How to create a border in Pygame - python

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!

Related

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)

Pygame sprite crossing s creen

The issue is when i press the left or right key while i press it, the sprite crosses the left and right boundaries of the screen. But when i tap it, it will not cross only when i hold the key continuosly
this is the class for the humanship
class Human:
y = display_height * 0.8
x = display_width * 0.45
width = 120
image = pygame.image.load('yasin/alien1.png')
def run(self):
gameDisplay.blit(Human.image, (Human.x, Human.y))
This is the main loop which iterates throughout the game
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if human.x > 0:
x_change = -8
else:
x_change = 0
elif event.key == pygame.K_RIGHT:
if human.x < display_width - human.width:
x_change = 8
else:
x_change = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
human.x += x_change
human.run()
Move the if human.x > 0: and if human.x < display_width - human.width: out of the event loop because they'll only be executed once per event in the event queue. Rather check in the main while loop if the player is still inside of the game area, otherwise stop it.
I've also changed a few more things: The attributes should be defined in the __init__ method to make them instance attributes instead of class attributes. Use self.x instead of Human.x in the class. The x_change and y_change variables belong to the human object, so they should be attributes as well. Then you can add an update method to the Human in which you do the bounds checking and the movement.
import pygame
display_width, display_height = 640, 480
class Human:
def __init__(self):
self.image = pygame.image.load('yasin/alien1.png')
self.y = display_height * 0.8
self.x = display_width * 0.45
self.x_change = 0
self.y_change = 0
self.width = 120
def run(self, gameDisplay):
gameDisplay.blit(self.image, (self.x, self.y))
def update(self):
self.x += self.x_change
# Check if the human is outside of the game area.
if self.x < 0:
self.x_change = 0 # Stop it.
self.x = 0 # Reset the position, so that we can move again.
elif self.x > display_width - self.width:
self.x_change = 0
self.x = display_width - self.width
def main():
pygame.init()
gameDisplay = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
human = Human()
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
human.x_change = -8
elif event.key == pygame.K_RIGHT:
human.x_change = 8
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
human.x_change = 0
human.update()
gameDisplay.fill((30, 30, 30))
human.run(gameDisplay)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pygame.quit()

Can't figure out why my image wont move in pygame

I'm just messing around with Pygame and I can't see what I'm doing incorrectly to make the red circle move with the arrow keys. I can't tell if it's in my main loop. I also haven't been able to find very many tutorials on sprite or looping animations with Pygame. If I for example wanted to make a square oscillate for example like a moving platform how would I do that?
import pygame
import time
## event handling varibles
player_x = 0
player_y = 0
x = 250
y = 250
## screen display
display_width = 500
display_height = 500
pygame.init()
game_screen = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("test")
# player
def player():
pygame.draw.circle(game_screen,red,(x,y),15)
# colors
white = (255,255,255)
red = (255,0,0)
black = (0,0,0)
### main loop
dead = False
while dead != True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
dead = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player_x = -1
elif event.key == pygame.K_RIGHT:
player_x = +1
if event.key == pygame.K_UP:
player_y = +1
elif event.key == pygame.K_DOWN:
player_y = -1
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or pygame.K_RIGHT:
player_x = 0
if event.key == pygame.K_UP or pygame.K_DOWN:
player_y = 0
game_screen.fill(black)
player()
pygame.display.update()
x -= player_x
y -= player_y
pygame.quit()
quit()
Your indendation is all messed up.
Your code won't do anything unless the event is QUIT... which then makes it quit.
Your boolean logic is wrong.
This is not proper syntax event.key == pygame.K_UP or pygame.K_DOWN. The order of precedence here is as follows (event.key == pygame.K_UP) or (K_DOWN). Since K_DOWN is truthy, it is always true and thus this entire statement is always true.
I think you mean: event.key == pygame.K_UP or event.key == pygame.K_DOWN
Lastly, it wont' keep moving as you say you want.
It will only move when there is an event in the queue. You can make it keep moving by generating events. Perhaps with an event timer.
Here is a fixed version, hope this helps:
import pygame
import time
## event handling varibles
player_x = 0
player_y = 0
x = 250
y = 250
## screen display
display_width = 500
display_height = 500
pygame.init()
game_screen = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("test")
# player
def player(game_screen, red, point): # Use parameters not globals
pygame.draw.circle(game_screen, red, point, 15)
# colors
white = (255,255,255)
red = (255,0,0)
black = (0,0,0)
### main loop
pygame.time.set_timer(pygame.USEREVENT, 1) # 1 per second
dead = False
while not dead:
for event in pygame.event.get():
if event.type == pygame.QUIT:
dead = True
elif event.type == pygame.USEREVENT:
pygame.time.set_timer(pygame.USEREVENT, 1) # Set another timer for another 1 second
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player_x = +10
elif event.key == pygame.K_RIGHT:
player_x = -10
elif event.key == pygame.K_UP:
player_y = +10
elif event.key == pygame.K_DOWN:
player_y = -10
elif event.type == pygame.KEYUP:
if event.key in [pygame.K_LEFT, pygame.K_RIGHT]:
player_x = 0
elif event.key in [pygame.K_UP, pygame.K_DOWN]:
player_y = 0
game_screen.fill(black)
player(game_screen,red,(x,y))
pygame.display.update()
x -= player_x
y -= player_y
pygame.quit()

Pygame not checking keyevents after another happens

I am moving a sprite on the x-axis. It is properly moving left and right. When I press both LEFT and RIGHT at the same time it stop moving properly.
I am trying to make it when a user presses both keys and then lets go of one, for it to continue moving in the direction still pressed.
Weirdly it works while I holding right and letting go of left. It continues moving right.
When I hold left and tap right it stops moving until I press right again.
I commented out some ideas I had to make this work, but they failed me.
I am sure its a simple fix or a logic failure on my part.
I have worked a couple hours on this.
Thanks for responses ahead of time.
import pygame
import time
import random
import sys
import math
pygame.init()
displayWidth = 1200
displayHeight = 800
white = (255,255,255)
black = (0,0,0)
gameDisplay = pygame.display.set_mode((displayWidth, displayHeight))
pygame.display.set_caption('Game 3')
clock = pygame.time.Clock()
class firstSquare:
def __init__(self,player_x,player_y):
self.x = player_x
self.y = player_y
self.width = 100
self.height = 100
def render(self):
pygame.draw.rect(gameDisplay, white,(self.x, self.y, self.width, self.height))
class secondSquare:
def __init__(self,cpu_x,cpu_y):
self.x = cpu_x
self.y = cpu_y
self.width = 100
self.height = 100
def render(self):
pygame.draw.rect(gameDisplay, white,(self.x, self.y, self.width, self.height))
player = firstSquare(300,300)
cpu = secondSquare(100,100)
def gameLoop():
### variables##
player_x = 100
player_y = 100
x = 100
y = 100
movement_x = 0
movement_y = 0
frame_rate = 0
frame_table = 0
inGame = True
while inGame:
for event in pygame.event.get():
if event.type == pygame.QUIT:
inGame = False
pygame.quit()
sys.exit()
keyPressed= pygame.key.get_pressed()
#### this is moving the player on x-axis##
if keyPressed[pygame.K_LEFT]:
movement_x = -5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
movement_x = 0
if keyPressed[pygame.K_RIGHT]:
movement_x = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
movement_x = 0
### two keys at once won't move the player###
if keyPressed[pygame.K_LEFT] and keyPressed[pygame.K_RIGHT]:
movement_x = 0
### pressing one key and letting go the other will continue movement
## if keyPressed[pygame.K_LEFT] and keyPressed[pygame.K_RIGHT]:
## if event.type == pygame.KEYUP:
## if event.key == pygame.K_LEFT:
## movement_x = 5
## print("left dropped")
## if keyPressed[pygame.K_RIGHT] and keyPressed[pygame.K_LEFT]:
## if event.type == pygame.KEYUP:
## if event.key == pygame.K_RIGHT:
## movement_x = -5
## print("Right dropped")
gameDisplay.fill(black)
player.render()
cpu.render()
player.x += movement_x
pygame.display.update()
clock.tick(60)
gameLoop()
pygame.quit()
quit()
I think what you need is this:
if keyPressed[pygame.K_LEFT]:
movement_x = -5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and movement_x < 0:
movement_x = 0
if keyPressed[pygame.K_RIGHT]:
movement_x = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT and movement_x > 0:
movement_x = 0
And that would be it... Hope it helps.
Try to use the following code in your movement:
if keyPressed[pygame.K_LEFT]:
movement_x = -5
elif keyPressed[pygame.K_RIGHT]:
movement_x = +5
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
movement_x = 0
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
movement_x = 0

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

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.

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