How to make a brake function for a car pygame [closed] - python

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i am new to python and i wanted to know how to make the car have a braking function by pressing spacebar. I have put controls to make the car go left right forward and reverse, but slowing down is what i need using the spacebar. I don't know if my code is required to answer the question but here it is anyways.
Thanks
import math
import random
import pygame
WHITE = pygame.Color('white')
VEHICLE1 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE1.fill((130, 180, 20))
#blitting car onto 'rectangle car'
VEHICLE1 = pygame.image.load("YellowLambo.png")
screen.blit(VEHICLE1,(0,0))
pygame.display.update()
VEHICLE2 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE2.fill((200, 120, 20))
#blitting computer's car
VEHICLE2 = pygame.image.load("RedLambo.png")
screen.blit(VEHICLE2,(0,0))
pygame.display.update()
BACKGROUND = pygame.Surface((1280, 800))
BACKGROUND.fill((127, 69, 2))
BACKGROUND = pygame.image.load("track2.png").convert()
screen.blit(BACKGROUND,(0,0))
pygame.display.update()
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class VehicleSprite(Entity):
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 2
ACCELERATION = 0.05
TURN_SPEED = 0.000000000001
def __init__(self, image, position):
Entity.__init__(self)
self.src_image = image
self.image = image
self.rect = self.image.get_rect(center=position)
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, time):
# SIMULATION
self.speed += self.k_up + self.k_down
# To clamp the speed.
self.speed = max(-self.MAX_REVERSE_SPEED,
min(self.speed, self.MAX_FORWARD_SPEED))
# Degrees sprite is facing (direction)
self.direction += (self.k_right + self.k_left)
rad = math.radians(self.direction)
self.velocity.x = -self.speed*math.sin(rad)
self.velocity.y = -self.speed*math.cos(rad)
self.position += self.velocity
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect(center=self.position)
class Background(pygame.sprite.Sprite):
def __init__(self, image, location):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=location)
def game_loop():
bike = VehicleSprite(VEHICLE1, rect.center)
ball = VehicleSprite(VEHICLE2, rect.center)
bike_group = pygame.sprite.Group(bike)
ball_group = pygame.sprite.Group(ball)
all_sprites = pygame.sprite.Group(bike_group, ball_group)
background = Background(BACKGROUND, [0, 0])
camera = pygame.math.Vector2(0, 0)
done = False
while not done:
time = clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
# Bike Input (Player 1)
if event.key == pygame.K_d:
bike.k_right = -5
elif event.key == pygame.K_a:
bike.k_left = 5
elif event.key == pygame.K_w:
bike.k_up = 2
elif event.key == pygame.K_s:
bike.k_down = -2
elif event.key == pygame.K_ESCAPE:
done = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_d:
bike.k_right = 0
elif event.key == pygame.K_a:
bike.k_left = 0
elif event.key == pygame.K_w:
bike.k_up = 0
elif event.key == pygame.K_s:
bike.k_down = 0
camera -= bike.velocity
#screen.blit(background.image, background.rect)
all_sprites.update(time)
screen.fill(WHITE)
screen.blit(background.image, background.rect.topleft+camera)
for sprite in all_sprites:
screen.blit(sprite.image, sprite.rect.topleft+camera)
pygame.display.flip()
game_loop()
pygame.quit()

Just add a self.k_break attribute, set it to True when the player breaks and then decrease the self.speed if it's greater than 0 and increase it if it's less than 0. Use max and min, so that it stops at 0.
def update(self, time):
self.speed += self.k_up + self.k_down
if self.k_break:
if self.speed > 0:
self.speed = max(0, self.speed-0.5)
elif self.speed < 0:
self.speed = min(0, self.speed+0.5)

Related

Pygame: bullets sticks to the screen

My problem is very simple. The bullets I fire sticks to the screen if I shoot fast. If I shoot slowly, they don't stick. Anyone have an idea how this phenomenon occurs?
screenshot of the bullets sticking to the screen
Below I have entered the code. I follow this default game flowchart:
I am curious about the origin of the problem. Is it the code or hardware?
import sys
import pygame
from pygame.sprite import Sprite
from pygame.sprite import Group
# pygame initializing
pygame.init()
#create the screen surface
screen = pygame.display.set_mode((800, 700))
class Color():
def __init__(self):
self.black = (0, 0, 0)
self.white = (255, 255, 255)
self.red = (255, 0, 0)
self.green = (0, 255, 0)
self.green_lambda = (10, 255, 150)
self.blue = (0, 0, 255)
# set up the colors
color = Color() # make an instance of this class - this makes some colors available
class Spaceship(Sprite):
"""
This class represents the Spaceship.
It derives from the "Sprite" class in Pygame.
"""
def __init__(self):
""" Constructor"""
# Call the parent class (Sprite) constructor
super().__init__()
width = 22
height = 32
self.screen = screen
self.image = pygame.Surface((width, height))
self.image.fill(color.black)
self.image.set_colorkey(color.black)
pygame.draw.polygon(self.image, color.green_lambda, [[10,0],[15,22],[20,30],[10,27],[0,30],[5,22]],2)
self.rect = self.image.get_rect()
self.screen_rect = self.screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# As the rect method only take integers we store a
# This value is only used at the beginning, i.e. before the game loop starts
self.center_x = self.rect.centerx
self.center_y = self.rect.centery
class Bullet(Sprite):
"""
This class represents the bullets.
It derives from the "Sprite" class in Pygame.
"""
def __init__(self):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = pygame.Surface((8,10))
self.image.fill(color.red)
self.image.set_colorkey((color.red))
pygame.draw.ellipse(self.image, color.green, [1, 0, 5, 8], 2)
self.rect = self.image.get_rect()
self.rect.centerx = defender.rect.centerx
self.rect.bottom = defender.rect.top
# def function to move the bullets
def update_pos(self):
self.rect.y -= bullet_speed
# create spaceship instance
defender = Spaceship()
# create group to store sprites in
all_sprites_list = Group()
all_sprites_list.add(defender)
ship_speed = 0.5
bullet_speed = 3
def run_game():
m_right = False
m_left = False
m_up = False
m_down = False
new_bullet = False
while True:
"""This is the user interaction section"""
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_RIGHT:
m_right = True
elif event.key == pygame.K_LEFT:
m_left = True
elif event.key == pygame.K_UP:
m_up = True
elif event.key == pygame.K_DOWN:
m_down = True
elif event.key == pygame.K_SPACE:
new_bullet = Bullet()
#print(dir(new_bullet))
all_sprites_list.add(new_bullet)
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
m_right = False
elif event.key == pygame.K_LEFT:
m_left = False
elif event.key == pygame.K_UP:
m_up = False
elif event.key == pygame.K_DOWN:
m_down = False
"""Below is the game logic, which gets input from the user interaction
section and more"""
# Movement of spaceship depending on the flag boolean value and on screen width and height
if m_right and defender.rect.right < defender.screen_rect.right:
defender.center_x += ship_speed
if m_left and defender.rect.left > defender.screen_rect.left:
defender.center_x -= ship_speed
if m_up and defender.rect.top > defender.screen_rect.top:
defender.center_y -= ship_speed
if m_down and defender.rect.bottom < defender.screen_rect.bottom:
defender.center_y += ship_speed
# The cumulative value (which is a float number) for the spaceships movement
# is given to the spaceship rect variable (which can only be integer) now.
# This enables fine adjusting of the speed
defender.rect.centerx = defender.center_x
defender.rect.centery = defender.center_y
all_sprites_list.update()
screen.fill(color.black)
if new_bullet:
new_bullet.update_pos()
# Below the bullets which leaves the screen display are deleted
if new_bullet.rect.bottom < defender.screen_rect.top:
all_sprites_list.remove(new_bullet)
all_sprites_list.draw(screen)
print(all_sprites_list)
pygame.display.flip()
run_game()
instead of just updating the position of new_bullet
# if new_bullet:
# new_bullet.update_pos()
# # Below the bullets which leaves the screen display are deleted
# if new_bullet.rect.bottom < defender.screen_rect.top:
# all_sprites_list.remove(new_bullet)
update the position of all bullets
for bullet in all_sprites_list:
if isinstance(bullet,Bullet):
bullet.update_pos()
if bullet.rect.bottom < defender.screen_rect.top:
all_sprites_list.remove(bullet)
del bullet
Joran Beasley's answer is correct. I'd just like to point out that you can also put the behavior of the sprites into their update methods which get called automatically when you call all_sprites_list.update(). You can actually move most of the code in the while loop to the update methods.
I've got an example with these changes and some more tips in the comments (a quick code review):
import pygame
from pygame.sprite import Sprite
from pygame.sprite import Group
# I'd just define some global constants for the colors.
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
GREEN_LAMBDA = (10, 255, 150)
class Spaceship(Sprite):
"""This class represents the Spaceship."""
def __init__(self, screen):
"""Constructor"""
super().__init__()
self.screen = screen
# pygame.SRCALPHA makes the surface transparent.
self.image = pygame.Surface((22, 32), pygame.SRCALPHA)
pygame.draw.polygon(
self.image, GREEN_LAMBDA,
[[10,0],[15,22],[20,30],[10,27],[0,30],[5,22]], 2
)
self.screen_rect = self.screen.get_rect()
# You can pass the position as the midbottom argument to `get_rect`.
self.rect = self.image.get_rect(midbottom=self.screen_rect.midbottom)
self.center_x = self.rect.centerx
self.center_y = self.rect.centery
# I've removed the `m_right`, etc. variables and just set the speed
# of the sprite in the event loop.
self.max_speed = 3.5
self.speed_x = 0
self.speed_y = 0
def update(self):
# Move the sprite.
self.center_x += self.speed_x
self.center_y += self.speed_y
self.rect.centerx = self.center_x
self.rect.centery = self.center_y
# Keep the sprite on the screen.
if not self.screen_rect.contains(self.rect):
self.rect.clamp_ip(self.screen_rect)
self.center_x, self.center_y = self.rect.center
class Bullet(Sprite):
"""This class represents the bullets."""
def __init__(self, pos):
super().__init__()
self.image = pygame.Surface((8, 10), pygame.SRCALPHA)
pygame.draw.ellipse(self.image, GREEN, [1, 0, 5, 8], 2)
self.rect = self.image.get_rect(midbottom=pos)
self.speed = 3 # The speed is now an attribute.
def update(self):
self.rect.y -= self.speed
if self.rect.top < 0:
self.kill() # Remove the sprite from all groups.
def run_game():
pygame.init()
screen = pygame.display.set_mode((800, 700))
clock = pygame.time.Clock() # Use a clock to limit the frame rate.
defender = Spaceship(screen)
all_sprites = Group() # Changed the name because groups are not lists.
all_sprites.add(defender)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
return
elif event.key == pygame.K_RIGHT:
defender.speed_x = defender.max_speed
elif event.key == pygame.K_LEFT:
defender.speed_x = -defender.max_speed
elif event.key == pygame.K_UP:
defender.speed_y = -defender.max_speed
elif event.key == pygame.K_DOWN:
defender.speed_y = defender.max_speed
elif event.key == pygame.K_SPACE:
new_bullet = Bullet(defender.rect.midtop) # Pass the pos.
all_sprites.add(new_bullet)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT and defender.speed_x > 0:
defender.speed_x = 0
elif event.key == pygame.K_LEFT and defender.speed_x < 0:
defender.speed_x = 0
elif event.key == pygame.K_UP and defender.speed_y < 0:
defender.speed_y = 0
elif event.key == pygame.K_DOWN and defender.speed_y > 0:
defender.speed_y = 0
all_sprites.update() # Calls the update methods of all sprites.
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(60) # Limit the frame rate to 60 FPS.
run_game()

How to get camera following a top down car in pygame

new to pygame and game programming in general, just wondered how I could get a camera to follow a car (nothing fancy) in a top down car game - think Micro Machines! I'm using Python 3.6, and have got a bike rotating, and moving around. I've kept the code here shorter but I do have a static image for reference if the camera worked!
Here's what I have:
import pygame, math, sys, random
from pygame.locals import *
display_width = 1280
display_height = 800
# Sets size of screen
screen = pygame.display.set_mode((display_width, display_height))
# Initialises clock
clock = pygame.time.Clock()
# Colours
white = (255,255,255)
black = (0,0,0)
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class VehicleSprite(Entity):
# Creates a vehicle class
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 2
ACCELERATION = 0.05
TURN_SPEED = 0.000000000001
def __init__(self, image, position):
Entity.__init__(self)
# Creates object instance off
pygame.sprite.Sprite.__init__(self)
self.src_image = pygame.image.load(image)
self.position = position
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, time):
# SIMULATION
self.speed += (self.k_up +self.k_down)
if self.speed > self.MAX_FORWARD_SPEED:
self.speed = self.MAX_FORWARD_SPEED
if self.speed < -self.MAX_REVERSE_SPEED:
self.speed = -self.MAX_REVERSE_SPEED
# Degrees sprite is facing (direction)
self.direction += (self.k_right + self.k_left)
x, y = self.position
rad = self.direction * math.pi / 180
x += -self.speed*math.sin(rad)
y += -self.speed*math.cos(rad)
self.position = (x, y)
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect()
self.rect.center = self.position
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
rect = screen.get_rect()
# Background
BackGround = Background('/home/pi/gametuts/images/backgrounds/bkg_img.png', [0, 0])
# Bike image load
bike = VehicleSprite('/home/pi/gametuts/images/BikePixelBig.png', rect.center)
bike_group = pygame.sprite.RenderPlain(bike)
# Ball image load
ball = VehicleSprite('/home/pi/gametuts/images/ironball.png', rect.center)
ball_group = pygame.sprite.RenderPlain(ball)
# Main game loop
def game_loop():
while 1:
#USER INPUT
# Sets frame rate
time = clock.tick(60)
for event in pygame.event.get():
if not hasattr(event, 'key'): continue
down = event.type == KEYDOWN
# Bike Input (Player 1)
if event.key == K_d: bike.k_right = down * -5
elif event.key == K_a: bike.k_left = down * 5
elif event.key == K_w: bike.k_up = down * 2
elif event.key == K_s: bike.k_down = down * -2
# Quit
elif event.key == K_ESCAPE: sys.exit(0)
#RENDERING
# Game background
screen.fill(white)
screen.blit(BackGround.image, BackGround.rect)
# Bike render
bike_group.update(time)
bike_group.draw(screen)
ball_group.update(time)
ball_group.draw(screen)
pygame.display.flip()
game_loop()
pygame.quit()
quit()
Thanks in advance!
The simplest way to implement a camera is to use a pygame.math.Vector2 as the camera, subtract the player velocity from it each frame and add it to the position of all game elements during the blitting.
import pygame as pg
from pygame.math import Vector2
class Player(pg.sprite.Sprite):
def __init__(self, pos, walls, *groups):
super().__init__(*groups)
self.image = pg.Surface((30, 50))
self.image.fill(pg.Color('dodgerblue'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.walls = walls
self.camera = Vector2(0, 0)
def update(self):
self.camera -= self.vel # Change the camera pos if we're moving.
# Horizontal movement.
self.pos.x += self.vel.x
self.rect.centerx = self.pos.x
# Change the rect and self.pos coords if we touched a wall.
for wall in pg.sprite.spritecollide(self, self.walls, False):
if self.vel.x > 0:
self.rect.right = wall.rect.left
elif self.vel.x < 0:
self.rect.left = wall.rect.right
self.pos.x = self.rect.centerx
self.camera.x += self.vel.x # Also move the camera back.
# Vertical movement.
self.pos.y += self.vel.y
self.rect.centery = self.pos.y
for wall in pg.sprite.spritecollide(self, self.walls, False):
if self.vel.y > 0:
self.rect.bottom = wall.rect.top
elif self.vel.y < 0:
self.rect.top = wall.rect.bottom
self.pos.y = self.rect.centery
self.camera.y += self.vel.y
class Wall(pg.sprite.Sprite):
def __init__(self, x, y, w, h, *groups):
super().__init__(*groups)
self.image = pg.Surface((w, h))
self.image.fill(pg.Color('sienna2'))
self.rect = self.image.get_rect(topleft=(x, y))
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
walls = pg.sprite.Group()
for rect in ((100, 170, 90, 20), (200, 100, 20, 140),
(400, 60, 150, 100), (300, 470, 150, 100)):
walls.add(Wall(*rect))
all_sprites.add(walls)
player = Player((320, 240), walls, all_sprites)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_d:
player.vel.x = 5
elif event.key == pg.K_a:
player.vel.x = -5
elif event.key == pg.K_w:
player.vel.y = -5
elif event.key == pg.K_s:
player.vel.y = 5
elif event.type == pg.KEYUP:
if event.key == pg.K_d and player.vel.x > 0:
player.vel.x = 0
elif event.key == pg.K_a and player.vel.x < 0:
player.vel.x = 0
elif event.key == pg.K_w and player.vel.y < 0:
player.vel.y = 0
elif event.key == pg.K_s and player.vel.y > 0:
player.vel.y = 0
all_sprites.update()
screen.fill((30, 30, 30))
for sprite in all_sprites:
# Add the player's camera offset to the coords of all sprites.
screen.blit(sprite.image, sprite.rect.topleft+player.camera)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
Edit: Here's your code example with a camera. I've also tried to improve a few more things, for example the max(min(...)) trick to clamp the speed value. I'm not sure if the movement works as you want, but you can of course adjust it yourself. (I'd probably make even more modifications to the update method.)
import math
import random
import pygame
pygame.init()
screen = pygame.display.set_mode((1280, 800))
rect = screen.get_rect()
clock = pygame.time.Clock()
WHITE = pygame.Color('white')
# Load images globally and reuse them in your program.
# Also use the `.convert()` or `.convert_alpha()` methods after
# loading the images to improve the performance.
VEHICLE1 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE1.fill((130, 180, 20))
VEHICLE2 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE2.fill((200, 120, 20))
BACKGROUND = pygame.Surface((1280, 800))
BACKGROUND.fill((30, 30, 30))
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class VehicleSprite(Entity):
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 2
ACCELERATION = 0.05
TURN_SPEED = 0.000000000001
def __init__(self, image, position):
Entity.__init__(self)
self.src_image = image
self.image = image
self.rect = self.image.get_rect(center=position)
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, time):
# SIMULATION
self.speed += self.k_up + self.k_down
# To clamp the speed.
self.speed = max(-self.MAX_REVERSE_SPEED,
min(self.speed, self.MAX_FORWARD_SPEED))
# Degrees sprite is facing (direction)
self.direction += (self.k_right + self.k_left)
rad = math.radians(self.direction)
self.velocity.x = -self.speed*math.sin(rad)
self.velocity.y = -self.speed*math.cos(rad)
self.position += self.velocity
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect(center=self.position)
class Background(pygame.sprite.Sprite):
def __init__(self, image, location):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=location)
def game_loop():
background = Background(BACKGROUND, [0, 0])
bike = VehicleSprite(VEHICLE1, rect.center)
ball = VehicleSprite(VEHICLE2, rect.center)
bike_group = pygame.sprite.Group(bike)
ball_group = pygame.sprite.Group(ball)
all_sprites = pygame.sprite.Group(bike_group, ball_group)
camera = pygame.math.Vector2(0, 0)
done = False
while not done:
time = clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
# Bike Input (Player 1)
if event.key == pygame.K_d:
bike.k_right = -5
elif event.key == pygame.K_a:
bike.k_left = 5
elif event.key == pygame.K_w:
bike.k_up = 2
elif event.key == pygame.K_s:
bike.k_down = -2
elif event.key == pygame.K_ESCAPE:
done = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_d:
bike.k_right = 0
elif event.key == pygame.K_a:
bike.k_left = 0
elif event.key == pygame.K_w:
bike.k_up = 0
elif event.key == pygame.K_s:
bike.k_down = 0
camera -= bike.velocity
all_sprites.update(time)
screen.fill(WHITE)
screen.blit(background.image, background.rect)
for sprite in all_sprites:
screen.blit(sprite.image, sprite.rect.topleft+camera)
pygame.display.flip()
game_loop()
pygame.quit()

How to move a rectangle in python using pygame in this code?

I want to move a rectangle with the arrow keys, so far I only can draw the rectangle but I don't get the keyhandler to work.
I'm a newbie in python and pygame.
This is my main.py:
import pygame
import time
import random
from Player import *
# Initialize Pygame
pygame.init()
game_over = False
# Color
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (192, 192, 192)
# Setting up the window
surfaceWidth = 800
surfaceHeight = 500
surface = pygame.display.set_mode((surfaceWidth, surfaceHeight))
pygame.display.set_caption("Rectangle Runner")
clock = pygame.time.Clock()
#Player(surface, surface_height, surface_width, size, jump_height, color)
player = Player(surface, surfaceHeight, surfaceWidth, 50, 200, BLACK)
# Game Loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if game_over == True:
pygame.quit()
quit()
surface.fill(GRAY)
#Player.draw()
player.keyHandling()
player.checkBoundaries()
player.draw()
#Obstacle.draw()
pygame.display.update()
clock.tick(60)
# This code shall be unreachable
pygame.quit()
quit()
This is the Player.py:
import pygame
class Player:
def __init__(self, surface, surface_height, surface_width, size, jump_height, color):
self.surface = surface
self.surface_height = surface_height
self.surface_width = surface_width
self.size = size
self.jump_height = jump_height
self.color = color
self.x = (0 + (self.surface_width/10))
self.y = self.surface_height - self.size
self.x_move = 0
self.y_move = 0
self.rect = pygame.draw.rect(self.surface, self.color, [self.x, self.y, self.size, self.size])
def keyHandling(self):
# Draw the player
#pygame.draw.rect(self.surface, self.color,
#[self.x, self.y, self.size, self.size])
# KeyListener
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.y_move = -10
#self.y += self.y_move
#self.rect.move_ip(0, -10)
if event.key == pygame.K_LEFT:
self.x_move = -5
#self.x += self.x_move
#self.rect.move_ip(-5, 0)
if event.key == pygame.K_RIGHT:
self.x_move = 5
#self.x += self.x_move
#self.rect.move_ip(5, 0)
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
self.y_move = 0
#self.y += self.y_move
#self.rect.move_ip(0, 10)
if event.key == pygame.K_LEFT:
self.x_move = 0
if event.key == pygame.K_RIGHT:
self.x_move = 0
self.x += self.x_move
self.y += self.y_move
def checkBoundaries(self):
# Checking for Boundaries
#if self.y <= self.jump_height:
# self.y_move = -10
if self.y > self.surface_height - self.size:
self.y_move = 0
if self.y <= self.jump_height + self.size:
self.y_move = -10
def draw(self):
pygame.draw.rect(self.surface, self.color, [self.x, self.y, self.size, self.size])
#pygame.draw.rect(self.surface, self.color,[self.x, self.y, self.size, self.size])
I need help. I'm thinking thru this the whole day.
Thanks in advance :D
The problem in your code is that pygame.event.get() is a generator. Each item that is obtained from it can ONLY be obtained once. Hence, each time the clock ticks, you are grabbing everything within the events generator and they are all destroyed. Next, when the Player object iterates over pygame.event.get, it does nothing, as the generator was already made empty. See this about generators.
What you need to do is catch the KEYDOWN event in the main.py module and then pass key information onto the Player object.
Replace the main loop in main.py with the following:
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
player.keyDown(event.key)
if game_over == True:
pygame.quit()
quit()
surface.fill(GRAY)
player.checkBoundaries()
player.draw()
pygame.display.update()
clock.tick(60)
Remove the keyHandling method from Player.py and replace with the following method:
def keyDown(self, key):
if key == pygame.K_w:
self.y -= 10
elif key == pygame.K_a:
self.x -= 10
elif key == pygame.K_d:
self.x += 10
This now removes the issue with the generator.
Full code

Horizontal collisions when colliding with a block [duplicate]

This question already has answers here:
how to know pygame.Rect's side that collide to other Rect?
(1 answer)
How to detect collisions between two rectangular objects or images in pygame
(1 answer)
How do I detect collision in pygame?
(5 answers)
Closed 2 years ago.
I successfully got my player sprite to detect where this is a block and stop falling. However, i cant seem to do the same for the its colliding side of with a block. If i do the same thing i did with vspeed and to it to hspeed it messes up the game and the characters zooms off the screen. I was trying to get my sprite to recognize the collision and then not go through the block. Any help would be appreciated. Thanks.
class Player(pygame.sprite.Sprite):
def __init__(self,x,y,width = 65, height = 35):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.hspeed,self.vspeed = 0,0
self.speed = 2
self.Jump = 10
self.images=[]
r0 = pygame.image.load("Images\Player\i1.png")
r1 = pygame.image.load("Images\Player\i2.png")
r2 = pygame.image.load("Images\Player\i3.png")
r3 = pygame.image.load("Images\Player\i4.png")
self.hurt = pygame.image.load("Images\Player\Hurt.png")
self.images.append(r0)
self.images.append(r1)
self.images.append(r2)
self.images.append(r3)
self.rotatedimages = []
rr0 = pygame.transform.flip(r0 ,True, False)
rr1 = pygame.transform.flip(r1 ,True, False)
rr2 = pygame.transform.flip(r2 ,True, False)
rr3 = pygame.transform.flip(r3 ,True, False)
self.rotatedimages.append(rr0)
self.rotatedimages.append(rr1)
self.rotatedimages.append(rr2)
self.rotatedimages.append(rr3)
self.deadimages = [self.hurt]
self.gravity = 0.35
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(self.x,self.y,width,height)
self.TimeNum=0
self.TimeTarget=10
self.Timer = 0
self.power_up_timer = 0
self.running = False
def update(self):
self.calcgravity()
self.rect.x += self.hspeed
self.rect.y += self.vspeed
def level_3_collisions(self, BlockListDirt2):
PlatformCollision = pygame.sprite.spritecollide(self, BlockListDirt2, False )
for each_block in PlatformCollision:
if self.vspeed > 0:
self.rect.bottom = each_block.rect.top
self.vspeed = 0
if self.vspeed <0:
self.rect.top = each_block.rect.bottom
self.vspeed = 0
def move(self, hspeed, vspeed):
self.hspeed += hspeed
self.vspeed += vspeed
class Level3:
def __init__(self):
self.level3 = [
[1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1],
[1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1],
[1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1],
[1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1],
[1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1],
[1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
]
for y in range(0,len(self.level3)):
for x in range(0,len(self.level3[y])):
if self.level3[y][x] == 1:
BlockListDirt2.add(Block(x*40,y*40))
def update(self):
for block in BlockListDirt2:
block.render2(screen)
def main3():
TrapList.empty()
TrapList.add(trap4)
player.hspeed = 0
player.rect.x,player.rect.y = 50,0
player.Timer = 0
bullet_list_v.empty()
bullet_list_h.empty()
FiringBullet = pygame.USEREVENT + 1
pygame.time.set_timer(FiringBullet, 1500)
GameExit = False
while GameExit==False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.move(-player.speed,0)
if event.key == pygame.K_RIGHT:
player.move(player.speed,0)
if event.key == pygame.K_UP:
player.move(0,-player.Jump)
JumpSound.play()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.move(player.speed,0)
if event.key == pygame.K_RIGHT:
player.move(-player.speed,0)
if event.key == pygame.K_UP:
player.move(0,0)
if event.type == FiringBullet:
bullet = VerticalBullets(400,200)
bullet2 = VerticalBullets(500,200)
bullet3 = VerticalBullets(625,200)
hbullet = HorizontalBullets(700,400)
bullet_list_v.add(bullet)
bullet_list_v.add(bullet2)
bullet_list_v.add(bullet3)
bullet_list_h.add(hbullet)
screen.fill(BLACK)
level3.update()
for eachbullet in bullet_list_v:
bullet_list_v.draw(screen)
bullet_list_v.update()
for eachbullet in bullet_list_h:
bullet_list_h.draw(screen)
bullet_list_h.update()
if player.rect.x > 600 and player.rect.y < 0:
NextLevel3()
TrapList.draw(screen)
trampoline.render()
playergroup.update()
playergroup.draw(screen)
player.level_3_collisions(BlockListDirt2)
pygame.display.update()
clock.tick(60)

Move_ip does not work, moving Sprites

I am trying to make my Sprite move on the screen, I have created function that should make it happen but it does not work> the problem lies in move_ip function, but I don't know how to fix it. These are my first attempts with classes so any suggestions are welcome.
import pygame
pygame.init()
finish = False
white = ( 255, 255, 255)
black = (0, 0, 0)
grey = (211, 211, 211)
font = pygame.font.Font("C:/Windows/Fonts/BRITANIC.TTF", 20)
screen = pygame.display.set_mode((600, 400))
pygame.display.set_caption("Game")
class Sprite(object):
def __init__(self, name):
self.health = 3
self.name = name
self.points = 0
self.x = 25
self.y = 25
def printName(self):
print (self.name)
class Dog(Sprite):
def __init__(self, name):
super(Dog, self).__init__(name)
self.dog_img = pygame.image.load("dog_left.png")
self.dog_rect = self.dog_img.get_rect()
def drawDog(self, screen):
screen.blit(self.dog_img, (self.x, self.y))
def takeBone(self, sp1, sp2):
takebone = pygame.sprite.collide_rect(sp1, sp2)
if takebone == True:
self.points += 1
def moving(self):
self.player_move_x = 0
self.player_move_y = 0
self.move = self.dog_img.move_ip(player_move_x, player_move_y)
class Bone(Sprite):
def __init__(self, name):
super(Bone, self).__init__(name)
self.neme = "Bone"
self.bone = pygame.image.load("bone.png")
self.bone_rect = self.bone.get_rect()
self.x = 250
self.y = 250
def drawBone(self, screen):
screen.blit(self.bone, (self.x, self.y))
end_pos = 170
player_x = 10
player_y = 10
background = pygame.image.load("grass.png")
background_rect = background.get_rect()
size = background.get_size()
screen2 = pygame.display.set_mode(size)
player = Dog("Tom")
bone = Bone("Bone")
timer = pygame.time.Clock()
while finish == False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
finish = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player_move_x = -5
if event.key == pygame.K_RIGHT:
player_move_x = 5
if event.key == pygame.K_UP:
player_move_y = -5
if event.key == pygame.K_DOWN:
player_move_y = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player_move_x = 0
if event.key == pygame.K_RIGHT:
player_move_x = 0
if event.key == pygame.K_UP:
player_move_y = 0
if event.key == pygame.K_DOWN:
player_move_y = 0
screen.blit(background, background_rect)
player.drawDog(screen)
bone.drawBone(screen)
pygame.display.flip()
timer.tick(25)
pygame.quit()
I have made changes to my code:
import pygame
pygame.init()
finish = False
white = ( 255, 255, 255)
black = (0, 0, 0)
grey = (211, 211, 211)
font = pygame.font.Font("C:/Windows/Fonts/BRITANIC.TTF", 20)
screen = pygame.display.set_mode((600, 400))
pygame.display.set_caption("Game")
class Sprite(object):
def __init__(self, name):
self.health = 3
self.name = name
self.points = 0
self.x = 25
self.y = 25
def printName(self):
print (self.name)
class Dog(Sprite):
def __init__(self, name):
super(Dog, self).__init__(name)
self.dog_img = pygame.image.load("dog_left.png")
self.dog_rect = self.dog_img.get_rect()
def drawDog(self, screen):
screen.blit(self.dog_img, (self.x, self.y))
def takeBone(self, sp1, sp2):
takebone = pygame.sprite.collide_rect(sp1, sp2)
if takebone == True:
self.points += 1
def moving(self):
self.player_move_x = 0
self.player_move_y = 0
self.move = self.dog_rect.move_ip(self.player_move_x, self.player_move_y)
class Bone(Sprite):
def __init__(self, name):
super(Bone, self).__init__(name)
self.neme = "Bone"
self.bone = pygame.image.load("bone.png")
self.bone_rect = self.bone.get_rect()
self.x = 250
self.y = 250
def drawBone(self, screen):
screen.blit(self.bone, (self.x, self.y))
background = pygame.image.load("grass.png")
background_rect = background.get_rect()
size = background.get_size()
screen2 = pygame.display.set_mode(size)
player = Dog("Tom")
bone = Bone("Bone")
timer = pygame.time.Clock()
while finish == False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
finish = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.player_move_x = -5
if event.key == pygame.K_RIGHT:
self.player_move_x = 5
if event.key == pygame.K_UP:
player.dog_rect.move_ip(-5, 0)
player_move_y = -5
if event.key == pygame.K_DOWN:
self.player_move_y = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.player_move_x = 0
if event.key == pygame.K_RIGHT:
self.player_move_x = 0
if event.key == pygame.K_UP:
player.dog_rect.move_ip(0, 0)
player_move_y = 0
if event.key == pygame.K_DOWN:
self.player_move_y = 0
screen.blit(background, background_rect)
player.drawDog(screen)
player.moving()
bone.drawBone(screen)
pygame.display.flip()
timer.tick(25)
pygame.quit()
First of all, you shouldn't name your class Sprite, since the name collides with the Sprite class of pygame.
Also, if you want to work with the Rect class, your classes don't need a x and y field to store its position, since you can use the Rect for that.
Let's look at the moving function:
self.player_move_x = 0
self.player_move_y = 0
self.move = self.dog_rect.move_ip(self.player_move_x, self.player_move_y)
Here you set player_move_x and player_move_y to 0, then you want to move dog_rect with these values. Beside the fact that you never actually use dog_rect for blitting the image at the right position, moving a Rect by 0, 0 doesn't do anything.
There are some more errors in both code sample you've given, but your code should probably look like this (I added some comments for explanation):
import pygame
pygame.init()
background = pygame.image.load("grass.png")
background_rect = background.get_rect()
size = background.get_size()
# only call set_mode once
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Game")
# no need for three different classes
class MySprite(pygame.sprite.Sprite):
def __init__(self, name, img_path, pos):
super(MySprite, self).__init__()
self.name = name
self.image = pygame.image.load(img_path)
self.rect = self.image.get_rect(topleft=pos)
# use rect for drawing
def draw(self, screen):
screen.blit(self.image, self.rect)
# use rect for moving
def move(self, dir):
self.rect.move_ip(dir)
player = MySprite("Tom", "dog_left.png", (10, 10))
bone = MySprite("Bone", "bone.png", (250, 250))
timer = pygame.time.Clock()
def main():
points = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return points
# get all pressed keys
pressed = pygame.key.get_pressed()
# pressed[some_key] is 1 if the key some_key is pressed
l, r, u, d = [pressed[k] for k in pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s]
# create a tuple describing the direction of movement
# TODO: normalizing/different speed
player.move((-l + r, -u + d))
if pygame.sprite.collide_rect(player, bone):
points += 1
screen.blit(background, background_rect)
player.draw(screen)
bone.draw(screen)
pygame.display.flip()
timer.tick(25)
if __name__ == '__main__':
print main()
You don't seem to have any calls to moving from your main loop. This probably is the issue.

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