How to make a wave timer in pygame - python

So, I'm totally new to programming (been doing it for a couple of months) and decided to try coding a game.
On that note, a big thanks to Chris Bradfield for his series of tutorials in pygame coding, they are absolutely great!
However, now that I'm done with the tutorials and need to work on my own, I've come across a problem. I'm making a top-down shooter and making it wave-based. So, when zombies in one wave die, I want to show a timer that counts down until the next wave begins. I THINK I'm down the right path atm, let me show you what I'm working with.
def new(self)
'''
self.timer_flag = False
self.x = threading.Thread(target=self.countdown, args=(TIME_BETWEEN_WAVES,))
'''
def countdown(self, time_between_waves):
self.wave_timer = time_between_waves
for i in range(TIME_BETWEEN_WAVES):
while self.timer_flag:
self.wave_timer -=
time.sleep(1)
def update(self)
'''
self.countdown_has_run = False
if len(self.mobs) == 0:
self.timer_flag = True
if not self.countdown_has_run:
self.countdown_has_run = True
self.x.start()
'''
Now, I also draw my timer when the timer_flag is True, but it doesn't decrement, so I assume the problem lies somewhere in calling/starting the threaded countdown function?
Also, it's my first time posting here, so please let me know what to do to format better etc for you to be able to help

Don't bother with threads. No need to make your live complicated.
Usually, you use a Clock anyway in your game (if not, you should start using it) to limit the framerate, and to ensure that your world moves at a constant rante (if not, you should start doing it).
So if you want to trigger something in, say, 5 seconds, just create a variable that holds the value 5000, and substract the time it took to process your last frame (which is returned by Clock.tick):
clock = pygame.time.Clock()
dt = 0
timer = 5000
while True:
...
timer -= dt
if timer <= 0:
do_something()
dt = clock.tick(60)
I hacked together a simple example below. There, I use a simple class that is also a Sprite to draw the remaining time to the screen. When the timer runs out, it calls a function that creates a new wave of zombies.
In the main loop, I check if there's no timer running and no zombies, and if that's the case, a new timer is created.
Here's the code:
import pygame
import pygame.freetype
import random
# a dict that defines the controls
# w moves up, s moves down etc
CONTROLS = {
pygame.K_w: ( 0, -1),
pygame.K_s: ( 0, 1),
pygame.K_a: (-1, 0),
pygame.K_d: ( 1, 0)
}
# a function that handles the behaviour a sprite that
# should be controled with the keys defined in CONTROLS
def keyboard_controlled_b(player, events, dt):
# let's see which keys are pressed, and create a
# movement vector from all pressed keys.
move = pygame.Vector2()
pressed = pygame.key.get_pressed()
for vec in (CONTROLS[k] for k in CONTROLS if pressed[k]):
move += vec
if move.length():
move.normalize_ip()
move *= (player.speed * dt/10)
# apply the movement vector to the position of the player sprite
player.pos += move
player.rect.center = player.pos
# a function that let's a sprite follow another one
# and kill it if they touch each other
def zombie_runs_to_target_b(target):
def zombie_b(zombie, events, dt):
if target.rect.colliderect(zombie.rect):
zombie.kill()
return
move = target.pos - zombie.pos
if move.length():
move.normalize_ip()
move *= (zombie.speed * dt/10)
zombie.pos += move
zombie.rect.center = zombie.pos
return zombie_b
# a simple generic sprite class that displays a simple, colored rect
# and invokes the given behaviour
class Actor(pygame.sprite.Sprite):
def __init__(self, color, pos, size, behavior, speed, *grps):
super().__init__(*grps)
self.image = pygame.Surface(size)
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
self.pos = pygame.Vector2(pos)
self.behavior = behavior
self.speed = speed
def update(self, events, dt):
self.behavior(self, events, dt)
# a sprite class that displays a timer
# when the timer runs out, a function is invoked
# and this sprite is killed
class WaveCounter(pygame.sprite.Sprite):
font = None
def __init__(self, time_until, action, *grps):
super().__init__(grps)
self.image = pygame.Surface((300, 50))
self.image.fill((3,2,1))
self.image.set_colorkey((3, 2, 1))
self.rect = self.image.get_rect(topleft=(10, 10))
if not WaveCounter.font:
WaveCounter.font = pygame.freetype.SysFont(None, 32)
WaveCounter.font.render_to(self.image, (0, 0), f'new wave in {time_until}', (255, 255, 255))
self.timer = time_until * 1000
self.action = action
def update(self, events, dt):
self.timer -= dt
self.image.fill((3,2,1))
WaveCounter.font.render_to(self.image, (0, 0), f'new wave in {int(self.timer / 1000) + 1}', (255, 255, 255))
if self.timer <= 0:
self.action()
self.kill()
def main():
pygame.init()
screen = pygame.display.set_mode((600, 480))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
dt = 0
sprites_grp = pygame.sprite.Group()
zombies_grp = pygame.sprite.Group()
wave_tm_grp = pygame.sprite.GroupSingle()
# the player is controlled with the keyboard
player = Actor(pygame.Color('dodgerblue'),
screen_rect.center,
(32, 32),
keyboard_controlled_b,
5,
sprites_grp)
# this function should be invoked once the timer runs out
def create_new_wave_func():
# let's create a bunch of zombies that follow the player
for _ in range(15):
x = random.randint(0, screen_rect.width)
y = random.randint(-100, 0)
Actor((random.randint(180, 255), 0, 0),
(x, y),
(26, 26),
zombie_runs_to_target_b(player),
random.randint(2, 4),
sprites_grp, zombies_grp)
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
# no timer, no zombies => create new timer
if len(wave_tm_grp) == 0 and len(zombies_grp) == 0:
WaveCounter(5, create_new_wave_func, sprites_grp, wave_tm_grp)
sprites_grp.update(events, dt)
screen.fill((80, 80, 80))
sprites_grp.draw(screen)
pygame.display.flip()
dt = clock.tick(60)
if __name__ == '__main__':
main()

It looks to me you are lacking the mechanism to check how many mobs are left on screen. I imagine it could be something like this:
class CountdownClock:
def __init__(self):
self.start_no = 1
self.time_between_waves = 5
self.t = threading.Thread(target=self.check_mobs_left)
self.t.start()
def check_mobs_left(self):
self.mobs = ["mob" for _ in range(randint(2, 7))] #generate 2-7 mobs per level
print (f"Wave {self.start_no} : Total {len(self.mobs)} mobs found!")
while self.mobs:
print (f"Still {len(self.mobs)} mobs left!")
time.sleep(1)
del self.mobs[-1] #simulate mob kill - remove this line from your actual setting
self.next_wave(self.time_between_waves)
self.time_between_waves +=2 #increased time for each wave
def next_wave(self,time_between_waves):
self.time_left = time_between_waves
print(f"Wave {self.start_no} cleared!")
self.start_no += 1
while self.time_left:
print (f"Next wave in...{self.time_left}")
self.time_left -=1
time.sleep(1)
self.t = threading.Thread(target=self.check_mobs_left)
self.t.start()
a = CountdownClock()
You will have this up constantly without the need to call the method every round and set flag and stuff.

Related

Is there a way to get the position of one object in pymunk? [duplicate]

I am trying to learn PyMunk and I used their basic example from the website:
import pymunk
space = pymunk.Space()
space.gravity = 0,-1000
body = pymunk.Body(1,1666)
body.position = 50,100
poly = pymunk.Poly.create_box(body)
space.add(body, poly)
while True:
space.step(0.02)
But it does not create a window, does not show anything. How to use PyGame to create the graphical window?
What that example does is create a simulation, add a box shaped object inside and then run the simulation infinitely. The code doesn't print or draw anything, so you will not actually see the output. To get a better understanding and something on screen I suggest you start with the tutorial: http://www.pymunk.org/en/latest/tutorials/SlideAndPinJoint.html
Pymunk is a 2d rigid body physics library, which means that what it does is simulate how objects move and interact with each other in 2 dimensions. Its not made for drawing to the screen or read input.
You can of course use it as is without anything else, and just print out the result of the simulation. But more common is that you want to draw to the screen, read input and so on. One way to do that is by using the game library Pygame that helps out with drawing to the screen, reading input, having a game loop and so on.
Pymunk itself does have some helper functions so that you can easily connect it with Pygame (and a couple of other libraries), but this is not the core part. Usually these helper functions are good for when you want something quick-n-dirty such as a prototype and you don't have need to customize the drawing.
Now, this said, if you want to see something you can add a print statement to the while loop, so it becomes like this:
while True:
space.step(0.02)
print(body.position)
Then it will print out the position of the ball each step of the simulation, and you can see that its changing all the time (because of the gravity that is set on the space).
There are more advanced examples included in Pymunk that are both interactive and show something on screen. These examples depends on mostly either Pygame or Pyglet, but the principle is the same in case you have a different library you want to use it with.
Here's an example that shows how I use Pymunk in combination with pygame. The Entity class is a pygame.sprite.Sprite subclass to which I attach a pymunk.Body and a pymunk.Shape as well as a reference to the pm.Space, so that the bodies and shapes can be added and removed from it. The position of the sprite's rect gets set to the self.body.position each frame, so that we get the correct blit position for the self.image and can simply draw all sprites by calling self.sprite_group.draw(self.screen).
import math
import pygame as pg
import pymunk as pm
from pymunk import Vec2d
def flipy(p):
"""Convert chipmunk coordinates to pygame coordinates."""
return Vec2d(p[0], -p[1]+600)
class Entity(pg.sprite.Sprite):
def __init__(self, pos, space):
super().__init__()
self.image = pg.Surface((46, 52), pg.SRCALPHA)
pg.draw.polygon(self.image, (0, 50, 200),
[(0, 0), (48, 0), (48, 54), (24, 54)])
self.orig_image = self.image
self.rect = self.image.get_rect(topleft=pos)
vs = [(-23, 26), (23, 26), (23, -26), (0, -26)]
mass = 1
moment = pm.moment_for_poly(mass, vs)
self.body = pm.Body(mass, moment)
self.shape = pm.Poly(self.body, vs)
self.shape.friction = .9
self.body.position = pos
self.space = space
self.space.add(self.body, self.shape)
def update(self, dt):
pos = flipy(self.body.position)
self.rect.center = pos
self.image = pg.transform.rotate(
self.orig_image, math.degrees(self.body.angle))
self.rect = self.image.get_rect(center=self.rect.center)
# Remove sprites that have left the screen.
if pos.x < 20 or pos.y > 560:
self.space.remove(self.body, self.shape)
self.kill()
def handle_event(self, event):
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
self.body.angular_velocity = 5.5
elif event.key == pg.K_w:
self.body.apply_impulse_at_local_point(Vec2d(0, 900))
class Game:
def __init__(self):
self.done = False
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((800, 600))
self.gray = pg.Color('gray68')
self.red = pg.Color('red')
# Pymunk stuff.
self.space = pm.Space()
self.space.gravity = Vec2d(0.0, -900.0)
self.static_lines = [
pm.Segment(self.space.static_body, (60, 100), (370, 100), 0),
pm.Segment(self.space.static_body, (370, 100), (600, 300), 0),
]
for lin in self.static_lines:
lin.friction = 0.8
self.space.add(self.static_lines)
# A sprite group which holds the pygame.sprite.Sprite objects.
self.sprite_group = pg.sprite.Group(Entity((150, 200), self.space))
def run(self):
while not self.done:
self.dt = self.clock.tick(30) / 1000
self.handle_events()
self.run_logic()
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
if event.type == pg.MOUSEBUTTONDOWN:
self.sprite_group.add(Entity(flipy(event.pos), self.space))
for sprite in self.sprite_group:
sprite.handle_event(event)
def run_logic(self):
self.space.step(1/60) # Update physics.
self.sprite_group.update(self.dt) # Update pygame sprites.
def draw(self):
self.screen.fill(pg.Color(140, 120, 110))
for line in self.static_lines:
body = line.body
p1 = flipy(body.position + line.a.rotated(body.angle))
p2 = flipy(body.position + line.b.rotated(body.angle))
pg.draw.line(self.screen, self.gray, p1, p2, 5)
self.sprite_group.draw(self.screen)
# Debug draw. Outlines of the Pymunk shapes.
for obj in self.sprite_group:
shape = obj.shape
ps = [pos.rotated(shape.body.angle) + shape.body.position
for pos in shape.get_vertices()]
ps = [flipy((pos)) for pos in ps]
ps += [ps[0]]
pg.draw.lines(self.screen, self.red, False, ps, 1)
pg.display.flip()
if __name__ == '__main__':
pg.init()
Game().run()
pg.quit()

How to call a particular object's method and have affect only on that object which is a value of a key of a dictionary in pygame?

I am a new learner of programming. I am practiceing python and writing a litle game using pygame. I have ten circle on the pygame window and each have a counter. I want to increase the counter by 1 when it's circle is clicked. I first created group using .sprite.Group(), but I could not get the desired result. Because then the counter does not even get update. So I create two list, one for the circle and one for the counter. And for each circle in the circle list I created a dictionary taking the circle as the key and each counter in the circle list is the value of the circle. Now when the circle got clicked then the all counter gets updated, not the counter that the circle holds. But goal is to get the specific counter updated for it's circle.
(hole == circle)
dig_hole.py(This is the main file.)
import pygame
import sys
from pygame.sprite import Group
from counter import Counter
from hole import Hole
from settings import Settings
class DigHole:
def __init__(self):
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Dig Hole")
pygame.display.set_icon(Hole(self).image)
self.count = Counter(self)
self.counter_group = list()
self.holes = list()
self.dict = dict()
self._create_holes()
self.hole = Hole(self)
self.mouse_pos = (0, 0)
def run_dig_hole(self):
while True:
self._check_events()
self._update_screen()
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_pos = pygame.mouse.get_pos()
self._check_hole_clicked_events(self.mouse_pos)
def _check_hole_clicked_events(self, mouse_pos):
for key in self.dict:
if key.rect.collidepoint(mouse_pos):
self.dict[key].count_clock += 1
self.dict[key].prep_counter()
self.count.prep_counter()
def _create_holes(self):
for row_number in range(2):
for hole_number in range(5):
self._create_hole(row_number, hole_number)
for hole in self.holes:
counter = Counter(self)
counter.counter_rect.midbottom = hole.rect.midtop
self.counter_group.append(counter)
for hole in self.holes:
for counter in self.counter_group:
self.dict[hole] = counter
def _create_hole(self, row_number, hole_number):
hole = Hole(self)
hole_width, hole_height = hole.rect.size
available_space_x = self.settings.screen_width - (2 * hole_width)
available_space_y = self.settings.screen_height - (2 * hole_height)
hole.x =(((available_space_x // 5) - hole_width) // 2) + (available_space_x // 5) * hole_number
hole.rect.x = hole.x
hole.rect.y = 2 * hole.rect.height + (available_space_y - (4 * hole_height)) * row_number
self.holes.append(hole)
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
for key in self.dict:
key.draw()
for key in self.dict:
self.dict[key].counter_rect.midbottom = key.rect.midtop
self.dict[key].show_counter()
self.count.show_counter()
pygame.display.flip()
if __name__ == '__main__':
dh = DigHole()
dh.run_dig_hole()
hole.py
import pygame
from pygame.sprite import Sprite
class Hole():
def __init__(self, dh):
# super().__init__()
self.screen = dh.screen
self.image = pygame.image.load("images/circle.bmp")
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
self.x = float(self.rect.x)
def draw(self):
self.screen.blit(self.image, self.rect)
counter.py
import pygame.font
from pygame.sprite import Sprite
class Counter():
def __init__(self, dh):
# super().__init__()
self.screen = dh.screen
self.screen_rect = self.screen.get_rect()
self.settings = dh.settings
self.count_clock = 0
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
self.prep_counter()
def prep_counter(self):
counter_str = str(self.count_clock)
self.counter_image = self.font.render(counter_str, True, self.text_color, self.settings.bg_color)
self.counter_rect = self.counter_image.get_rect()
self.counter_rect.right = self.screen_rect.right - 20
self.counter_rect.top = 20
def show_counter(self):
self.screen.blit(self.counter_image, self.counter_rect)
Thank you.This is the window of the progeam. Here all circles are gets update but one is clicked.
The issue is that, in _create_holes, you set the counters of each circle to be the same Counter object.
for hole in self.holes:
for counter in self.counter_group:
self.dict[hole] = counter
Unrolling the inner loop, this is the same as
for hole in self.holes:
self.dict[hole] = self.counter_group[0]
self.dict[hole] = self.counter_group[1]
self.dict[hole] = self.counter_group[2]
...
self.dict[hole] = self.counter_group[-1]
The first assignments are all immediately overwritten, so this code is setting every self.dict value to self.counter_group[-1]. What you want to do instead is
for hole, counter in zip(self.holes, self.counter_group):
self.dict[hole] = counter
which iterates over both self.holes and self.counter_group simultaneously. In your case, you can actually rewrite this as
self.dict = dict(zip(self.holes, self.counter_group))
which is nicer.
I’m not sure, but I think you intend self.count to be a total. If this is the case, it won’t quite work: you’re missing a line from _check_hole_clicked_events. It should look like this:
def _check_hole_clicked_events(self, mouse_pos):
for key in self.dict:
if key.rect.collidepoint(mouse_pos):
self.dict[key].count_clock += 1
self.dict[key].prep_counter()
self.count.count_clock += 1
self.count.prep_counter()
As a side note, I noticed you also wrote list() and dict() to create empty lists and dicts. It’s more efficient and idiomatic just to write literals ([] and {}).

Pygame. How to make a rect change direction on collision (boundary check)

Part of an assignment I'm working on is making a ball bounce around the screen, I can make it move, but my boundary test doesn't seem to be working: the ball simply moves in direction instead of changing direction. So to clarify, what I want to ball to do is change direction as it hits the screen edge.
import sys
import pygame
SCREEN_SIZE = 750, 550
BALL_DIAMETER = 16
BALL_RADIUS = BALL_DIAMETER // 2
MAX_BALL_X = SCREEN_SIZE[0] - BALL_DIAMETER
MAX_BALL_Y = SCREEN_SIZE[1] - BALL_DIAMETER
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
LEFT = 11
RIGHT = 12
pygame.init()
clock = pygame.time.Clock()
pygame.display.init()
font = pygame.font.SysFont("impact", 20)
pygame.display.set_caption("Breakout")
screen = pygame.display.set_mode(SCREEN_SIZE)
class Ball:
def __init__(self):
''' '''
self.ball = pygame.Rect(300, 730 -
BALL_DIAMETER,
BALL_DIAMETER, BALL_DIAMETER)
# Draw ball
def draw_ball(self):
pygame.draw.circle(screen,
WHITE, (self.ball.left
+ BALL_RADIUS, self.ball.top +
BALL_RADIUS), BALL_RADIUS)
# Updates the coordinates by adding the speed components
def move_ball(self, x, y):
self.xspeed = x
self.yspeed = y
self.ball = self.ball.move(self.xspeed, self.yspeed)
# bounds check
if self.ball.left <= 0:
self.ball.left = 0
self.xspeed = -self.xspeed
elif self.ball.left >= MAX_BALL_X:
self.ball.left = MAX_BALL_X
self.xspeed = -self.xspeed
if self.ball.top < 0:
self.ball.top = 0
self.yspeed = -self.yspeed
elif self.ball.top >= MAX_BALL_Y:
self.ball.top = MAX_BALL_Y
self.yspeed = -self.yspeed
# shows a message on screen, for testing purposes
class Text:
def show_message(self, message):
self.font = pygame.font.SysFont("impact", 20)
font = self.font.render(message,False, WHITE)
screen.blit(font, (200, 400))
class Game:
def __init__(self):
''' '''
def run(self):
b = Ball()
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
# fps lock, screen fill and method call for input
clock.tick(60)
screen.fill(BLACK)
b.draw_ball()
b.move_ball(5, -5)
# used to keep track of various elements
# Text().show_message("P: " + str(p))
pygame.display.flip()
# Creates instance of the game class, and runs it
if __name__ == "__main__":
Game().run()
Your only call to move_ball uses a constant vector.
Since you never change the call parameters, the ball moves only that way.
b.move_ball(5, -5)
Yes, you change the vector components within move_ball when you hit a wall. However, on the next call, you change them back to the original values and move the ball in the original direction.
You have to initialize the vector outside move_ball, and then let the routine access the existing vector when it's called.

Give time to a bomb before to explode on pygame

I am doing a kind of bomberman, and I am trying to do that the bomb explodes after a while. Sorry if this question already exists. I have been looking for any answer but I didnt find.
This should be like:
1. I put a bomb somewhere
2. The bomb waits 5 seconds
3. The bomb explodes
I dont know how to give the 5 seconds before to explode.
class bomb(object):
def __init__(self, aposX, aposY, bombRange = 5):
self.posX = aposX
self.posY = aposY
self.bombRange = bombRange
self.timeToExplode = 5000
pygame.draw.circle(ventana,(200,0,0),(self.posX,self.posY),20)
def update(self):
pygame.draw.circle(ventana,(200,0,0),(self.posX,self.posY),20)
#Here should wait 5 seconds and then call the explde method
self.explode()
def explode(self):
pygame.draw.line(ventana,(200,0,0),(self.posX,self.posY),(self.posX+20+(40*self.bombRange),self.posY),40)
pygame.draw.line(ventana,(200,0,0),(self.posX,self.posY),(self.posX-20-(40*self.bombRange),self.posY),40)
pygame.draw.line(ventana,(200,0,0),(self.posX,self.posY),(self.posX,self.posY+20+(40*self.bombRange)),40)
pygame.draw.line(ventana,(200,0,0),(self.posX,self.posY),(self.posX,self.posY-20-(40*self.bombRange)),40)
I hope you can help me.I am going to appreciate that.
Here's a little example with the dt variant. I pass the dt to the update method where I use it to decrement the timer attribute. In the main loop I just draw the lines of the explosion if the timer is below 0. To remove the instances I put the exploded bombs into a set which I subtract from the bomb_set that contains all bomb instances.
import pygame
class Bomb(object):
def __init__(self, aposX, aposY, bombRange=5):
self.posX = aposX
self.posY = aposY
self.bombRange = bombRange
self.timeToExplode = 3000
def update(self, dt):
# Subtract the passed time `dt` from the timer each frame.
self.timeToExplode -= dt
def explode(self, screen):
pygame.draw.line(screen,(200,0,0),(self.posX,self.posY),(self.posX+20+(40*self.bombRange),self.posY),40)
pygame.draw.line(screen,(200,0,0),(self.posX,self.posY),(self.posX-20-(40*self.bombRange),self.posY),40)
pygame.draw.line(screen,(200,0,0),(self.posX,self.posY),(self.posX,self.posY+20+(40*self.bombRange)),40)
pygame.draw.line(screen,(200,0,0),(self.posX,self.posY),(self.posX,self.posY-20-(40*self.bombRange)),40)
def draw(self, screen):
pygame.draw.circle(screen,(200,0,0),(self.posX,self.posY),20)
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
bomb_set = set() # This set holds the bomb instances.
done = False
while not done:
# Get the passed time since last clock.tick call.
dt = clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
bomb_set.add(Bomb(*event.pos))
# Game logic.
to_remove = set()
# Update bombs. Pass the `dt` to the bomb instances.
for bomb in bomb_set:
bomb.update(dt)
# Add old bombs to the to_remove set.
if bomb.timeToExplode <= -3000:
to_remove.add(bomb)
# Remove bombs fromt the bomb_set.
if to_remove:
bomb_set -= to_remove
# Draw everything.
screen.fill((30, 30, 30))
for bomb in bomb_set:
bomb.draw(screen)
# I'm just drawing the explosion lines each
# frame when the time is below 0.
if bomb.timeToExplode <= 0:
bomb.explode(screen)
pygame.display.flip()
if __name__ == '__main__':
pygame.init()
main()
pygame.quit()

Controlling pygame animation through text input

I need to create a fighting game that gives prompts and accepts input through text, such as a raw input and then performs the animation, while still have the characters animated, e.g. moving back and forth in a ready to fight stance. How would I go about this?
Please note that this is not going to be your typical answer. StackOverflow is to help after all that you can do on your part when you are stuck, it's not meant as a place to come for code, but since I'm assuming other people new to programming will also be confused on things such as these. So I'm going to write some code, and some psuedo code, just so that you get the just of what you would do in such a scenario.
# TODO put your imports up here
pygame.init()
clock = pygame.time.Clock()
gameSurface = pygame.display.set_mode((600, 400)) # 2/3 aspect ratio
FPS = 40 # Set to your own Frames per second
class Animator:
def __init__(self, surface, rows, cols, time_between_frames, on_finish):
self.images = []
self.current_image = 0
self.time_between_frames = time_between_frames # time animator waits before changing surface
self.current_time # tracks time for frames to change
self.on_finish = on_finish # function to call when animation finishes
surf_width = (surface.get_width() / cols) # calculate width
surf_height = (surface.get_height() / rows) # calculate height
for x in range(cols):
for y in range(rows):
surf = pygame.Surface(surface.get_size()) # temp surface
from_rect = pygame.Rect(x * surf_width, y * surf_height, surf_width, surf_height) # rect to blit from
surf.blit(surface, (0,0), from_rect) # draw to temp surface
self.images.append(surf) # add temp surface to the images list
def update(delta):
self.current_time += delta # update current time
if (self.current_time >= self.time_between_frames): # if time to switch surfaces
self.current_time -= self.time_between_frames # take away time from current time
self.current_image += 1 # change image
if self.current_image >= len(self.images): # if current image would throw an out of bounds exception
self.current_image = 0 # reset the current image to the first
def get_frame(self):
return self.images[self.current_image]
class Player:
resting = 0
abdomenKick = 1
def __init__(self, x, y):
self.x = x
self.y = y
self.action = Player.resting
self.restingAnimation = Animation(pygame.image.load("resting.png"), 2, 3, 500)
self.abdomenKickAnimation = Animation(pygame.image.load("abdomenKick.png"), 4, 6, 50)
self.currentAnimation = self.restingAnimation
def update(self, delta):
self.currentAnimation.update(delta)
def draw(self, surface):
surface.blit(self.currentAnimation.get_frame(), (self.x, self.y))
def abdomenKick(self):
self.currentAnimation = self.restingAnimation
class Game:
def __init__(self):
self.player = Player()
def update(self, delta):
self.player.update(delta)
def draw_screen(self, surface):
self.player.draw(surface)
def gameLoop():
game = Game()
while True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == A:
game.player.abdomenKick() #Or whatever move you have
game.update(clock.get_rawtime())
game.draw_screen()
clock.tick(FPS)
So here is just a brief showcase you can call it of what this might look like.

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