Why is the explosion showing immediately? [duplicate] - python

This question already has answers here:
How to wait some time in pygame?
(3 answers)
Closed 18 days ago.
I am trying to handle the collision with shot and asteroid, but after the collision I want to add an explosion.
I added a timer so the explosion is going to show on the screen after some time, but the the explosion shows immediately, and I dont see the problem. This is the function with the problem in my code.
def handle_collision_with_shot_asteroid(self):
for asteroid_rect in self.asteroid_list:
for shot_rect in self.shots:
# check for collision
if asteroid_rect.colliderect(shot_rect):
# remove the shot and the asteroid from the screen
self.asteroid_list.remove(asteroid_rect)
self.shots.remove(shot_rect)
# create an effect after the asteroid get shot
explosion_rect = self.explosion_big.get_rect(center=(asteroid_rect.x+29, asteroid_rect.y+29))
# record the time the explosion started
self.explosion_start_time = pygame.time.get_ticks()
try:
if pygame.time.get_ticks() - self.explosion_start_time > 1000:
# show the explosion
screen.blit(self.explosion_big, explosion_rect)
# Reset the explosion start time so it doesn't show again
self.explosion_start_time = 0
except:
pass

I believe that you should be doing something like
if pygame.time.get_ticks() - self.explosion_start_time > 2000:
Also check if the api for ticks() returns what you expect it to.

i fix it with this code:
def handle_collision_with_shot_asteroid(self):
for asteroid_rect in self.asteroid_list:
for shot_rect in self.shots:
# check for collision
if asteroid_rect.colliderect(shot_rect):
# remove the shot and the asteroid from the screen
self.asteroid_list.remove(asteroid_rect)
self.shots.remove(shot_rect)
# record the time the explosion started
self.explosion_start_time = pygame.time.get_ticks()
# defined the x,y of the explosion
self.x,self.y = asteroid_rect.x-20, asteroid_rect.y+15
if self.explosion_start_time:
if pygame.time.get_ticks() - self.explosion_start_time > 200:
# show the explosion
screen.blit(self.explosion_big, (self.x,self.y))
# Reset the explosion start time so it doesn't show again
self.explosion_start_time = 0

Related

Timer in python reset [duplicate]

This question already has answers here:
How to run multiple while loops at a time in Pygame
(1 answer)
Issues with pygame.time.get_ticks() [duplicate]
(1 answer)
Closed 1 year ago.
Hey i am trying to get a timer for my game how do i reset this
start_ticks=pygame.time.get_ticks() #starter tick
while mainloop: # mainloop
seconds=(pygame.time.get_ticks()-start_ticks)/1000 #calculate how many seconds
if seconds>10: # if more than 10 seconds close the game
break
print (seconds) #print how many seconds
thank you all for helping =)
Your timer starts at the time stored in the variable start_ticks. If you want to rest the timer, you must therefore set a new value for the start_ticks variable. Assign the current time (pygame.time.get_ticks()) to start_ticks when the timer needs to be reset:
start_ticks = pygame.time.get_ticks()
while mainloop:
seconds = (pygame.time.get_ticks() - start_ticks)/1000
if seconds > 10:
start_ticks = pygame.time.get_ticks()

How can I create a timer that will start at a certain time and wont interupt my program in pygame?

I am making this game where you use the w, a, s, d keys to move a ball. I am trying to make a timer that starts when you press "start game". The problem is, when I do something like time.sleep, it interrupts the movement of the ball. I want to render the timer in the top right corner of the screen and make it 1 minute (also I will make a conditional statement for when the timer stops so I would like that to be possible).
This is what I believe would be easiest, and fit your needs the best.
clock = pygame.time.Clock()
fps = 60 # Or whatever frame-rate you want to cap the game at.
time = 0
game_started = False
# This is the main loop.
while True:
dt = clock.tick(fps)
if game_started:
time += dt
if time >= 60000: # 60 seconds.
game_started = False
# Then handle, events, update/draw objects etc.
Just set game_started = True when you press the button and the time variable will start to increment in time. Then you can just draw the time variable to the screen however you like. If you don't want to draw it when it isn't running then just blit it when game_started is True.

Change the character image for a while in Python Pygame

I am struggling with a problem I can't solve.
I want to change the image of my character when the enemy hurts it.
In pseudocode, it would be like this:
*If enemy collides -> player close eyes and get red;*
*After 0.50 seg -> player gets normal back again*
I tried to do it with Clock and Timers but it is very difficult. I only get changing the image, but not getting it back.
Any ideas?
Thank you!
I would assume it's as easy as this. pygame.time.set_timer(x, y) basically creates an x event on the event stack every y milliseconds.
# Main game loop
while True:
# display stuff and other parts of your game
# replace this with whatever detection you have for collision
if enemycollide:
player.setSprite(1)
pygame.time.set_timer(14, 500) # 500 milliseconds = .5 seconds
# event handling
for event in pygame.event.get():
if event.type == 14:
player.setSprite(0)
pygame.time.set_timer(14, 0) # Disable the timer

Randomly Spawning an Image

I created this function that randomly spawn a dot, but because its in my game loop the dot just does not stay where it is. I want it to spawn a dot and then wait 6 seconds and spawn another one randomly, but the first still being there. Because there is other things happening on the screen at the same time I cant use time.sleep(6). Any help solving this would be really appreciated.
def random_spawn():
image_x = random.randrange(122, 476)
image_y = random.randrange(90, 350)
screen.blit(Green, (image_x, image_y))
Don't use time.sleep. In general, in game programming, you never want to use time.sleep for any reason.
In your case, you just need to check a timer or clock every so often, and if the time is up, run your spawn function.
This is what a typical game loop will look like:
while True:
# get/handle player input
# update game state
# update sprites
# draw background
# draw sprites
# flip display
In your case, when you update your game state, you should check how much time has passed since you last spawned your random sprite. If it has been longer than 6 seconds, spawn a new one.
It will look something like this:
if time.clock() - last_spawn_time > 6.0:
random_spawn()
I think a way to fix this would be to only randomly spawn a dot if certain conditions are met. So you can define a function that randomly generates new coordinates outside of your main function (and returns them). Then your main game loop will take care of rendering the dot on the screen if certain conditions are met. For example:
image_x, image_y = get_random_coordinates()
while True:
if time.clock() - last_spawn_time > 6.0:
image_x, image_y = get_random_coordinates()
last_spawn_time = time.clock()
screen.blit(Green, (image_x, image_y))
So the idea is that you draw the same random coordinates, and keep drawing those same coordinates until the time between your last spawning and now is more than 6 seconds.
If you are trying to avoid using threads, and just using a while loop, perhaps this might work:
import time
def my_function():
print 'it has been about 6 seconds'
prev_time_stamp = time.time()
while True:
#do something
#do something else
if time.time() > prev_time_stamp + 6:
prev_time_stamp = time.time()
my_function()
#do something else
import random module:
import random
create random coordinates:
rand_X = (random.randrange(0, display_width - image_width)
rand_Y = (random.randrange(0, display_height - image_height)
blit image:
gameDisplay.blit(yourimage,(randAppleX,randAppleY))

Do something every x (milli)seconds in pygame

I'm learing Python and Pygame, and my first thing I'm making is a simple Snake game. I'm trying to make it so that the snake moves once every 0.25 seconds. Here is the part of my code that loops:
while True:
check_for_quit()
clear_screen()
draw_snake()
draw_food()
check_for_direction_change()
move_snake() #How do I make it so that this loop runs at normal speed, but move_snake() only executes once every 0.25 seconds?
pygame.display.update()
I want all of the other function to run normally, but move_snake() to only occur once every 0.25 seconds. I've looked it up and found a few answers but they all seem too complicated for someone who's making their first ever Python script.
Would it be possible to actually get an example of what my code should look like rather than just telling me which function I need to use? Thanks!
There are several approaches, like keeping track of the system time or using a Clock and counting ticks.
But the simplest way is to use the event queue and creating an event every x ms, using pygame.time.set_timer():
pygame.time.set_timer()
repeatedly create an event on the event queue
set_timer(eventid, milliseconds) -> None
Set an event type to appear on the event queue every given number of milliseconds. The first event will not appear until the amount of time has passed.
Every event type can have a separate timer attached to it. It is best to use the value between pygame.USEREVENT and pygame.NUMEVENTS.
To disable the timer for an event, set the milliseconds argument to 0.
Here's a small, running example where the snake moves every 250 ms:
import pygame
pygame.init()
screen = pygame.display.set_mode((300, 300))
player, dir, size = pygame.Rect(100,100,20,20), (0, 0), 20
MOVEEVENT, t, trail = pygame.USEREVENT+1, 250, []
pygame.time.set_timer(MOVEEVENT, t)
while True:
keys = pygame.key.get_pressed()
if keys[pygame.K_w]: dir = 0, -1
if keys[pygame.K_a]: dir = -1, 0
if keys[pygame.K_s]: dir = 0, 1
if keys[pygame.K_d]: dir = 1, 0
if pygame.event.get(pygame.QUIT): break
for e in pygame.event.get():
if e.type == MOVEEVENT: # is called every 't' milliseconds
trail.append(player.inflate((-10, -10)))
trail = trail[-5:]
player.move_ip(*[v*size for v in dir])
screen.fill((0,120,0))
for t in trail:
pygame.draw.rect(screen, (255,0,0), t)
pygame.draw.rect(screen, (255,0,0), player)
pygame.display.flip()
Use the Clock module of Pygame to keep track of time. Specifically the method tick of the Clock class will report to you the number of milliseconds since the last time you called tick. Therefore you can call tick once at the beginning (or at the end) of every iteration in your game loop and store its return value in a variable called dt. Then use dt to update your time-dependent game state variables.
time_elapsed_since_last_action = 0
clock = pygame.time.Clock()
while True: # game loop
# the following method returns the time since its last call in milliseconds
# it is good practice to store it in a variable called 'dt'
dt = clock.tick()
time_elapsed_since_last_action += dt
# dt is measured in milliseconds, therefore 250 ms = 0.25 seconds
if time_elapsed_since_last_action > 250:
snake.action() # move the snake here
time_elapsed_since_last_action = 0 # reset it to 0 so you can count again

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