My character won't jump properly, he keeps glitching through the ground. If i hold key up, my character won't stop going higher. Do you have some ideas for how I could fix it?
import pygame,sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((1200, 800))
screen.fill((0,0,0))
pygame.display.set_caption('Jump and Run')
BLACK = (0,0,0)
WHITE = (250, 250,250)
RED = (250, 0, 0)
BLUE = (0,0,250)
direction = 'right'
way = 0
jump_high = 0
class Hero():
def __init__(self, x, y):
self.x = x
self.y = y
self.image = pygame.image.load('hero.bmp')
self.groundcontact = True
self.vy = 0
alive = True
def check_pos(self):
if self.y >= 400:
self.groundcontact = True
elif self.y <= 400:
self.groundcontact = False
def load_picture(self,surface):
surface.blit(self.image,(self.x, self.y))
def check_input(self):
key = pygame.key.get_pressed()
if key[pygame.K_RIGHT]:
self.x += 10
elif key[pygame.K_LEFT]:
self.x -= 10
elif key[pygame.K_UP]:
self.y -= 50
if not self.groundcontact:
self.vy += 1 #max(min(2,200), -200)
#self.y += self.vy
print "not self.groundcontact"
else:
self.vy = 0
#self.y += self.vy
self.y += self.vy
class Monster():
def __init__(self, x, y):
self.x = x
self.y = y
self.image = pygame.image.load('monster.bmp')
self.collision = False
self.alive = True
def load_picture(self,surface):
surface.blit(self.image,(self.x, self.y))
def walk(self):
global direction
global way
if direction == "right":
self.x += 4
way += 1
if way == 100:
direction = "left"
elif direction == "left":
self.x -= 4
way -= 1
if way == 0:
direction = "right"
monster2 = Monster( 200, 333)
monster1 = Monster(400, 450)
hero = Hero(0, 400)
clock = pygame.time.Clock()
pygame.draw.rect(screen, WHITE,(0,500, 1200, 50))
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
hero.check_pos()
monster1.walk()
monster2.walk()
hero.check_input()
screen.fill(BLACK)
hero.load_picture(screen)
monster1.load_picture(screen)
monster2.load_picture(screen)
pygame.draw.rect(screen, WHITE,(0,500, 1200, 50))
pygame.display.update()
clock.tick(40)
Regarding my comment above, changing the Hero class to somthing like this:
JUMP_POWER = 10
class Hero():
...
def check_input(self):
key = pygame.key.get_pressed()
...
elif key[pygame.K_UP]:
if self.groundcontact:
self.vy -= JUMP_SPEED
Related
My code:
import pgzrun, pgzero, pygame, math, time, random, os
from pgzero.builtins import Actor, animate, keyboard
screen = pgzero.screen.Screen
# screen
WIDTH = 800
HEIGHT = 600
pygame.init()
pygame.mouse.set_visible(False)
os.chdir("c:/Users/carter.breshears/Documents/CSPVSC/Final/Images")
font = pygame.font.Font("Minecraft.ttf", 30)
# player images
playerIdle = pygame.image.load("playerIdle.png")
playerWalkImages = [pygame.image.load("playerRun1.png"), pygame.image.load("playerRun2.png"), pygame.image.load("playerRun3.png"), pygame.image.load("playerRun4.png")]
#variables
# gameloop
gameover = False
# classes
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.animationCount = 0
self.movingRight = False
self.movingLeft = False
self.movingUp = False
self.movingDown = False
def main(self, screen):
if self.animationCount + 1 >= 24:
self.animationCount = 0
self.animationCount += 1
if self.movingRight or self.movingUp or self.movingDown:
screen.blit(pygame.transform.scale(playerWalkImages[self.animationCount//6], (40,74)), (self.x, self.y))
elif self.movingLeft:
screen.blit(pygame.transform.scale(pygame.transform.flip(playerWalkImages[self.animationCount//6], True, False), (40,74)), (self.x, self.y))
else:
screen.blit(pygame.transform.scale(playerIdle, (40,74)), (self.x, self.y)) ##### This line!
self.movingRight = False
self.movingLeft = False
self.movingUp = False
self.movingDown = False
class PlayerBullet:
def __init__(self, x, y, mouseX, mouseY):
self.x = x
self.y = y
self.mouseX = mouseX
self.mouseY = mouseY
speed = 6
self.angle = math.atan2(y - mouseY, x - mouseX)
self.x_vel = math.cos(self.angle) * speed
self.y_vel = math.sin(self.angle) * speed
def main(self, screen):
self.x -= int(self.x_vel)
self.y -= int(self.y_vel)
print("bang")
pygame.draw.circle(screen, "yellow", (self.x+16, self.y+16), 5)
class InvaderEnemy:
def __init__(self, x, y):
self.x = x
self.y = y
self.greenAnimationImages = [pygame.image.load("virus g.png"), pygame.image.load("virus g2.png")]
self.yellowAnimationImages = [pygame.image.load("virus y.png"), pygame.image.load("virus y2.png")]
self.blueAnimationImages = [pygame.image.load("virus b.png"), pygame.image.load("virus b2.png")]
self.redAnimationImages = [pygame.image.load("virus r.png"), pygame.image.load("virus r2.png")]
self.animationCount = 0
self.velocity = 1
self.lerpFactor = 0.05
def main(self, screen):
if self.animationCount + 1 == 8:
self.animationCount = 0
self.animationCount += 1
spawnPos = (random.randint(-1000, 1000), random.randint(-1000, 1000))
targetVector = pygame.math.Vector2(player.x, player.y)
enemyVector = pygame.math.Vector2(spawnPos.x, spawnPos.y)
newEnemyVector = pygame.math.Vector2(spawnPos.x, spawnPos.y)
distance = enemyVector.distance_to(targetVector)
minDistance = 25
maxDistance = 1000
if distance > minDistance:
directionVector = (targetVector - enemyVector)/2
self.minStep = max(0, distance - maxDistance)
self.maxStep = distance - minDistance
self.stepDistance = self.minStep + (self.maxStep - self.minStep) * self.lerpFactor
newEnemyVector = enemyVector + directionVector * self.stepDistance
return(newEnemyVector.x, newEnemyVector.y)
# player
player = Player(400,300)
displayScroll = [0,0]
# shooting
playerBullets = []
# invader
invaders = []
invaderEnemy = InvaderEnemy(100,100)
invaderSpawnRate = 1
# functions
def update():
# movement
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
displayScroll[0] -= 2
player.movingLeft = True
for bullet in playerBullets:
bullet.x += 2
if keys[pygame.K_d]:
displayScroll[0] += 2
player.movingRight = True
for bullet in playerBullets:
bullet.x -= 2
if keys[pygame.K_w]:
displayScroll[1] -= 2
player.movingUp = True
for bullet in playerBullets:
bullet.y += 2
if keys[pygame.K_s]:
displayScroll[1] += 2
player.movingDown = True
for bullet in playerBullets:
bullet.y -= 2
player.main(screen)
# shooting
mouseX, mouseY = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
playerBullets.append(PlayerBullet(player.x, player.y, mouseX, mouseY))
for bullet in playerBullets:
PlayerBullet.main(screen)
#enemies
global spawnPos
if time.perf_counter() - invaderSpawnRate > 1:
invaders.append(InvaderEnemy(spawnPos.x, spawnPos.y))
for invader in invaders:
InvaderEnemy.main(screen)
# run
pgzrun.go()
I've tried everything I know of, Im new to this. I know that it worked before because I tested this on my home computer but whenever I downloaded the file on my school computer it stopped working so something must have changed between python versions.
When I shoot at my cement block sprites I have it set so that self.score is self.score += 1 in my player collision function, but when I shoot my cement blocks and destroy them, either 1 or 2 points is added at random to my score. Why? How can I fix this? A clear example is, I shoot at and destroy 2 cement blocks in a row and 1 point is added for each one destroyed which means my score is 2, which is what I want cause I want to add 1 point to my score whenever I destroy a cement block, but then when I shoot and destroy the third cement block, 2 points are added instead of 1 bringing my score to 4 instead of being a score of 3 points.
Github: https://github.com/Enoc-Mena99/AutoPilot
My code:
import random
import pygame
import pygame.freetype
pygame.init()
#screen settings
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("AutoPilot")
screen.fill((255, 255, 255))
#fps
FPS = 120
clock = pygame.time.Clock()
#load images
bg = pygame.image.load('background/street.png').convert_alpha() # background
bullets = pygame.image.load('car/bullet.png').convert_alpha()
debris_img = pygame.image.load('debris/cement.png')
#define game variables
shoot = False
#player class
class Player(pygame.sprite.Sprite):
def __init__(self, scale, speed):
pygame.sprite.Sprite.__init__(self)
self.bullet = pygame.image.load('car/bullet.png').convert_alpha()
self.bullet_list = []
self.speed = speed
#self.x = x
#self.y = y
self.moving = True
self.frame = 0
self.flip = False
self.direction = 0
self.score = 0
#load car
self.images = []
img = pygame.image.load('car/car.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width()) * scale, (int(img.get_height()) * scale)))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
self.update_time = pygame.time.get_ticks()
self.movingLeft = False
self.movingRight = False
self.rect.x = 465
self.rect.y = 325
#draw car to screen
def draw(self):
screen.blit(self.image, (self.rect.centerx, self.rect.centery))
#move car
def move(self):
#reset the movement variables
dx = 0
dy = 0
#moving variables
if self.movingLeft and self.rect.x > 33:
dx -= self.speed
self.flip = True
self.direction = -1
if self.movingRight and self.rect.x < 900:
dx += self.speed
self.flip = False
self.direction = 1
#update rectangle position
self.rect.x += dx
self.rect.y += dy
#shoot
def shoot(self):
bullet = Bullet(self.rect.centerx + 18, self.rect.y + 30, self.direction)
bullet_group.add(bullet)
#check collision
def collision(self, debris_group):
for debris in debris_group:
if pygame.sprite.spritecollide(debris, bullet_group, True):
debris.health -= 1
if debris.health <= 0:
self.score += 1
#player stats
def stats(self):
myfont = pygame.font.SysFont('comicsans', 30)
scoretext = myfont.render("Score: " + str(self.score), 1, (0,0,0))
screen.blit(scoretext, (100,10))
#bullet class
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction):
pygame.sprite.Sprite.__init__(self)
self.speed = 5
self.image = bullets
self.rect = self.image.get_rect()
self.rect.center = (x,y)
self.direction = direction
def update(self):
self.rect.centery -= self.speed
#check if bullet has gone off screen
if self.rect.centery < 1:
self.kill()
#debris class
class Debris(pygame.sprite.Sprite):
def __init__(self,scale,speed):
pygame.sprite.Sprite.__init__(self)
self.scale = scale
self.x = random.randrange(100,800)
self.speed_y = 10
self.y = 15
self.speed = speed
self.vy = 0
self.on_ground = True
self.move = True
self.health = 4
self.max_health = self.health
self.alive = True
self.velocity = random.randrange(1,2)
self.speed_x = random.randrange(-3,3)
self.moving_down = True
self.is_destroyed = False
#load debris
self.image = debris_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(100, 800)
self.rect.y = random.randrange(-150, -100)
self.rect.center = (self.x,self.y)
#load explosion
self.img_explosion_00 = pygame.image.load('explosion/0.png').convert_alpha()
self.img_explosion_00 = pygame.transform.scale(self.img_explosion_00, (self.img_explosion_00.get_width() * 2,
self.img_explosion_00.get_height() * 2))
self.img_explosion_01 = pygame.image.load('explosion/1.png').convert_alpha()
self.img_explosion_01 = pygame.transform.scale(self.img_explosion_01, (self.img_explosion_01.get_width() * 2,
self.img_explosion_01.get_height() * 2))
self.img_explosion_02 = pygame.image.load('explosion/2.png').convert_alpha()
self.img_explosion_02 = pygame.transform.scale(self.img_explosion_02, (self.img_explosion_02.get_width() * 2,
self.img_explosion_02.get_height() * 2))
self.img_explosion_03 = pygame.image.load('explosion/3.png').convert_alpha()
self.img_explosion_03 = pygame.transform.scale(self.img_explosion_03, (self.img_explosion_03.get_width() * 2,
self.img_explosion_03.get_height() * 2))
#explosion list
self.anim_explosion = [self.img_explosion_00,
self.img_explosion_01,
self.img_explosion_02,
self.img_explosion_03]
self.anim_index = 0
self.frame_len = 10
#spawn new debris
def spawn_new_debris(self):
self.rect.x = random.randrange(100, 800)
self.rect.y = random.randrange(-150, -100)
self.velocity = random.randrange(1, 2)
self.speed_x = random.randrange(-3, 3)
#respawn debris when they go of the screen
def boundaries(self):
if self.rect.left > WIDTH + 10 or self.rect.right < -10 or self.rect.top > HEIGHT + 10:
self.spawn_new_debris()
#update image
def update(self):
self.rect.y += self.velocity
self.rect.x += self.speed_x
self.boundaries()
if self.health <= 0:
max_index = len(self.anim_explosion) - 1
if self.anim_index > max_index:
self.kill()
else:
if self.frame_len == 0:
self.image = self.anim_explosion[self.anim_index]
self.anim_index += 1
self.frame_len = 10
else:
self.frame_len -= 1
#make debris fall down
def falldown(self):
self.rect.centery += self.velocity
if self.moving_down and self.rect.y > 350:
self.kill()
######################CAR/DEBRIS##########################
player = Player(1,5)
##########################################################
#groups
bullet_group = pygame.sprite.Group()
debris_group = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
for x in range(50):
d = Debris(1, 5)
debris_group.add(d)
all_sprites.add(d)
#game runs here
run = True
while run:
#draw street
screen.blit(bg, [0, 0])
#update groups
bullet_group.update()
bullet_group.draw(screen)
debris_group.update()
debris_group.draw(screen)
#draw car
player.draw()
player.move()
player.collision(debris_group)
player.stats()
#update all sprites
all_sprites.update()
all_sprites.draw(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#check if key is down
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.key == pygame.K_a:
player.movingLeft = True
if event.key == pygame.K_d:
player.movingRight = True
if event.key == pygame.K_SPACE:
player.shoot()
shoot = True
#check if key is up
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.movingLeft = False
if event.key == pygame.K_d:
player.movingRight = False
#update the display
pygame.display.update()
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
Do not count debris objects with healt <= 0:
class Player(pygame.sprite.Sprite):
# [...]
def collision(self, debris_group):
for debris in debris_group:
# if health > 0 and collision:
if debris.health > 0 and pygame.sprite.spritecollide(debris, bullet_group, True):
debris.health -= 1
if debris.health <= 0:
self.score += 1
This question already has answers here:
Pygame sprite disappearing with layeredUpdates at a certain Y coordinate
(2 answers)
pygame.sprite.LayeredUpdates.move_to_front() does not work
(1 answer)
Closed 1 year ago.
I have started making a simple 2D game in python.
Thats my code
import clock
import time
import inspect
import itertools
import threading
import sys
pygame.init()
# defining the game window
gameDisplay = pygame.display.set_mode((1280, 640))
# displaying the game window
pygame.display.set_caption("Game")
background = pygame.image.load("images/background.jpg")
right = [pygame.image.load("images/animate/a1_r.png"), pygame.image.load("images/animate/a2_r.png"),
pygame.image.load("images/animate/a3_r.png"), pygame.image.load("images/animate/a4_r.png")]
standing = pygame.image.load("images/animate/standing.png") # 65x87 px
shaking = pygame.image.load("images/animate/shaking.png")
crouching = pygame.image.load("images/animate/crouching.png")
left = [pygame.image.load("images/animate/a1_l.png"), pygame.image.load("images/animate/a2_l.png"),
pygame.image.load("images/animate/a3_l.png"), pygame.image.load("images/animate/a4_l.png")]
shop_img = pygame.image.load("images/shop.png") # 230x140 px
clock = pygame.time.Clock()
isJump = False
jumpCount = 10
height = 87
width = 65
def border(x):
if x <= 0 and keys[pygame.K_a]:
return False
elif x >= 1225 and keys[pygame.K_d]:
return False
else:
return True
class StickMan(object):
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 7
self.steps = 0
self.left = False
self.right = False
self.crouching = False
self.shaking = False
self.hitbox = (self.x + 20, self.y, 70, 60)
def draw(self):
if self.steps + 1 >= 20:
self.steps = 0
if self.left:
gameDisplay.blit(left[self.steps // 5], (self.x, self.y))
self.steps += 1
elif self.right:
gameDisplay.blit(right[self.steps // 5], (self.x, self.y))
self.steps += 1
elif self.shaking:
gameDisplay.blit(shaking, (self.x, self.y))
elif self.crouching:
gameDisplay.blit(crouching, (self.x, self.y))
else:
gameDisplay.blit(standing, (self.x, self.y))
self.steps = 0
def move(self):
if self.vel > 0:
self.x += self.vel
def current_width(self):
self.width = 65
def current_height(self):
if not keys[pygame.K_s]:
self.height = 87
else:
self.height = 50
class shop(object):
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
def draw(self):
gameDisplay.blit(shop_img, (self.x, self.y))
Shop = shop( 200, 410, 230, 140)
Player = StickMan( 100, 470, 65, 87)
def draw():
gameDisplay.blit(background, (0, 0))
Player.draw()
Shop.draw()
run = True
# main Loop
while run:
for event in pygame.event.get():
pygame.display.update()
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and border(Player.x):
Player.x -= Player.vel
Player.left = True
Player.right = False
if keys[pygame.K_d] and border(Player.x):
Player.x += Player.vel
Player.left = False
Player.right = True
if not keys[pygame.K_d] and not keys[pygame.K_a]:
Player.left = False
Player.right = False
if keys[pygame.K_s]:
Player.crouching = True
else:
Player.crouching = False
if keys[pygame.K_q]:
Player.shaking = True
else:
Player.shaking = False
if not isJump:
if keys[pygame.K_SPACE]:
isJump = True
else:
if jumpCount >= -10:
Player.y -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
else:
jumpCount = 10
isJump = False
pygame.display.flip()
draw()
pygame.display.update()
clock.tick(60)
I've got problem with layers. - My character is running behind the shop. I was trying to fix this by using pygame.sprite (http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Sprite) but after many trials my man still runs behind the shop. Have you got any ideas how can I fix it ?
This question already has an answer here:
How do I get the snake to grow and chain the movement of the snake's body?
(1 answer)
Closed 2 years ago.
I finally figured out how to add body parts to my snake, but they add on in an unusual way. I have been struggling on this for a while, and finally made it so they append. But they don't do it correctly. It seems like they append 1 pixel behind instead of a full bodies length. Does anyone know why?
# Constants
WIN_WIDTH = 500
WIN_HEIGHT = 600
HALF_WIN_WIDTH = WIN_WIDTH / 2
HALF_WIN_HEIGHT = WIN_HEIGHT / 2
FPS = 10
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
DARK_GREEN = (0, 100, 0)
YELLOW = (255, 255, 0)
# Variables
screen = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption("Snake")
clock = pygame.time.Clock()
running = True
class Text:
def __init__(self, x, y, size, font, color, text):
self.x = x
self.y = y
self.size = size
self.font = font
self.color = color
self.text = text
def draw(self):
self.my_font = pygame.font.SysFont(self.font, self.size)
self.text_surface = self.my_font.render(self.text, True, self.color)
screen.blit(self.text_surface, (self.x, self.y))
class Food:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 25
self.height = 25
def draw(self):
self.rect = (self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, BLUE, self.rect)
def events(self):
pass
def update(self):
pass
class Body:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 25
self.height = 25
def draw(self):
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, YELLOW, self.rect)
# Snake class
class Snake:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 25
self.height = 25
self.direction = 1
self.kill = False
self.collide = False
self.speed = 3
self.score = 0
self.bodies = []
def draw(self):
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
pygame.draw.rect(screen, BLACK, self.rect)
def events(self):
# change direction on key press
self.keys = pygame.key.get_pressed()
if self.keys[pygame.K_UP] and self.direction != 3:
self.direction = 1
if self.keys[pygame.K_DOWN] and self.direction != 1:
self.direction = 3
if self.keys[pygame.K_LEFT] and self.direction != 2:
self.direction = 4
if self.keys[pygame.K_RIGHT] and self.direction != 4:
self.direction = 2
if self.rect.colliderect(food.rect):
self.speed += 0.5
food.x = random.randint(0, WIN_WIDTH)
food.y = random.randint(0, WIN_HEIGHT)
self.score += 5
self.colliide = False
self.bodies.append(Body(0, 0))
# Move the end bodies first in reverse order
for i in range(len(self.bodies)-1, 0, -1):
x = snake.bodies[i-1].x
y = snake.bodies[i-1].y
snake.bodies[i].x = x
snake.bodies[i].y = y
snake.bodies[i].draw()
# Move body 0 to where the head is
if len(snake.bodies) > 0:
x = snake.x
y = snake.y
snake.bodies[0].x = x
snake.bodies[0].y = y
snake.bodies[0].draw()
def update(self):
# move
if self.direction == 1:
self.y -= self.speed
if self.direction == 2:
self.x += self.speed
if self.direction == 3:
self.y += self.speed
if self.direction == 4:
self.x -= self.speed
# if on edge of screen
if self.rect.right > WIN_WIDTH:
self.kill = True
if self.x < 0:
self.kill = True
if self.y < 0:
self.kill = True
if self.rect.bottom > WIN_HEIGHT:
self.kill = True
# Create the snake object
snake = Snake(HALF_WIN_WIDTH, HALF_WIN_HEIGHT)
food = Food(random.randint(0, WIN_WIDTH), random.randint(0, WIN_HEIGHT))
# Main Loop
while running:
score_text = Text(220, 5, 40, 'arial', WHITE, f'Score: {snake.score}')
# Draw
screen.fill(DARK_GREEN)
snake.draw()
food.draw()
score_text.draw()
# Event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if snake.kill:
running = False
snake.events()
# Update
snake.update()
food.update()
clock.tick(60)
pygame.display.update()
Thank you very much!
You have to track the positions which have been met by the snake. Add a list attribute self.position to the class Snake:
class Snake:
def __init__(self, x, y):
# [...]
self.positions = [(self.x, self.y)]
# [...]
Add the new position to the list when the snake moves:
class Snake:
# [...]
def update(self):
# move
if self.direction == 1:
self.y -= self.speed
if self.direction == 2:
self.x += self.speed
if self.direction == 3:
self.y += self.speed
if self.direction == 4:
self.x -= self.speed
# add ne position
if self.x != self.positions[0][0] or self.y != self.positions[0][1]:
self.positions.insert(0, (self.x, self.y))
Update the x and y coordinate of the body along the stored positions in events. Define a distance between the parts of the body (e.g. 35). And use a method getPos to get the position of a part, by its index:
class Snake:
# [...]
def events(self):
# change direction on key press
self.keys = pygame.key.get_pressed()
if self.keys[pygame.K_UP] and self.direction != 3:
self.direction = 1
if self.keys[pygame.K_DOWN] and self.direction != 1:
self.direction = 3
if self.keys[pygame.K_LEFT] and self.direction != 2:
self.direction = 4
if self.keys[pygame.K_RIGHT] and self.direction != 4:
self.direction = 2
if self.rect.colliderect(food.rect):
self.speed += 0.5
food.x = random.randint(100, WIN_WIDTH - 125)
food.y = random.randint(150, WIN_HEIGHT - 175)
self.score += 5
self.colliide = False
self.bodies.append(Body(0, 0))
# Move the end bodies first in reverse order
for i in range(len(self.bodies)):
pos = self.getPos(i+1, 35, i == len(self.bodies)-1)
snake.bodies[i].x = pos[0]
snake.bodies[i].y = pos[1]
snake.bodies[i].draw()
The arguments to method getPos are the index of the body part, the distance between the parts and delToEnd. delToEnd becomes true, when the last part of the body is get and indicates, that the positions at the end of the list, which are "behind" the last part of the snake can be deleted:
class Snake:
# [...]
def getPos(self, i, dist, delToEnd):
lenToI = i * dist
lenAct = 0
px, py = self.positions[-1]
for j in range(len(self.positions)-1):
px, py = self.positions[j]
pnx, pny = self.positions[j+1]
delta = math.sqrt((px-pnx)*(px-pnx) + (py-pny)*(py-pny))
lenAct += delta
if lenAct >= lenToI:
w = (lenAct - lenToI) / delta
px = pnx - (pnx-px) * w
py = pny - (pny-py) * w
if delToEnd:
del self.positions[j:]
break
return (round(px), round(py))
I'm trying to add a def main to the end of my pong game to make it easier to read, but i've ran into problems trying to do that. When I add the def main, I just get a black screen, but without it I get the whole game.
import pygame
SCR_WID, SCR_HEI = 640, 480
class Player():
def __init__(self):
self.x, self.y = 16, SCR_HEI/2
self.speed = 3
self.padWid, self.padHei = 8, 64
self.score = 0
self.scoreFont = pygame.font.Font("imagine_font.ttf", 64)
def scoring(self):
scoreBlit = self.scoreFont.render(str(self.score), 1, (255, 255, 255))
screen.blit(scoreBlit, (32, 16))
if self.score == 10:
print ("player 1 wins!")
exit()
def movement(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.y -= self.speed
elif keys[pygame.K_s]:
self.y += self.speed
if self.y <= 0:
self.y = 0
elif self.y >= SCR_HEI-64:
self.y = SCR_HEI-64
def draw(self):
pygame.draw.rect(screen, (255, 255, 255), (self.x, self.y, self.padWid, self.padHei))
class Enemy(Player):
def __init__(self):
self.x, self.y = SCR_WID-16, SCR_HEI/2
self.speed = 3
self.padWid, self.padHei = 8, 64
self.score = 0
self.scoreFont = pygame.font.Font("imagine_font.ttf", 64)
def scoring(self):
scoreBlit = self.scoreFont.render(str(self.score), 1, (255, 255, 255))
screen.blit(scoreBlit, (SCR_HEI+92, 16))
if self.score == 10:
print ("Player 2 wins!")
exit()
def movement(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
self.y -= self.speed
elif keys[pygame.K_DOWN]:
self.y += self.speed
if self.y <= 0:
self.y = 0
elif self.y >= SCR_HEI-64:
self.y = SCR_HEI-64
def draw(self):
pygame.draw.rect(screen, (255, 255, 255), (self.x, self.y, self.padWid, self.padHei))
class Ball():
def __init__(self):
self.x, self.y = SCR_WID/2, SCR_HEI/2
self.speed_x = -3
self.speed_y = 3
self.size = 8
def movement(self):
self.x += self.speed_x
self.y += self.speed_y
#wall col
if self.y <= 0:
self.speed_y *= -1
elif self.y >= SCR_HEI-self.size:
self.speed_y *= -1
if self.x <= 0:
self.__init__()
enemy.score += 1
elif self.x >= SCR_WID-self.size:
self.__init__()
self.speed_x = 3
player.score += 1
##wall col
#paddle col
#player
for n in range(-self.size, player.padHei):
if self.y == player.y + n:
if self.x <= player.x + player.padWid:
self.speed_x *= -1
break
n += 1
#enemy
for n in range(-self.size, enemy.padHei):
if self.y == enemy.y + n:
if self.x >= enemy.x - enemy.padWid:
self.speed_x *= -1
break
n += 1
##paddle col
def draw(self):
pygame.draw.rect(screen, (255, 255, 255), (self.x, self.y, 8, 8))
SCR_WID, SCR_HEI = 640, 480
screen = pygame.display.set_mode((SCR_WID, SCR_HEI))
pygame.display.set_caption("Pong")
pygame.font.init()
clock = pygame.time.Clock()
FPS = 60
def main():
ball = Ball()
player = Player()
enemy = Enemy()
while True:
#process
for event in pygame.event.get():
if event.type == pygame.QUIT:
print ("Game exited by user")
exit()
##process
#logic
ball.movement()
player.movement()
enemy.movement()
##logic
#draw
screen.fill((0, 0, 0))
ball.draw()
player.draw()
player.scoring()
enemy.draw()
enemy.scoring()
##draw
#_______
pygame.display.flip()
clock.tick(FPS)
main()
The call for main() on the end should be
if __name__ == "__main__":
main()
So that you can run your code and get the function to run. Also your indentation seems a little off. Is your code structured correctly with regard to spaces?
As already answered, you should insert the following statement at the end of the script:
if __name__ == "__main__":
main()
This answer will give you more info about the meaning of that statement.
What does if __name__ == "__main__": do?
In short, it tells the interpreter what it has to do with the function main():
1) Run it automatically if the file has been executed as stand alone script.
2) Don't run if the file has been imported as module from another script.
In your case, the wanted behaviour is the number one.