player
player = Player()
# Create all the levels
level_list = []
level_list.append( Level_01(player) )
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
if Antic > 6:
Antic = 0
else:
Antic += 1
# Update the player.
active_sprite_list.update()
# Update items in the level
current_level.update()
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
if __name__ == "__main__":
main()
as the loop. What it doesn't seem to like is the snippet of code
if Antic > 6:
Antic = 0
else:
Antic += 1
How do I fix this?
Personally I've never used pygame's sprite module.
import pygame
class character:
def __init__(self, x, y):
self.x = x
self.y = y
self.sprites = [pygame.image.load("img1.png"), pygame.image.load("img2.png")]
self.frame = 0
def draw(self, surface):
surface.blit(self.sprites[self.frame], (self.x, self.y))
self.frame += 1
if self.frame > len(self.sprites) - 1: self.frame = 0
pygame.init()
DS = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()
c = character(640, 360)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
pygame.quit()
c.draw(DS)
pygame.display.update()
clock.tick(30)
DS.fill((0, 0, 0))
Needed to globalise the function ("global Antic" in the main loop)
I want to be able to hold the key down and move my little black dot, and then release the key and have it stop. However even if I hold the key down my if statement for key up is being executed. Here is my code:
manmovemaster = 0
l = 1
f1 = 0
from random import randint
from math import sin, cos, tan, pi
import pygame
from pygame.locals import*
Fps = pygame.time.Clock()
#starting variables
sw = 1200
sh = 650
r = 250
g = 250
b = 250
framerate = 40
#beginning of a man
man1x = 650
man1y = 50
mancolor=(0,0,0)
manlocation = (man1x, man1y)
Diamaterofhead = (5)
man1ymovedown = 0
man1ymoveup = False
man1xmoveright = False
man1xmoveleft = False
#game logic
while l:
pygame.init()
screen = pygame.display.set_mode((sw,sh))
pygame.display.set_caption("WGD THE GAME")
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((r,g,b))
man1 = pygame.draw.circle(background,mancolor,(man1x,man1y),Diamaterofhead)
if man1ymovedown== True:
man1y += 1
manmovemaster = 0
if man1ymoveup == True:
man1y -= 1
if man1xmoveright == True:
man1x +=1
if man1xmoveleft == True:
man1x -=1
#screen refresh
for event in pygame.event.get():
if event.type ==pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
man1xmoveleft = True
if event.key == pygame.K_RIGHT:
man1xmoveright = True
if event.key == pygame.K_UP:
man1ymoveup = True
if event.key == pygame.K_DOWN:
man1ymovedown = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
man1xmoveleft = False
if event.key == pygame.K_RIGHT:
man1xmoveright = False
if event.key == pygame.K_UP:
man1ymoveup = False
if event.key == pygame.K_DOWN:
man1ymovedown = False
else:
screen.blit(background, (0,0))
pygame.display.flip()
pygame.time.get_ticks
Fps.tick(framerate)
Use this instead:
import pygame
import sys
pygame.init()
screen = pygame.display.set_mode((400,400))
pygame.display.set_caption("WGD THE GAME")
Fps = pygame.time.Clock()
man1x = 200
man1y = 200
while True:
screen.fill((0, 0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
pygame.draw.circle(screen,(255, 255, 255),(man1x,man1y), 25)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]:
man1x -= 1
if pressed[pygame.K_RIGHT]:
man1x += 1
if pressed[pygame.K_UP]:
man1y -= 1
if pressed[pygame.K_DOWN]:
man1y += 1
pygame.display.flip()
Fps.tick(60)
using pygame.key.get_pressed() instead of pygame.event.get() returns the state of the keys at all times, not just when you press it. So you can hold a key down and it will, and when you release it, it will stop. This will also work for diagonal movement. because it checks the state of all keys, it will check up and left so both will be true (pressed) and the character will move diagonally.
https://www.pygame.org/docs/ref/key.html#pygame.key.get_pressed
and then you can take all the event checking and boolean movement flags out. Also, each time through the loop you are calling pygame.init(). This isn't necessary. you also don't need to set the mode each time through the game loop, as well as the caption, and background
I'm trying to create a little game as a training, but I'm blocked because I don't know how I can collide 2 moving cubes.
The game is simple, there is a red box that you can move and if this box touches a green cube, then you lost. (the green cubes are always moving)
I tried to read some documentations but it's not really easy to understand as a beginner.
Here is the code:
import pygame
import random
from threading import Timer
pygame.init()
screenWidth = 1100
screenHeight = 600
white = (255,255,255)
red = (255, 0, 0)
yellow = (50, 250, 20)
FPS = 60
gameDisplay = pygame.display.set_mode((screenWidth, screenHeight))
pygame.display.set_caption('Tekken')
pygame.display.update()
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 28)
class Players:
def __init__(self, playerName, playerAttribute, cubeheight, cubewidth, missilesHeight, missilesWidth):
self.playerName = playerName
self.playerAttribute = playerAttribute
self.playerLife = 100
self.droite_x = 300
self.droite_y = 600
self.cubeheight = cubeheight
self.cubewidth = cubewidth
self.missiles = True
self.missilesHeight = missilesHeight
self.missilesWidth = missilesWidth
self.missiles_droite_x = 0
self.missiles_droite_y = round(random.randrange(50, screenHeight-50))
self.missiles_droite_x_inverse = screenWidth-50
self.missiles_droite_y_inverse = round(random.randrange(50, screenHeight-50))
self.vitesse_missiles = 10
print(self.playerName, self.playerAttribute, self.playerLife)
def environment_un(self):
gameExit = False
gameOver = False
droite_x_change = 0
droite_y_change = 0
missiles_droite_x_change = 0
missiles_droite_x_change_inverse = 0
while not gameExit:
while gameOver:
gameDisplay.fill(red)
screen_text = font.render("Game Over, do you want to play again? [Q] to quit", True, white)
gameDisplay.blit(screen_text, [100, 300])
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameOver = False
gameExit = True
break
if event.type == pygame.QUIT:
gameOver = False
gameExit = True
break
for event in pygame.event.get(): #va chercher les events
if event.type == pygame.QUIT: #Si j'appuie sur X
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
droite_x_change = -3
if event.key == pygame.K_RIGHT:
droite_x_change = +3
if event.key == pygame.K_UP:
droite_y_change = -3
if event.key == pygame.K_DOWN:
droite_y_change = +3
if event.key == pygame.K_SPACE:
missiles_droite_x_change = self.vitesse_missiles
missiles_droite_x_change_inverse = -self.vitesse_missiles
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
droite_x_change = 0
if event.key == pygame.K_RIGHT:
droite_x_change = 0
if event.key == pygame.K_UP:
droite_y_change = 0
if event.key == pygame.K_DOWN:
droite_y_change = 0
self.missiles_droite_x_inverse += missiles_droite_x_change_inverse
self.missiles_droite_x += missiles_droite_x_change
self.droite_x += droite_x_change
self.droite_y += droite_y_change
if self.droite_y + self.cubeheight <= 0:
self.droite_y = 0
elif self.droite_y + self.cubeheight >= screenHeight:
self.droite_y = screenHeight-self.cubeheight
elif self.droite_x + self.cubewidth <= 0:
self.droite_x = 0
elif self.droite_x + self.cubewidth >= screenWidth:
self.droite_x = screenWidth-self.cubewidth
gameDisplay.fill(white)
gameDisplay.fill(red, rect=[self.droite_x, self.droite_y, self.cubewidth, self.cubeheight])
gameDisplay.fill(yellow, rect=[self.missiles_droite_x, self.missiles_droite_y, self.missilesWidth, self.missilesHeight])
gameDisplay.fill(yellow, rect=[self.missiles_droite_x_inverse, self.missiles_droite_y_inverse, self.missilesWidth, self.missilesHeight])
pygame.display.update()
if self.missiles_droite_x + self.missilesWidth >= screenWidth:
missiles_droite_x_change = 0
if missiles_droite_x_change == 0:
self.missiles_droite_x = 0
self.missiles_droite_y = round(random.randrange(50, screenHeight-50))
missiles_droite_x_change = self.vitesse_missiles
if self.missiles_droite_x_inverse <= 0:
missiles_droite_x_change_inverse = 0
if missiles_droite_x_change >= 0:
self.missiles_droite_x_inverse = screenWidth-50
self.missiles_droite_y_inverse = round(random.randrange(50, screenHeight-50))
missiles_droite_x_change_inverse = -12
clock.tick(FPS)
pygame.quit()
Player_1 = Players('John', 'sometext', 50, 50, 100, 100)
Player_1.environment_un()
What should do I in order to detect the collision?
I can not run your code at the moment as I dont have pygame installed. However, you can use the pygame.sprite.collide_rect() if you declare your objects to have in their class an pygame.sprite.Sprite-object or inherit from that class (as suggested below). The code below may note work as I can not test it but it should be close to a functioning code snippet. In the case you would like to test collision of a sprite against multiple other sprites - consider looking at pygame.sprite.Group(). I believe that something like this should work:
class SpriteObject(pygame.sprite.Sprite):
def __init__(self,pos_x, pos_y):
pygame.sprite.Sprite.__init__(self)
self.rect = self.original.get_rect()
self.rect.center = (pos_x, pos_y)
class Players:
def __init__(self, playerName, playerAttribute, cubeheight, cubewidth, missilesHeight, missilesWidth):
sprite1 = SpriteObject(1,2)
sprite2 = SpriteObject(1,2)
sprite1.rect.collide_rect(sprite2)
If you are looking for a conceptual answer:
Since you are considering just cubes and if they are of the same size, two cubes will occupy the same space 'if and only if' a corner of one cube is between (inclusive) two parallel planes of another. There are many ways to do this in practice.
I would check if between by evaluating an inward normal vector of cube 1 dotted with a vector to a corner (of cube 2) from any corner (of cube 1) . Do so for both parallel sides. If both are positive, its inside.
It's slightly more complicated for different shapes and varying sizes.
Use pygame.Rect() to keep cube position and size - and then you can use pygame.Rect.colliderect() to check collision between two cubes.
cube1 = pygame.Rect((x1, y1), (width, height))
cube2 = pygame.Rect((x2, y2), (width, height))
if cube1.colliderect(cube2):
print("Collision !")
PyGame has other usefull classes - pygame.sprite.Sprite and pygame.sprite.Group - which use Rect and collision detection functions.
I would like to know how to create a border in Pygame to stop the user controlled object from exiting the screen. Right now, I only have it so python prints some text when the user controlled object has come near one of the 4 sides.
Here is my code so far.
import pygame
from pygame.locals import *
pygame.init()
#Display Stuff
screenx = 1000
screeny = 900
screen = pygame.display.set_mode((screenx,screeny))
pygame.display.set_caption('Block Runner')
clock = pygame.time.Clock()
image = pygame.image.load('square.png')
#Color Stuff
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
white = (255,255,255)
black = (0,0,0)
#Variables
x_blocky = 50
y_blocky = 750
blocky_y_move = 0
blocky_x_move = 0
#Animations
def Blocky(x_blocky, y_blocky, image):
screen.blit(image,(x_blocky,y_blocky))
#Game Loop
game_over = False
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
blocky_y_move = -3
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
blocky_y_move = 0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
blocky_y_move = 3
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
blocky_y_move = 0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
blocky_x_move = 3
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
blocky_x_move = 0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
blocky_x_move = -3
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
blocky_x_move = 0
if x_blocky > 870 or x_blocky < 0:
print(' X Border')
if y_blocky > 750 or y_blocky < 2:
print(' Y Border')
y_blocky += blocky_y_move
x_blocky += blocky_x_move
screen.fill(white)
Blocky(x_blocky, y_blocky, image)
pygame.display.update()
clock.tick(60)
Don't use integers to store your position. Use a Rect.
So instead of
x_blocky = 50
y_blocky = 750
use
blocky_pos = pygame.rect.Rect(50, 750)
Now you can simply use
blocky_pos.move_ip(blocky_x_move, blocky_y_move)
to move your object.
After moving, you can simply call clamp/clamp_ip to ensure the blocky_pos Rect is always inside the screen.
blocky_pos.clamp_ip(screen.get_rect())
Also, you don't need to define basic colors yourself, you could simply use pygame.color.Color('Red') for example.
I also suggest you use pygame.key.get_pressed() to get all pressed keys to see how to move your object instead of creating 1000 lines of event handling code.
Well, simply don't increase your move variable any further, if you detect that the user object is near or at the border. Or reverse the move direction, depending on your general intent.
if x_blocky > 870 or x_blocky < 0:
print(' X Border')
blocky_x_move = 0
if y_blocky > 750 or y_blocky < 2:
print(' Y Border')
blocky_y_move = 0
Also, you have some redundant code with your keyboard movement. Instead of writing
if event.type == KEYDOWN:
over and over again, group the KEYUP if statements and KEYDOWN if statements.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
blocky_y_move = -3
elif event.key == pygame.K_DOWN:
blocky_y_move = +3
etc, and:
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
blocky_y_move = 0
elif event.type == pygame.K_DOWN:
blocky_y_move = 0
etc
You can set the boundaries using the min and max functions.
Here is the concept:
We have a pygame object that moves in all four directions; lets say the user holds down the LEFT arrow key, so that the object reaches the top of the screen. The y-coordinate of the top of the screen will always be 0, so we want the object to come to a stop at y-coordinate 0.
This may seem as simple as:
if char.rect.y > 0:
char.rect.y -= char.speed
But this will result in a bug ig char.speed is greater than 1. Like when the object is at y-coordinate 5,
and its speed is 10; the condition still allows for one more step for the object, resulting in the object
coming 5 pixels out of the pygame window. What we want to do is more like:
if char.rect.y > 0:
char.rect.y -= char.speed
if char.rect.y < 0:
char.rect.y = 0
to push the object back into the boundaries. The above block of code can be simplified with the max function:
self.rect.y = max([self.rect.y - self.speed, 0])
For the object moving down:
if char.rect.y < HEIGHT - char.height:
char.rect.y += char.speed
if char.rect.y > HEIGHT - char.height:
char.rect.y = HEIGHT - char.height
or, the more efficient and clean method:
self.rect.y = min([self.rect.y + self.speed, HEIGHT - self.height])
For going left and right, simply replace the ys and height (and HEIGHT) from two lines above with xs and widths (and WIDTH).
All together:
import pygame
pygame.init()
WIDTH = 600
HEIGHT = 600
wn = pygame.display.set_mode((WIDTH, HEIGHT))
class Player:
def __init__(self):
self.speed = 1
self.width = 20
self.height = 20
self.color = (255, 255, 0)
self.rect = pygame.Rect((WIDTH - self.width) / 2, (HEIGHT - self.height) / 2, 20, 20)
def up(self):
self.rect.y = max([self.rect.y - self.speed, 0])
def down(self):
self.rect.y = min([self.rect.y + self.speed, HEIGHT - self.height])
def left(self):
self.rect.x = max([self.rect.x - self.speed, 0])
def right(self):
self.rect.x = min([self.rect.x + self.speed, WIDTH - self.width])
def draw(self):
pygame.draw.rect(wn, self.color, self.rect)
char = Player()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
char.up()
if keys[pygame.K_DOWN]:
char.down()
if keys[pygame.K_LEFT]:
char.left()
if keys[pygame.K_RIGHT]:
char.right()
wn.fill((0, 0, 0))
char.draw()
pygame.display.update()
Good luck!