Python Packman score - python

I did a packman game using Python but Im having 2 problems. First my score is not updating, so the score remains 1. Second after a while my packman game crashes it, it shows me 2 error message saying an attribute error: in packman.handle_collide() and self.check_collide().I dnt knw how to fix it.
here is my code:
# Create a SNAPMAN
from livewires import games, color
import random
games.init(screen_width = 200, screen_height = 150, fps = 50)
explosion_files = ["explosion1.bmp",
"explosion2.bmp",
"explosion3.bmp",
"explosion4.bmp",
"explosion5.bmp",
"explosion6.bmp",
"explosion7.bmp",
"explosion8.bmp",
"explosion9.bmp"]
def display_score(score):
display_score = games.Text(value = score + 1, size = 25, color = color.black,
top = 5, right = games.screen.width - 10)
games.screen.add(display_score)
#increase the score
score = score + 1
class Packman(games.Sprite):
"""Create a Gumpy that is controlled by the mouse"""
image = games.load_image("packman.png")
def __init__(self, x = games.mouse.x, y = games.mouse.y):
"""Initialise packman"""
super(Packman,self).__init__(image = Packman.image,
x = games.mouse.x,
y = games.mouse.y)
oldx = games.mouse.x
oldy = games.mouse.y
def display_score(score):
display_score = games.Text(value = score + 1, size = 25, color = color.black,
top = 5, right = games.screen.width - 10)
games.screen.add(display_score)
#increase the score
score = score + 1
def update(self):
"""Move Packman's x and y coordinates"""
oldx = self.x
oldy = self.y
self.x = games.mouse.x
self.y = games.mouse.y
if(self.x < oldx):
self.angle = 180
if(self.x > oldx):
self.angle = 0
self.check_collide()
def check_collide(self):
"""Check if collides with ball"""
for packman in self.overlapping_sprites:
packman.handle_collide()
class Ball(games.Sprite):
""" Create the moving balls"""
def update(self):
"""Change the direction when the ball reached the edge"""
if self.right > games.screen.width or self.left < 0:
self.dx = -self.dx
if self.bottom > games.screen.height or self.top < 0:
self.dy = -self.dy
def handle_collide(self):
"""Something must happen when the ball collides"""
#Explosive sound
sound = games.load_sound("explosion.wav")
sound.play()
explosion = games.Animation(images = explosion_files, x = self.x, y = self.y,
n_repeats = 5, repeat_interval = 5,
is_collideable = False)
games.screen.add(explosion)
self.x = random.randrange(games.screen.width)
self.y = random.randrange(games.screen.height)
display_score(1)
def randomX():
"""Generate random x values"""
rx = random.randrange(games.screen.width)
return rx
def ramdomY():
"""Generate random y values"""
ry = random.randrange(games.screen.width)
return ry
def main():
#Set background
wall_image = games.load_image("wall.jpg", transparent = False)
games.screen.background = wall_image
games.mouse.is_visible = False
games.screen.event_grab = True
#Display score
display_score(0)
#Load and display the balls( red, green and blue)
ball_image = games.load_image("ball_red.png")
ball_red = Ball(image = ball_image,
x = random.randrange(games.screen.width),
y = random.randrange(games.screen.height),
dx = 1, dy = 1)
games.screen.add(ball_red)
ball_image = games.load_image("ball_green.png")
ball_green = Ball(image = ball_image,
x = random.randrange(games.screen.width),
y = random.randrange(games.screen.height),
dx = 1, dy = 1)
games.screen.add(ball_green)
ball_image = games.load_image("ball_blue.png")
ball_blue = Ball(image = ball_image,
x = random.randrange(games.screen.width),
y = random.randrange(games.screen.height),
dx = 1, dy = 1)
games.screen.add(ball_blue)
packman_1 = Packman()
games.screen.add(packman_1)
games.screen.mainloop()
main()

The score is not updating because you are incrementing a local variable of the method display_score. You can make it a class member of Packman, for example:
def __init__(self, x = games.mouse.x, y = games.mouse.y):
"""Initialise packman"""
# do something ...
# initialize the score variable
self._score = 0
And then,
def display_score(self):
display_score = games.Text(value = self._score, size = 25,
color = color.black, top = 5, right = games.screen.width - 10)
games.screen.add(display_score)
#increase the score
self._score += 1 # add one to the current value
You missed the self argument in the definition of the method!

Related

Why Ursina collider doesn't work properly?

I create an object:
class Tube(Entity):
def __init__(self, position):
super().__init__(
model = 'quad',
color = color.white,
position = position,
scale = Vec2(0.6,6),
collider = 'box'
and a ball object:
class Ball(Entity):
def __init__(self, color, position, neuronWeights):
super().__init__(
model = 'circle',
color = color,
position = position,
scale = 0.4,
collider = 'sphere'
)
self.tube = 0
self.speed = 0
def update(self):
# Move
self.y -= self.speed*time.dt
self.speed += 8*time.dt
# Update tube ID
if tubes[self.tube].upTube.x +1 <= self.x:
self.tube += 1
# Get tube coordinates
tubeX = tubes[self.tube].upTube.x
tubeY = tubes[self.tube].y_position
tubeX -= self.x
tubeY -= self.y
# Check position
if self.y <= -4 or self.y >= 4:
self.disable()
# Hit
hit_info = self.intersects(ignore=(self,),debug=True)
if str(hit_info.entity) == 'tube':
print(hit_info.entities)
self.disable()
def jump(self):
self.speed = -4
Then I use the "intersects" method to check the collision:
hit_info = self.intersects(ignore=(self,),debug=True)
if str(hit_info.entity) == 'tube':
self.disable()
But every time a "ball" pass the "tube" x coordinate (even when the ball is under the tube and doesn't touch it, like the image below) it say they ara intersects.
How can I fix it?
Here the entire code (I removed only some functions that I had created in my opinion useless to bring back here):
from ursina import *
from random import *
from math import *
app = Ursina()
tubes = []
balls = []
start = True
gen = 1
ballsPerGen = 50
tubeDistance = 4
tubeSpace = 1
class Ball(Entity):
def __init__(self, color, position, neuronWeights):
super().__init__(
model = 'circle',
color = color,
collider = 'box',
position = position,
scale = 0.4
)
self.tube = 0
self.speed = 0
self.neuron = Neuron(neuronWeights[0],neuronWeights[1],neuronWeights[2],neuronWeights[3],
neuronWeights[4],neuronWeights[5],neuronWeights[6],neuronWeights[7],
neuronWeights[8],neuronWeights[9],neuronWeights[10],neuronWeights[11],
neuronWeights[12],neuronWeights[13],neuronWeights[14],neuronWeights[15], neuronWeights[16])
def update(self):
# Move
self.y -= self.speed*time.dt
self.speed += 8*time.dt
# Update tube ID
if tubes[self.tube].upTube.x +1 <= self.x:
self.tube += 1
# Get tube coordinates
tubeX = tubes[self.tube].upTube.x
tubeY = tubes[self.tube].y_position
tubeX -= self.x
tubeY -= self.y
# Jump
jump = self.neuron.jump(tubeX, tubeY)
if jump == 1:
self.jump()
# Check position
if self.y <= -4 or self.y >= 4:
self.disable()
# Hit
hit_info = self.intersects(ignore=(self,),debug=True)
if str(hit_info.entity) == 'tube':
print(hit_info.entities)
self.disable()
def jump(self):
self.speed = -4
class Tube(Entity):
def __init__(self, position):
super().__init__(
model = 'quad',
color = color.white,
collider = 'box',
position = position,
scale = Vec2(0.6,6)
)
self.spawn = True
def update(self):
self.x -= 2*time.dt
# Spawn new tube
if self.y>=2 and self.x<tubeDistance and self.spawn:
self.spawn = False
new_tube = Tubes()
tubes.append(new_tube)
class Tubes():
def __init__(self):
self.y_position = uniform(-2,2)
self.upTube = Tube(Vec2(8,3+tubeSpace+self.y_position))
self.downTube = Tube(Vec2(8,-(3+tubeSpace)+self.y_position))
class Neuron:
def __init__(self, ...):
...
def jump(self, tubeX, tubeY):
# return 1 or 0
def firstGeneration():
balls = []
for _ in range(ballsPerGen):
ball = Ball(randomColor(), Vec2(-5, uniform(-3,3)), initRandomWeights())
balls.append(ball)
return balls
def newGeneration(weights):
balls = []
for _ in range(ballsPerGen):
ball = Ball(randomColor(), Vec2(-5, uniform(-3,3)), mutations(weights))
balls.append(ball)
return balls
def update():
global start
global tubes
global balls
global gen
global lastBall
if held_keys['space']:
application.time_scale = 0.1
else:
application.time_scale = 1
# Start
if start:
start = False
tube = Tubes()
tubes.append(tube)
balls = firstGeneration()
print("\nGen 1")
# New gen
finish = True
for ball in balls:
if ball.enabled == True:
lastBall = ball
finish = False
break
if finish:
for tube in tubes:
tube.upTube.disable()
tube.downTube.disable()
tubes = []
tube = Tubes()
tubes.append(tube)
max = 0
bestBall = balls[0]
# Best ball
for ball in balls:
if ball.tube>max:
max = ball.tube
bestBall = ball
print("Best score: ", bestBall.tube)
balls = []
newWeights = lastBall.neuron.weights
balls = newGeneration(newWeights)
gen += 1
print('\nGen ', gen)
app.run()
It seems you were having some problems with the intersection.
I will comment in code where the problem was:
from ursina import *
from ursina.prefabs import *
app = Ursina()
EditorCamera()
ground = Entity(model='plane', scale = 30, collider='plane')
bird = Entity(model = 'circle',
color = color.yellow,
position=(0,10,0),
scale = 0.4,
collider = 'sphere'
)
tube = Entity(model = 'quad',
color = color.white,
position = (0,0,0),
scale = Vec2(20,6),
collider = 'box'
)
def update():
# Hit
hit_info = bird.intersects(ignore=(),debug=True)
if hit_info.entity == tube: ## HERE <------------
# You had if str(hit_info.entity) == 'tube':
print(hit_info.entities)
def input(key):
if key == 'a':
bird.y -= 1
app.run()

Genetic algorithm for "smart dots" in python doesn't work

For the past few days I've been trying to implement the so called "Smart dots" game. I first saw it on Code Bullet youtube channel: https://www.youtube.com/watch?v=BOZfhUcNiqk. Unfortunately it was coded in Processing language, while the only language I barely know is Python. I finished my python version of the game but some bugs have appeared.
The problem is that on the second generation dots that are selected to be the best just stop moving almost instantly. I think that it has something to do with me being bad at OOP and copying the Brain class wrong. Steps(which i use for movement) Jump from zero(that is set at the beginning) to max value(200) at the first or second looping of the main loop. But the problems don't stop there. At the next generation, when i try to set brain step to zero, it just breaks with:
AttributeError: 'NoneType' object has no attribute 'brain'
I tried setting up the new brain manually but i still get the same errors. If anyone who already made this or has time to spare can help me with this error or even project i would appreciate it.
I know the code has a lot of unused things but that's just the product of me trying to fix it
:(
The commented out code is some of the old code i used.
main2.py(main loop):
import pygame
import klase2
pygame.init()
def main():
win = pygame.display.set_mode((klase2.WIN_W, klase2.WIN_H))
clock = pygame.time.Clock()
population = klase2.Population()
dots = population.return_dots(1000)
goal = klase2.Goal()
run = True
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
win.fill((255, 255, 255))
goal.draw_goal(win)
for dot in dots:
dot.draw_dot(win)
dot.update_dot()
if population.all_dots_dead():
# natural selection
population.natural_selection()
# mutation
dots = population.mutate_dots()
population.gen += 1
print(population.gen)
pygame.display.update()
main()
kase2(handles all the functions and classes):
import pygame
import numpy as np
from pygame import gfxdraw
import math
import random
pygame.init()
WIN_W = 500
WIN_H = 500
class Brain:
def __init__(self, size):
self.step = 0
self.size = size
self.directionsx = np.array(np.random.uniform(low=-2.5, high=2.5, size=int(self.size / 2)))
self.directionsy = np.array(np.random.uniform(low=-2.5, high=2.5, size=int(self.size / 2)))
def clone(self):
self.size = self.size
self.directionsx = self.directionsx
self.directionsy = self.directionsy
self.step = 0
class Goal:
def __init__(self):
self.x = WIN_W / 2
self.y = 10
self.color = (255, 20, 20)
self.r = 5
def draw_goal(self, win):
pygame.gfxdraw.aacircle(win, int(self.x), int(self.y), self.r, self.color)
pygame.gfxdraw.filled_circle(win, int(self.x), int(self.y), self.r, self.color)
class Dot:
goal = Goal()
def __init__(self):
self.tick = 0
self.goal = Goal()
self.brain = Brain(400)
self.velx = 0
self.vely = 0
self.accx = 0
self.accy = 0
self.x = WIN_W / 2
self.y = WIN_H - 10
self.r = 3
self.color = (0, 0, 0)
self.alive = True
self.velLimit = 5
self.fitness = 0
def draw_dot(self, win):
pygame.gfxdraw.aacircle(win, int(self.x), int(self.y), self.r, self.color)
pygame.gfxdraw.filled_circle(win, int(self.x), int(self.y), self.r, self.color)
def move_dot(self):
if self.brain.size / 2 > self.brain.step:
self.accx = self.brain.directionsx[self.brain.step]
self.accy = self.brain.directionsy[self.brain.step]
self.brain.step += 1
else:
self.alive = False
self.velx += self.accx
self.vely += self.accy
if self.velx > self.velLimit:
self.velx = self.velLimit
elif self.velx < -self.velLimit:
self.velx = -self.velLimit
if self.vely > self.velLimit:
self.vely = self.velLimit
elif self.vely < -self.velLimit:
self.vely = -self.velLimit
self.x += self.velx
self.y += self.vely
def update_dot(self):
if not self.reached_goal():
self.tick += 1
if self.alive:
self.move_dot()
if self.x < 0 + self.r or self.x > WIN_W - self.r or self.y < 0 + self.r or self.y > WIN_H - self.r or self.reached_goal():
self.alive = False
def distance_to_goal(self):
a = abs(self.x - self.goal.x)
b = abs(self.y - self.goal.y)
return math.sqrt(a**2 + b**2)
def reached_goal(self):
if self.distance_to_goal() <= self.r + self.goal.r:
return True
return False
def fitness_dot(self):
if self.reached_goal():
self.fitness = 1 / (self.brain.step)
else:
self.fitness = 1 / (self.distance_to_goal()**2)
return self.fitness
class Population:
def __init__(self):
self.dots = []
self.newDots = []
self.gen = 0
self.mutateChance = 800
self.size = 0
self.fitness_sum = 0
def return_dots(self, size):
self.size = size
for _ in range(size):
self.dots.append(Dot())
return self.dots
def all_dots_dead(self):
for i in range(len(self.dots)):
if self.dots[i].alive:
return False
return True
def sort_dots(self):
self.dots = sorted(self.dots, key=lambda dot: dot.fitness, reverse=True)
def sum_fitness(self):
for dot in self.dots:
self.fitness_sum += dot.fitness_dot()
return self.fitness_sum
def get_parent(self):
rand = random.uniform(0, self.fitness_sum)
running_sum = 0
for dot in self.dots:
running_sum += dot.fitness
if running_sum >= rand:
return dot
def natural_selection(self):
for dot in self.dots:
dot.fitness_dot()
self.sort_dots()
self.newDots.append(self.dots[0])
self.sum_fitness()
for i in range(1, len(self.dots)):
parent = self.get_parent()
self.newDots.append(Dot())
self.newDots[i].brain = parent.brain
self.newDots[i].brain.step = 0
self.dots = self.newDots
def mutate_dots(self):
for i in range(1, len(self.dots)):
rand = random.randint(0, 1000)
if rand > self.mutateChance:
self.dots[i].brain.directionsx = np.array(np.random.uniform(low=-2.5, high=2.5, size=int(self.dots[i].brain.size / 2)))
self.dots[i].brain.directionsy = np.array(np.random.uniform(low=-2.5, high=2.5, size=int(self.dots[i].brain.size / 2)))
return self.dots
# def natural_selection(self):
# self.selectedDots = []
# for dot in self.dots:
# dot.fitness_dot()
# self.sort_dots()
# for i in range(0, int(len(self.dots) / 3)):
# self.selectedDots.append(self.dots[i])
# self.selectedDots[i].tick = 0
# self.selectedDots[i].velx = 0
# self.selectedDots[i].vely = 0
# self.selectedDots[i].accx = 0
# self.selectedDots[i].accy = 0
# self.selectedDots[i].x = WIN_W / 2
# self.selectedDots[i].y = WIN_H - 10
# self.selectedDots[i].alive = True
# self.selectedDots[i].fitness = 0
# self.selectedDots[i].brain.step = 0
# self.selectedDots[i].goal = Goal()
#
# def new_dots(self):
# for i in range(len(self.selectedDots), len(self.dots)):
# self.selectedDots.append(Dot())
# self.dots = self.selectedDots
#
# def mutate_dots(self):
# for i, dot in enumerate(self.dots):
# isMutating = random.randint(0, 1000)
# if self.mutateChance > isMutating and i > int(len(self.dots) / 3) and i < (2 * int((len(self.dots) / 3))):
# for j in range(len(dot.brain.directionsx)):
# isMutatingDir = random.randint(0, 1000)
# if isMutatingDir >= 800:
# dot.brain.directionsx[j] = np.random.uniform(low=-2.5, high=2.5, size=1)
# for j in range(len(dot.brain.directionsy)):
# isMutatingDir = random.randint(0, 1000)
# if isMutatingDir >= 800:
# dot.brain.directionsy[j] = np.random.uniform(low=-2.5, high=2.5, size=1)
# return self.dots
'''
def natural_selection(self):
self.selectedDots = []
for dot in self.dots:
dot.fitness_dot()
self.sort_dots()
self.selectedDots = self.dots[0:int(0.3 * len(self.dots))]
def new_dots(self):
for i in range(len(self.dots) - int(0.3 * len(self.dots))):
self.selectedDots.append(self.dots[i])
self.dots = []
def mutate_dots(self):
for i, selectedDot in enumerate(self.selectedDots):
self.tick = 0
self.x = WIN_W / 2
self.y = WIN_H - 10
self.r = 3
self.alive = True
self.velLimit = 5
self.fitness = 0
self.dots = self.selectedDots
return self.dots
'''
'''
def mutate_dots(self):
for i, selectedDot in enumerate(self.selectedDots):
selectedDot.alive = True
if i >= 1:
isMutating = random.randint(0, 1000)
if isMutating <= self.mutateChance:
for j in range(len(selectedDot.brain.directionsx)):
isMutatingDir = random.randint(0, 1000)
if isMutatingDir >= 800:
selectedDot.brain.directionsx[j] = np.random.uniform(low=-2.5, high=2.5, size=1)
for j in range(len(selectedDot.brain.directionsy)):
isMutatingDir = random.randint(0, 1000)
if isMutatingDir >= 800:
selectedDot.brain.directionsy[j] = np.random.uniform(low=-2.5, high=2.5, size=1)
elif isMutating <= 800:
selectedDot.brain.directionsx = np.array(np.random.uniform(low=-2.5, high=2.5, size=200))
selectedDot.brain.directionsy = np.array(np.random.uniform(low=-2.5, high=2.5, size=200))
self.newDots.append(selectedDot)
return self.newDots
'''
The NoneType error is caused by the get_parent method. It searches for a child dot, but has no return value if the search fails (same effect as return None). This code will get past that error
def get_parent(self):
rand = random.uniform(0, self.fitness_sum)
running_sum = 0
for dot in self.dots:
running_sum += dot.fitness
if running_sum >= rand:
return dot
return self.dots[0] # search failed, return 1st dot

Why isn't my pygame display displaying anything?

I am working on a program that evolves creatures over time using a genetic algorithm. However, for some reason, my pygame display stopped working and I have absolutely no idea why. When I run the program, the window opens but then it just sits on a black screen. I have tested to see where the program gets to and about 38 creatures die then nothing happens. However, these creatures should be displaying before their deaths also, but they aren't.Any help would be wonderful! Thank you for all your time!
Here's my code:
import numpy as np
import pygame
import random
#Initializes Pygame & Creates Window
pygame.init()
backgroundColor = (255, 255, 255)
screenSize = (800, 600)
screen = pygame.display.set_mode(screenSize)
pygame.display.set_caption("Genetic Algorithm")
screen.fill(backgroundColor)
clock = pygame.time.Clock()
#Loads Images & Rectangles
creaturePNG = pygame.image.load("Creature.png").convert_alpha()
foodPNG = pygame.image.load("Food.png").convert_alpha()
#Establishes Size Of Population
creatureCount = 40
deadCreatures = []
numGenerations = 10
#Generates Random 12 Digit DNA For First Generation
def initialDNA():
while True:
randomDNA = ""
total = 0
for i in range(12):
digit = random.randint(1, 9)
total += digit
digit = str(digit)
randomDNA = randomDNA + digit
if total <= 60:
break
return randomDNA
def reproduce(deadCreatureList, creatureCount):
reproducingCreatures = deadCreatureList[0.5*creatureCount:creatureCount]
for i in range(0.25*creatureCount):
creature1 = reproducingCreatures[0]
del reproducingCreatures[0]
creature2 = reproducingCreatures[0]
del reproducingCreatures[0]
DNA1 = str(creature1.DNA)
DNA2 = str(creature2.DNA)
crosspoint = random.randint(0, 12)
newDNA1 = int(DNA1[0:crosspoint] + DNA2[crosspoint:])
newDNA2 = int(DNA2[0:crosspoint] + DNA1[crosspoint:])
return newDNA1, newDNA2
#Creates Creatures From DNA
class Creature:
def __init__(self, DNA, image):
self.DNA = DNA
self.speed = (int(self.DNA[0:2])/100) + 1
self.strength = int(DNA[2:4])/10
self.foodCap = int(DNA[4:6])
self.maxHealth = int(DNA[6:8])
self.health = self.maxHealth
self.regeneration = int(DNA[8:10])/10
self.turnProbability = int(DNA[10:12])
self.currentFood = self.foodCap
self.image = image
self.rect = self.image.get_rect()
self.directions = [-1, 1]
self.directionX = random.choice(self.directions)
self.directionY = random.choice(self.directions)
self.isAlive = True
def spawn(self):
self.x = random.randint(25, 775)
self.y = random.randint(25, 575)
self.loc = (self.x, self.y)
self.rect = pygame.Rect(0, 0, 25, 25)
self.rect.center = self.loc
def move(self):
changeDirection = random.randint(0, 100)
if changeDirection < self.turnProbability:
self.directionX = random.choice(self.directions)
self.directionY = random.choice(self.directions)
self.x += self.directionX * self.speed
self.y += self.directionY * self.speed
if self.x > 775:
self.x = 775
elif self.x < 25:
self.x = 25
elif self.y > 575:
self.y = 575
elif self.y < 25:
self.y = 25
self.loc = (self.x, self.y)
self.rect.center = self.loc
def foodCollision(self, foodList):
foodRects = []
for i in range(25):
food = foodList[i]
foodRect = food.rect
foodRects.append(foodRect)
collision = self.rect.collidelist(foodRects)
if collision > 0:
self.currentFood += 20
if self.currentFood > self.foodCap:
self.currentFood = self.foodCap
def creatureCollision(self, creatureList, creatureCount, creatureNumber):
creatureRects = []
for i in range(creatureCount):
creature = creatures[i]
creatureRect = creature.rect
creatureRects.append(creatureRect)
collision = self.rect.collidelist(creatureRects)
creature = creatures[collision]
if collision >= 0:
if collision != creatureNumber:
if creature.health > 0:
self.health -= creature.strength
if self.health < 0:
self.health = 0
def starve(self):
if self.currentFood == 0:
self.health -= 1
def display(self):
screen.blit(self.image, self.loc)
#Creates Food Objects For Creatures To Eat
class Food:
def __init__(self, image):
self.image = image
self.rect = self.image.get_rect()
def spawn(self):
self.x = random.randint(25, 775)
self.y = random.randint(25, 575)
self.loc = (self.x, self.y)
self.rect = pygame.Rect(0, 0, 25, 25)
self.rect.center = self.loc
def creatureCollision(self, creatureList, creatureCount):
creatureRects = []
for i in range(creatureCount):
creature = creatures[i]
creatureRects.append(creature.rect)
collision = self.rect.collidelist(creatureRects)
creature = creatures[collision]
if collision >= 0:
if creature.health > 0:
self.spawn()
def display(self):
screen.blit(self.image, self.loc)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill(backgroundColor)
for i in range(numGenerations):
if i == 0:
#Spawns Creatures Into World
creatures = []
for i in range(creatureCount):
DNA = initialDNA()
print (DNA)
creature = Creature(DNA, creaturePNG)
creature.spawn()
creatures.append(creature)
elif i > 0:
creatures = []
for i in range(0.5*creatureCount):
DNA1, DNA2 = reproduce(deadCreatures, creatureCount)
print (DNA1, DNA2)
creature1, creature2 = Creature(DNA1, creaturePNG), Creature(DNA2, creaturePNG)
creature.spawn()
creatures.append(creature)
#Spawns Food Into World
foodList = []
for i in range(25):
food = Food(foodPNG)
food.spawn()
foodList.append(food)
livingCreatures = True
while livingCreatures:
for i in range(25):
food = foodList[i]
food.creatureCollision(creatures, creatureCount)
food.display()
for i in range(creatureCount):
creature = creatures[i]
if creature.health > 0:
creature.move()
creature.foodCollision(foodList)
creature.creatureCollision(creatures, creatureCount, i)
creature.currentFood -= 0.5
if creature.currentFood < 0:
creature.currentFood = 0
if creature.currentFood > 0:
creature.health += creature.regeneration
if creature.health > creature.maxHealth:
creature.health = creature.maxHealth
creature.starve()
creature.display()
if creature.isAlive == True:
if creature.health == 0:
print ("DEATH")
deadCreatures.append(i)
creature.isAlive = False
if len(deadCreatures) == creatureCount:
livingCreatures = False
pygame.display.flip()
clock.tick(10)
I suspect the livingCreatures variable is never set to False, so the pygame.display.flip() never gets called--and you won't see anything on the screen at all until you flip the buffers. The fact that you're filling the screen with a color, but then still seeing black, is a dead giveaway for this sort of problem.
In the future, you should also try to reproduce the problem in a simpler example without domain-specific, irrelevant code.

python 2.6, pygame, pong ball wont go on y corrodinate correctly

trying to get the ball to move along the y coordinate, it wont work, more explanation at bottom
from livewires import games, color
games.init(screen_width = 640, screen_height = 480, fps = 50)
points = games.Text(value = 0, size = 25, color = color.green,
bottom = games.screen.height - 5, left = 10)
games.screen.add(points)
class Paddle(games.Sprite):
image = games.load_image("paddle.bmp")
def __init__(self):
super(Paddle, self).__init__(image = Paddle.image, y = games.mouse.y, right = games.screen.width)
def update(self):
""" Move to mouse x position. """
self.y = games.mouse.y
if self.top < 0:
self.top = 0
if self.bottom > games.screen.height:
self.bottom = games.screen.height
self.check_bounce()
def check_bounce(self):
for bouncingBall in self.overlapping_sprites:
bouncingBall.handle_bounce()
class BouncingBall(games.Sprite):
image = games.load_image("ball.bmp")
def __init__(self, x, y, dx, dy):
super(BouncingBall, self).__init__(image = BouncingBall.image, x = x, y = y, dx = dx, dy = dy)
def update(self):
""" Check if bottom edge has reached screen bottom. """
if self.top > 0 or self.bottom < games.screen.height:
self.dy = -self.dy
if self.left < 0:
self.dx = -self.dx
if self.right > games.screen.width:
self.end_game()
def handle_bounce(self):
global points
points.value += 10
points.left = 10
self.dx = -self.dx
def end_game(self):
end_message = games.Message(value = "GAME OVER",
size = 90,
color = color.red,
x = games.screen.width/2,
y = games.screen.height/2,
lifetime = 10 * games.screen.fps,
after_death = games.screen.quit)
games.screen.add(end_message)
def main():
background_image = games.load_image("background.png", transparent = False)
games.screen.background = background_image
the_paddle = Paddle()
games.screen.add(the_paddle)
games.mouse.is_visible = False
new_ball = BouncingBall(x = games.screen.width/2, y = games.screen.height/2, dx = 2, dy = 2) #<-believe it is right here im messing up
games.screen.add(new_ball)
games.screen.mainloop()
main()
I am having a horrible time at getting my ball to correctly follow the y coordinate, I believe I am doing it wrong when i create instance new_ball, (main function) but i have no idea lol, anyone see what im doing wrong?
Make sure that this line
if self.top > 0 or self.bottom < games.screen.height:
self.dy = -self.dy
Isn't constantly evaluating to True. If so, your y-velocity will constantly toggle and the ball will never appear to change y coordinate.

Quick debugging question [Python, pygame]

It's still an incomplete program, but for some reason the value of the textbox doesn't increase when it should... Why is this??
When the Pizza sprite overlaps with the Pan sprite, the score in the textbox is supposed to increase in value by 10. Why does this not occur?
Thanks!
'''
Created on Jul 1, 2011
#author: ******* Louis
'''
#Watch me do.
from livewires import games, color
import random
games.init (screen_width = 640, screen_height = 480, fps = 50)
#Pizza Class
class Pizza (games.Sprite):
pizzaimage = games.load_image ("pizza.bmp", transparent = True)
def __init__(self, x = random.randrange(640), y = 90, dy = 4):
super (Pizza, self).__init__(x = x,
y = y,
image = Pizza.pizzaimage,
dy = dy)
def handle_caught (self):
self.destroy()
class Pan (games.Sprite):
panimage = games.load_image ("pan.bmp", transparent = True)
def __init__ (self, x = games.mouse.x, y = games.mouse.y):
super (Pan, self).__init__(x = x,
y = y,
image = Pan.panimage)
self.score = 0
self.textbox = games.Text (value = str(self.score),
size = 20,
color = color.black,
x = 550,
y = 50)
games.screen.add(self.textbox)
def update (self): #WWWWOW There is actually an *update* method
self.x = games.mouse.x
self.y = games.mouse.y
if self.left < 0:
self.left = 0
if self.right >640:
self.right = 640
if self.top < 0:
self.top = 0
if self.bottom > 480:
self.bottom = 480
self.check_collision()
def check_collision (self):
for Pizza in self.overlapping_sprites:
self.score = self.score + 10
Pizza.handle_caught()
#main
def main():
wallbackground = games.load_image ("wall.jpg", transparent = False)
games.screen.background = wallbackground
games.screen.add(Pizza())
games.screen.add(Pan())
games.mouse.is_visible = False
games.screen.event_grab = True
games.screen.mainloop()
main()
The textbox takes a value that is a string. When you create the textbox, you create a string from the current value of score, and set the text to that string. No lasting connection between score and textbox is made.
The textbox probably has a method available to update its text; call that method with the value str(self.score) after you increment the score.

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