So im new at pygame and coding my first project- a side scrolling shooter. The issue im having is with my bullets: when i press the space key, some of the bullets will show up but there are times when nothing happens, and no bullets spawn when i jump. Not quite sure how to go about fixing this issue- any ideas would be greatly appreciated.
Code is as follows:
import pygame
import math, random, sys, pygame.mixer
from pygame.locals import *
pygame.init()
pygame.mixer.pre_init(44100, -16, 2, 8192)
pygame.mixer.init()
jump = False
jump_offset = 0
jump_height = 250
k = pygame.key.get_pressed()
def events():
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
def do_jumping():
global jump_height
global jump
global jump_offset
if jump:
jump_offset += 3
if jump_offset >= jump_height:
jump = False
elif jump_offset > 0 and jump == False:
jump_offset -= 3
#Defining colours
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
#Window Settings
w = 1280
h = 720
half_w = w /2
half_h = h /2
AREA = w*h
#Initialising the window
pygame.init()
display = pygame.display.set_mode((w,h)) #Sets the size of the window
pygame.display.set_caption("Cattleman") #Sets the title of the window
Clock = pygame.time.Clock() #clockspeed for the game ie. 60fps
FPS = 600
#pygame.mouse.set_visible(True) #Allows the mouse to be shown in the game window.
background = pygame.image.load("background.png").convert()
backgroundWidth, backgroundHeight = background.get_rect().size
stageWidth = backgroundWidth*2 #sets the area which the player can move in
stagePosX = 0 #Records position of stage as the player moves
startScrollPosX = half_w
circleRadius = 25
circlePosX = circleRadius
playerPosX = circleRadius
playerPosY = 602
playerVelocityX = 0
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
bullets = []
bulletSprite = pygame.image.load("Bullet1.png").convert_alpha()
bulletSprite = pygame.transform.scale(bulletSprite, (20,10))
#Sounds
#gunSounds = ["pew1.wav", "pew2.wav", "pew3.wav", "pew4.wav"]
#SOUNDS
shot = pygame.mixer.Sound("pew1.wav")
#------------------------MAIN PROGRAM LOOP------------------------#
while True:
events()
do_jumping()
k = pygame.key.get_pressed()
if k[K_RIGHT]:
playerVelocityX = 2 #Moves the player right
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
if k[K_LEFT]:
playerVelocityX = -2 #Moves the player left
playersprite = pygame.image.load("player_spriteL2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
if k[K_UP] and jump == False and jump_offset == 0:
jump = True
if not k[K_RIGHT] and not k[K_LEFT]:
playerVelocityX = 0 #If no input detected, the player does not move
if k[K_SPACE]:
for event in pygame.event.get():
bullets.append([circlePosX-100, playerPosY-20])
shot.play()
playerPosX += playerVelocityX
if playerPosX > stageWidth - circleRadius-25: playerPosX = stageWidth - circleRadius-25 #Checks if the player trie to go past the right boundary
if playerPosX < circleRadius+55:playerPosX = circleRadius+55 #Checks if the player tries to go past the left boundary
if playerPosX < startScrollPosX: circlePosX = playerPosX
elif playerPosX > stageWidth - startScrollPosX: circlePosX = playerPosX - stageWidth + w
else:
circlePosX = startScrollPosX
stagePosX += -playerVelocityX
for b in range(len(bullets)):
bullets[b][0] -= 3
for bullet in bullets[:]:
if bullet[0] < 0:
bullets.remove(bullet)
rel_x = stagePosX % backgroundWidth
display.blit(background,(rel_x - backgroundWidth, 0))
if rel_x < w:
display.blit(background, (rel_x, 0))
for bullet in bullets:
display.blit(bulletSprite, pygame.Rect(bullet[0], bullet[1], 0, 0,))
#pygame.draw.circle(display,WHITE, (int(circlePosX),playerPosY - jump_offset), circleRadius, 0)
display.blit(playersprite, (int(circlePosX-80),playerPosY-100 - jump_offset))
pygame.display.update()
Clock.tick(FPS)
display.fill(BLACK)
I have done this in my code that leaves multiple balls similar like bullets :
class Bullet():
def __init__(self, x, y):
# self.image = pygame.image.load("SingleBullet.png")
self.image = pygame.image.load("ball.png")
self.image = pygame.transform.scale(self.image, (25, 25))
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.is_alive = True
# --------------------
def update(self):
self.rect.y -= 15
if self.rect.y < 0:
self.is_alive = False
# --------------------
def draw(self, screen):
screen.blit(self.image, self.rect.topleft)
for getting keyboard :
def event_handler(self, event):
if event.type == KEYDOWN:
if event.key == K_LEFT:
self.move_x = -5
elif event.key == K_RIGHT:
self.move_x = 5
elif event.key == K_SPACE:
if len(self.shots) < self.max_shots:
self.shots.append(Bullet(self.rect.centerx, self.rect.top))
if event.type == KEYUP:
if event.key in (K_LEFT, K_RIGHT):
self.move_x = 0
Related
I'm making a game in pygame and I'm having some trouble with object collisions.
import pygame, sys
from pygame.math import Vector2
pygame.init()
screen = pygame.display.set_mode((500,500))
clock = pygame.time.Clock()
#Environment Variables
gravity = -1
jumpForce = 20
moveSpeed = 10
#Game Objects
playerPos = Vector2(230,230)
playerVelo = Vector2(0,0)
player = pygame.Rect(playerPos.x,playerPos.y, 20, 20)
boxPos = Vector2(350,480)
box = pygame.Rect(boxPos.x, boxPos.y, 20,20)
def Clamp(var, minClamp, maxClamp):
if minClamp > maxClamp:
raise Exception("minClamp must be less than maxClamp")
if var < minClamp:
var = minClamp
if var > maxClamp:
var = maxClamp
return var
def Draw():
global player,box
screen.fill((255,255,25))
player = pygame.Rect(playerPos.x,playerPos.y, 20, 20)
pygame.draw.rect(screen,(0,100,255),player)
box = pygame.Rect(boxPos.x, boxPos.y, 20,20)
pygame.draw.rect(screen,(10,200,20),box)
def PlayerVelocity():
global playerPos,playerVelo,player,box,boxPos
if player.colliderect(box):
playerPos = Vector2(boxPos.x,boxPos.y-20)
print("balls")
if playerPos.y < 499:
playerVelo.y += gravity
#if not pygame.Rect(playerPos.x+playerVelo.x,playerPos.y+playerVelo.y,20,20).colliderect(box):
playerPos -= playerVelo
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
playerVelo.y = jumpForce
print(playerVelo)
keys = pygame.key.get_pressed()
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
playerVelo.x = 1*moveSpeed
elif keys[pygame.K_d] or keys[pygame.K_RIGHT]:
playerVelo.x = -1*moveSpeed
else:
playerVelo.x = 0
#Draw things to the screen
Draw()
PlayerVelocity()
playerPos.x = Clamp(playerPos.x, 0, 480)
playerPos.y = Clamp(playerPos.y,0,480)
pygame.display.update()
clock.tick(30)
I've tried looking this up and the other solutions either don't work with the movement system I've implemented or I just plain don't understand them.
It is not enough to change the position of the player when the player hits the obstacle. You need to constrain the player's box (pygame.Rect object) with the obstacle rectangle and update the player's position. Clamp and calculate the position of the player before checking for collision:
def PlayerVelocity():
global playerPos,playerVelo,player,box,boxPos
prev_y = playerPos.y
if playerPos.y < 499:
playerVelo.y += gravity
playerPos -= playerVelo
playerPos.x = Clamp(playerPos.x, 0, 480)
playerPos.y = Clamp(playerPos.y, 0, 480)
player = pygame.Rect(playerPos.x, playerPos.y, 20, 20)
box = pygame.Rect(boxPos.x, boxPos.y, 20,20)
if player.colliderect(box):
if prev_y+20 <= box.top:
player.bottom = box.top
elif player.left < box.left:
player.right = box.left
else:
player.left = box.right
playerPos = Vector2(player.topleft)
print("balls")
This question already has answers here:
How does this algorithm make the character jump in pygame?
(1 answer)
How can I do a double jump in pygame?
(1 answer)
jumping too fast?
(1 answer)
Closed 1 year ago.
I'm doing own game with the help Python. I need to make a jumping to my sprite can jump. However, my sprite can't jump. If my program had 1 and more mistakes, my game wouldn't able to work. Please, find mistake to my sprite can jump. Here's my program:
from pygame.locals import *
import pygame
import os
import random
WIDTH = 800
HEIGHT = 600
FPS = 60
usr_y = 400
# Задаем цвета
GREEN = (75, 0, 130)
BLUE = (255, 20, 147)
# Создаем игру и окно
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini-games by Latypov Vildan 10'a' Class")
clock = pygame.time.Clock()
icon = pygame.image.load('icon.png')
pygame.display.set_icon(icon)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH - 360
self.rect.centery = HEIGHT - 200
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
def print_text(message, x, y, font_color = (0, 0, 0), font_type = 'фыы.ttf', font_size = 30):
font_type = pygame.font.Font(font_type, font_size)
text = font_type.render(message, True, font_color)
screen.blit(text, (x, y))
print_text('Hi', 250, 250)
jump = False
counter = -30
def make():
global usr_y, counter, jump
if counter >= -30:
usr_y-= counter / 2.5
counter -= 1
else:
counter = 30
jump = False
# Цикл игры
running = True
while running:
# Держим цикл на правильной скорости
clock.tick(FPS)
# Ввод процесса (события)
for event in pygame.event.get():
# check for closing window
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
elif event.key == K_SPACE:
jump = True
if jump:
make()
# Обновление
all_sprites.update()
# Рендеринг
screen.fill(BLUE)
all_sprites.draw(screen)
# После отрисовки всего, переворачиваем экран
pygame.display.flip()
pygame.quit()
It is a matter of Indentation. You have to do the jump in the application loop. The state jump is set once when the event occurs. However, the jumping needs to be animated in consecutive frames.
Your event loop is mixed up and you must change the coordinate of the player object instead of usr_y:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH - 360
self.rect.centery = HEIGHT - 200
self.y = self.rect.y # <--- floating point y coordinate
def update(self):
self.rect.y = round(self.y) # <--- update player rectangle
self.speedx = 0
# [...]
jump = False
counter = 30
def make():
global counter, jump
if counter >= -30:
player.y -= counter / 2.5 # <--- change player.y
counter -= 1
else:
counter = 30
jump = False
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
jump = True
# INDENTATION
#<----------|
if jump:
make()
# [...]
I'm trying to make a Home Screen for two games in pygame, I changed the first game's name to module1 in the code Im providing and the Home Screen to Mainscreen
module1 is already done and now I'm just trying to get the Main Menu script to import the maingame when I click on the play button that I already have on the screen display, then when I finish the game (health reaches 0) , if I want to go back to the Main Menu I should just click anywhere on the "game over" screen that should appear when health reaches 0 or press escape.
here is what I tried:
this is the whole game script, the game loop is at the end of the script and sorry for how messy it is:
# Pygame skeleton
import pygame
import math
import random
import sys
import os
pygame.init()
pygame.mixer.init()
vec = pygame.math.Vector2
# Constants
WIDTH = 1306
HEIGHT = 526
FPS_INGAME = 60
FPS_HOMESCREEN = 30
FULL_SCREEN = (0,0)
bullet_img = pygame.image.load('Bullet.png')
jump = False
bullet_timer = 0
score = 0
moving_left = False
moving_right = False
shoot = False
acceleration = 0.7
friction = -0.1
gravity = 9.8
platform_color = (150,59,230)
# Classes and Sprites
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.shoot_cooldown = 0
self.anime = []
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
self.action = 0
animation_types = ["Shoot","Go"]
for animation in animation_types:
temp_list = []
num_of_frames = len(os.listdir(f'MySprite/{animation}'))
for i in range(1,num_of_frames):
img = pygame.image.load(f'MySprite/{animation}/{i}.png')
temp_list.append(img)
self.anime.append(temp_list)
self.direction = 1
self.flip = False
self.image = self.anime[self.action][self.frame_index]
self.rect = self.image.get_rect()
# vectors and sprite constants
self.health = 100
self.pos = vec(WIDTH/2, HEIGHT/2)
self.vel_vec = vec(0,0)
self.acc_vec = vec(0,0)
def jump(self):
self.rect.y += 1
hits = pygame.sprite.spritecollide(player_group.sprite, platform_group,False)
self.rect.y -= -1
if hits:
self.vel_vec.y = -15
def screen_edge(self):
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
def get_damage(self,damage_mag):
self.health -= damage_mag
def update(self):
animation_cooldown = 75
self.image = self.anime[self.action][self.frame_index]
if pygame.time.get_ticks() - self.update_time >= animation_cooldown:
self.update_time = pygame.time.get_ticks()
self.frame_index += 1
if self.frame_index >= len(self.anime[self.action]):
self.frame_index = 0
if self.shoot_cooldown > 0:
self.shoot_cooldown -= 1
def update_action(self,new_action):
if new_action != self.action:
self.action = new_action
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def move(self,moving_left,moving_right):
self.acc_vec = vec(0,acceleration)
if moving_left:
self.acc_vec.x = -(acceleration)
self.direction = 1
self.flip = False
if moving_right:
self.acc_vec.x = acceleration
self.direction = -1
self.flip = True
self.acc_vec.x += self.vel_vec.x * friction
self.vel_vec += self.acc_vec
self.pos += self.vel_vec + 0.5 * self.acc_vec
self.rect.midbottom = self.pos
hits = pygame.sprite.spritecollide(player_group.sprite, platform_group,False)
if hits:
self.pos.y = hits[0].rect.top
self.vel_vec.y = 0
def draw(self):
screen.blit(pygame.transform.flip(self.image,self.flip,False),self.rect)
class Platform(pygame.sprite.Sprite):
def __init__(self,x,y,w,h):
super().__init__()
self.image = pygame.Surface((w,h))
self.image.fill(platform_color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Hostiles(pygame.sprite.Sprite):
def __init__(self,x_pos,y_pos,speed):
super(Hostiles,self).__init__()
self.images = []
self.images.append(pygame.image.load('MySprite/images/go_1.png'))
self.images.append(pygame.image.load('MySprite/images/go_2.png'))
self.images.append(pygame.image.load('MySprite/images/go_3.png'))
self.images.append(pygame.image.load('MySprite/images/go_4.png'))
self.images.append(pygame.image.load('MySprite/images/go_5.png'))
self.images.append(pygame.image.load('MySprite/images/go_6.png'))
self.images.append(pygame.image.load('MySprite/images/go_7.png'))
self.images.append(pygame.image.load('MySprite/images/go_8.png'))
self.images.append(pygame.image.load('MySprite/images/go_9.png'))
self.images.append(pygame.image.load('MySprite/images/go_10.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = self.image.get_rect(center = (x_pos,y_pos))
self.speed = speed
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
self.rect.centerx += self.speed
if self.rect.centerx >= 1350 or self.rect.centerx <= -50:
self.kill()
class Hostiles2(pygame.sprite.Sprite):
def __init__(self,x_pos,y_pos,speed):
super(Hostiles2,self).__init__()
self.images2 = []
self.images2.append(pygame.image.load('MySprite/images2/go_1.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_2.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_3.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_4.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_5.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_6.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_7.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_8.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_9.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_10.png'))
self.index = 0
self.image = self.images2[self.index]
self.rect = self.image.get_rect(center = (x_pos,y_pos))
self.speed = speed
def update(self):
self.index += 1
if self.index >= len(self.images2):
self.index = 0
self.image = self.images2[self.index]
self.rect.centerx += self.speed
if self.rect.centerx >= 1350 or self.rect.centerx <= -50:
self.kill()
class Bullets(pygame.sprite.Sprite):
def __init__(self,x,y,direction):
super().__init__()
self.speed = 10
self.image = bullet_img
self.rect = self.image.get_rect(center = (x,y))
self.direction = direction
def update(self):
self.rect.x -= (self.direction * self.speed)
if self.rect.left >= WIDTH or self.rect.right <= 0:
self.kill()
screen.blit(self.image,self.rect)
# Functions
def make_text(font_type,font_size,text,color,position):
font = pygame.font.Font(font_type, font_size)
title = font.render(text,True,(color))
title_rect = title.get_rect(center = (position))
screen.blit(title,title_rect)
def main_game():
pygame.draw.rect(screen,(255,0,0),(22,20,200,10))
pygame.draw.rect(screen,platform_color,(22,20,2 * player_group.sprite.health,10))
screen.blit(heart,(0,2))
bullet_group.draw(screen)
player.draw()
hostiles_group.draw(screen)
platform_group.draw(screen)
bullet_group.update()
player_group.update()
hostiles_group.update()
player_group.update()
player.screen_edge()
if shoot:
if player.shoot_cooldown == 0:
bullet = Bullets(player.rect.centerx - (0.6 * player.direction * player.rect.size[0]),player.rect.centery,player.direction)
bullet_group.add(bullet)
player.shoot_cooldown = 40
if moving_left or moving_right:
player.update_action(1)
else:
player.update_action(0)
player.move(moving_left,moving_right)
if pygame.sprite.spritecollide(player_group.sprite,hostiles_group,True):
player_group.sprite.get_damage(10)
pygame.sprite.groupcollide(hostiles_group, bullet_group,True,True)
return 2
def game_over():
screen.fill((0,0,0))
text = gamefont.render("GAME OVER",True,(255,255,255))
text_rect = text.get_rect(center = (653,243))
screen.blit(text,text_rect)
scoresurface = gamefont.render(f"Score: {score}",True,(255,255,255))
score_rect = scoresurface.get_rect(center = (653,283))
screen.blit(scoresurface,score_rect)
# Creating window
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("game name")
clock = pygame.time.Clock()
# Groups and objects
gamefont = pygame.font.Font('Chernobyl.ttf',40)
player = Player()
platform = Platform(0,HEIGHT-96,WIDTH,100)
platform_group = pygame.sprite.GroupSingle()
platform_group.add(platform)
player_group = pygame.sprite.GroupSingle()
player_group.add(player)
hostiles_group = pygame.sprite.Group()
hostile_event = pygame.USEREVENT
pygame.time.set_timer(hostile_event,300)
bullet_group = pygame.sprite.Group()
pygame.mouse.set_visible(True)
sky = pygame.image.load('SkyNight.png')
wallpaper = pygame.image.load('GamePlatform.png')
heart = pygame.image.load('Heart.png')
# Game loop
running = True
while running:
# Events (Inputs)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == hostile_event:
random_xpos = [-40,-20]
random_xpos2 = [1340,1360]
random_hs = [-2,2]
hostile_left = Hostiles2(random.choice(random_xpos),400,random.choice(random_hs))
hostile_right = Hostiles(random.choice(random_xpos2),400,random.choice(random_hs))
hostiles_group.add(hostile_left,hostile_right)
if event.type == pygame.MOUSEBUTTONDOWN and player_group.sprite.health <= 0:
player_group.sprite.health = 100
hostiles_group.empty()
score = 0
import MainMenu
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
moving_left = True
if event.key == pygame.K_RIGHT:
moving_right = True
if event.key == pygame.K_q:
shoot = True
if event.key == pygame.K_ESCAPE:
running = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
moving_left = False
if event.key == pygame.K_RIGHT:
moving_right = False
if event.key == pygame.K_q:
shoot = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player_group.sprite.jump()
if player_group.sprite.health > 0:
score += main_game()
print (score)
else:
game_over()
pygame.display.update()
screen.blit(sky,FULL_SCREEN)
screen.blit(wallpaper,FULL_SCREEN)
programIcon = pygame.image.load('icon.png')
pygame.display.set_icon(programIcon)
clock.tick(FPS_INGAME)
and this is all the main screen / main menu .py file:
import pygame,sys
pygame.init()
screen = pygame.display.set_mode((1306,526))
clock = pygame.time.Clock()
pygame.mouse.set_visible(True)
screen_home = pygame.image.load('HomeScreen.png')
def make_text(font_type,font_size,text,color,position):
font = pygame.font.Font(font_type, font_size)
title = font.render(text,True,(color))
title_rect = title.get_rect(center = (position))
screen.blit(title,title_rect)
while True:
font1 = pygame.font.Font('Starjedi.ttf',60)
game1 = font1.render("Play",True,(255,255,255))
game1_rect = game1.get_rect(center = (640,300))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if game1_rect.collidepoint(event.pos):
import MainGame.py
screen.blit(screen_home,(0,0))
screen.blit(game1,game1_rect)
make_text('Chernobyl.ttf',70,"Title Here",(255,255,255),(315,80))
pygame.display.update()
clock.tick(45)
when I run the main menu I get the Home Screen I made, then I click on the on my display screen and it imports the game script and the game starts, when my health reaches 0 and I click on the screen to quit the game loop, it takes me back to the main menu which is exactly what I wanted,however, when I press play again to go back to the game it doesn't work it gives me an error:
ModuleNotFoundError: No module named 'MainGame.py'; 'MainGame' is not a package
I know the code is a mess I'm still new at this I'm sorry if my question wasn't clear enough, any help would be appreciated!
Ok, now that I see your code I can see you have a big problem using import:
You use it like this:
import MainGame.py
Assume the file you created is MainGame.py you supposed to import it this way:
import MainGame
Same goes to
import MainMenu.py
And that's might be the problem, though if you still have an issue, so instead of:
in the game, this is part of the main game loop:
Please copy all of the code, in both files, and write the name of each file next to the code.
This question already has answers here:
What does pygame.sprite.Group() do
(1 answer)
Is there a better way to spawn enemy locations?
(1 answer)
When I use pygame.sprite.spritecollide(), why does only the bullets disappear?
(1 answer)
Closed 5 months ago.
I am teaching myself python 3, and creating a python based game using pygame but am running into two problems.
In order to post here, I stripped my game down to the bare minimum but there is still quite a bit and I apologize for that. You have to actually be able to run my game to see the problem, so the below is the minimum required code to duplicate the problem. I stripped out all non essentials, walls, weapons, types of characters and images and replaced them with blocks so you can just copy, paste, and run it in Python 3.
This game is a "survive each round" type game.
Every level, there should be more enemy's allowed on the screen at a time. When the player shoots them, they are removed, but another one spawns to take its place.
I have 2 main problems.
The only parts of my code that currently (should be) removing enemy sprites from the sprites list, is if they get shot by the player, or they make contact with the player. About every 20 enemy's or so, one will simply disappear and I can't figure out why.
To the best of my knowledge, I have the enemy spawn set so that they will only spawn if they are at least 500 pixels away in any direction, yet they still will occasionally spawn on top of the player.
The best way to replicate these is playing the first few levels, and watch specifically for enemy's disappearing or spawning super close. It seems to be rng so it may take a few attempts.
I included notes in the code to attempt to save you from having to scan the whole thing.
import pygame,math,random,sys
#Colors
black = (0,0,0)
white = (255,255,255)
red = (188,13,13)
orange = (188,13,13)
yellow = (188,188,13)
green = (101,188,13)
blue_green = (13,188,100)
blue = (13,101,188)
purple = (100,13,188)
magenta = (188,13,101)
background1 = (93,58,23)
texture_1_1 = (116,71,25)
texture_1_2 = (75,57,31)
texture_1_3 = (105,77,49)
class Elven_Arrow_up(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([4,4])
self.image.fill(black)
self.rect = self.image.get_rect()
def update(self):
self.rect.y -= 4
class Elven_Arrow_down(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([4,4])
self.image.fill(black)
self.rect = self.image.get_rect()
def update(self):
self.rect.y += 4
class Elven_Arrow_left(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([4,4])
self.image.fill(black)
self.rect = self.image.get_rect()
def update(self):
self.rect.x -= 4
class Elven_Arrow_right(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([4,4])
self.image.fill(black)
self.rect = self.image.get_rect()
def update(self):
self.rect.x += 4
class Player(pygame.sprite.Sprite):
def __init__(self,health,speed, x, y):
super().__init__()
self.health = health
self.speed = speed
self.image = pygame.Surface([32,32])
self.image.fill(blue)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
class Enemy (pygame.sprite.Sprite):
def __init__(self,speed,health,points):
super().__init__()
self.image = pygame.Surface([32,32])
self.image.fill(red)
self.rect = self.image.get_rect()
self.speed = speed
self.health = health
self.points = points
def update(self):
dirvect = pygame.math.Vector2(player.rect.x - self.rect.x,
player.rect.y - self.rect.y)
dirvect.normalize()
dirvect.scale_to_length(self.speed)
self.rect.move_ip(dirvect)
class GameState():
def __init__(self):
self.state = 'intro'
def intro(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
self.state = 'level'
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.state = 'level'
screen.fill(white)
score_font = pygame.font.SysFont('Calibri', 25, True, False)
score_text = score_font.render('Click the Space Bar to Begin.',True,black)
screen.blit(score_text,(screen_width/2 - 180,screen_height/2 + 250))
pygame.display.flip()
def game_over(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
global enemy_list
global all_sprites_list
global player
global score
global max_num_of_enemies
global level
global score_needed
global score_needed_constant
global score_needed_add
global score_needed_add_constant
max_num_of_enemies = max_num_of_enemies_constant
enemy_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
player = Player(10,3,screen_width/2-3,screen_width/2,cinder_image)
all_sprites_list.add(player)
score_needed = score_needed_constant
score_needed_add = score_needed_add_constant
score = 0
self.state = 'intro'
screen.fill(black)
score_font = pygame.font.SysFont('Calibri', 25, True, False)
score_text = score_font.render("Click to continue.",True,white)
level_text = score_font.render("You got to Level: " + str(level),True,white)
screen.blit(score_text,(screen_width/2 + 200,screen_height/2 + 350))
screen.blit(level_text,(10,10))
pygame.display.flip()
#Below this line ends the level, removes all sprites from display lists, and returns the player to the center of the screen
def level_complete(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
global enemy_list
global all_sprites_list
global player
global score
global max_num_of_enemies
global max_num_of_enemies_constant
global level
enemy_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(player)
player.change_x = 0
player.change_y = 0
player.rect.x = screen_width/2
player.rect.y = screen_width/2
player.update()
self.state = 'level'
screen.fill(blue)
score_font = pygame.font.SysFont('Calibri', 25, True, False)
continue_text = score_font.render("Release all keys, and Press the Spacebar to Continue.",True,white)
level_text = score_font.render("You Completed level " + str(level-1) + "",True,white)
screen.blit(continue_text,(50,screen_height - 30))
screen.blit(level_text,(screen_width/2-100,screen_height/2))
pygame.display.flip()
#Above this line ends the level, removes all sprites from display, and returns the player to the center of the screen
#Below this line is the main game loop.
def level(self):
global Enemy
global enemy_list
global score
global player
global all_sprites_list
global max_num_of_enemies
global level
global score_needed
global score_needed_add
pygame.mouse.set_visible(1)
#Below this line spawns enemy's, if there are less enemy's than the max number of enemies AND they are far enough from the player
if len(enemy_list.sprites()) < max_num_of_enemies:
x = random.randrange(-500,screen_width+500)
y = random.randrange(-500,screen_height+500)
spawn = True
for enemy in enemy_list:
ex, ey = enemy.rect.center
distance = math.hypot(ex - x, ey - y)
if distance < minimum_distance:
spawn = False
break
if spawn:
speed = 1.5
health = 1
points = 1
enemy = Enemy(speed,health,points)
enemy.rect.center = x, y
enemy_list.add(enemy)
all_sprites_list.add(enemy)
#Above this line spawns enemy's, if there are less enemy's than the max number of enemies AND they are far enough from the player
#Below this line determines when the level will end, increases the number of enemies allowed on the screen, and sends you to the level complete page
if level < 1:
level = 1
elif score >= score_needed:
level +=1
max_num_of_enemies += 3
score_needed += score_needed_add
score_needed_add += 5
player.health += 1
self.state = 'level_complete'
#Above this line determines when the level will end, increases the number of enemies allowed on the screen, and sends you to the level complete page
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
sys.exit()
if player.health <= 0:
self.state = 'game_over'
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
player.changespeed(-3, 0)
elif event.key == pygame.K_d:
player.changespeed(3, 0)
elif event.key == pygame.K_w:
player.changespeed(0, -3)
elif event.key == pygame.K_s:
player.changespeed(0, 3)
elif event.key == pygame.K_LEFT:
projectile = Elven_Arrow_left()
projectile.rect.x = player.rect.x + 3
projectile.rect.y = player.rect.y + 8
projectile_list.add(projectile)
all_sprites_list.add(projectile)
elif event.key == pygame.K_RIGHT:
projectile = Elven_Arrow_right()
projectile.rect.x = player.rect.x + 3
projectile.rect.y = player.rect.y + 8
projectile_list.add(projectile)
all_sprites_list.add(projectile)
elif event.key == pygame.K_UP:
projectile = Elven_Arrow_up()
projectile.rect.x = player.rect.x + 3
projectile.rect.y = player.rect.y + 8
projectile_list.add(projectile)
all_sprites_list.add(projectile)
elif event.key == pygame.K_DOWN:
projectile = Elven_Arrow_down()
projectile.rect.x = player.rect.x + 3
projectile.rect.y = player.rect.y + 8
projectile_list.add(projectile)
all_sprites_list.add(projectile)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.changespeed(3, 0)
elif event.key == pygame.K_d:
player.changespeed(-3, 0)
elif event.key == pygame.K_w:
player.changespeed(0, 3)
elif event.key == pygame.K_s:
player.changespeed(0, -3)
all_sprites_list.update()
if player.rect.y > screen_height + 10:
player.rect.y = -10
elif player.rect.y < -10:
player.rect.y = screen_height + 10
if player.rect.x > screen_width + 10:
player.rect.x = -10
elif player.rect.x < -10:
player.rect.x = screen_width + 10
#Below this line removes an enemy if they are shot by the player, and gives them a point
for projectile in projectile_list:
player_hit_list = pygame.sprite.spritecollide(projectile,enemy_list,True)
for enemy in player_hit_list:
projectile_list.remove(projectile)
all_sprites_list.remove(projectile)
score += 1
#Above this line removes an enemy if they are shot by the player, and gives them a point
if projectile.rect.y < -10:
projectile_list.remove(projectile)
all_sprites_list.remove(projectile)
elif projectile.rect.y > screen_height + 10:
projectile_list.remove(projectile)
all_sprites_list.remove(projectile)
elif projectile.rect.x < -10:
projectile_list.remove(projectile)
all_sprites_list.remove(projectile)
elif projectile.rect.x > screen_width + 10:
projectile_list.remove(projectile)
all_sprites_list.remove(projectile)
#Below this line removes an enemy if they make contact with the player.
for block in enemy_list:
enemy_hit_list = pygame.sprite.spritecollide(player, enemy_list, True)
for block in enemy_hit_list:
enemy_list.remove(block)
all_sprites_list.remove(block)
player.health -= block.points
#Above this line removes an enemy if they make contact with the player.
screen.fill(background1)
for i in texture_list1:
texture1 = pygame.draw.rect(screen,texture_1_1,[i[0],i[1],10,10])
for i in texture_list2:
texture1 = pygame.draw.rect(screen,texture_1_2,[i[0],i[1],10,10])
for i in texture_list3:
texture1 = pygame.draw.rect(screen,texture_1_3,[i[0],i[1],10,10])
all_sprites_list.draw(screen)
score_font = pygame.font.SysFont('Calibri', 25, True, False)
score_text = score_font.render("Score: " + str(score),True,blue_green)
noob_text = score_font.render("w,a,s,d to move, arrow keys to shoot. Good luck.",True,white)
level_text = score_font.render("Level: " + str(level),True,blue_green)
screen.blit(score_text,[10,10])
screen.blit(level_text,[screen_width - 150,10])
if score < 10:
screen.blit(noob_text,[100,10])
if player.health >= health_status[0]:
health_text = score_font.render("Health: " + str(player.health),True,blue_green)
elif player.health >= health_status[1]:
health_text = score_font.render("Health: " + str(player.health),True,green)
elif player.health >= health_status[2]:
health_text = score_font.render("Health: " + str(player.health),True,yellow)
elif player.health >= health_status[3]:
health_text = score_font.render("Health: " + str(player.health),True,orange)
elif player.health >= health_status[4]:
health_text = score_font.render("Health: " + str(player.health),True,red)
screen.blit(health_text, [10,40])
pygame.display.flip()
#Above this line is the main game loop
def state_manager(self):
if self.state == 'intro':
self.intro()
if self.state == 'game_over':
self.game_over()
if self.state == 'level':
self.level()
if self.state == 'level_complete':
self.level_complete()
pygame.init()
screen_width = 1000
screen_height = 800
screen = pygame.display.set_mode([screen_width, screen_height])
game_state = GameState()
enemy_list = pygame.sprite.Group()
projectile_list = pygame.sprite.Group()
item_list = pygame.sprite.Group()
texture_list1 = []
texture_list2 = []
texture_list3 = []
all_sprites_list = pygame.sprite.Group()
player = Player(10,3,screen_width/2 - 3,screen_height/2)
all_sprites_list.add(player)
for i in range(50):
x=random.randrange(screen_width)
y=random.randrange(screen_width)
texture_list1.append([x,y])
for i in range(50):
x=random.randrange(screen_width)
y=random.randrange(screen_width)
texture_list2.append([x,y])
for i in range(50):
x=random.randrange(screen_width)
y=random.randrange(screen_width)
texture_list3.append([x,y])
#Below this line sets the starting points, and constants through the game.
score = 0
health_status = (8,6,4,2,-100)
level = 1
minimum_distance = 500
score_needed_constant = 15
score_needed = score_needed_constant
score_needed_add_constant = 15
score_needed_add = score_needed_add_constant
max_num_of_enemies_constant = 8
max_num_of_enemies = max_num_of_enemies_constant
#Above this line sets the starting points, and constants through the game.
#Below this line starts, and ends the game loop
done = False
clock = pygame.time.Clock()
while not done:
game_state.state_manager()
#Above this line starts, and ends the game loop
clock.tick(60)
i am currentely making my final project for my exam and i'm making a platform game. Actually i'm made the collisions and it works. But the actual problem is that if i jump on a platform and i keep my player static for 1 second the player disappears which is weird. Could you help me to solve this issue? I have a hint that this issue is related to the velocity (calles vitesse_x and vitesse_y).
import pygame
from pygame.locals import *
pygame.init()
fenetre = pygame.display.set_mode((1024,768))
pygame.display.set_caption("Portal Escape")
class Perso(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((50,50))
self.rect = self.image.get_rect(bottomleft=(0,740))
self.image.fill((255, 0, 0))
self.doit_monter = False
self.vitesse_x = 0
self.vitesse_y = 0
def update(self):
self.rect.x += self.vitesse_x
self.rect.y += self.vitesse_y
touche = pygame.key.get_pressed()
if touche[pygame.K_RIGHT] and self.rect.x < 920:
self.vitesse_x += 1
if touche[pygame.K_LEFT] and self.rect.x > 0:
self.vitesse_x -= 1
collision = pygame.sprite.spritecollide(self, blocs, False)
for bloc in collision:
if self.vitesse_y >= 0:
self.rect.bottom = bloc.rect.top
elif self.vitesse_y < 0:
self.rect.top = bloc.rect.bottom
perso = Perso()
class Bloc(pygame.sprite.Sprite): #pour creer un obstacle et éléments du jeu
def __init__(self, x, y, w, h):
super().__init__()
self.image = pygame.Surface((w,h))
self.image.fill((0, 255, 0))
self.rect = self.image.get_rect(topleft=(x, y))
all_sprites = pygame.sprite.Group()
blocs = pygame.sprite.Group()
all_sprites.add(perso)
b1 = Bloc(200,500,250,50)
b2 = Bloc(500,600,200,50)
b3 = Bloc(0,740,1024,30)
blocs.add(b1,b2,b3)
all_sprites.add(b1,b2,b3)
new_y = 0
continuer = True
while continuer:
pygame.time.Clock().tick(60)
for event in pygame.event.get():
if event.type == QUIT:
continuer = False
if event.type == KEYDOWN:
if event.key == pygame.K_SPACE:
perso.doit_monter = True
new_y = perso.rect.y - 100
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and perso.vitesse_x < 0:
perso.vitesse_x = 0
perso.vitesse_y = 0
if event.key == pygame.K_RIGHT and perso.vitesse_x > 0:
perso.vitesse_x = 0
perso.vitesse_y = 0
if event.key == pygame.K_SPACE and perso.vitesse_y < 0:
perso.vitesse_y = 0
if perso.doit_monter == True:
if perso.rect.y > new_y and perso.rect.y > 0:
perso.vitesse_y -= 5
else:
perso.doit_monter = False
else:
perso.vitesse_y += 1
all_sprites.update()
fenetre.fill((0,0,0))
all_sprites.draw(fenetre)
pygame.display.flip()
pygame.quit()
Ok simple, problem, simple solution. You have to reset the y velocity if you are on the ground.
In Perso.update:
for bloc in collision:
if self.vitesse_y >= 0:
self.vitesse_y = 0 # reset velocity, so it isn't increasing forever
self.rect.bottom = bloc.rect.top
elif self.vitesse_y < 0:
self.rect.top = bloc.rect.bottom
If you don't do that, the velocity will increase, till it is high enough to jump throug the floor in one go without colliding with stopping box