__init__() takes exactly 3 arguments (1 given)? - python

It is asking for 3 arguments and i have given it one. How do i give it 2 more and could you explain how to do that as well? Thanks
import pygame, random, collisionObjects
pygame.init()
screen = pygame.display.set_mode((640,480))
class Pirate(pygame.sprite.Sprite):
EAST = 0
def __init__(self, screen, dx):
self.screen = screen
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("king_pirate/running e0000.bmp")
self.image = self.image.convert()
tranColor = self.image.get_at((1, 1))
self.image.set_colorkey(tranColor)
self.rect = self.image.get_rect()
self.rect.inflate_ip(-50, -30)
self.rect.center = (0, random.randrange(30,450))
self.img = []
self.loadPics()
self.frame = 0
self.delay = 4
self.pause = self.delay
self.dx = dx
def update(self):
#set delay
self.pause -= 1
if self.pause <= 0:
self.pause = self.delay
self.frame += 1
if self.frame > 7:
self.frame = 0
self.image = self.img[self.frame]
self.rect.centerx += self.dx
if self.rect.centerx > self.screen.get_width():
self.rect.centerx = 0
self.rect.centery = random.randrange(30,450)
#load pictures
def loadPics(self):
for i in range(8):
imgName = "king_pirate/running e000%d.bmp" % i
tmpImg = pygame.image.load(imgName)
tmpImg.convert()
tranColor = tmpImg.get_at((0, 0))
tmpImg.set_colorkey(tranColor)
self.img.append(tmpImg)
class Pirate2(pygame.sprite.Sprite):
WEST = 0
def __init__(self, screen, dx):
self.screen = screen
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("pirate/running w0000.bmp")
self.image = self.image.convert()
tranColor = self.image.get_at((1, 1))
self.image.set_colorkey(tranColor)
self.rect = self.image.get_rect()
self.rect.inflate_ip(-50, -30)
self.rect.center = (640, random.randrange(20,460))
self.img = []
self.loadPics()
self.frame = 0
self.delay = 4
self.pause = self.delay
self.dx = dx
def update(self):
#set delay
self.pause -= 1
if self.pause <= 0:
self.pause = self.delay
self.frame += 1
if self.frame > 7:
self.frame = 0
self.image = self.img[self.frame]
self.rect.centerx -= self.dx
if self.rect.centerx < 0:
self.rect.centerx = self.screen.get_width()
self.rect.centery = random.randrange(20,460)
#load pictures
def loadPics(self):
for i in range(8):
imgName = "pirate/running w000%d.bmp" % i
tmpImg = pygame.image.load(imgName)
tmpImg.convert()
tranColor = tmpImg.get_at((0, 0))
tmpImg.set_colorkey(tranColor)
self.img.append(tmpImg)
#set up class for gold object,
class Gold(pygame.sprite.Sprite):
def __init__(self, screen, imageFile):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(imageFile)
self.image = self.image.convert()
self.rect = self.image.get_rect()
self.rect.centerx = random.randrange(0, screen.get_width())
self.rect.centery = random.randrange(0, screen.get_height())
#main character class
class Thief(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("thief2.gif")
self.image = self.image.convert()
tranColor = self.image.get_at((1, 1))
self.image.set_colorkey(tranColor)
self.rect = self.image.get_rect()
self.rect.inflate_ip(-15, -10)
self.rect.center = (30, (screen.get_height()-40))
self.dx = 30
self.dy = 30
if not pygame.mixer:
print("problem with sound")
else:
pygame.mixer.init()
self.collectcoin = pygame.mixer.Sound("collectcoin.wav")
self.hit = pygame.mixer.Sound("hit.ogg")
def update(self):
if self.rect.bottom > screen.get_height():
self.rect.centery = (screen.get_height()-40)
elif self.rect.top < 0:
self.rect.centery = 40
elif self.rect.right > screen.get_width():
self.rect.centerx = (screen.get_width()-30)
elif self.rect.left < 0:
self.rect.centerx = 30
#define movements
def moveUp(self):
self.rect.centery -= self.dy
def moveDown(self):
self.rect.centery += self.dy
def moveLeft(self):
self.rect.centerx -= self.dx
def moveRight(self):
self.rect.centerx += self.dx
def reset(self):
self.rect.center = (30, (screen.get_height()-40))
#set up a scoreboard
class Scoreboard(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.lives = 0
self.score = 0
self.font = pygame.font.SysFont("None", 40)
self.number = 0
#with a self updating label
def update(self):
self.text = "Damage: %d %% Gold Taken: %d" % (self.lives, self.score)
self.image = self.font.render(self.text, 1, (199,237,241))
self.rect = self.image.get_rect()
#define the game function
def game():
#set up background
background = pygame.Surface(screen.get_size())
background = pygame.image.load("sand.jpg")
background = pygame.transform.scale(background, screen.get_size())
screen.blit(background, (0, 0))
#initialize pirates & scoreboard sprites
pirate = Pirate()
scoreboard = Scoreboard()
#create two arrays for multiple gold object occurances
#two arrays are used for better distribution on screen
gold1 = []
numberofGold = 16
for i in range(numberofgolds):
oneGold = golds(screen,"gold1.png")
golds1.append(onegold)
for gold in golds1:
gold.rect.centerx = random.randrange(20,620)
gold.rect.centery = random.randrange(20,240)
gold.rect.inflate_ip(-5, -5)
gold2 = []
for i in range(numberofgolds):
onegold = golds(screen,"gold1.png")
golds2.append(onegold)
for gold in golds2:
gold.rect.centerx = random.randrange(20,620)
gold.rect.centery = random.randrange(250,460)
gold.rect.inflate_ip(-5, -5)
totalgolds = ((len(golds1)-1)+(len(golds2)-1))
#initialize gold sprites
goldSprites = pygame.sprite.Group(golds1,
#initialize pirate sprites & instances
pirate1 = pirate1(screen,13)
pirate2 = pirate2(screen,13)
pirate3 = pirate1(screen,11)
pirate4 = pirate2(screen,11)
pirate5 = pirate1(screen,13)
pirateSprites = pygame.sprite.Group(pirate1, pirate2, pirate3, pirate4, pirate5)
#use ordered updates to keep clean appearance
allSprites = pygame.sprite.OrderedUpdates(goldSprites, thief, pirateSprites, scoreboard)
#set up clock & loop
clock = pygame.time.Clock()
keepGoing = True
while keepGoing:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
thief.moveUp()
elif event.key == pygame.K_DOWN:
thief.moveDown()
elif event.key == pygame.K_LEFT:
thief.moveLeft()
elif event.key == pygame.K_RIGHT:
thief.moveRight()
elif event.key == pygame.K_ESCAPE:
keepGoing = False
#check collisions here
hitpirates = pygame.sprite.spritecollide(thief, pirateSprites, False)
hitgold = pygame.sprite.spritecollide(thief, goldSprites, True)
if hitpirates:
thief.hit.play()
scoreboard.lives += 1
if scoreboard.lives >= 100:
keepGoing = False
number = 0
if hitgolds:
thief.collectcoin.play()
scoreboard.score += 1
totalgolds -= 1
if totalgolds <= 0:
keepGoing = False
number = 1
#draw sprites
allSprites.clear(screen, background)
allSprites.update()
allSprites.draw(screen)
pygame.display.flip()
return scoreboard.score
return scoreboard.number
def instructions(score, number):
pygame.display.set_caption("Hunt for Gold!")
background = pygame.Surface(screen.get_size())
background = pygame.image.load("sand.jpg")
background = pygame.transform.scale(background, screen.get_size())
screen.blit(background, (0, 0))
if number == 0:
message = "Sorry try again..."
elif number == 1:
message = "The theif escapes!"
else:
message = "Onto the hunt for gold!"
insFont = pygame.font.SysFont("Calibri", 25)
insLabels = []
instructions = (
"Last score: %d" % score ,
"%s" % message,
"",
"GOLD!",
"Get all the gold before you are "
"obliterated!",
"Use arrow keys to move the thief.",
"Space to start, Esc to quit."
)
for line in instructions:
tempLabel = insFont.render(line, 1 , (0,0,0))
insLabels.append(tempLabel)
#set up homescreen loop
keepGoing = True
clock = pygame.time.Clock()
while keepGoing:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
donePlaying = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
keepGoing = False
donePlaying = False
if event.key == pygame.K_ESCAPE:
keepGoing = False
donePlaying = True
for i in range(len(insLabels)):
screen.blit(insLabels[i], (50, 30*i))
pygame.display.flip()
return donePlaying
#define main function
def main():
donePlaying = False
score = 0
message = ""
while not donePlaying:
donePlaying = instructions(score, message)
if not donePlaying:
score = game()
else:
pygame.quit()
if __name__ == "__main__":
main()

Glancing at your code, this line:
pirate = Pirate()
Your Pirate class expects self, screen, dx. You only implicitly provide self.
I can only guess at what you want, especially since I don't know off the bat what dx is supposed to mean in respect to your game, but this will probably at least avoid the error:
pirate = Pirate(pygame.display.get_surface(), 60)

Related

Cannot see bullets when game is running

Hello, so I can only see the bullet when i'm closing my game's window, but I do not see the mistake.
import pygame, math, random, os
pygame.init()
clock = pygame.time.Clock()
width = 800
height = 608
screen = pygame.display.set_mode((width, height))
running = True
gameover = False
levelferdig = False
levelnr = 0
ferdig = False
jump = False
levels =[[[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,8,0,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,7,0,0,0],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0],
[1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]],
[[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
[9,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,1],
[0,2,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1],
[0,0,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1],
[0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1],
[0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,0],
[0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0],
[0,1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
[0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
[0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0],
[0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,1,1]]]
ghostgruppe = pygame.sprite.Group()
tilegruppe = pygame.sprite.Group()
utganggruppe = pygame.sprite.Group()
backgroundgruppe_1 = pygame.sprite.Group()
backgroundgruppe_2 = pygame.sprite.Group()
moving_sprites = pygame.sprite.Group()
spillergruppe = pygame.sprite.Group()
bullet_img = pygame.transform.scale(pygame.image.load(os.path.join('Bullets', 'bullet.png.png')), (10,10))
background_image_2 = pygame.image.load('skog.png').convert()
background_image_1 = pygame.image.load("beach.png").convert()
pygame.display.set_caption('pygame') #setter navnet på spillet når du åpner spillet
icon = pygame.image.load('menneske.png')
pygame.display.set_icon(icon)
font = pygame.font.Font('freesansbold.ttf', 72 ) #font som skal brukes
gameovertekst = font.render('Game over', True, (255,0,0)) #farge og tekst gameover
gameoverrect = gameovertekst.get_rect()
gameoverrect.center = (width/2, height/2)
font = pygame.font.Font('freesansbold.ttf', 72 ) #font som skal brukes
levelferdigtekst = font.render('Ferdig', True, (0,255,0)) #farge og tekst gameover
levelferdigrect = levelferdigtekst.get_rect()
levelferdigrect.center = (width/2, height/2)
ferdigtekst = font.render('Victory', True, (0,0,255))
ferdigrect = levelferdigtekst.get_rect()
ferdigrect.center = (width/2, height/2)
class Spiller(pygame.sprite.Sprite):
def __init__(self,x,y):
super().__init__()
self.spiller_animation = False
self.sprites = []
self.sprites.append(pygame.image.load('spiller.rett(1).png'))
self.sprites.append(pygame.image.load('spiller.høyre(1).png'))
self.sprites.append(pygame.image.load('spiller.venstre(1).png'))
self.sprites.append(pygame.image.load('spiller.hopp(1).png'))
self.current_sprite = 0
self.image = self.sprites[self.current_sprite]
self.rect = self.image.get_rect()
self.rect.topleft =[x,y]
self.bullets = [] #list
self.x = x
self.y = y
self.stepIndex = 0
self.face_right = True
self.face_left = False
self.fy = 10
self.fx = 10
self.jump = False
def direction(self):
if self.face_right:
return 1
if self.face_left:
return -1
def animation(self):
self.spiller_animation = True
def skytt(self):
if trykketliste[pygame.K_RIGHT] and not gameover:
bullet = Bullet(self.x, self.y, self.direction())
self.bullets.append(bullet)
for bullet in self.bullets:
bullet.move()
def reset(self):
self.fartx = 0
self.farty = 0
def update(self,speed):
if self.spiller_animation == True:
self.current_sprite += speed
if int(self.current_sprite) >= len(self.sprites):
self.current_sprite = 0
self.is_animating = False
self.image = self.sprites[int(self.current_sprite)]
self.rect.x += self.fartx
tiletreffliste = pygame.sprite.spritecollide(self,tilegruppe, False)
if tiletreffliste:
if self.fartx > 0:
self.rect.right = tiletreffliste[0].rect.left
else:
self.rect.left = tiletreffliste[0].rect.right
self.rect.y += self.farty
tiletreffliste = pygame.sprite.spritecollide(self, tilegruppe, False)
if tiletreffliste:
if self.farty > 0:
self.rect.bottom = tiletreffliste[0].rect.top
else:
self.rect.top = tiletreffliste[0].rect.bottom
utgangtreffliste = pygame.sprite.spritecollide(self, utganggruppe, False)
if utgangtreffliste:
global levelferdig
levelferdig = True
global levelnr
levelnr += 1
restart()
class Bullet:
def __init__(self,x,y, direction):
super().__init__()
self.x = x + 15
self.y = y + 25
self.direction = direction
def draw_bullet(self):
screen.blit(bullet_img, (self.x, self.y))
def move(self):
if self.direction == 1:
self.x += 15
if self.direction == -1:
self.x -= 15
class Ghost(pygame.sprite.Sprite):
def __init__(self, x, y, fx,fy):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('ghost.png').convert_alpha()
self.rect = self.image.get_rect() #self rect rektangler, fin rektangel bilde som passer
self.rect.x = x
self.rect.y = y
self.fartx = fx
self.farty = fy
def flytt(self):
self.rect.x = self.rect.x + self.fartx
self.rect.y = self.rect.y + self.farty
def update(self):
# Flytter høyre/venstre og sjekker kollisjon
self.rect.x += self.fartx
tiletreffliste = pygame.sprite.spritecollide(self,tilegruppe, False)
if tiletreffliste:
if self.fartx > 0:
self.rect.right = tiletreffliste[0].rect.left
else:
self.rect.left = tiletreffliste[0].rect.right
self.fartx *= -1
self.rect.y += self.farty
tiletreffliste = pygame.sprite.spritecollide(self, spillergruppe, False)
if tiletreffliste:
if self.farty > 0:
self.rect.bottom = tiletreffliste[0].rect.top
else:
self.rect.top = tiletreffliste[0].rect.bottom
self.farty *= -1
def treffTile(self):
if self.rect.x > width or self.rect.x < 0:
self.fartx = self.fartx * -1
if self.rect.y > height or self.rect.y < 0:
self.farty = self.farty * -1
class Tile(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('sand.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Utgang(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('dør.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def restart():
global gameover
global levelferdig
gameover = False
levelferdig = False
for tile in tilegruppe:
tile.kill()
for utgang in utganggruppe:
utgang.kill()
for ghost in ghostgruppe:
ghost.kill()
spiller.reset()
for i in range(5): #hvor mange ghosts skal vi ha
ghost = Ghost(random.randint(0,width),random.randint(0, height), random.randint(1,8),random.randint(1,8))
ghostgruppe.add(ghost)
if levelnr < len(levels):
for y,rad in enumerate(levels[levelnr]):
for x,verdi in enumerate(rad):
if verdi == 1:
tile = Tile(x*32,y*32)
tilegruppe.add(tile)
if verdi == 9:
utgang = Utgang(x*32, y*32)
utganggruppe.add(utgang)
if verdi == 8:
spiller.rect.x = x*32
spiller.rect.y = y*32
else:
global ferdig
ferdig = True
#skytt
spiller = Spiller(100, 100)
moving_sprites.add(spiller)
restart()
while running:
pygame.display.bullet()
spiller.farty = 0
spiller.fartx = 0
trykketliste = pygame.key.get_pressed()
spiller.skytt()
background_image_1 = pygame.image.load("beach.png").convert()
screen.blit(background_image_1, [0,0])
if trykketliste[pygame.K_RIGHT] and not gameover:
spiller.farty = -1
spiller.sprites.append(pygame.image.load('spiller.venstre(1).png'))
spiller.animation()
spiller.skytt()
if trykketliste[pygame.K_LEFT] and not gameover:
spiller.farty = 1
spiller.sprites.append(pygame.image.load('spiller.høyre(1).png'))
spiller.animation()
if trykketliste[pygame.K_UP] and not gameover:
spiller.fartx = -1
spiller.animation()
spiller.sprites.append(pygame.image.load('spiller.hopp(1).png'))
if trykketliste[pygame.K_DOWN]and not gameover:
spiller.fartx = 1
spiller.animation()
spiller.sprites.append(pygame.image.load('spiller.rett(1).png'))
if jump is False and trykketliste[pygame.K_SPACE] and not gameover:
jump = True
spiller.animation()
spiller.sprites.append(pygame.image.load('spiller.hopp(1).png'))
if jump is True:
spiller.rect.y -= spiller.farty *4
spiller.farty -= 1
if spiller.farty < -10:
jump = False
spiller.farty = 10
if levelnr == 1:
background_image_1 = pygame.image.load("skog.png").convert()
screen.blit(background_image_2, [0,0])
spillertruffet = pygame.sprite.groupcollide(spillergruppe, ghostgruppe, False, False, pygame.sprite.collide_mask)
if spillertruffet:
gameover = True
ghosttruffet = pygame.sprite.groupcollide(ghostgruppe, spillergruppe, True, True, pygame.sprite.collide_mask)
if ghosttruffet:
spiller.kill()
#Gruppene oppdateres
ghostgruppe.update()
tilegruppe.update()
utganggruppe.update()
spillergruppe.update()
moving_sprites.draw(screen)
moving_sprites.update(0.25)
#gruppene vises på skjermen.
ghostgruppe.draw(screen)
tilegruppe.draw(screen)
utganggruppe.draw(screen)
spillergruppe.draw(screen)
if gameover:
screen.blit(gameovertekst,gameoverrect)
if levelferdig:
screen.blit(levelferdigtekst, levelferdigrect)
spillergruppe.draw(screen)
clock.tick(60)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.K_n:
levelnr = O
restart()
for bullet in spiller.bullets:
bullet.draw_bullet()
pygame.time.delay(30)
pygame.display.flip()
pygame.quit()
You have to draw the bullets after drawing the background. Use a loop to iterate through the list of bullets and call the draw_bullet method for each bullet:
while running:
# pygame.display.bullet() <--- DELETE
spiller.farty = 0
spiller.fartx = 0
trykketliste = pygame.key.get_pressed()
spiller.skytt()
background_image_1 = pygame.image.load("beach.png").convert()
screen.blit(background_image_1, [0,0])
# INSERT
for bullet in spiller.bullets:
bullet.draw_bullet()
# [...]
pygame.display.update()
# [...]
screen.blit(background_image_1, [0,0]) draws the background and hides anything previously drawn. pygame.display.update() updates the display and makes everything that is drawn visible. Therefor you need to draw all the objects of the scene after screen.blit(background_image_1, [0,0]) and before pygame.display.update().

I am having trouble with my stat function in my player class

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

How can I go back and forth between modules in pygame?

I'm trying to make a Home Screen for two games in pygame, I changed the first game's name to module1 in the code Im providing and the Home Screen to Mainscreen
module1 is already done and now I'm just trying to get the Main Menu script to import the maingame when I click on the play button that I already have on the screen display, then when I finish the game (health reaches 0) , if I want to go back to the Main Menu I should just click anywhere on the "game over" screen that should appear when health reaches 0 or press escape.
here is what I tried:
this is the whole game script, the game loop is at the end of the script and sorry for how messy it is:
# Pygame skeleton
import pygame
import math
import random
import sys
import os
pygame.init()
pygame.mixer.init()
vec = pygame.math.Vector2
# Constants
WIDTH = 1306
HEIGHT = 526
FPS_INGAME = 60
FPS_HOMESCREEN = 30
FULL_SCREEN = (0,0)
bullet_img = pygame.image.load('Bullet.png')
jump = False
bullet_timer = 0
score = 0
moving_left = False
moving_right = False
shoot = False
acceleration = 0.7
friction = -0.1
gravity = 9.8
platform_color = (150,59,230)
# Classes and Sprites
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.shoot_cooldown = 0
self.anime = []
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
self.action = 0
animation_types = ["Shoot","Go"]
for animation in animation_types:
temp_list = []
num_of_frames = len(os.listdir(f'MySprite/{animation}'))
for i in range(1,num_of_frames):
img = pygame.image.load(f'MySprite/{animation}/{i}.png')
temp_list.append(img)
self.anime.append(temp_list)
self.direction = 1
self.flip = False
self.image = self.anime[self.action][self.frame_index]
self.rect = self.image.get_rect()
# vectors and sprite constants
self.health = 100
self.pos = vec(WIDTH/2, HEIGHT/2)
self.vel_vec = vec(0,0)
self.acc_vec = vec(0,0)
def jump(self):
self.rect.y += 1
hits = pygame.sprite.spritecollide(player_group.sprite, platform_group,False)
self.rect.y -= -1
if hits:
self.vel_vec.y = -15
def screen_edge(self):
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
def get_damage(self,damage_mag):
self.health -= damage_mag
def update(self):
animation_cooldown = 75
self.image = self.anime[self.action][self.frame_index]
if pygame.time.get_ticks() - self.update_time >= animation_cooldown:
self.update_time = pygame.time.get_ticks()
self.frame_index += 1
if self.frame_index >= len(self.anime[self.action]):
self.frame_index = 0
if self.shoot_cooldown > 0:
self.shoot_cooldown -= 1
def update_action(self,new_action):
if new_action != self.action:
self.action = new_action
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def move(self,moving_left,moving_right):
self.acc_vec = vec(0,acceleration)
if moving_left:
self.acc_vec.x = -(acceleration)
self.direction = 1
self.flip = False
if moving_right:
self.acc_vec.x = acceleration
self.direction = -1
self.flip = True
self.acc_vec.x += self.vel_vec.x * friction
self.vel_vec += self.acc_vec
self.pos += self.vel_vec + 0.5 * self.acc_vec
self.rect.midbottom = self.pos
hits = pygame.sprite.spritecollide(player_group.sprite, platform_group,False)
if hits:
self.pos.y = hits[0].rect.top
self.vel_vec.y = 0
def draw(self):
screen.blit(pygame.transform.flip(self.image,self.flip,False),self.rect)
class Platform(pygame.sprite.Sprite):
def __init__(self,x,y,w,h):
super().__init__()
self.image = pygame.Surface((w,h))
self.image.fill(platform_color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Hostiles(pygame.sprite.Sprite):
def __init__(self,x_pos,y_pos,speed):
super(Hostiles,self).__init__()
self.images = []
self.images.append(pygame.image.load('MySprite/images/go_1.png'))
self.images.append(pygame.image.load('MySprite/images/go_2.png'))
self.images.append(pygame.image.load('MySprite/images/go_3.png'))
self.images.append(pygame.image.load('MySprite/images/go_4.png'))
self.images.append(pygame.image.load('MySprite/images/go_5.png'))
self.images.append(pygame.image.load('MySprite/images/go_6.png'))
self.images.append(pygame.image.load('MySprite/images/go_7.png'))
self.images.append(pygame.image.load('MySprite/images/go_8.png'))
self.images.append(pygame.image.load('MySprite/images/go_9.png'))
self.images.append(pygame.image.load('MySprite/images/go_10.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = self.image.get_rect(center = (x_pos,y_pos))
self.speed = speed
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
self.rect.centerx += self.speed
if self.rect.centerx >= 1350 or self.rect.centerx <= -50:
self.kill()
class Hostiles2(pygame.sprite.Sprite):
def __init__(self,x_pos,y_pos,speed):
super(Hostiles2,self).__init__()
self.images2 = []
self.images2.append(pygame.image.load('MySprite/images2/go_1.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_2.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_3.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_4.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_5.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_6.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_7.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_8.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_9.png'))
self.images2.append(pygame.image.load('MySprite/images2/go_10.png'))
self.index = 0
self.image = self.images2[self.index]
self.rect = self.image.get_rect(center = (x_pos,y_pos))
self.speed = speed
def update(self):
self.index += 1
if self.index >= len(self.images2):
self.index = 0
self.image = self.images2[self.index]
self.rect.centerx += self.speed
if self.rect.centerx >= 1350 or self.rect.centerx <= -50:
self.kill()
class Bullets(pygame.sprite.Sprite):
def __init__(self,x,y,direction):
super().__init__()
self.speed = 10
self.image = bullet_img
self.rect = self.image.get_rect(center = (x,y))
self.direction = direction
def update(self):
self.rect.x -= (self.direction * self.speed)
if self.rect.left >= WIDTH or self.rect.right <= 0:
self.kill()
screen.blit(self.image,self.rect)
# Functions
def make_text(font_type,font_size,text,color,position):
font = pygame.font.Font(font_type, font_size)
title = font.render(text,True,(color))
title_rect = title.get_rect(center = (position))
screen.blit(title,title_rect)
def main_game():
pygame.draw.rect(screen,(255,0,0),(22,20,200,10))
pygame.draw.rect(screen,platform_color,(22,20,2 * player_group.sprite.health,10))
screen.blit(heart,(0,2))
bullet_group.draw(screen)
player.draw()
hostiles_group.draw(screen)
platform_group.draw(screen)
bullet_group.update()
player_group.update()
hostiles_group.update()
player_group.update()
player.screen_edge()
if shoot:
if player.shoot_cooldown == 0:
bullet = Bullets(player.rect.centerx - (0.6 * player.direction * player.rect.size[0]),player.rect.centery,player.direction)
bullet_group.add(bullet)
player.shoot_cooldown = 40
if moving_left or moving_right:
player.update_action(1)
else:
player.update_action(0)
player.move(moving_left,moving_right)
if pygame.sprite.spritecollide(player_group.sprite,hostiles_group,True):
player_group.sprite.get_damage(10)
pygame.sprite.groupcollide(hostiles_group, bullet_group,True,True)
return 2
def game_over():
screen.fill((0,0,0))
text = gamefont.render("GAME OVER",True,(255,255,255))
text_rect = text.get_rect(center = (653,243))
screen.blit(text,text_rect)
scoresurface = gamefont.render(f"Score: {score}",True,(255,255,255))
score_rect = scoresurface.get_rect(center = (653,283))
screen.blit(scoresurface,score_rect)
# Creating window
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("game name")
clock = pygame.time.Clock()
# Groups and objects
gamefont = pygame.font.Font('Chernobyl.ttf',40)
player = Player()
platform = Platform(0,HEIGHT-96,WIDTH,100)
platform_group = pygame.sprite.GroupSingle()
platform_group.add(platform)
player_group = pygame.sprite.GroupSingle()
player_group.add(player)
hostiles_group = pygame.sprite.Group()
hostile_event = pygame.USEREVENT
pygame.time.set_timer(hostile_event,300)
bullet_group = pygame.sprite.Group()
pygame.mouse.set_visible(True)
sky = pygame.image.load('SkyNight.png')
wallpaper = pygame.image.load('GamePlatform.png')
heart = pygame.image.load('Heart.png')
# Game loop
running = True
while running:
# Events (Inputs)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == hostile_event:
random_xpos = [-40,-20]
random_xpos2 = [1340,1360]
random_hs = [-2,2]
hostile_left = Hostiles2(random.choice(random_xpos),400,random.choice(random_hs))
hostile_right = Hostiles(random.choice(random_xpos2),400,random.choice(random_hs))
hostiles_group.add(hostile_left,hostile_right)
if event.type == pygame.MOUSEBUTTONDOWN and player_group.sprite.health <= 0:
player_group.sprite.health = 100
hostiles_group.empty()
score = 0
import MainMenu
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
moving_left = True
if event.key == pygame.K_RIGHT:
moving_right = True
if event.key == pygame.K_q:
shoot = True
if event.key == pygame.K_ESCAPE:
running = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
moving_left = False
if event.key == pygame.K_RIGHT:
moving_right = False
if event.key == pygame.K_q:
shoot = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player_group.sprite.jump()
if player_group.sprite.health > 0:
score += main_game()
print (score)
else:
game_over()
pygame.display.update()
screen.blit(sky,FULL_SCREEN)
screen.blit(wallpaper,FULL_SCREEN)
programIcon = pygame.image.load('icon.png')
pygame.display.set_icon(programIcon)
clock.tick(FPS_INGAME)
and this is all the main screen / main menu .py file:
import pygame,sys
pygame.init()
screen = pygame.display.set_mode((1306,526))
clock = pygame.time.Clock()
pygame.mouse.set_visible(True)
screen_home = pygame.image.load('HomeScreen.png')
def make_text(font_type,font_size,text,color,position):
font = pygame.font.Font(font_type, font_size)
title = font.render(text,True,(color))
title_rect = title.get_rect(center = (position))
screen.blit(title,title_rect)
while True:
font1 = pygame.font.Font('Starjedi.ttf',60)
game1 = font1.render("Play",True,(255,255,255))
game1_rect = game1.get_rect(center = (640,300))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if game1_rect.collidepoint(event.pos):
import MainGame.py
screen.blit(screen_home,(0,0))
screen.blit(game1,game1_rect)
make_text('Chernobyl.ttf',70,"Title Here",(255,255,255),(315,80))
pygame.display.update()
clock.tick(45)
when I run the main menu I get the Home Screen I made, then I click on the on my display screen and it imports the game script and the game starts, when my health reaches 0 and I click on the screen to quit the game loop, it takes me back to the main menu which is exactly what I wanted,however, when I press play again to go back to the game it doesn't work it gives me an error:
ModuleNotFoundError: No module named 'MainGame.py'; 'MainGame' is not a package
I know the code is a mess I'm still new at this I'm sorry if my question wasn't clear enough, any help would be appreciated!
Ok, now that I see your code I can see you have a big problem using import:
You use it like this:
import MainGame.py
Assume the file you created is MainGame.py you supposed to import it this way:
import MainGame
Same goes to
import MainMenu.py
And that's might be the problem, though if you still have an issue, so instead of:
in the game, this is part of the main game loop:
Please copy all of the code, in both files, and write the name of each file next to the code.

Collision detection not working in pygame

I am making a game at the moment and I am experiencing problems with collision detection. I am making an end of level block but it can not detect if the player is standing on it to change to level 2. The collision detection for the block is found in player.updater(). As well as this the block is a class and in a group called endPlatform to allow the collision detection to work. The game runs perfectly fine however it can not detect when the Player hits Endplatform. I get no errors which show up.
EndPlatform:
class EndPlatform(pygame.sprite.Sprite):
def __init__(self, display):
super().__init__()
self.image = pygame.image.load("endPlatform.png")
self.rect = self.image.get_rect()
display.blit(self.image, self.rect)
Player:
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# Is it touching the floor?
self.standing = True
# Rendering image and creating some variables
self.image = pygame.image.load("Slime.png")
self.sprite_x_change = 0
self.sprite_y_change = 0
self.rect = self.image.get_rect()
self.rect.y = 460
self.rect.x = 120
# Mobility: Left, right, up and stop
def move_right(self):
self.sprite_x_change = 8
def move_left(self):
self.sprite_x_change = -8
def move_up(self, platform):
if self.standing == True:
self.sprite_y_change = -25
self.standing = False
def stop(self):
self.sprite_x_change = 0
def sprint(self):
self.sprite_x_change += 10
def updater(self, platforms, powerups, score, endPlatform):
self.gravity()
self.rect.x += self.sprite_x_change
self.standing = False
platforms_hit = pygame.sprite.spritecollide(self, platforms, False)
for blocks in platforms_hit:
if self.sprite_x_change > 0:
self.rect.right = blocks.rect.left
elif self.sprite_x_change < 0:
self.rect.left = blocks.rect.right
self.rect.y += self.sprite_y_change
platforms_hit = pygame.sprite.spritecollide(self, platforms, False)
for blocks in platforms_hit:
# Going down
if self.sprite_y_change > 0:
self.rect.bottom = blocks.rect.top - 1
self.standing = True
# Going up
elif self.sprite_y_change < 0:
self.rect.top = blocks.rect.bottom
self.standing = False
self.sprite_y_change = 0
coins_hit = pygame.sprite.spritecollide(self, powerups, True)
if len(coins_hit) > 0:
score.add()
endLevel = pygame.sprite.spritecollide(self, endPlatform, True)
if len(endLevel) > 0:
score.add()
All the code:
import pygame
import random
pygame.font.init()
# Colours + Global constants
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
RANDOM = (12, 211, 123)
WIDTH = 800
HEIGHT = 600
SIZE = (WIDTH, HEIGHT)
AGENT = pygame.font.SysFont("Agent Orange", 30)
# CLASSES
# Block is the common platform
class EndPlatform(pygame.sprite.Sprite):
def __init__(self, display):
super().__init__()
self.image = pygame.image.load("endPlatform.png")
self.rect = self.image.get_rect()
display.blit(self.image, self.rect)
class Coins(pygame.sprite.Sprite):
def __init__(self, display):
super().__init__()
self.image = pygame.image.load("hud_coins.png")
self.rect = self.image.get_rect()
display.blit(self.image, self.rect)
class Score:
def __init__(self):
self.score = 0
def msgs(self, msg, colour, display):
screen_text = AGENT.render(msg, True, colour)
display.blit(screen_text, [0, 0])
def add(self):
self.score += 1
class Monster(pygame.sprite.Sprite):
def __init__(self, length, height, colour):
super().__init__()
self.image = pygame.Surface([length, height])
self.image.fill(colour)
self.rect = self.image.get_rect()
# Setting Y coordinates
self.rect.y = HEIGHT - 80
def jump(self):
self.rect.y = -10
class Block(pygame.sprite.Sprite):
def __init__(self, length, height, colour):
super().__init__()
# Making image
self.image = pygame.Surface([length, height])
self.image.fill(colour)
self.rect = self.image.get_rect()
# Setting Y coordinates
self.rect.y = 468
class Platform(pygame.sprite.Sprite):
def __init__(self, display, x_screen, y_screen, x_sheet, y_sheet, height, length):
super().__init__()
self.tiles = pygame.image.load("tiles_spritesheet.png")
self.image = self.tiles.subsurface(pygame.Rect(x_sheet, y_sheet, height, length))
self.rect = self.image.get_rect(x=x_screen, y=y_screen)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# Is it touching the floor?
self.standing = True
# Rendering image and creating some variables
self.image = pygame.image.load("Slime.png")
self.sprite_x_change = 0
self.sprite_y_change = 0
self.rect = self.image.get_rect()
self.rect.y = 460
self.rect.x = 120
# Mobility: Left, right, up and stop
def move_right(self):
self.sprite_x_change = 8
def move_left(self):
self.sprite_x_change = -8
def move_up(self, platform):
if self.standing == True:
self.sprite_y_change = -25
self.standing = False
def stop(self):
self.sprite_x_change = 0
def sprint(self):
self.sprite_x_change += 10
def updater(self, platforms, powerups, score, endPlatform):
self.gravity()
self.rect.x += self.sprite_x_change
self.standing = False
platforms_hit = pygame.sprite.spritecollide(self, platforms, False)
for blocks in platforms_hit:
if self.sprite_x_change > 0:
self.rect.right = blocks.rect.left
elif self.sprite_x_change < 0:
self.rect.left = blocks.rect.right
self.rect.y += self.sprite_y_change
platforms_hit = pygame.sprite.spritecollide(self, platforms, False)
for blocks in platforms_hit:
# Going down
if self.sprite_y_change > 0:
self.rect.bottom = blocks.rect.top - 1
self.standing = True
# Going up
elif self.sprite_y_change < 0:
self.rect.top = blocks.rect.bottom
self.standing = False
self.sprite_y_change = 0
coins_hit = pygame.sprite.spritecollide(self, powerups, True)
if len(coins_hit) > 0:
score.add()
endLevel = pygame.sprite.spritecollide(self, endPlatform, True)
if len(endLevel) > 0:
score.add()
def gravity(self):
self.sprite_y_change += 3
class Level:
def __init__(self):
# Creating groups
self.endPlatform = pygame.sprite.Group()
self.powerups = pygame.sprite.Group()
self.sprites = pygame.sprite.Group()
self.all_things = pygame.sprite.Group()
self.platforms = pygame.sprite.Group()
self.entities = pygame.sprite.Group()
self.shift_x = 0
self.shift_y = 0
def updater(self, display, score):
self.all_things.draw(display)
score.msgs("Score: " + str(score.score), RED, display)
def scroll_x(self, shift_x_change):
self.shift_x += shift_x_change
for platform in self.entities:
platform.rect.x += shift_x_change
def scroll_y(self, shift_y_change):
self.shift_y += shift_y_change
for platform in self.entities:
platform.rect.y += shift_y_change
class Level01(Level):
def __init__(self, player1, monster, display):
# Initialise level1
super().__init__()
# Level01 things
block = Block(245, 3, BLACK)
Level.all_things = self.all_things
self.sprites.add(player1, monster)
self.platforms.add(block)
self.all_things.add(player1, block, monster)
self.entities.add(block)
theLevel = []
level = [[600, 400, 648, 0, 70, 70],
[740, 320, 648, 0, 70, 70],
[380, 400, 648, 0, 70, 70],
[900, 280, 648, 0, 70, 70],
[1200, 530, 648, 0, 70, 70],
[1350, 450, 648, 0, 70, 70],
[1500, 550, 648, 0, 70, 70],
[1680, 500, 648, 0, 70, 70],
]
for platform in theLevel:
block = Block(platform[0], platform[1], RED)
block.rect.x = platform[2]
block.rect.y = platform[3]
self.platforms.add(block)
self.all_things.add(block)
self.entities.add(block)
for goodPlatform in level:
platform = Platform(display, goodPlatform[0], goodPlatform[1], goodPlatform[2], goodPlatform[3], goodPlatform[4], goodPlatform[5])
self.platforms.add(platform)
self.all_things.add(platform)
self.entities.add(platform)
for n in range(1):
coin = Coins(display)
coin.rect.x = random.randint(0, WIDTH*3)
coin.rect.y = 400
self.all_things.add(coin)
self.entities.add(coin)
self.powerups.add(coin)
platforms_hit = pygame.sprite.spritecollide(coin, self.entities, False)
for hit in platforms_hit:
coin.rect.x = random.randrange(0, WIDTH*3)
finalPlatform = EndPlatform(display)
finalPlatform.rect.x = 1900
finalPlatform.rect.y = 420
self.all_things.add(finalPlatform)
self.entities.add(finalPlatform)
self.platforms.add(finalPlatform)
self.endPlatform.add(finalPlatform)
class Level02(Level):
def __init__(self, player1, monster):
super().__init__()
# Level01 things
block = Block(245, 3, BLACK)
Level.all_things = self.all_things
self.sprites.add(player1, monster)
self.platforms.add(block)
self.all_things.add(player1, block, monster)
def main():
# Init pygame
pygame.init()
# Set screen
backgrounds = ["background2.jpg", "background.jpg"]
background = pygame.image.load(backgrounds[0])
backgroundRect = background.get_rect()
display = pygame.display.set_mode(background.get_size())
# Creating FPS thingy
clock = pygame.time.Clock()
# Making levels + Player
score = Score()
monster = Monster(30, 30, RANDOM)
player = Player()
level_1 = Level01(player, monster, display)
level_2 = Level02(player, monster)
# Choosing level
levelList = []
levelList.append(level_1)
levelList.append(level_2)
currentLevelNumber = 0
# Game loop
loop = True
while loop == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.move_right()
if event.key == pygame.K_LEFT:
player.move_left()
if event.key == pygame.K_UP:
player.move_up(currentLevel.platforms)
if event.key == pygame.KMOD_LSHIFT and event.key == pygame.K_RIGHT:
player.sprint()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.sprite_x_change < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.sprite_x_change > 0:
player.stop()
if event.key == pygame.KMOD_LSHIFT:
player.sprite_x_change -= 10
# Update things
#monster.jump()
if player.rect.x > 400:
player.rect.x = 400
currentLevel.scroll_x(-10)
if player.rect.x >= WIDTH:
player.rect.x = WIDTH
currentLevel.scroll(0)
if player.rect.y >= HEIGHT:
main()
if player.sprite_x_change < 0 and player.rect.x >= 120:
currentLevel.scroll_x(0)
if player.rect.left <= 120 and player.sprite_x_change < 0:
player.rect.x = 120
player.rect.left = 120
currentLevel.scroll_x(10)
'''
if player.rect.y <= 300:
if player.standing == False and player.sprite_y_change < 0:
currentLevel.scroll_y(10)
if currentLevel.shift_y > 0:
y_speed = -4
if player.standing == True and player.rect.y < 300:
y_speed = 4
print(currentLevel.shift_y)
currentLevel.scroll_y(y_speed)
'''
currentLevel = levelList[currentLevelNumber]
if currentLevel.shift_x > 0:
currentLevel.scroll_x(currentLevel.shift_x * -1)
display.blit(background, backgroundRect)
player.updater(currentLevel.platforms, currentLevel.powerups, score, currentLevel.endPlatform)
currentLevel.updater(display, score)
# Refresh screen
clock.tick(30)
pygame.display.update()
pygame.quit()
loop = False
if __name__ == "__main__":
main()
It seems I found the problem, for some daft reason you can't use collision detection twice on the same object. I used it once so that the player could stand on the block and another time so that you could go on to the next level!
The reason why it doesn't switch to the next level is that you change the position of the rect when it collides with a platform, so the player.rect gets moved out of the blocks.rect and therefore can't collide again when you call spritecollide with the endPlatform group.
A quick and dirty fix would be to check in the for blocks in platforms_hit: loops if the block is in the endPlatform group and then return True:
for blocks in platforms_hit:
if blocks in endPlatform:
score.add()
return True
And then increase the currentLevelNumber in the main function if True is returned:
change_level = player.updater(currentLevel.platforms, currentLevel.powerups, score, currentLevel.endPlatform)
if change_level:
currentLevelNumber += 1

My sprites checker doesn't work

I have created code to see whether my aliens are dead however it doesn't work, can anyone see the problem.
CODE:
enemies = pygame.sprite.Group(aliens)
if len(enemies) <= 0:
print("game over")
gameover()
Complete code:
#MathsVaders
import pygame, random, time
from pygame.locals import *
import Databaseconnector
import tkMessageBox
pygame.init()
# set up the graphics window
size = [800, 595]
screen = pygame.display.set_mode(size, 0)
screenrect = screen.get_rect()
pygame.display.set_caption("Mathsvaders")
# set some variables
done = False
life = 3
aliens = pygame.sprite.Group()
allsprites = pygame.sprite.Group()
bombs = pygame.sprite.Group()
green = [0, 255, 0]
white = [255, 255, 255]
# create a timer to control how often the screen updates
clock = pygame.time.Clock()
fps = 100
# loads images to use in the game which link in with my classes(further down)
cannon = pygame.image.load("spaceship.png").convert()
cannon.set_colorkey(white)
blast = pygame.image.load("blast.png").convert_alpha()
boom = pygame.image.load("expl.png").convert_alpha()
bomb = pygame.image.load("missile_player.png").convert_alpha()
back = pygame.image.load("rsz_space.png").convert()
enemy = pygame.image.load("sii.png").convert_alpha()
lives2 = pygame.image.load("alien2.png").convert()
lives2.set_colorkey(white)
lives3 = pygame.image.load("alien3.png").convert()
lives3.set_colorkey(white)
lives1 = pygame.image.load("alien1.png").convert()
lives1.set_colorkey(white)
# (Classes)
# the explosion class
class Explosion(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = boom
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.count = 6
def update(self):
self.count -= 1
if self.count < 1:
self.kill()
class scoreClass:
def __init__(self):
self.value = 0
# set a font, default font size 28
self.font = pygame.font.Font(None, 28)
def update(self):
text = self.font.render("Score: %s" % self.value, True, (green))
textRect = text.get_rect()
textRect.centerx = screenrect.centerx
screen.blit(text, textRect)
class Msg:
def __init__(self, words):
# set a font, default font size 28
self.font = pygame.font.Font(None, 28)
self.text = self.font.render(words, True, (green))
self.textRect = self.text.get_rect()
def update(self):
self.textRect.centerx = screenrect.centerx
self.textRect.centery = screenrect.centery
screen.blit(self.text, self.textRect)
# the invader class
class Pi(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
aliens.add(self)
self.image = enemy
self.rect = self.image.get_rect()
self.rect.left = x
self.rect.top = y
self.speed = 1
def update(self):
self.rect.right += self.speed
if self.rect.right >= (screenrect.right -5):
self.speed = -1
self.rect.top += self.rect.height
if self.rect.left <= (screenrect.left +5):
self.speed = 1
self.rect.top += self.rect.height
if self.rect.top > screenrect.bottom:
self.kill()
i = random.randrange(1000)
j = self.rect.centerx
if i == 1:
laser_bomb = Bomb(j, self.rect.bottom)
allsprites.add(laser_bomb)
aliens.add(laser_bomb)
class Gun(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = cannon
self.rect = self.image.get_rect()
self.rect.bottom = screenrect.bottom
self.rect.centerx = screenrect.centerx
self.speed=0
def update(self):
self.rect.centerx += self.speed
if self.rect.right >= screenrect.right:
self.rect.centerx = 0
if self.rect.right <= 0:
self.rect.right = screenrect.right
# bomb class
class Bomb(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bomb
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
bombs.add(self)
def update(self):
self.rect.centery +=1
# the laser blast class
class Blast(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = blast
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.top = (player.rect.top + 5)
self.rect.centerx = player.rect.centerx
self.speed = 0
def update(self):
if self.speed == 0:
self.rect.centerx = player.rect.centerx
self.rect.top -= self.speed
# function to make a sheet of invaders
def invade():
for j in range(10, 200, 120):
for i in range(10):
aliens.add(Pi((i*70)+10, j))
def gameover():
message = Msg("Game Over")
message.update()
player.kill()
shot.kill()
SQL = 'INSERT INTO TblScore(Score, StudentID) VALUES (' + str(score.value) + ', ' + str(8) + ')'
Databaseconnector.INSERT(SQL)
#pygame.quit()
##def gameover():
## message = Msg("Game Over")
## message.update()
## player.kill()
## shot.kill()
## SQL = 'INSERT INTO TblScore(Score, StudentID) VALUES (' + str(score.value) + ', ' + str(8) + ')'
## Databaseconnector.INSERT(SQL)
##
## #pygame.quit()
def gamewon():
# sprites(aliens) == 0
#sprites.aliens == 0
message = Msg("YOU WON, YOUR SCORE WAS " + score + " WELL DONE")
message.update
aliens.kill()
shot.kill()
pygame.quit()
# pre-game window
invade()
message = Msg("Press a key to play.")
allsprites.add(aliens)
key = True
while key:
screen.blit(back, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
for item in (aliens):
item.kill()
key = False
allsprites.update()
allsprites.draw(screen)
message.update()
# set the loop to 40 cycles per second
clock.tick(fps)
# update the display
pygame.display.flip()
# Main Game Starts Here
score = scoreClass()
player = Gun()
shot = Blast()
invade()
allsprites.add(player, aliens, shot)
while done==False:
screen.blit(back, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
if life <= 0:
gamewon()
## elif allsprites == 0:
## gamewon()
else:
# shoots laser missile
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
if shot.speed == 0:
shot.speed = 7
#laser.play()
if event.key == pygame.K_LEFT:
player.speed = -3
if event.key == pygame.K_RIGHT:
player.speed = 3
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.speed = 0
if event.key == pygame.K_RIGHT:
player.speed = 0
hit = pygame.sprite.spritecollide(shot, aliens, 1)
if len(hit) > 0:
explosion1 = Explosion(shot.rect.centerx, shot.rect.top)
score.value += 1500
shot.kill()
#explode.play()
shot = Blast()
allsprites.add(shot, explosion1)
hit2 = pygame.sprite.spritecollide(player, aliens, 1)
if len(hit2) > 0:
life -= 1
#explode.play()
explosion2 = Explosion(player.rect.centerx, player.rect.centery)
allsprites.add(explosion2)
player.kill()
shot.kill()
if life > 0:
ready = Msg("Push Harder !!.")
ready.update()
allsprites.update()
allsprites.draw(screen)
score.update()
pygame.display.flip()
for item in bombs:
item.kill()
while 1:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
break
player = Gun()
shot = Blast()
allsprites.add(player, shot)
if shot.rect.top <= screenrect.top:
shot.kill()
shot = Blast()
allsprites.add(shot)
if life == 2:
men = lives2
if life == 1:
men = lives1
if life == 3:
men = lives3
if life > 0:
screen.blit(men, (0,0))
allsprites.update()
allsprites.draw(screen)
score.update()
# set the loop to "fps" cycles per second
clock.tick(fps)
# update the display
pygame.display.flip()
# close pygame
pygame.quit()
This is the "pythonic" way since an empty list is False:
if not enemies:
print("game over")
gameover()
Where is the part of code that kills your aliens?

Categories