I am developing a Space Invaders clone using Python 3.5.1 and have stumbled upon an error which I am not sure how to fix. I'm trying to keep a sprite inside the window and my code only works to keep the sprite from leaving the top and left sides of it. Here is my code. Thanks.
import pygame
import sys
width = 500
height = 700
white = (255, 255, 255)
black = (0, 0, 0)
score = 0
screen = pygame.display.set_mode([width, height])
screen_rect = screen.get_rect()
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("player.png").convert()
self.rect = self.image.get_rect()
def update(self):
pos_x, pos_y = pygame.mouse.get_pos()
player_rect = self.image.get_rect()
self.rect.x = pos_x
self.rect.y = pos_y
player_rect.clamp_ip(screen_rect)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("enemy.png").convert()
self.rect = self.image.get_rect()
class Bullet(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("laser.png").convert()
self.rect = self.image.get_rect()
player = Ship()
allSprites = pygame.sprite.Group()
allSprites.add(player)
running = True
while running == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.fill(black)
player.update()
allSprites.draw(screen)
pygame.display.flip()
pygame.quit()
The object already has a Rect object in self.rect; you aren't actually calling the clamp_ip method on the right Rect.
It may be enough to call self.rect.clamp_ip(screen_rect) instead of even bothering with getting the image Rect at all. The builtin draw method of the Sprite Groupshould just draw the image in the sprite's Rect if I recall correctly, so just make sure you're only updating the sprite's Rect correctly.
def update(self):
self.rect.topleft = pygame.mouse.get_pos()
if not screen_rect.contains(self.rect):
self.rect.clamp_ip(screen_rect)
Change you def update(self): with the following:
def update(self):
pos_tup = pygame.mouse.get_pos() # edit fix
pos_x = pos_tup[0] # edit fix
pos_y = pos_tup[1] # edit fix
player_rect = self.image.get_rect()
if pos_x < 0:
self.rect.x = 0
elif pos_x > width:
self.rect.x = width
else:
self.rect.x = pos_x
if pos_y < 0:
self.rect.y = 0
elif pos_y > height:
self.rect.y = height
else:
self.rect.y = pos_y
player_rect.clamp_ip(screen_rect)
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I am trying to learn Python and wanted to practice with Pygame. I am currently using Python 3.6.5 and running the code in Atom 1.27.2 and installed the atom-runner package. I have been following the KidsCanCode tutorial for Pygame on Youtube.
I wanted to change the code around so I am not just copying the tutorial. At the moment everything works until I try to spawn a bullet from my ship. The bullet is supposed to go from the left to right, spawning from the ship on the left side of the screen. Once the program loads all ships are moving as expected with collisions working, however when I hit space bar the game crashes with the following error:
TypeError: add() argument after * must be an iterable, not int
I thought it has to do with my player.shoot function but if I remove the function and try to spawn the bullet under...
if event.key == pg.K_SPACE:
It still doesn't work.
I have the code similar to the code on the video but it still doesn't seem to work. Maybe it has to do with my .rect positions for the bullet, but at this point I am not really sure. Any help would be appreciated.
import pygame as pg
import random
import os
WIDTH = 1200
HEIGHT = 700
FPS = 60
#-----define colors-----
WHITE = (255,255,255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# set up assets folders
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, 'graphics')
pg.init()
pg.mixer.init()
screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption('First Game')
clock = pg.time.Clock()
# ------Load graphics-------------
player_img = pg.image.load(os.path.join(img_folder, 'blueship1.png')).convert()
enemy1_img = pg.image.load(os.path.join(img_folder, 'enemy1.png')).convert()
# ------------ Sprite for the player---------
class Player(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.transform.scale(player_img, (80, 60))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.midleft = (0, HEIGHT / 2)
self.speedx = 0
self.speedy = 0
def update(self):
self.rect.x += self.speedx
self.speedy = 0
keystate = pg.key.get_pressed()
if keystate[pg.K_UP]:
self.speedy = -5
if keystate[pg.K_DOWN]:
self.speedy = 5
self.rect.y += self.speedy
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
if self.rect.top < 0:
self.rect.top = 0
def shoot(self):
laser = laser1(self.rect.midright, self.rect.centery)
all_sprites.add(laser)
lasers.add(laser)
class Enemy1(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.transform.scale(enemy1_img, (80, 60))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = random.randrange(HEIGHT - self.rect.height)
self.rect.x = random.randrange(WIDTH + 40, WIDTH + 100)
self.speedx = random.randrange(-8, -1)
def update(self):
self.rect.x += self.speedx
if self.rect.right < 0:
self.rect.y = random.randrange(HEIGHT - self.rect.height)
self.rect.x = random.randrange(WIDTH + 40, WIDTH + 100)
self.speedx = random.randrange(-8, -1)
class laser1(pg.sprite.Sprite):
def __int__(self, x, y):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((10, 5))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.centery = y
self.rect.left = x
self.speedx = 15
def update(self):
self.rect.x += self.speedx
#kill at right side of screen
if self.rect.left > WIDTH:
self.kill()
# ---initializes pygame and creates window---
all_sprites = pg.sprite.Group()
mobs = pg.sprite.Group()
lasers = pg.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Enemy1()
all_sprites.add(m)
mobs.add(m)
# --------------Game loop-----------------
running = True
while running:
# ------keep loop running at right speed-----
clock.tick(FPS)
# ------Process input (events)--------
for event in pg.event.get():
#check for closing window
if event.type == pg.QUIT:
running = False
elif event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
player.shoot()
# ----------Update---------------
all_sprites.update()
# --------------Checking for Collisions----------------
hits = pg.sprite.spritecollide(player, mobs, False)
if hits:
running = False
# ---------Draw / render----------------
screen.fill(BLACK)
all_sprites.draw(screen)
# flip after drawing
pg.display.flip()
The issue is caused by a typo. The name of the constructor is __init__ rather than __int__
def __int__(self, x, y):
def __init__(self, x, y):
I'm learning pygame and i am encountering a problem :
When i'm trying to change the image of the sprite by changing the content of the variable self.image and then self.rect, it doesn't show/acutalize this new image. This is the code, hoping to make myself understood.
all_sprites_list = pygame.sprite.Group()
luffy_sprites_ls = pygame.sprite.Group()
class luffy(pygame.sprite.Sprite):
"""docstring pour le personnage"""
def __init__(self):
self.lsLuffy = []
self.lsLuffySauter = []
super().__init__()
self.imageAll = SpriteSheet("images/attaquesLuffy.png")
#loading some img to put them in a lsLuffySauter
self.image = self.imageAll.get_image(35, 74, 20, 95)
self.lsLuffySauter.append(self.image)
self.image2 = self.imageAll.get_image(200, 300, 300,300)
self.lsLuffySauter.append(self.image2)
self.rect = self.image.get_rect()
self.rect.x = 500
self.rect.y = 500
all_sprites_list.add(self)
self.positionX = 500
self.positionY = 500
def sauter(self):
""" Called when user hits 'jump' button. """
self.current_image = self.lsLuffySauter[0]
self.positionY -= 10
self.rect = self.current_image.get_rect()
self.rect.x = self.positionX
self.rect.y = self.positionY
luffy_sprites_ls.empty()
luffy_sprites_ls.add(self)
#all_sprites_list.update()
#Code to draw in the screen
screen.fill(WHITE)
all_sprites_list.draw((screen))
luffy_sprites_ls.draw((screen))
pygame.display.flip()
clock.tick(100)
When pygame.sprite.Group.draw() is called, as in luffy_sprites_ls.draw((screen)), every sprite in the group has it's sprite.image rendered to the screen at sprite.rect.
Your sauter() function is changing the luffy.rect, but it is not changing the luffy.image (it is changing luffy.current_image).
Probably you want something like:
def sauter(self):
""" Called when user hits 'jump' button. """
self.image = self.lsLuffySauter[0]
self.positionY -= 10
self.rect = self.image.get_rect()
self.rect.x = self.positionX
self.rect.y = self.positionY
Hello I am new to pygame and I am trying to write a shmup game.
However I am always having this error:
TypeError: add() argument after * must be an iterable, not int
self.add(*group)
This is the traceback of the error:
File "C:/Users/Pygame/game.py", line 195, in
player.shoot()
File "C:/Users/Pygame/game.py", line 78, in shoot
bullet = Bullets(self.rect.center,self.angle)
File "C:/Users/Pygame/game.py", line 124, in init
super(Bullets,self).init(pos,angle)
This is the code I have written so far, it works well however when the user wants to shoot the error is being raised.
import os
import pygame
import random
import math
WIDTH = 480
HEIGHT = 600
FPS = 60
#colors:
WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (0,250,0)
RED = (255,0,0)
BLUE = (0,0,255)
YELLOW = (255,255,0)
#setup assets
game_folder = os.path.dirname("C:/Users/PygameP/")
img_folder = os.path.join(game_folder,"img")
#intialise pygame
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50,40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT-10
#controls the speed
self.angle = 0
self.orig_image = self.image
#self.rect = self.image.get_rect(center=pos)
def update(self):
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.angle -= 5
self.rotate()
if keystate[pygame.K_RIGHT]:
self.angle += 5
self.rotate()
def rotate(self):
self.image = pygame.transform.rotozoom(self.orig_image, self.angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)
def shoot(self):
bullet = Bullets(self.rect.center,self.angle)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
super(Mob,self).__init__()
self.image = pygame.Surface((30,40))
self.image = meteor_img
self.image = pygame.transform.scale(meteor_img,(50,38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = int(self.rect.width/2)
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(1,8)
#updating the position of the sprite
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10:
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(1,8)
class Bullets(pygame.sprite.Sprite):
def __init__(self,pos,angle):
super(Bullets,self).__init__(pos,angle)
# Rotate the image.
self.image = pygame.Surface((10,20))
self.image = bullet_img
self.image = pygame.transform.scale(bullet_img,(50,38))
self.image = pygame.transform.rotate(bullet_img, angle)
self.rect = self.image.get_rect()
speed = 5
self.velocity_x = math.cos(math.radians(-angle))*speed
self.velocity_y = math.sin(math.radians(-angle))*speed
#store the actual position
self.pos = list(pos)
def update(self):
self.pos[0] += self.velocity_x
self.pos[1] += self.velocity_y
self.rect.center = self.pos
if self.rect.bottom <0:
self.kill()
#load all game graphics
background = pygame.image.load(os.path.join(img_folder,"background.png")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(os.path.join(img_folder,"arrow.png")).convert()
bullet_img = pygame.image.load(os.path.join(img_folder,"bullet.png")).convert()
meteor_img = pygame.image.load(os.path.join(img_folder,"m.png")).convert()
#creating a group to store sprites to make it easier to deal with them
#every sprite we make goes to this group
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
#Update
all_sprites.update()
#checking if a bullet hits a mob
hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
for hit in hits:
m = Mob()
all_sprites.add(m)
mobs.add(m)
hits = pygame.sprite.spritecollide(player,mobs, False,pygame.sprite.collide_circle)
#drawing the new sprites here
screen.fill(BLACK)
#show the background image
screen.blit(background,background_rect)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
Any comments?
You're passing the pos and the angle to the __init__ method of pygame.sprite.Sprite here,
super(Bullets,self).__init__(pos,angle)
but you can only pass sprite groups to which this sprite instance will be added. So just remove those arguments:
super(Bullets,self).__init__()
I've been creating a smup game. The problem is that I have multiple instances of enemies within the game which are supposed to fall from the top of the screen.All of my instances except for one hang at the top of the screen. For some bizarre reason it appears that only one instance of my enemy objects seem to move. I've spent hours trying to fix it to absolutely no avail. I've also browsed a plethora of tutorials on how to create classes, and I can't find anything really wrong with my code. Please help.
import pygame,random,os
from pygame.locals import *
'initialize pygame'
pygame.init()
'set variables'
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
black = (0,0,0)
white = (255,255,255)
width = 1280
height = 720
'create window'
screen = pygame.display.set_mode((1280,720))
clock = pygame.time.Clock()
'sprite groups'
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
'classes'
class Player(pygame.sprite.Sprite):
def __init__(self):
self.x, self.y = pygame.mouse.get_pos()
pygame.sprite.Sprite.__init__(self)
#self.image = pygame.Surface((32,32))++--3
#$self.image.fill((green))
self.image = pygame.image.load("vehicle.png")
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.center = (width/2,700)
self.speed = 0
def move(self):
self.keypress = pygame.key.get_pressed()
if self.keypress[pygame.K_a]:
self.speed = 3
self.rect.x -= self.speed
if self.keypress[pygame.K_d]:
self.speed = 3
self.rect.x += self.speed
#self.rect.x += 1
if self.rect.left > width:
self.rect.right = 0
if self.rect.right < 0:
self.rect.left = 1280
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("missile.png")
self.rect = self.image.get_rect()
self.rect.x = random.randrange(50,width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(1,5)
def enmove(self):
self.rect.y = self.rect.y + self.speedy
if self.rect.top > height:
self.rect.x = random.randrange(50,width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(1,5)
class bullet(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((32,32))
self.rect = self.image.get_rect()
def bmove(self):
pass
player = Player()
for r in range(9):
enemy = Enemy()
enemies.add(enemy)
while True:
pygame.event.pump()
'main loop'
player.move()
enemy.enmove()
all_sprites.add(player)
screen.fill(black)
all_sprites.draw(screen)
enemies.draw(screen)
hits = pygame.sprite.spritecollide(player,enemies,False)
if hits == True:
player.all_sprites.remove(player)
print('true')
all_sprites.update()
pygame.display.update()
print(hits)
Your problem seem to be that you move only last enemy:
enemy.enmove()
You should try iterate your enemies group and move every enemy seperately
Basically the rocket moves up and down, stops when it reaches the top or bottom and recognizes that the spacebar is being pressed. However the bullet won't shoot from the ship. I'm new to python and pygame. Anyways here is the code, thank you for any help!:
import pygame
import sys
from pygame.locals import*
bg_color = (0, 191, 255)
d_w = 1200
d_h= 800
class Rocket(object):
def __init__(self):
self.image = pygame.image.load('Rocket.bmp')
self.x = 0
self.y = d_h/2
def handle_keys(self):
key = pygame.key.get_pressed()
dist = 6.5
if key[pygame.K_UP]:
if self.y > 0:
self.y -= dist
elif key[pygame.K_DOWN]:
if self.y < 775:
self.y += dist
elif key[pygame.K_SPACE]:
Bullet.update(Bullet)
def draw(self, surface):
surface.blit(self.image, (self.x, self.y))
class Bullet(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([2, 5])
self.image.fill(0, 0, 0)
self.rect = self.image.get_rect()
def update(self):
""" Move the bullet. """
self.image = pygame.Surface([2, 5])
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x += 3
pygame.init()
screen = pygame.display.set_mode((d_w, d_h))
pygame.display.set_caption("Game Character")
Mario = pygame.image.load('Mario_Sprite.bmp')
rocket = Rocket()
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
rocket.handle_keys()
screen.fill(bg_color)
rocket.draw(screen)
pygame.display.update()
clock.tick(72)
Bullet.update(Bullet)
You're calling update statically. You need to create an instance of the class and then update that instance, as in:
bullet = Bullet()
...
bullet.update()