How do I know when a cube collide with another moving cube? - python

I'm trying to create a little game as a training, but I'm blocked because I don't know how I can collide 2 moving cubes.
The game is simple, there is a red box that you can move and if this box touches a green cube, then you lost. (the green cubes are always moving)
I tried to read some documentations but it's not really easy to understand as a beginner.
Here is the code:
import pygame
import random
from threading import Timer
pygame.init()
screenWidth = 1100
screenHeight = 600
white = (255,255,255)
red = (255, 0, 0)
yellow = (50, 250, 20)
FPS = 60
gameDisplay = pygame.display.set_mode((screenWidth, screenHeight))
pygame.display.set_caption('Tekken')
pygame.display.update()
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 28)
class Players:
def __init__(self, playerName, playerAttribute, cubeheight, cubewidth, missilesHeight, missilesWidth):
self.playerName = playerName
self.playerAttribute = playerAttribute
self.playerLife = 100
self.droite_x = 300
self.droite_y = 600
self.cubeheight = cubeheight
self.cubewidth = cubewidth
self.missiles = True
self.missilesHeight = missilesHeight
self.missilesWidth = missilesWidth
self.missiles_droite_x = 0
self.missiles_droite_y = round(random.randrange(50, screenHeight-50))
self.missiles_droite_x_inverse = screenWidth-50
self.missiles_droite_y_inverse = round(random.randrange(50, screenHeight-50))
self.vitesse_missiles = 10
print(self.playerName, self.playerAttribute, self.playerLife)
def environment_un(self):
gameExit = False
gameOver = False
droite_x_change = 0
droite_y_change = 0
missiles_droite_x_change = 0
missiles_droite_x_change_inverse = 0
while not gameExit:
while gameOver:
gameDisplay.fill(red)
screen_text = font.render("Game Over, do you want to play again? [Q] to quit", True, white)
gameDisplay.blit(screen_text, [100, 300])
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameOver = False
gameExit = True
break
if event.type == pygame.QUIT:
gameOver = False
gameExit = True
break
for event in pygame.event.get(): #va chercher les events
if event.type == pygame.QUIT: #Si j'appuie sur X
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
droite_x_change = -3
if event.key == pygame.K_RIGHT:
droite_x_change = +3
if event.key == pygame.K_UP:
droite_y_change = -3
if event.key == pygame.K_DOWN:
droite_y_change = +3
if event.key == pygame.K_SPACE:
missiles_droite_x_change = self.vitesse_missiles
missiles_droite_x_change_inverse = -self.vitesse_missiles
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
droite_x_change = 0
if event.key == pygame.K_RIGHT:
droite_x_change = 0
if event.key == pygame.K_UP:
droite_y_change = 0
if event.key == pygame.K_DOWN:
droite_y_change = 0
self.missiles_droite_x_inverse += missiles_droite_x_change_inverse
self.missiles_droite_x += missiles_droite_x_change
self.droite_x += droite_x_change
self.droite_y += droite_y_change
if self.droite_y + self.cubeheight <= 0:
self.droite_y = 0
elif self.droite_y + self.cubeheight >= screenHeight:
self.droite_y = screenHeight-self.cubeheight
elif self.droite_x + self.cubewidth <= 0:
self.droite_x = 0
elif self.droite_x + self.cubewidth >= screenWidth:
self.droite_x = screenWidth-self.cubewidth
gameDisplay.fill(white)
gameDisplay.fill(red, rect=[self.droite_x, self.droite_y, self.cubewidth, self.cubeheight])
gameDisplay.fill(yellow, rect=[self.missiles_droite_x, self.missiles_droite_y, self.missilesWidth, self.missilesHeight])
gameDisplay.fill(yellow, rect=[self.missiles_droite_x_inverse, self.missiles_droite_y_inverse, self.missilesWidth, self.missilesHeight])
pygame.display.update()
if self.missiles_droite_x + self.missilesWidth >= screenWidth:
missiles_droite_x_change = 0
if missiles_droite_x_change == 0:
self.missiles_droite_x = 0
self.missiles_droite_y = round(random.randrange(50, screenHeight-50))
missiles_droite_x_change = self.vitesse_missiles
if self.missiles_droite_x_inverse <= 0:
missiles_droite_x_change_inverse = 0
if missiles_droite_x_change >= 0:
self.missiles_droite_x_inverse = screenWidth-50
self.missiles_droite_y_inverse = round(random.randrange(50, screenHeight-50))
missiles_droite_x_change_inverse = -12
clock.tick(FPS)
pygame.quit()
Player_1 = Players('John', 'sometext', 50, 50, 100, 100)
Player_1.environment_un()
What should do I in order to detect the collision?

I can not run your code at the moment as I dont have pygame installed. However, you can use the pygame.sprite.collide_rect() if you declare your objects to have in their class an pygame.sprite.Sprite-object or inherit from that class (as suggested below). The code below may note work as I can not test it but it should be close to a functioning code snippet. In the case you would like to test collision of a sprite against multiple other sprites - consider looking at pygame.sprite.Group(). I believe that something like this should work:
class SpriteObject(pygame.sprite.Sprite):
def __init__(self,pos_x, pos_y):
pygame.sprite.Sprite.__init__(self)
self.rect = self.original.get_rect()
self.rect.center = (pos_x, pos_y)
class Players:
def __init__(self, playerName, playerAttribute, cubeheight, cubewidth, missilesHeight, missilesWidth):
sprite1 = SpriteObject(1,2)
sprite2 = SpriteObject(1,2)
sprite1.rect.collide_rect(sprite2)

If you are looking for a conceptual answer:
Since you are considering just cubes and if they are of the same size, two cubes will occupy the same space 'if and only if' a corner of one cube is between (inclusive) two parallel planes of another. There are many ways to do this in practice.
I would check if between by evaluating an inward normal vector of cube 1 dotted with a vector to a corner (of cube 2) from any corner (of cube 1) . Do so for both parallel sides. If both are positive, its inside.
It's slightly more complicated for different shapes and varying sizes.

Use pygame.Rect() to keep cube position and size - and then you can use pygame.Rect.colliderect() to check collision between two cubes.
cube1 = pygame.Rect((x1, y1), (width, height))
cube2 = pygame.Rect((x2, y2), (width, height))
if cube1.colliderect(cube2):
print("Collision !")
PyGame has other usefull classes - pygame.sprite.Sprite and pygame.sprite.Group - which use Rect and collision detection functions.

Related

Speed logic for pygame game

I'm doing a final project for my coding class at school. I learnt from a tutorial online on how to use pygame by making pong. Then, I decided to create an Undertale battle system with the knowledge I had gained from learning how to make pong in pygame. I have come across an issue however, and its regarding the heart's speed.
Here is the code:
import pygame
import sys
# setup
pygame.init()
clock = pygame.time.Clock()
# main window
screen_width = 900
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Undertale')
icon = pygame.image.load('heart.png')
pygame.display.set_icon(icon)
# game rectangles
heart = pygame.image.load('heart.png')
DEFAULT_IMAGE_SIZE = (20, 20)
heart_img = pygame.transform.scale(heart, DEFAULT_IMAGE_SIZE)
battle_width = 10
battle_height = 200
middle_offset = 30
length = 200 + 2*battle_width
battle_left = pygame.Rect(screen_width/2 - 100, screen_height/2 + middle_offset, battle_width, battle_height)
battle_right = pygame.Rect(screen_width/2 + 100 + battle_width, screen_height/2 + 30, battle_width, battle_height)
battle_up = pygame.Rect(screen_width/2 - 100, screen_height/2 + middle_offset, length, battle_width)
battle_down = pygame.Rect(screen_width/2 - 100, screen_height/2 + middle_offset + battle_height, length, battle_width)
# colours
bg_color = pygame.Color(0, 0, 0)
red = (255, 0, 0)
white = (255, 255, 255)
# game vars
heart_x = screen_width/2
heart_y = screen_height/2 + middle_offset + battle_height/2 - 10
# Using half of Default Image Size Width
heart_speed_x = 0
heart_speed_y = 0
speed = 4
while True:
# input handles
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_LEFT:
heart_speed_x -= speed
if event.key == pygame.K_RIGHT:
heart_speed_x += speed
if event.key == pygame.K_UP:
heart_speed_y -= speed
if event.key == pygame.K_DOWN:
heart_speed_y += speed
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
heart_speed_x += speed
if event.key == pygame.K_RIGHT:
heart_speed_x -= speed
if event.key == pygame.K_UP:
heart_speed_y += speed
if event.key == pygame.K_DOWN:
heart_speed_y -= speed
# logic
heart_x += heart_speed_x
heart_y += heart_speed_y
heart_rect = heart_img.get_rect(topleft=(heart_x, heart_y))
if heart_rect.colliderect(battle_left) or heart_rect.colliderect(battle_right):
heart_speed_x *= -1
if heart_rect.colliderect(battle_up) or heart_rect.colliderect(battle_down):
heart_speed_y *= -1
# visuals
screen.fill(bg_color)
pygame.draw.rect(screen, white, battle_left)
pygame.draw.rect(screen, white, battle_right)
pygame.draw.rect(screen, white, battle_up)
pygame.draw.rect(screen, white, battle_down)
screen.blit(heart_img, (heart_x, heart_y))
# window update
pygame.display.flip()
clock.tick(60)
The heart is the player. I want it to be able to move around inside the box, and I do not want it to come out, I want it to stay inside. I made it so that the heart image is a rectangle so that it can collide with the box. It worked, but the speed makes it so that the heart is constantly moving, I want it to stop whenever the KEYUP event occurs. And that's what I did, yet it refused to cooperate.
I figured out the solution:
heart_x += 0 - heart_speed_x
and
heart_y += 0 - heart_speed_y
The problem was that the either or both of the x and y position constantly changed after hitting the surface. This was because the speed of the variables stayed the same. So in the solution, I made it so that the x any y positions only change once once it conditionally checks for collision.

Pointer not moving up or down despite using earlier and already working code

been trying for a while to find the problem with the following code. I'm trying to have the pointer move up and down like the title of the question states but it just won't move. Any and all help is welcome.
Code for Pause Screen event processing:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_w:
self.pointer.moveUp()
print("Up we go")
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
self.pointer.moveDown()
print("Down we go")
if event.key == pygame.K_RETURN:
self.selection = int(pointer.Pointer.getPosition(self.pointer))
print(str(pointer.Pointer.getPosition(self.pointer)))
return True
return False
Code for displaying which shows the pointer in the same place.
self.active_sprite_list.draw(screen)
font = pygame.font.SysFont("serif", 25)
text = []
center_x = []
center_y = []
for counter in range(1,5):
text.append(font.render(self.options[counter-1], True, constants.WHITE))
center_x.append(150)
center_y.append((counter * 120) - (text[counter-1].get_height() // 2) + (self.pointer.image.get_height() // 2))
screen.blit(text[counter-1], [center_x[counter-1],center_y[counter-1]])
pygame.display.flip()
And for reference the same code in the Menu which has the pointer moving up and down:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_w:
self.pointer.moveUp()
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
self.pointer.moveDown()
if event.key == pygame.K_RETURN:
self.selection = int(pointer.Pointer.getPosition(self.pointer))
#print(str(self.selection))
return True
###Some code later###
screen.fill(constants.BLACK)
font = pygame.font.SysFont("serif", 25)
for counter in range(1,5):
text = font.render(self.options[counter-1], True, constants.WHITE)
center_x = 150
center_y = (counter * 120) - (text.get_height() // 2) + (self.pointer.image.get_height() // 2)
screen.blit(text, [center_x, center_y])
self.active_sprite_list.draw(screen)
pygame.display.flip()
And before you suggest, the screen for the pause has been declared before here:
while notPaused == False:
#print("Received")
notPaused = pause.processEvents()
print(str(notPaused))
if firstTime == True:
self.pauseScreen.fill(constants.ABLACK)
pause.displayFrame(self.pauseScreen)
self.pauseScreen.set_alpha(128)
screen.blit(self.pauseScreen, [0,0])
firstTime = False
pause.displayFrame(self.pauseScreen)
clock.tick(60)
As per requested, here is the MoveUp and MoveDown functions in the Pointer Class:
def moveUp(self):
if self.rect.y <= 120:
self.rect.y = 480
else:
self.rect.y -= 120
def moveDown(self):
if self.rect.y >= 480:
self.rect.y = 120
else:
self.rect.y += 120
And as suggested, the modular/self-contained code that can be run on its own as long as you have some kind of image in a Resources Folder next to the saved code file.
import pygame, sys
"""
Global constants
"""
# Colors
ABLACK = ( 0, 0, 0, 125)
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
YELLOW = ( 255, 255, 0)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Pointer(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("Resources/Pointer.png")
self.rect = self.image.get_rect()
self.rect.x = 100
self.rect.y = 120
def moveUp(self):
if self.rect.y <= 120:
self.rect.y = 480
else:
self.rect.y -= 120
print("Within pointer object moving up from ",self.rect.x,self.rect.y)
def moveDown(self):
if self.rect.y >= 480:
self.rect.y = 120
else:
self.rect.y += 120
print("Within pointer object moving up from ",self.rect.x,self.rect.y)
def getPosition(self):
self.position = self.rect.y / 120
return self.position
class Pause(object):
def __init__(self,screen):
self.selection = 4
self.options = ["Resume Game","Review Controls","Back to Menu","Quit"]
self.active_sprite_list = pygame.sprite.Group()
self.pointer = Pointer()
self.active_sprite_list.add(self.pointer)
def processEvents(self):
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_w:
self.pointer.moveUp()
print("Up we go")
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
self.pointer.moveDown()
print("Down we go")
if event.key == pygame.K_RETURN:
self.selection = int(Pointer.getPosition(self.pointer))
print(str(Pointer.getPosition(self.pointer)))
return False
return True
def displayFrame(self,screen):
self.active_sprite_list.draw(screen)
for pointer in self.active_sprite_list:
print("The y value of this pointer is:" + str(pointer.rect.y))
font = pygame.font.SysFont("serif", 25)
text = []
center_x = []
center_y = []
for counter in range(1,5):
text.append(font.render(self.options[counter-1], True, WHITE))
center_x.append(150)
center_y.append((counter * 120) - (text[counter-1].get_height() // 2) + (self.pointer.image.get_height() // 2))
for pointer in self.active_sprite_list:
print("The y value of this pointer is:" + str(pointer.rect.y))
screen.blit(text[counter-1], [center_x[counter-1],center_y[counter-1]])
for pointer in self.active_sprite_list:
print("The y value of this pointer is:" + str(pointer.rect.y))
pygame.display.flip()
pygame.init()
pygame.display.set_caption("Pause Error Finder")
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
Paused = True
clock = pygame.time.Clock()
pauseScreen = pygame.Surface(size,pygame.SRCALPHA,32)
pauseScreen.fill(ABLACK)
pause = Pause(screen)
pauseScreen.set_alpha(128)
Paused = pause.processEvents()
print(str(notPaused))
pause.displayFrame(pauseScreen)
screen.blit(pauseScreen, [0,0])
while Paused:
notPaused = pause.processEvents()
print(str(Paused))
pause.displayFrame(pauseScreen)
#screen.blit(pauseScreen, [0,0])
clock.tick(60)
Your issue is in the main game loop, first off, you had the blitting of Pause Screen to Screen commented out. readding that in gave the pointer seeming to multiply and go all over the place (getting closer!).
The reason it does that is you did not update your pauseScreen in each pass of the loop. Your displayFrame will add your pointer to the proper location, but the one from last frame, and 2 frames ago, and... are still there. by moving the lines
pauseScreen.fill(ABLACK)
pauseScreen.set_alpha(128)
And placing them within your game loop, the pause screen is reset ever frame and only the latest pointer is displayed. Here is the updated game loop:
pygame.init()
pygame.display.set_caption("Pause Error Finder")
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
notPaused = False
clock = pygame.time.Clock()
pauseScreen = pygame.Surface(size,pygame.SRCALPHA,32)
pause = Pause(screen)
notPaused = pause.processEvents()
print(str(notPaused))
pause.displayFrame(pauseScreen)
screen.blit(pauseScreen, [0,0])
while not notPaused:
notPaused = pause.processEvents()
print(str(notPaused))
pauseScreen.fill(ABLACK)
pauseScreen.set_alpha(128)
pause.displayFrame(pauseScreen)
screen.blit(pauseScreen, [0,0])
clock.tick(60)

Having Trouble with Python Classes

So I am making a simple "Dodge the Meteor Game" with Python 27 and Pygame. So everything ran smoothly, until I wanted to make classes, so I could make multiple meteors without retyping the same code. After I did this, when I run it, it stops responding with no error message. Here is my code:
import pygame
from pygame.locals import *
import sys
import random
pygame.init()
width,height = 800,600
gameDisplay = pygame.display.set_mode((width,height))
pygame.display.set_caption("Fifteen Minute Game ")
gameStart = False
bg = pygame.image.load("C:\Users\DEREK\Desktop\Python\\space.jpg")
bg = pygame.transform.scale(bg,(900,600))
x = 300
y = 300
move_x = 0
move_y = 0
playerspeed = 3
pellet_x = random.randint(0,800)
pellet_y = random.randint(0,550)
player = pygame.draw.rect( gameDisplay, (255,255,255), (x,y,30,30) )
pellet = pygame.draw.rect( gameDisplay, (255,255,255), (pellet_x,pellet_y,15,15) )
count = 0
#Functions
def pelletxy():
global pellet_x, pellet_y
pellet_x = random.randint(0,770)
pellet_y = random.randint(0,570)
def collision(rect1,rect2):
global player, count, pellet
if rect1.colliderect(rect2):
if rect2 == pellet:
pelletxy()
count +=1
class Meteor():
def __init__(self):
self.meteor_x = random.randint(0,800)
self.meteor_y = 0
self.meteorfall = 3
self.meteor = pygame.draw.rect( gameDisplay, (255,255,255), (self.meteor_x,self.meteor_y,35,35) )
def collision(self,rect1,rect2):
if rect1.colliderect(rect2):
if rect2 == self.meteor:
print "Good Game"
print "MUA HAHAHAHA"
print ""
print "Your score:" + str(count)
pygame.quit()
sys.exit()
def meteorxy(self):
self.meteor_x = random.randint(0,800)
self.meteor_y = 0
def render(self):
self.meteor_y += self.meteorfall
self.meteor
if meteor_y > 600:
meteorxy()
m1 = Meteor()
#Game Loop
while gameStart:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Keyboard Movement
if event.type == pygame.KEYDOWN:
if event.key == K_UP:
move_y -= playerspeed
if event.key == K_DOWN:
move_y += playerspeed
if event.key == K_LEFT:
move_x -= playerspeed
if event.key == K_RIGHT:
move_x += playerspeed
if event.type == pygame.KEYUP:
if event.key == K_UP:
move_y = 0
if event.key == K_DOWN:
move_y = 0
if event.key == K_LEFT:
move_x = 0
if event.key == K_RIGHT:
move_x = 0
#Calculate new position
x = x + move_x
y = y + move_y
#Stop Movement on boundaries
if x > 830:
x = -30
elif x < -30:
x = 830
elif y < -30:
y = 630
elif y > 630:
y = -30
#Check Different Collision Scenarios
collision(player, pellet)
m1.collision(player, m1.meteor)
#Draw the things onto the screen
gameDisplay.blit(bg,(0,0))
player = pygame.draw.rect( gameDisplay, (255,255,255), (x,y,30,30) )
pellet_outline = pygame.draw.rect( gameDisplay, (255,255,255), ((pellet_x - 1), (pellet_y - 1), 17,17))
pellet = pygame.draw.rect( gameDisplay, (0,0,255), (pellet_x,pellet_y,15,15) )
m1.render
pygame.display.update()
I don't know what I'm doing wrong, but I know it is with the classes. Thanks in advance
Hobby Programmer, Derek
Well, it's probably because gameStart is always False. So you're never getting into the game loop.
You should get to know debugging. You can use pdb or any IDE like Eclipse. The important thing is that it can help you understand what code is being running.
if event.key == K_RIGHT:
move_x = 0
#Calculate new position
x = x + move_x
y = y + move_y
See how the indentation changes? In Python, indentation is very important. Because all of your code after the line 'move_x = 0' is not indented adequately, it is not part of your while loop; therefore, it does not get executed in the loop. Fix your indentation.

How to create a border in Pygame

I would like to know how to create a border in Pygame to stop the user controlled object from exiting the screen. Right now, I only have it so python prints some text when the user controlled object has come near one of the 4 sides.
Here is my code so far.
import pygame
from pygame.locals import *
pygame.init()
#Display Stuff
screenx = 1000
screeny = 900
screen = pygame.display.set_mode((screenx,screeny))
pygame.display.set_caption('Block Runner')
clock = pygame.time.Clock()
image = pygame.image.load('square.png')
#Color Stuff
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
white = (255,255,255)
black = (0,0,0)
#Variables
x_blocky = 50
y_blocky = 750
blocky_y_move = 0
blocky_x_move = 0
#Animations
def Blocky(x_blocky, y_blocky, image):
screen.blit(image,(x_blocky,y_blocky))
#Game Loop
game_over = False
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
blocky_y_move = -3
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
blocky_y_move = 0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
blocky_y_move = 3
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
blocky_y_move = 0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
blocky_x_move = 3
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
blocky_x_move = 0
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
blocky_x_move = -3
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
blocky_x_move = 0
if x_blocky > 870 or x_blocky < 0:
print(' X Border')
if y_blocky > 750 or y_blocky < 2:
print(' Y Border')
y_blocky += blocky_y_move
x_blocky += blocky_x_move
screen.fill(white)
Blocky(x_blocky, y_blocky, image)
pygame.display.update()
clock.tick(60)
Don't use integers to store your position. Use a Rect.
So instead of
x_blocky = 50
y_blocky = 750
use
blocky_pos = pygame.rect.Rect(50, 750)
Now you can simply use
blocky_pos.move_ip(blocky_x_move, blocky_y_move)
to move your object.
After moving, you can simply call clamp/clamp_ip to ensure the blocky_pos Rect is always inside the screen.
blocky_pos.clamp_ip(screen.get_rect())
Also, you don't need to define basic colors yourself, you could simply use pygame.color.Color('Red') for example.
I also suggest you use pygame.key.get_pressed() to get all pressed keys to see how to move your object instead of creating 1000 lines of event handling code.
Well, simply don't increase your move variable any further, if you detect that the user object is near or at the border. Or reverse the move direction, depending on your general intent.
if x_blocky > 870 or x_blocky < 0:
print(' X Border')
blocky_x_move = 0
if y_blocky > 750 or y_blocky < 2:
print(' Y Border')
blocky_y_move = 0
Also, you have some redundant code with your keyboard movement. Instead of writing
if event.type == KEYDOWN:
over and over again, group the KEYUP if statements and KEYDOWN if statements.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
blocky_y_move = -3
elif event.key == pygame.K_DOWN:
blocky_y_move = +3
etc, and:
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
blocky_y_move = 0
elif event.type == pygame.K_DOWN:
blocky_y_move = 0
etc
You can set the boundaries using the min and max functions.
Here is the concept:
We have a pygame object that moves in all four directions; lets say the user holds down the LEFT arrow key, so that the object reaches the top of the screen. The y-coordinate of the top of the screen will always be 0, so we want the object to come to a stop at y-coordinate 0.
This may seem as simple as:
if char.rect.y > 0:
char.rect.y -= char.speed
But this will result in a bug ig char.speed is greater than 1. Like when the object is at y-coordinate 5,
and its speed is 10; the condition still allows for one more step for the object, resulting in the object
coming 5 pixels out of the pygame window. What we want to do is more like:
if char.rect.y > 0:
char.rect.y -= char.speed
if char.rect.y < 0:
char.rect.y = 0
to push the object back into the boundaries. The above block of code can be simplified with the max function:
self.rect.y = max([self.rect.y - self.speed, 0])
For the object moving down:
if char.rect.y < HEIGHT - char.height:
char.rect.y += char.speed
if char.rect.y > HEIGHT - char.height:
char.rect.y = HEIGHT - char.height
or, the more efficient and clean method:
self.rect.y = min([self.rect.y + self.speed, HEIGHT - self.height])
For going left and right, simply replace the ys and height (and HEIGHT) from two lines above with xs and widths (and WIDTH).
All together:
import pygame
pygame.init()
WIDTH = 600
HEIGHT = 600
wn = pygame.display.set_mode((WIDTH, HEIGHT))
class Player:
def __init__(self):
self.speed = 1
self.width = 20
self.height = 20
self.color = (255, 255, 0)
self.rect = pygame.Rect((WIDTH - self.width) / 2, (HEIGHT - self.height) / 2, 20, 20)
def up(self):
self.rect.y = max([self.rect.y - self.speed, 0])
def down(self):
self.rect.y = min([self.rect.y + self.speed, HEIGHT - self.height])
def left(self):
self.rect.x = max([self.rect.x - self.speed, 0])
def right(self):
self.rect.x = min([self.rect.x + self.speed, WIDTH - self.width])
def draw(self):
pygame.draw.rect(wn, self.color, self.rect)
char = Player()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
char.up()
if keys[pygame.K_DOWN]:
char.down()
if keys[pygame.K_LEFT]:
char.left()
if keys[pygame.K_RIGHT]:
char.right()
wn.fill((0, 0, 0))
char.draw()
pygame.display.update()
Good luck!

Pygame how do you get rid of a box that surrounds your animation?

import pygame
class Sprite:
def __init__(self, x, y, curren_time):
self.rect = pygame.Rect(x, y, 100, 110)
self.images = []
#Tells pygame the image list that you want to stitch together
for x in range(10):
img = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST6/Cernunnos" + str(x) +".PNG")
#Append the image to each other to create the animation effect
self.images.append( img )
self.current_image = 0
self.time_num = 100
self.time_target = curren_time + self.time_num
def update(self, curren_time):
if curren_time >= self.time_target:
self.time_target = curren_time + self.time_num
self.current_image += 1
if self.current_image == len(self.images):
self.current_image = 0
def render(self, window):
window.blit(self.images[self.current_image], self.rect)
#Colors
black = (0,0,0)
white = (255,255,255)
def main():
pygame.init()
window = pygame.display.set_mode((800,600))
pygame.display.set_caption("Sprites")
move_x, move_y = 0, 0
clock = pygame.time.Clock()
curren_time = pygame.time.get_ticks()
player = Sprite(110,100,curren_time)
font = pygame.font.SysFont(None, 150)
pause_text = font.render("PAUSE",1,white)
pause_rect = pause_text.get_rect( center = window.get_rect().center )
#Adding how many places the image moves when using the key function
state_game = True
state_pause = False
#So while True
while state_game:
curren_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
state_game = False
elif event.type == pygame.KEYDOWN:
if event.key ==pygame.K_ESCAPE:
state_game = False
elif event.key == pygame.K_SPACE:
state_pause = not state_pause
if event.key == pygame.K_LEFT:
move_x = -3
elif event.key == pygame.K_RIGHT:
move_x = 3
elif event.key == pygame.K_UP:
move_y = -3
elif event.key == pygame.K_DOWN:
move_y = 3
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_LEFT, pygame.K_RIGHT):
move_x = 0
elif event.key in (pygame.K_UP, pygame.K_DOWN):
move_y = 0
if not state_pause:
player.rect.x += move_x
player.rect.y += move_y
player.update(curren_time)
#Fills the window with a color
window.fill(white)
player.render(window)
if state_pause:
window.blit(pause_text,pause_rect)
pygame.display.flip()
clock.tick(50)
pygame.quit()
if __name__ == '__main__':
main()
#Code created by furas
I have a key board animation it works and all but the problem I have is that there is a box around the image is there a way to remove this? the code is posted above please feal free to show me the example with the code as I am new to pygames.
It can be problem with quality of your images or you have to use convert_alpha() or convert() when you load image.
img = pygame.image.load("...").convert()
img = pygame.image.load("...").convert_alpha()
EDIT:
It should be:
for x in range(10):
img = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST6/Cernunnos" + str(x) +".PNG").convert_alpha()

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