Enemies won't display - python

I'm trying to create a top down shooter, but my enemies won't spawn in. I'm trying to have the enemy move in a diagonal pattern but also be able to bounce off of the wall kind of like a top down bouncing ball. I'm also trying to have a new enemy spawn every 10 seconds, but when I run the program nothing shows up, there is no error either. Can someone please help.
import pygame
pygame.init()
import random
import time
inPlay = True
width=900
height=700
screen = pygame.display.set_mode((width, height))
#enemy
enemyFrequency=10
enemyPause=enemyFrequency
killEnemy=True
#------------------------------#
# classes #
#------------------------------#
######################################################
class Enemy(pygame.sprite.Group):
def __init__(self,ballX,ballY,ballSpeed,picture2=None):
pygame.sprite.Group.__init__(self)
self.ballX=ballX
self.ballY=ballY
self.ballSpeed=ballSpeed
self.image2=pygame.image.load(picture2)
def move(self):
for enemys in self:
self.ballX+=self.ballSpeed
self.ballY+=self.ballSpeed
def decay(self):
for enemys in self:
if enemys.y > height:
self.remove(enemys)
#------------------------------#
# functions #
#------------------------------#
def redraw_game_window():
screen.fill((30, 30, 30))
enemys.draw(screen)
pygame.display.update()
#------------------------------#
# main program #
#------------------------------#
RB=width-player.rect.width
CEILING = 3*player.rect.height # for ship movement
FLOOR = height - player.rect.height #
#enemy
enemies=pygame.sprite.Group()
enemySpeed=3
eX=random.randint(0,RB)
eY=random.randint(-height,0)
enemys=Enemy (eX,eY,enemySpeed,'asteroid.png')
t0 = pygame.time.clock()
dt = 0
enemyCount = 0
clock = pygame.time.Clock()
while inPlay:
redraw_game_window()
for event in pygame.event.get():
if event.type == pygame.QUIT:
inPlay=False
#enemies spawning
if dt < nSeconds:
t1 = time.process_time()
dt = t1 - t0
enemies.add(enemys)
else:
enemyInstance = Enemy()
enemyCount += 1
t0 = time.clock()
dt = 0
enemys.move()
enemys.decay()
clock.tick(30)
pygame.quit()

I hacked your code to the point where it seemed to be doing what the code describes, and what matches your question. There were a lot of things missing in this code, maybe you cut them out before posting to SO to make the code shorter.
The crux of the problem is the handling of the enemy sprites. I don't know if it was by design, but the original code was defining what seemed like a sprite, but based on a sprite group.
So I modified the code based on the idea that enemies should be a global sprite group, and went from there "fixing" things. There was no Player class defined, I added one. I could not follow the timing code, it was using pygame.time.clock() (which is an object) as a time value. It seemed like this code was keeping a delta, and counting time to respawn a new enemy, I had to re-write this bit to get it to work - my apologies.
The other comment I want to make - sprites can define an update() function. This function should handle the position changes and appearance of the sprite. PyGame sprite groups will handle the calling of this function automatically (if it's defined) in the sprite group update() meta-call. This gives the program a clean and simple way to handle sprite animation.
import pygame
pygame.init()
import random
import time
inPlay = True
width=900
height=700
screen = pygame.display.set_mode((width, height))
#enemy
enemies = pygame.sprite.Group() # Holds all enemy sprites
enemyFrequency = 1000 # milliseconds between enemy spawn
killEnemy = True
enemyCount = 0
#------------------------------#
# classes #
#------------------------------#
######################################################
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('player.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (100,100) # TODO - position properly
def update(self):
# TODO
pass
class Enemy(pygame.sprite.Sprite):
def __init__(self, ballX, ballY, ballSpeed, picture2=None):
pygame.sprite.Sprite.__init__(self)
self.ballSpeed = ballSpeed
self.image = pygame.image.load(picture2).convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = ( ballX, ballY )
def update(self):
global enemies # group of all enemy sprites (to which this sprite belongs)
global height # window height
self.rect.x += self.ballSpeed
self.rect.y += self.ballSpeed
# decay the enemy
if ( self.rect.y > height ):
enemies.remove(self) # went off screen, delete it
#------------------------------#
# functions #
#------------------------------#
def redraw_game_window():
screen.fill((30, 30, 30))
enemies.draw(screen)
pygame.display.update()
#------------------------------#
# main program #
#------------------------------#
player = Player()
RB=width-player.rect.width
CEILING = 3*player.rect.height # for ship movement
FLOOR = height - player.rect.height #
# start with 3 enemies
for i in range( 3 ):
enemySpeed = 3
eX=random.randint(0,RB)
eY=random.randint(-height,0)
enemies.add( Enemy(eX,eY,enemySpeed,'asteroid.png') )
clock = pygame.time.Clock()
last_enemy_spawn_time = 0
while inPlay:
time_now = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
inPlay=False
# is it time to spawn a new enemy?
if ( time_now - last_enemy_spawn_time > enemyFrequency ):
last_enemy_spawn_time = time_now # reset timer
#enemies spawning
eX=random.randint(0,RB)
eY=random.randint(-height,0)
enemies.add( Enemy(eX,eY,enemySpeed,'asteroid.png') )
enemyCount += 1
enemies.update() # call the update() of every sprite
redraw_game_window()
#enemies.decay() -- MOVED INTO Enemy.update()
clock.tick(30)
pygame.quit()

Related

Images layering over old image in Python Pygame [duplicate]

I'm building a pong game trying to get better at programming but Im having trouble moving the ball. When the move_right method is called the ellipse stretches to the right instead of moving to the right. I've tried putting the ball variable in the init method but that just makes it not move at all even though the variables should be changing on account of the move_right method. I have also tried setting the x and y positions as parameters in the Ball class,but that just stretches it also.
I don't understand why when I run the following code the ball I'm trying to move stretches to the right instead of moves to the right. Can someone explain why this is happening? I have tried everything I can think of but i can't get it to do what I want.
import pygame,sys
import random
class Ball:
def __init__(self):
self.size = 30
self.color = light_grey
self.x_pos = width/2 -15
self.y_pos = height/2 -15
self.speed = 1
#self.ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
def draw_ball(self):
ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
pygame.draw.ellipse(screen,self.color,ball)
def move_right(self):
self.x_pos += self.speed
class Player:
def __init__(self,x_pos,y_pos,width,height):
self.x_pos = x_pos
self.y_pos = y_pos
self.width = width
self.height = height
self.color = light_grey
def draw_player(self):
player = pygame.Rect(self.x_pos,self.y_pos,self.width,self.height)
pygame.draw.rect(screen,self.color,player)
class Main:
def __init__(self):
self.ball=Ball()
self.player=Player(width-20,height/2 -70,10,140)
self.opponent= Player(10,height/2-70,10,140)
def draw_elements(self):
self.ball.draw_ball()
self.player.draw_player()
self.opponent.draw_player()
def move_ball(self):
self.ball.move_right()
pygame.init()
size = 30
clock = pygame.time.Clock()
pygame.display.set_caption("Pong")
width = 1000
height = 600
screen = pygame.display.set_mode((width,height))
bg_color = pygame.Color('grey12')
light_grey = (200,200,200)
main = Main()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#player = pygame.Rect(width-20,height/2 -70,10,140)
#opponent = pygame.Rect(10,height/2-70,10,140)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#pygame.draw.rect(screen,light_grey,player)
#pygame.draw.rect(screen,light_grey,opponent)
#pygame.draw.ellipse(screen,light_grey,ball)
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
clock.tick(60)
You have to clear the display in every frame with pygame.Surface.fill:
while True:
# [...]
screen.fill(0) # <---
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
# [...]
Everything that is drawn is drawn on the target surface. The entire scene is redraw in each frame. Therefore the display needs to be cleared at the begin of every frame in the application loop. The typical PyGame application loop has to:
handle the events by either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by either pygame.display.update() or pygame.display.flip()

Sprites not displaying properly [duplicate]

I'm building a pong game trying to get better at programming but Im having trouble moving the ball. When the move_right method is called the ellipse stretches to the right instead of moving to the right. I've tried putting the ball variable in the init method but that just makes it not move at all even though the variables should be changing on account of the move_right method. I have also tried setting the x and y positions as parameters in the Ball class,but that just stretches it also.
I don't understand why when I run the following code the ball I'm trying to move stretches to the right instead of moves to the right. Can someone explain why this is happening? I have tried everything I can think of but i can't get it to do what I want.
import pygame,sys
import random
class Ball:
def __init__(self):
self.size = 30
self.color = light_grey
self.x_pos = width/2 -15
self.y_pos = height/2 -15
self.speed = 1
#self.ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
def draw_ball(self):
ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
pygame.draw.ellipse(screen,self.color,ball)
def move_right(self):
self.x_pos += self.speed
class Player:
def __init__(self,x_pos,y_pos,width,height):
self.x_pos = x_pos
self.y_pos = y_pos
self.width = width
self.height = height
self.color = light_grey
def draw_player(self):
player = pygame.Rect(self.x_pos,self.y_pos,self.width,self.height)
pygame.draw.rect(screen,self.color,player)
class Main:
def __init__(self):
self.ball=Ball()
self.player=Player(width-20,height/2 -70,10,140)
self.opponent= Player(10,height/2-70,10,140)
def draw_elements(self):
self.ball.draw_ball()
self.player.draw_player()
self.opponent.draw_player()
def move_ball(self):
self.ball.move_right()
pygame.init()
size = 30
clock = pygame.time.Clock()
pygame.display.set_caption("Pong")
width = 1000
height = 600
screen = pygame.display.set_mode((width,height))
bg_color = pygame.Color('grey12')
light_grey = (200,200,200)
main = Main()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#player = pygame.Rect(width-20,height/2 -70,10,140)
#opponent = pygame.Rect(10,height/2-70,10,140)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#pygame.draw.rect(screen,light_grey,player)
#pygame.draw.rect(screen,light_grey,opponent)
#pygame.draw.ellipse(screen,light_grey,ball)
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
clock.tick(60)
You have to clear the display in every frame with pygame.Surface.fill:
while True:
# [...]
screen.fill(0) # <---
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
# [...]
Everything that is drawn is drawn on the target surface. The entire scene is redraw in each frame. Therefore the display needs to be cleared at the begin of every frame in the application loop. The typical PyGame application loop has to:
handle the events by either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by either pygame.display.update() or pygame.display.flip()

Python Crash Course 2nd Edition - Creating an Alien [duplicate]

I'm building a pong game trying to get better at programming but Im having trouble moving the ball. When the move_right method is called the ellipse stretches to the right instead of moving to the right. I've tried putting the ball variable in the init method but that just makes it not move at all even though the variables should be changing on account of the move_right method. I have also tried setting the x and y positions as parameters in the Ball class,but that just stretches it also.
I don't understand why when I run the following code the ball I'm trying to move stretches to the right instead of moves to the right. Can someone explain why this is happening? I have tried everything I can think of but i can't get it to do what I want.
import pygame,sys
import random
class Ball:
def __init__(self):
self.size = 30
self.color = light_grey
self.x_pos = width/2 -15
self.y_pos = height/2 -15
self.speed = 1
#self.ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
def draw_ball(self):
ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
pygame.draw.ellipse(screen,self.color,ball)
def move_right(self):
self.x_pos += self.speed
class Player:
def __init__(self,x_pos,y_pos,width,height):
self.x_pos = x_pos
self.y_pos = y_pos
self.width = width
self.height = height
self.color = light_grey
def draw_player(self):
player = pygame.Rect(self.x_pos,self.y_pos,self.width,self.height)
pygame.draw.rect(screen,self.color,player)
class Main:
def __init__(self):
self.ball=Ball()
self.player=Player(width-20,height/2 -70,10,140)
self.opponent= Player(10,height/2-70,10,140)
def draw_elements(self):
self.ball.draw_ball()
self.player.draw_player()
self.opponent.draw_player()
def move_ball(self):
self.ball.move_right()
pygame.init()
size = 30
clock = pygame.time.Clock()
pygame.display.set_caption("Pong")
width = 1000
height = 600
screen = pygame.display.set_mode((width,height))
bg_color = pygame.Color('grey12')
light_grey = (200,200,200)
main = Main()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#player = pygame.Rect(width-20,height/2 -70,10,140)
#opponent = pygame.Rect(10,height/2-70,10,140)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#pygame.draw.rect(screen,light_grey,player)
#pygame.draw.rect(screen,light_grey,opponent)
#pygame.draw.ellipse(screen,light_grey,ball)
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
clock.tick(60)
You have to clear the display in every frame with pygame.Surface.fill:
while True:
# [...]
screen.fill(0) # <---
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
# [...]
Everything that is drawn is drawn on the target surface. The entire scene is redraw in each frame. Therefore the display needs to be cleared at the begin of every frame in the application loop. The typical PyGame application loop has to:
handle the events by either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by either pygame.display.update() or pygame.display.flip()

i want to kill the my last sprite while moving and keeping my current sprtie

import pygame, sys
start = True
class Player(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.attack_animation = False
self.sprites = []
self.sprites.append(pygame.image.load('crossHair.png'))
self.sprites.append(pygame.image.load('crossHair_2.png'))
self.sprites.append(pygame.image.load('crossHair_3.png'))
self.sprites.append(pygame.image.load('crossHair_4.png'))
self.current_sprite = 0
self.image = self.sprites[self.current_sprite]
self.image.set_colorkey('white')
for items in self.sprites:
items.set_colorkey('white')
self.rect = self.image.get_rect()
self.rect.topleft = [pos_x,pos_y]
def attack(self):
self.attack_animation = True
self.image.set_colorkey('white')
def update(self,speed):
self.image.set_colorkey('white')
self.current_sprite += speed
if int(self.current_sprite) >= len(self.sprites):
self.attack_animation = False
self.current_sprite = 0
self.image = self.sprites[int(self.current_sprite)]
# General setup
pygame.init()
clock = pygame.time.Clock()
# Game Screen
screen_width = 400
screen_height = 400
mouse = pygame.mouse.get_pos()
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption("Sprite Animation")
# Creating the sprites and groups
moving_sprites = pygame.sprite.Group()
while True:
globals()['mouse'] = pygame.mo[![now this is the problem][1]][1]use.get_pos()
player = Player(mouse[0],mouse[1])
moving_sprites.add(player)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
player.attack()
# Drawing
screen.fill((0,0,0))
screen.set_colorkey('white')
moving_sprites.draw(screen)
moving_sprites.update(0.04)
pygame.display.flip()
clock.tick(120)
this is creatiing my player / crossHair every 120th of a second and it leaves behind it's last sprite
now the problem with that is it leaves behind my last sprite and if i put
moving_sprites = pygame.sprite.Group()
in while loop then it won't animate anybody can solve this pls answer my question...
This is not the way to animate sprites. Creating a new sprite every frame is bad practice and a waste of performance since all objects have to be recreated. Even more you load the images in the constructor of the Player class. If you do this every frame, then every frame the images have to be loaded from the volume and decoded.
Create the sprite once before the application loop and change the attributes of the sprite object in the loop. This will give you the best performance:
class Player(pygame.sprite.Sprite):
# [...]
def set_pos(self, pos_x, pos_y):
self.rect.topleft = (pos_x, pos_y)
moving_sprites = pygame.sprite.Group()
player = Player(0, 0)
moving_sprites.add(player)
while True:
player.set_pos(*pygame.mouse.get_pos())
# [...]

Multiple bullets not showing up when added to Pygame sprite group and updated

I'm working on my first project in Python / Pygame, which is a shooter-style game. However, when I create multiple instances of my Bullet sprite and add them to the sprite group, only the most recent instance is shown on the screen. That is, only one bullet is showing at any given time.
I think Lines 175-180 or within the Bullet class are causing the problem.
My code:
import pygame, random , sys , time
from pygame.locals import *
# Screen dimensions
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
# Global constants
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
LIGHTBLUE = ( 0, 0, 155)
FPS = 60
class Player(pygame.sprite.Sprite):
# set speed vector of the player
change_x = 0
change_y = 0
moverate = 5
# Constructor. Pass in x and y position
def __init__(self, x, y):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
# Create player image
self.image = pygame.image.load('player.png')
self.image.set_colorkey(WHITE)
# Set a referance to the image rect.
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.y = y
def changespeed(self, x, y):
""" Change the speed of the player"""
self.change_x += x
self.change_y += y
def update(self):
""" Move the player. """
# Move left/right
self.rect.x += self.change_x
# Move up/down
self.rect.y += self.change_y
def stop(self):
""" Called when the user lets off the keyboard."""
self.change_x = 0
self.change_y = 0
self.image = pygame.image.load('player.png')
self.image.set_colorkey(WHITE)
class Enemy(pygame.sprite.Sprite):
""" This class represents the enemy sprites."""
minmoverate = 1
maxmoverate = 8
def __init__(self):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('enemyShip.png')
self.image = pygame.transform.scale(self.image, (50, 50))
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
def reset_pos(self):
""" Reset position to the top of the screen, at a random x location.
Called by update() or the main program loop if there is a collision."""
self.rect.y = - ( SCREEN_HEIGHT / 4)
self.rect.x = random.randrange(SCREEN_WIDTH)
def update(self):
""" Move the enemies. """
# Move down, at some speed
self.rect.y += 2
# Move left and right, at some speed
self.rect.x += 0
# If enemy is too far down, reset to top of screen
if self.rect.y > SCREEN_HEIGHT:
self.reset_pos()
class Bullet(pygame.sprite.Sprite):
""" This class represents the bullet. """
def __init__(self):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([8, 20])
self.image.fill(LIGHTBLUE)
self.rect = self.image.get_rect()
def update(self):
""" Move the bullet. """
self.rect.y -= 10
class Game(object):
""" This class represents an instance of the game. If we need to
rest the game we'd just need to create a new instance of this class."""
# --- Class attributes.
# Sprite lists
enemy_list = None
bullet_list = None
all_sprites_list = None
# --- Class methods
# Set up the game
def __init__(self):
self.score = 0
self.game_over = False
# Create sprite lists
self.enemy_list = pygame.sprite.Group()
self.bullet_list = pygame.sprite.Group()
self.all_sprites_list = pygame.sprite.Group()
# Create the starting enemy ships
for i in range(15):
enemy = Enemy()
enemy.rect.x = random.randrange(SCREEN_WIDTH)
enemy.rect.y = random.randrange(-300, 20)
self.enemy_list.add(enemy)
self.all_sprites_list.add(enemy)
# Create the player
self.player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT - (SCREEN_HEIGHT / 6))
self.all_sprites_list.add(self.player)
def process_events(self):
""" Process all of the events. Return "True" if we need to close the window."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return True
elif event.key == K_RETURN:
if self.game_over:
self.__init__()
elif event.key in (K_RIGHT ,K_d):
self.player.changespeed( self.moverate ,0)
elif event.key in (K_LEFT ,K_a):
self.player.changespeed( -self.moverate ,0)
elif event.key in (K_UP , K_w):
self.player.changespeed(0, -self.moverate)
elif event.key in (K_DOWN , K_s):
self.player.changespeed(0, self.moverate)
elif event.key == K_SPACE: # Fire bullet
bullet = Bullet(0
# Set bullet so it is where the player is
bullet.rect.centerx = self.player.rect.centerx
bullet.rect.y = self.player.rect.y
# Add bullet to lists
self.all_sprites_list.add(bullet)
self.bullet_list.add(bullet)
elif event.type == KEYUP:
if event.key in (K_RIGHT ,K_d):
self.player.changespeed( -self.moverate ,0)
elif event.key in (K_LEFT ,K_a):
self.player.changespeed( self.moverate ,0)
elif event.key in (K_UP , K_w):
self.player.changespeed(0, self.moverate)
elif event.key in (K_DOWN , K_s):
self.player.changespeed(0, -self.moverate)
def run_logic(self):
""" This method is run each time through the frame.
It updates positions and checks for collisions."""
enemy = Enemy()
if not self.game_over:
# Move all the sprites
self.all_sprites_list.update()
if len(self.all_sprites_list) < 17:
self.enemy_list.add(enemy)
self.all_sprites_list.add(enemy)
enemy.rect.x = random.randrange(SCREEN_WIDTH)
enemy.rect.y = random.randrange(-100, -50)
# Bullet Mechanics
for bullet in self.bullet_list:
# See if the bullets has collided with anything.
self.enemy_hit_list = pygame.sprite.spritecollide(bullet, self.enemy_list, True)
# For each enemy hit, remove bullet and enemy and add to score
for enemy in self.enemy_hit_list:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
self.score += 1
# Remove the bullet if it flies up off the screen
if bullet.rect.y < -10:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
# Player Mechanics
for enemy in self.enemy_list:
# See if player has collided with anything.
self.player_hit_list = pygame.sprite.spritecollide(self.player, self.enemy_list, True)
if len(self.player_hit_list) == 1:
# If player is hit, show game over.
self.game_over = True
def display_frame(self, screen):
""" Display everything to the screen for the game. """
screen.fill(BLACK)
if self.game_over:
# font = pygame.font.Font("Serif:, 25)
font = pygame.font.SysFont("serif", 25)
text = font.render("Game Over! You scored " + str(self.score) +" points, press Enter to restart", True, WHITE)
center_x = (SCREEN_WIDTH // 2) - (text.get_width() // 2)
center_y = (SCREEN_HEIGHT // 2) - (text.get_height() // 2)
screen.blit(text, [center_x, center_y])
if not self.game_over:
self.all_sprites_list.draw(screen)
pygame.display.flip()
def main():
""" Main program function. """
# Initialize Pygame and set up the window
pygame.init()
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
screen_rect = screen.get_rect()
pygame.display.set_caption("My Game")
pygame.mouse.set_visible(False)
# Create our objects and set the data
done = False
clock = pygame.time.Clock()
# Create an instance of the Game class
game = Game()
# Main game loop
while not done:
# Process events (keystrokes, mouse clicks, etc)
done = game.process_events()
# Update object positions, check for collisions
game.run_logic()
# Draw the current frame
game.display_frame(screen)
# Pause for the next frame
clock.tick(FPS)
# Close window and exit
pygame.quit()
# Call the main function, start up the game
if __name__ == "__main__":
main()
The problem is that you're only ever creating a single Bullet instance, which you're storing in the Game.bullet class variable. Whenever you shoot, the code moves that single bullet to the player's position, and it updates from there.
You probably want to create a new bullet for every shot. Use something like this in process_events:
elif event.key == K_SPACE: # Fire bullet
bullet = Bullet()
bullet.rect.centerx = self.player.rect.centerx
bullet.rect.y = self.player.rect.y
# Add bullet to lists
all_sprites_list.add(self.bullet)
bullet_list.add(self.bullet)
That creates a new bullet every time the space bar is pressed. If your game design specifies a limit to the number of bullets that can be "active" at once, you may need some more complex logic (or if the performance cost of creating and destroying lots of instances is too much you could write some object caching code), but this should get you on the right track.
Now, the code above doesn't do anything to remove the bullets later, so you'll probably need to handle that too or your game will bog down from the calculations involving off-screen bullets. I'd suggest putting some logic in Bullet.update() that calls self.kill() if the bullet is off the screen (or whenever makes sense for your game). The instance will be garbage collected automatically when there are no more references to it.
I'd also suggest getting rid of all of the class variables of you Game class, which are either unnecessary (they get shadowed by instance variables that are created in __init__), or broken (like bullet).

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