Controlling pygame animation through text input - python

I need to create a fighting game that gives prompts and accepts input through text, such as a raw input and then performs the animation, while still have the characters animated, e.g. moving back and forth in a ready to fight stance. How would I go about this?

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

Related

Sprite in not updated

This code is supposed to animate a sprite on a background, but it is just showing the sprite without any movement. I spend a day trying to figure out the issue, traced the code (I am novice so I might overlooked something), compared the code with the original author code line by line with no result, btw the original code runs smoothly meaning that it is not a problem in my PC.
Could you help me please
import os
import random
import math
import pygame
from os import listdir
from os.path import isfile, join
pygame.init()
pygame.display.set_caption("Platformer") #set the caption at the top of the window
BG_COLOR = (255,255,255) #White background, dont need it anymore
WIDTH, HEIGHT = 1000, 640 #screen dimensions
FPS = 60
PLAYER_VEL = 5 # the speed of the player
window = pygame.display.set_mode((WIDTH, HEIGHT)) #set the window with sizes
def flip(sprites):
return [pygame.transform.flip(sprite, True, False) for sprite in sprites]
def load_sprite_sheets(dir1, dir2, width, height, direction=False):
path = join("assets", dir1, dir2)
images = [f for f in listdir(path) if isfile(join(path, f))] #if f is a file put in the images list
all_sprites = {}
for image in images:
sprite_sheet = pygame.image.load(join(path, image)).convert_alpha() #loaded transparent bg image
sprites = []
for i in range(sprite_sheet.get_width() // width):
surface = pygame.Surface((width, height), pygame.SRCALPHA, 32)
rect = pygame.Rect(i * width, 0, width, height)
surface.blit(sprite_sheet, (0, 0), rect)
sprites.append(pygame.transform.scale2x(surface))
if direction:
all_sprites[image.replace(".png", "") + "_right"] = sprites
all_sprites[image.replace(".png", "") + "_left"] = flip(sprites)
else:
all_sprites[image.replace(".png", "")] = sprites
return all_sprites
class Player(pygame.sprite.Sprite): #sprite is useful for perfect pixel collision
COLOR = (0,0,255)
GRAVITY = 1
SPRITES = load_sprite_sheets("MainCharacters" , "MaskDude", 32 , 32 , True)
ANIMATION_DELAY = 3
def __init__(self, x,y, width , height):
self.rect = pygame.Rect(x,y,width,height)
self.x_vel = 0
self.y_vel = 0
self.mask = None
self.direction = "left" # to record which animation to show
self.animation_count = 0 #
self.fall_count = 0
def move(self,dx,dy):
self.rect.x += dx
self.rect.y += dy #here we draw only the motion calculated in the next functions
def move_left(self, vel):
self.x_vel = -vel
if self.direction != "left":
self.direction = "left"
self.animation_count = 0
def move_right(self, vel):
self.x_vel = vel
if self.direction != "right":
self.direction = "right"
self.animation_count = 0
def loop(self , fps):
# self.y_vel += min(1 , (self.fall_count/fps) * self.GRAVITY)
self.move(self.x_vel,self.y_vel)
self.fall_count += 1
self.update_sprite()
def update_sprite(self): #is about changing the sprite shape to look walking
sprite_sheet = "idle"
if self.x_vel !=0:
sprite_sheet = "run"
sprite_sheet_name = sprite_sheet + "_" + self.direction
sprites = self.SPRITES[sprite_sheet_name]
sprite_index = (self.animation_count //
self.ANIMATION_DELAY) % len(sprites) #set new index every ANIMATION_DELAY = 5
self.sprite = sprites[sprite_index]
self.animation_count += 1
def draw(self, win):
#print(self.SPRITES)
self.sprite = self.SPRITES["idle_"+self.direction][0]
win.blit(self.sprite , (self.rect.x , self.rect.y))
def get_background(name): #name is bg image, this create the bg image position list
image = pygame.image.load(join("assets", "Background", name))
_, _, width, height = image.get_rect()
tiles = [] #list of tles I need to fil my window bg
for i in range(WIDTH//width + 1):
for j in range (HEIGHT // height+1):
pos = tuple([i * width , j*height]) # convert list into tuple
tiles.append(pos)
return tiles, image # now I now the list of positions to fill the bg and the exact file to use
def draw(window, background, bg_image, player):
for tile in background:
window.blit(bg_image, tile) # drawing the image at every position
player.draw(window)
pygame.display.update()
def handle_move(player): #check keys and collision
keys = pygame.key.get_pressed()
player.x_vel = 0; #as moveleft change the velocity we have to change it to zero so w
if keys[pygame.K_LEFT]:
player.move_left(PLAYER_VEL)
if keys[pygame.K_RIGHT]:
player.move_right(PLAYER_VEL)
def main(window):
clock = pygame.time.Clock()
background, bg_image = get_background("Blue.png")
player = Player(100,100,50,50)
run = True
while(run):
clock.tick(FPS) #fix the refresh rate to this otherwise it will be dpending on the computer power
for event in pygame.event.get():
if event.type == pygame.QUIT: #if teh program detect an event of the user Quiting the game
run = False
break
player.loop(FPS)
handle_move(player)
draw(window, background, bg_image, player)
pygame.quit()
quit() #quiting the python itself
if __name__ == "__main__":
main(window) #when we run the file go to the main function with this arg
comparing the code with the original author code, change my code
I think that the problem lies in the following line of the Player.draw function:
self.sprite = self.SPRITES["idle_"+self.direction][0]
The sprite attribute was already set in the update_sprite function to the correct sprite taking the animation count and state into an account. However, this line resets it to the first image ([0]) from the idle spritesheet ("idle_"), without taking the animation count or state into an account. This does make that only this sprite and not the correct one is being drawn.
Removing the line should resolve the problem.

center an object/image rect

Ok so I have this code which in def draw, in if self.part == 1: I blit the main image in the middle, but this doesn´t center the image as I want, it just makes the spawning point in the middle, and the image starts from there, so the image always appears on the bottom right side. I want it to blit it in the middle, like the whole thing:
class GameScene(Scene):
def __init__(self, game, images, main_image, next_scene):
super().__init__(next_scene)
self.game = game
self.main_image = main_image
self.game_images = images
# Fade effect set-up
self.fade = False
self.fade_time = 0
self.current_alpha = 255
self.part = 1
self.record_text = font.render('Atiende',True, PURPLE)
self.record_text_rect = self.record_text.get_rect(center=(SCREEN_WIDTH/2, 70))
self.correct_image_rect = None
# Trying to use colliderect so it doesnt overlap
# this is the same code as before but adapted to use the gameimage class and the rects stored there
self.rects = []
# this is the fade stuff from before that was in draw. It really belongs here tbh
def update(self, dt):
if len(self.rects) < len(self.game_images):
i = len(self.rects)
x = random.randint(100,950)
y = random.randint(100,600)
self.game_images[i].rect.x = x
self.game_images[i].rect.y = y
margin = 5
rl = [rect.inflate(margin*2, margin*2) for rect in self.rects]
if len(self.rects) == 0 or self.game_images[i].rect.collidelist(rl) < 0:
self.rects.append(self.game_images[i].rect)
if self.part == 1 and self.fade:
self.fade_time += dt
if self.fade_time > fade_timer:
self.fade_time = 0
self.main_image.set_alpha(self.current_alpha)
self.record_text.set_alpha(self.current_alpha)
# Speed whichin the image dissapears
self.current_alpha -= 5
if self.current_alpha <= 0:
self.fade = False
self.part = 2
else:
# we reset the main image alpha otherwise it will be invisible on the next screen (yeah, this one caught me out lol!)
self.main_image.set_alpha(255)
# draw is similar to before, but a bit more streamlined as the fade stuff is not in update
def draw(self, screen):
super().draw(screen)
if self.part == 1:
screen.blit(self.record_text, self.record_text_rect)
# x = self.main_image.rect.x.center
# y = self.main_image.rect.y.center
screen.blit(self.main_image.image, (SCREEN_WIDTH/2, SCREEN_HEIGHT/2))
else:
# Second half
text2 = font.render('¿Qué has visto?',True, PURPLE)
screen.blit(text2, (400,5))
# Show all similar images
cont = 0
for game_image in self.game_images:
game_image.draw(screen)
cont += 1
# We associate the correct rect to the correct image, to pass it later to the CORRECT Screen
self.correct_image_rect = self.game_images[self.game_images.index(self.main_image)].rect
The thing is, that the main_image that it comes through a parameter, its a proper class:
class GameImage(object):
def __init__(self, image):
self.image = image
self.rect = self.image.get_rect()
# this class has the set_alpha so the alpha can be passed on to its image
def set_alpha(self, alpha):
self.image.set_alpha(alpha)
# we pass the draw method the surface we want the image drawn on
def draw(self, surf):
surf.blit(self.image, self.rect)
So, as you can see, the GameImage class it´s an object that gets its rect as well, but I´m struggling to center that main image rect and blit into the screen the way I want. So yeah, I know how to do it with texts, as you can see on the self.recrod_text_rect, but I don´t know how to do it with this object and pass it to the screen.blit of the draw def.
You need to set the center of the image by the center of target Surface:
class GameImage(object):
def __init__(self, image):
self.image = image
self.rect = self.image.get_rect()
# this class has the set_alpha so the alpha can be passed on to its image
def set_alpha(self, alpha):
self.image.set_alpha(alpha)
# we pass the draw method the surface we want the image drawn on
def draw(self, surf):
self.rect.center = surf.get_rect().center # <---
surf.blit(self.image, self.rect)
See also How to Center Text in Pygame

Is there a way to change my_sprite or my_group to change the animation displayed?

I'm making animated sprites in pygame, and would like help finding a way to flip from one to the other? The current code looks something like this:
class normal(pygame.sprite.Sprite):
def __init__(self):
#etc, list of images to create the animation
class tall(pygame.sprite.Sprite):
def __init__(self):
#rinse and repeat with a different set of images
I already have an idea for how to trigger the change via keystroke. But I'm not sure which variable to change, and to what. When I try to change with the following code, nothing happens
fps = 25
pygame.init()
my_sprite = normal()
my_group = pygame.sprite.Group(my_sprite)
#etc until we get to the part where it changes
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
if my_sprite == normal():
my_sprite = tall()
fps = 30
else:
my_sprite = normal()
fps = 25
I'm not sure exactly what isn't working in my code as it doesn't come back with an error. Can someone point me in the right direction?
It's not working because when the code calls normal() it's creating a new instance of an object. So the call:
if my_sprite == normal():
Is saying "is my existing sprite object == this new sprite object", which is never true. You can use the python function to type() of the object to do the same thing, or add your own type-function as I have presented in the code below.
I would track the state of the sprite inside the class, and use some functions grow() and shrink() to change the size automatically.
class GrowingSprite( pygame.sprite.Sprite, x, y ):
def __init__( self ):
#etc, list of images to create the animation
self.image_short = ... # load "short" image
self.image_tall = ... # load "tall" image
# Set the initial state
self.image = self.image_short # start short
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.state = 'short'
def getState( self ):
return self.state
def grow( self ):
self.state = 'tall'
self.image = self.image_tall
current_x = self.rect.centerx # preserve existing location
current_y = self.rect.centery
self.rect = self.image.get_rect()
self.rect.center = ( current_x, current_y )
def shrink( self ):
self.state = 'short'
self.image = self.image_short
current_x = self.rect.centerx # preserve existing location
current_y = self.rect.centery
self.rect = self.image.get_rect()
self.rect.center = ( current_x, current_y )
I found a workaround that is a bit redundant, but it makes it possible to expand it in case there are more groups
It requires making two groups that can be pulled back and fourth, and changing the foo.draw(screen) to the new group. This is how it looks
nml_sprite = normal()
tal_sprite = tall()
tg = 1 #this is nothing more than a switch to trigger the change
tal_group = pygame.sprite.Group(tal_sprite)
nml_group = pygame.sprite.Group(nml_sprite)
cursprite = nml_group #this variable determines which sprite set is loaded
...
...
if event.key == pygame.K_RETURN:
if tg == 1:
curspt = tal_group
tg = 2
else:
curspt = nml_group
tg = 2
...
...
nml_group.update()
tal_group.update()
curspt.draw(screen)
...

How to make a wave timer in pygame

So, I'm totally new to programming (been doing it for a couple of months) and decided to try coding a game.
On that note, a big thanks to Chris Bradfield for his series of tutorials in pygame coding, they are absolutely great!
However, now that I'm done with the tutorials and need to work on my own, I've come across a problem. I'm making a top-down shooter and making it wave-based. So, when zombies in one wave die, I want to show a timer that counts down until the next wave begins. I THINK I'm down the right path atm, let me show you what I'm working with.
def new(self)
'''
self.timer_flag = False
self.x = threading.Thread(target=self.countdown, args=(TIME_BETWEEN_WAVES,))
'''
def countdown(self, time_between_waves):
self.wave_timer = time_between_waves
for i in range(TIME_BETWEEN_WAVES):
while self.timer_flag:
self.wave_timer -=
time.sleep(1)
def update(self)
'''
self.countdown_has_run = False
if len(self.mobs) == 0:
self.timer_flag = True
if not self.countdown_has_run:
self.countdown_has_run = True
self.x.start()
'''
Now, I also draw my timer when the timer_flag is True, but it doesn't decrement, so I assume the problem lies somewhere in calling/starting the threaded countdown function?
Also, it's my first time posting here, so please let me know what to do to format better etc for you to be able to help
Don't bother with threads. No need to make your live complicated.
Usually, you use a Clock anyway in your game (if not, you should start using it) to limit the framerate, and to ensure that your world moves at a constant rante (if not, you should start doing it).
So if you want to trigger something in, say, 5 seconds, just create a variable that holds the value 5000, and substract the time it took to process your last frame (which is returned by Clock.tick):
clock = pygame.time.Clock()
dt = 0
timer = 5000
while True:
...
timer -= dt
if timer <= 0:
do_something()
dt = clock.tick(60)
I hacked together a simple example below. There, I use a simple class that is also a Sprite to draw the remaining time to the screen. When the timer runs out, it calls a function that creates a new wave of zombies.
In the main loop, I check if there's no timer running and no zombies, and if that's the case, a new timer is created.
Here's the code:
import pygame
import pygame.freetype
import random
# a dict that defines the controls
# w moves up, s moves down etc
CONTROLS = {
pygame.K_w: ( 0, -1),
pygame.K_s: ( 0, 1),
pygame.K_a: (-1, 0),
pygame.K_d: ( 1, 0)
}
# a function that handles the behaviour a sprite that
# should be controled with the keys defined in CONTROLS
def keyboard_controlled_b(player, events, dt):
# let's see which keys are pressed, and create a
# movement vector from all pressed keys.
move = pygame.Vector2()
pressed = pygame.key.get_pressed()
for vec in (CONTROLS[k] for k in CONTROLS if pressed[k]):
move += vec
if move.length():
move.normalize_ip()
move *= (player.speed * dt/10)
# apply the movement vector to the position of the player sprite
player.pos += move
player.rect.center = player.pos
# a function that let's a sprite follow another one
# and kill it if they touch each other
def zombie_runs_to_target_b(target):
def zombie_b(zombie, events, dt):
if target.rect.colliderect(zombie.rect):
zombie.kill()
return
move = target.pos - zombie.pos
if move.length():
move.normalize_ip()
move *= (zombie.speed * dt/10)
zombie.pos += move
zombie.rect.center = zombie.pos
return zombie_b
# a simple generic sprite class that displays a simple, colored rect
# and invokes the given behaviour
class Actor(pygame.sprite.Sprite):
def __init__(self, color, pos, size, behavior, speed, *grps):
super().__init__(*grps)
self.image = pygame.Surface(size)
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
self.pos = pygame.Vector2(pos)
self.behavior = behavior
self.speed = speed
def update(self, events, dt):
self.behavior(self, events, dt)
# a sprite class that displays a timer
# when the timer runs out, a function is invoked
# and this sprite is killed
class WaveCounter(pygame.sprite.Sprite):
font = None
def __init__(self, time_until, action, *grps):
super().__init__(grps)
self.image = pygame.Surface((300, 50))
self.image.fill((3,2,1))
self.image.set_colorkey((3, 2, 1))
self.rect = self.image.get_rect(topleft=(10, 10))
if not WaveCounter.font:
WaveCounter.font = pygame.freetype.SysFont(None, 32)
WaveCounter.font.render_to(self.image, (0, 0), f'new wave in {time_until}', (255, 255, 255))
self.timer = time_until * 1000
self.action = action
def update(self, events, dt):
self.timer -= dt
self.image.fill((3,2,1))
WaveCounter.font.render_to(self.image, (0, 0), f'new wave in {int(self.timer / 1000) + 1}', (255, 255, 255))
if self.timer <= 0:
self.action()
self.kill()
def main():
pygame.init()
screen = pygame.display.set_mode((600, 480))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
dt = 0
sprites_grp = pygame.sprite.Group()
zombies_grp = pygame.sprite.Group()
wave_tm_grp = pygame.sprite.GroupSingle()
# the player is controlled with the keyboard
player = Actor(pygame.Color('dodgerblue'),
screen_rect.center,
(32, 32),
keyboard_controlled_b,
5,
sprites_grp)
# this function should be invoked once the timer runs out
def create_new_wave_func():
# let's create a bunch of zombies that follow the player
for _ in range(15):
x = random.randint(0, screen_rect.width)
y = random.randint(-100, 0)
Actor((random.randint(180, 255), 0, 0),
(x, y),
(26, 26),
zombie_runs_to_target_b(player),
random.randint(2, 4),
sprites_grp, zombies_grp)
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
# no timer, no zombies => create new timer
if len(wave_tm_grp) == 0 and len(zombies_grp) == 0:
WaveCounter(5, create_new_wave_func, sprites_grp, wave_tm_grp)
sprites_grp.update(events, dt)
screen.fill((80, 80, 80))
sprites_grp.draw(screen)
pygame.display.flip()
dt = clock.tick(60)
if __name__ == '__main__':
main()
It looks to me you are lacking the mechanism to check how many mobs are left on screen. I imagine it could be something like this:
class CountdownClock:
def __init__(self):
self.start_no = 1
self.time_between_waves = 5
self.t = threading.Thread(target=self.check_mobs_left)
self.t.start()
def check_mobs_left(self):
self.mobs = ["mob" for _ in range(randint(2, 7))] #generate 2-7 mobs per level
print (f"Wave {self.start_no} : Total {len(self.mobs)} mobs found!")
while self.mobs:
print (f"Still {len(self.mobs)} mobs left!")
time.sleep(1)
del self.mobs[-1] #simulate mob kill - remove this line from your actual setting
self.next_wave(self.time_between_waves)
self.time_between_waves +=2 #increased time for each wave
def next_wave(self,time_between_waves):
self.time_left = time_between_waves
print(f"Wave {self.start_no} cleared!")
self.start_no += 1
while self.time_left:
print (f"Next wave in...{self.time_left}")
self.time_left -=1
time.sleep(1)
self.t = threading.Thread(target=self.check_mobs_left)
self.t.start()
a = CountdownClock()
You will have this up constantly without the need to call the method every round and set flag and stuff.

atan2 isn't providing me with the angle I want

I'm trying to write a game in pygame, involving a moving object with a "turret" that swivels to follow a mouse. As of now, I'm mostly trying to expand upon examples, so the code's not entirely mine (credit to Sean J. McKiernan for his sample programs); however, this portion is. Below is my code; I use the center of rect (the "base" shape and the point around which the "turret" swivels) as the base point, and the position of the mouse as the other point. By subtracting the mouse's displacement from the displacement of the "center," I effectively get a vector between the two points and find the angle between that vector and the x-axis with atan2. Below is the code I use to do that:
def get_angle(self, mouse):
x_off = (mouse[0]-self.rect.centerx)
y_off = (mouse[1]-self.rect.centery)
self.angle = math.degrees(math.atan2(-y_off, x_off) % 2*math.pi)
self.hand = pg.transform.rotate(self.original_hand, self.angle)
self.hand_rect = self.hand.get_rect(center=self.hand_rect.center)
According to multiple tutorials I've reviewed, this SHOULD be the correct code; however, I discovered later that those tutorials (and, in fact, this tutorial) were all for Python 2.7, while I am trying to write in Python 3.6. I don't think that should make a difference in this scenario, though. As it stands, the view appears to depend entirely upon the "character's" position on the screen. If the "character" is in one corner, the reaction of the "turret" is different than the reaction if the "character" is in the middle of the screen. However, this shouldn't matter; the position of the "character" relative to the mouse is the exact same no matter where on the screen they are. Any ideas, or do I need to supply more code?
Edit: Apparently, more code is required. Rather than attempt to extricate only the entirely necessary parts, I've provided the entire code sample, so everyone can run it. As a side note, the "Bolt" things (intended to fire simple yellow blocks) don't work either, but I'm just trying to get the arm working before I start in on debugging that.
Edit the second: I have discovered that the "Bolt" system works within a certain distance of the origin (0,0 in the window coordinate system), and that the arm also works within a much lesser distance. I added the line Block(pg.Color("chocolate"), (0,0,100,100)) under the "walls" grouping as a decision point, and the block was positioned in the top left corner. I've corrected Bolt by changing screen_rect to viewport in the control loop; however, I don't know why the "arm" swinging is dependent on adjacency to the origin. The positions of the mouse and "character" SHOULD be absolute. Am I missing something?
"""
Basic moving platforms using only rectangle collision.
-Written by Sean J. McKiernan 'Mekire'
Edited for a test of "arms"
"""
import os
import sys
import math
import pygame as pg
CAPTION = "Moving Platforms"
SCREEN_SIZE = (700,700)
BACKGROUND_COLOR = (50, 50, 50)
COLOR_KEY = (255, 255, 255)
class _Physics(object):
"""A simplified physics class. Psuedo-gravity is often good enough."""
def __init__(self):
"""You can experiment with different gravity here."""
self.x_vel = self.y_vel = 0
self.grav = 0.4
self.fall = False
def physics_update(self):
"""If the player is falling, add gravity to the current y velocity."""
if self.fall:
self.y_vel += self.grav
else:
self.y_vel = 0
class Player(_Physics, object):
def __init__(self,location,speed):
_Physics.__init__(self)
HAND = pg.image.load("playertst2.png").convert()
HAND.set_colorkey(COLOR_KEY)
self.image = pg.image.load('playertst.png').convert()
self.rect = self.image.get_rect(topleft=location)
self.speed = speed
self.jump_power = -9.0
self.jump_cut_magnitude = -3.0
self.on_moving = False
self.collide_below = False
self.original_hand = HAND
self.fake_hand = self.original_hand.copy()
self.hand = self.original_hand.copy()
self.hand_rect = self.hand.get_rect(topleft=location)
self.angle = self.get_angle(pg.mouse.get_pos())
def check_keys(self, keys):
"""Find the player's self.x_vel based on currently held keys."""
self.x_vel = 0
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.x_vel -= self.speed
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.x_vel += self.speed
def get_position(self, obstacles):
"""Calculate the player's position this frame, including collisions."""
if not self.fall:
self.check_falling(obstacles)
else:
self.fall = self.check_collisions((0,self.y_vel), 1, obstacles)
if self.x_vel:
self.check_collisions((self.x_vel,0), 0, obstacles)
def check_falling(self, obstacles):
"""If player is not contacting the ground, enter fall state."""
if not self.collide_below:
self.fall = True
self.on_moving = False
def check_moving(self,obstacles):
"""
Check if the player is standing on a moving platform.
If the player is in contact with multiple platforms, the prevously
detected platform will take presidence.
"""
if not self.fall:
now_moving = self.on_moving
any_moving, any_non_moving = [], []
for collide in self.collide_below:
if collide.type == "moving":
self.on_moving = collide
any_moving.append(collide)
else:
any_non_moving.append(collide)
if not any_moving:
self.on_moving = False
elif any_non_moving or now_moving in any_moving:
self.on_moving = now_moving
def check_collisions(self, offset, index, obstacles):
"""
This function checks if a collision would occur after moving offset
pixels. If a collision is detected, the position is decremented by one
pixel and retested. This continues until we find exactly how far we can
safely move, or we decide we can't move.
"""
unaltered = True
self.rect[index] += offset[index]
self.hand_rect[index] += offset[index]
while pg.sprite.spritecollideany(self, obstacles):
self.rect[index] += (1 if offset[index]<0 else -1)
self.hand_rect[index] += (1 if offset[index]<0 else -1)
unaltered = False
return unaltered
def check_above(self, obstacles):
"""When jumping, don't enter fall state if there is no room to jump."""
self.rect.move_ip(0, -1)
collide = pg.sprite.spritecollideany(self, obstacles)
self.rect.move_ip(0, 1)
return collide
def check_below(self, obstacles):
"""Check to see if the player is contacting the ground."""
self.rect.move_ip((0,1))
collide = pg.sprite.spritecollide(self, obstacles, False)
self.rect.move_ip((0,-1))
return collide
def jump(self, obstacles):
"""Called when the user presses the jump button."""
if not self.fall and not self.check_above(obstacles):
self.y_vel = self.jump_power
self.fall = True
self.on_moving = False
def jump_cut(self):
"""Called if player releases the jump key before maximum height."""
if self.fall:
if self.y_vel < self.jump_cut_magnitude:
self.y_vel = self.jump_cut_magnitude
def get_angle(self, mouse):
x_off = (mouse[0]-self.rect.centerx)
y_off = (mouse[1]-self.rect.centery)
self.angle = math.degrees(math.atan2(-y_off, x_off) % (2*math.pi))
self.hand = pg.transform.rotate(self.original_hand, self.angle)
self.hand_rect = self.hand.get_rect(center=self.hand_rect.center)
"""
offset = (mouse[1]-self.hand_rect.centery, mouse[0]-self.hand_rect.centerx)
self.angle = math.atan2(-offset[0], offset[1]) % (2 * math.pi)
self.angle = math.degrees(self.angle)
self.hand = pg.transform.rotate(self.original_hand, self.angle)
self.hand_rect = self.hand.get_rect(center=self.rect.center)
self.angle = 135-math.degrees(math.atan2(*offset))
self.hand = pg.transform.rotate(self.original_hand, self.angle)
self.hand_rect = self.hand.get_rect(topleft=self.rect.topleft)
"""
def pre_update(self, obstacles):
"""Ran before platforms are updated."""
self.collide_below = self.check_below(obstacles)
self.check_moving(obstacles)
def update(self, obstacles, keys):
"""Everything we need to stay updated; ran after platforms update."""
self.check_keys(keys)
self.get_position(obstacles)
self.physics_update()
def get_event(self, event, bolts):
if event.type == pg.MOUSEBUTTONDOWN and event.button == 1:
bolts.add(Bolt(self.rect.center))
elif event.type == pg.MOUSEMOTION:
self.get_angle(event.pos)
def draw(self, surface):
"""Blit the player to the target surface."""
surface.blit(self.image, self.rect)
surface.blit(self.hand, self.hand_rect)
class Bolt(pg.sprite.Sprite):
def __init__(self, location):
pg.sprite.Sprite.__init__(self)
"""self.original_bolt = pg.image.load('bolt.png')"""
"""self.angle = -math.radians(angle-135)"""
"""self.image = pg.transform.rotate(self.original_bolt, angle)"""
"""self.image = self.original_bolt"""
self.image=pg.Surface((5,10)).convert()
self.image.fill(pg.Color("yellow"))
self.rect = self.image.get_rect(center=location)
self.move = [self.rect.x, self.rect.y]
self.speed_magnitude = 5
"""self.speed = (self.speed_magnitude*math.cos(self.angle), self.speed_magnitude*math.sin(self.angle))"""
"""self.speed = (5,0)"""
self.done = False
def update(self, screen_rect, obstacles):
self.move[0] += self.speed_magnitude
"""self.move[1] += self.speed[1]"""
self.rect.topleft = self.move
self.remove(screen_rect, obstacles)
def remove(self, screen_rect, obstacles):
if not self.rect.colliderect(screen_rect):
self.kill()
class Block(pg.sprite.Sprite):
"""A class representing solid obstacles."""
def __init__(self, color, rect):
"""The color is an (r,g,b) tuple; rect is a rect-style argument."""
pg.sprite.Sprite.__init__(self)
self.rect = pg.Rect(rect)
self.image = pg.Surface(self.rect.size).convert()
self.image.fill(color)
self.type = "normal"
class MovingBlock(Block):
"""A class to represent horizontally and vertically moving blocks."""
def __init__(self, color, rect, end, axis, delay=500, speed=2, start=None):
"""
The moving block will travel in the direction of axis (0 or 1)
between rect.topleft and end. The delay argument is the amount of time
(in miliseconds) to pause when reaching an endpoint; speed is the
platforms speed in pixels/frame; if specified start is the place
within the blocks path to start (defaulting to rect.topleft).
"""
Block.__init__(self, color, rect)
self.start = self.rect[axis]
if start:
self.rect[axis] = start
self.axis = axis
self.end = end
self.timer = 0.0
self.delay = delay
self.speed = speed
self.waiting = False
self.type = "moving"
def update(self, player, obstacles):
"""Update position. This should be done before moving any actors."""
obstacles = obstacles.copy()
obstacles.remove(self)
now = pg.time.get_ticks()
if not self.waiting:
speed = self.speed
start_passed = self.start >= self.rect[self.axis]+speed
end_passed = self.end <= self.rect[self.axis]+speed
if start_passed or end_passed:
if start_passed:
speed = self.start-self.rect[self.axis]
else:
speed = self.end-self.rect[self.axis]
self.change_direction(now)
self.rect[self.axis] += speed
self.move_player(now, player, obstacles, speed)
elif now-self.timer > self.delay:
self.waiting = False
def move_player(self, now, player, obstacles, speed):
"""
Moves the player both when on top of, or bumped by the platform.
Collision checks are in place to prevent the block pushing the player
through a wall.
"""
if player.on_moving is self or pg.sprite.collide_rect(self,player):
axis = self.axis
offset = (speed, speed)
player.check_collisions(offset, axis, obstacles)
if pg.sprite.collide_rect(self, player):
if self.speed > 0:
self.rect[axis] = player.rect[axis]-self.rect.size[axis]
else:
self.rect[axis] = player.rect[axis]+player.rect.size[axis]
self.change_direction(now)
def change_direction(self, now):
"""Called when the platform reaches an endpoint or has no more room."""
self.waiting = True
self.timer = now
self.speed *= -1
"""class Spell(pg.sprite.Sprite):
def __init__(self, location, angle)"""
class Control(object):
"""Class for managing event loop and game states."""
def __init__(self):
"""Initalize the display and prepare game objects."""
self.screen = pg.display.get_surface()
self.screen_rect = self.screen.get_rect()
self.clock = pg.time.Clock()
self.fps = 60.0
self.keys = pg.key.get_pressed()
self.done = False
self.player = Player((50,875), 4)
self.viewport = self.screen.get_rect()
self.level = pg.Surface((1000,1000)).convert()
self.level_rect = self.level.get_rect()
self.win_text,self.win_rect = self.make_text()
self.obstacles = self.make_obstacles()
self.bolts = pg.sprite.Group()
def make_text(self):
"""Renders a text object. Text is only rendered once."""
font = pg.font.Font(None, 100)
message = "You win. Celebrate."
text = font.render(message, True, (100,100,175))
rect = text.get_rect(centerx=self.level_rect.centerx, y=100)
return text, rect
def make_obstacles(self):
"""Adds some arbitrarily placed obstacles to a sprite.Group."""
walls = [Block(pg.Color("chocolate"), (0,980,1000,20)),
Block(pg.Color("chocolate"), (0,0,20,1000)),
Block(pg.Color("chocolate"), (980,0,20,1000))]
static = [Block(pg.Color("darkgreen"), (250,780,200,100)),
Block(pg.Color("darkgreen"), (600,880,200,100)),
Block(pg.Color("darkgreen"), (20,360,880,40)),
Block(pg.Color("darkgreen"), (950,400,30,20)),
Block(pg.Color("darkgreen"), (20,630,50,20)),
Block(pg.Color("darkgreen"), (80,530,50,20)),
Block(pg.Color("darkgreen"), (130,470,200,215)),
Block(pg.Color("darkgreen"), (20,760,30,20)),
Block(pg.Color("darkgreen"), (400,740,30,40))]
moving = [MovingBlock(pg.Color("olivedrab"), (20,740,75,20), 325, 0),
MovingBlock(pg.Color("olivedrab"), (600,500,100,20), 880, 0),
MovingBlock(pg.Color("olivedrab"),
(420,430,100,20), 550, 1, speed=3, delay=200),
MovingBlock(pg.Color("olivedrab"),
(450,700,50,20), 930, 1, start=930),
MovingBlock(pg.Color("olivedrab"),
(500,700,50,20), 730, 0, start=730),
MovingBlock(pg.Color("olivedrab"),
(780,700,50,20), 895, 0, speed=-1)]
return pg.sprite.Group(walls, static, moving)
def update_viewport(self):
"""
The viewport will stay centered on the player unless the player
approaches the edge of the map.
"""
self.viewport.center = self.player.rect.center
self.viewport.clamp_ip(self.level_rect)
def event_loop(self):
"""We can always quit, and the player can sometimes jump."""
for event in pg.event.get():
if event.type == pg.QUIT or self.keys[pg.K_ESCAPE]:
self.done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump(self.obstacles)
elif event.type == pg.KEYUP:
if event.key == pg.K_SPACE:
self.player.jump_cut()
elif event.type == pg.MOUSEMOTION or event.type == pg.MOUSEBUTTONDOWN:
self.player.get_event(event, self.bolts)
def update(self):
"""Update the player, obstacles, and current viewport."""
self.keys = pg.key.get_pressed()
self.player.pre_update(self.obstacles)
self.obstacles.update(self.player, self.obstacles)
self.player.update(self.obstacles, self.keys)
self.update_viewport()
self.bolts.update(self.screen_rect, self.obstacles)
def draw(self):
"""
Draw all necessary objects to the level surface, and then draw
the viewport section of the level to the display surface.
"""
self.level.fill(pg.Color("lightblue"))
self.obstacles.draw(self.level)
self.level.blit(self.win_text, self.win_rect)
self.player.draw(self.level)
self.bolts.draw(self.level)
self.screen.blit(self.level, (0,0), self.viewport)
def display_fps(self):
"""Show the programs FPS in the window handle."""
caption = "{} - FPS: {:.2f}".format(CAPTION, self.clock.get_fps())
pg.display.set_caption(caption)
def main_loop(self):
"""As simple as it gets."""
while not self.done:
self.event_loop()
self.update()
self.draw()
pg.display.update()
self.clock.tick(self.fps)
self.display_fps()
if __name__ == "__main__":
os.environ['SDL_VIDEO_CENTERED'] = '1'
pg.init()
pg.display.set_caption(CAPTION)
pg.display.set_mode(SCREEN_SIZE)
PLAYERIMG = pg.image.load("playertst.png").convert()
PLAYERIMG.set_colorkey(COLOR_KEY)
run_it = Control()
run_it.main_loop()
pg.quit()
sys.exit()
The % 2*pi unnecessary, and your get_angle function has no return value, but you do an assignment to self.angle = self.get_angle, but that is not the issue. The issue is that the mouse position is relative to the screen (i.e. clicking in the top right area of your game screen will always yield (0,480) if your screen is 640x480), while the position of the (character) rectangle is given in your game play area, which is larger than the screen, ergo if you move the character and thus the view shifts, you are getting coordinates in two different coordinate systems. You will have to keep track of where the view is in your game play area and add the offset to the mouse coordinates.

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