Pygame character shaking for collisions - python

I'm practising at pygame and I was trying to implement block id detection in my code, but after I finished it I noticed that my character is shaking. For seeing if block id detection was the problem I temporarely removed it, but nothing changed. I checked what type of collisions is the character facing and saw that he detects whatever collision type only in 1 of 2 frames. So how can I fix it ?
import pygame
from pygame.locals import *
import os
pygame.init()
pygame.mixer.pre_init(4410, -16, 2, 512)
def check_collision(rect, tiles):
hit_list = []
for tile in tiles:
if rect.colliderect(tile):
hit_list.append(tile)
return hit_list
def move(rect, movement, tiles):
collision_types = {"top" : False, "bottom" : False, "right" : False, "left" : False}
rect.x += movement[0]
hit_list = check_collision(rect, tiles)
for hit in hit_list:
if movement[0] > 0:
collision_types["right"] = True
rect.right = hit.left
elif movement[0] < 0:
collision_types["left"] = True
rect.left = hit.right
rect.y += movement[1]
hit_dict = check_collision(rect, tiles)
for hit in hit_list:
if movement[1] > 0:
collision_types["bottom"] = True
rect.bottom = hit.top
elif movement[1] < 0:
collision_types["top"] = True
rect.top = hit.bottom
return rect, collision_types
def load_map(path):
map_file = open(path, "r")
content = map_file.read()
map_file.close()
content = content.split("\n")
game_map = []
for row in content:
game_map.append(list(row))
return game_map
def check_walk_frame(image_list, walking_counter, current):
if walking_counter%60 <= 20 and walking_counter%60 != 0:
current = image_list[0]
elif walking_counter%60 > 20 and walking_counter%60 <= 40:
current = image_list[1]
elif walking_counter%60 > 40 and walking_counter%60 < 60:
current = image_list[2]
elif walking_counter == 60:
walking_counter = 1
else:
current = image_list[1]
return current, walking_counter
game_map = load_map("game_map.txt")
class Player(object):
def __init__(self, x, y, image):
self.image = image
self.x = x
self.y = y
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height)
self.momentum = 0
self.speed = 6
self.moving_left = False
self.moving_right = False
WINDOW_WIDTH, WINDOW_HEIGHT = 1300, 650
FPS = 60
TILE_SIZE = 100
def main():
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
display = pygame.Surface((1200, 600))
Slid_animations = [pygame.transform.scale(pygame.image.load(os.path.join("Slid_anim\\Slid_anim2.png")).convert_alpha(), (82, 128)),
pygame.transform.scale(pygame.image.load(os.path.join("Slid_anim\\Slid_anim1.png")).convert_alpha(), (82, 128)),
pygame.transform.scale(pygame.image.load(os.path.join("Slid_anim\\Slid_anim3.png")).convert_alpha(), (82, 128))]
Slid_Current_Image = Slid_animations[1]
Dirt = pygame.image.load(os.path.join("dirt.png")).convert_alpha()
Grass = pygame.image.load(os.path.join("grass.png")).convert_alpha()
Dirt_image = pygame.transform.scale(Dirt, (TILE_SIZE, TILE_SIZE))
Grass_image = pygame.transform.scale(Grass, (TILE_SIZE, TILE_SIZE))
Sounds = {"grass_1" : pygame.mixer.Sound(os.path.join("grass_1.mp3")),
"grass_2" : pygame.mixer.Sound(os.path.join("grass_2.mp3")),
"jump" : pygame.mixer.Sound(os.path.join("jump.wav"))}
float_scroll = [0, 0]
scroll = [0, 0]
Walking_Counter = 0
Slid = Player(0, 100, Slid_Current_Image)
Cloud_Layer_1 = [pygame.Rect(200, 50, 150, 90), pygame.Rect(800, 150, 100, 60)]
Cloud_Layer_2 = [pygame.Rect(100, 80, 230, 110)]
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
display.fill((145, 255, 255))
cloud_1 = pygame.Rect(200-scroll[0]*0.8, 50-scroll[1]*0.5, 150, 90)
cloud_2 = pygame.Rect(100-scroll[0]*0.6, 80-scroll[1]*0.3, 230, 110)
cloud_3 = pygame.Rect(800-scroll[0]*0.8, 150-scroll[1]*0.5, 100, 60)
pygame.draw.rect(display, (50, 200, 200), cloud_1)
pygame.draw.rect(display, (0, 200, 200), cloud_2)
pygame.draw.rect(display, (50, 200, 200), cloud_3)
float_scroll[0] += (Slid.hitbox.x-scroll[0]-600) / 20
float_scroll[1] += (Slid.hitbox.y-scroll[1]-300) / 20
scroll = float_scroll.copy()
scroll[0] = int(scroll[0])
scroll[1] = int(scroll[1])
Slid_Current_Image, Walking_Counter = check_walk_frame(Slid_animations, Walking_Counter, Slid_Current_Image)
display.blit(Slid_Current_Image, (Slid.hitbox.x - scroll[0], Slid.hitbox.y - scroll[1]))
Tile_rects = []
y = 0
for tile_row in game_map:
x = 0
for tile in tile_row:
if tile == "1":
display.blit(Dirt_image, (x * TILE_SIZE - scroll[0], y * TILE_SIZE - scroll[1]))
Tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE))
elif tile == "2":
display.blit(Grass_image, (x * TILE_SIZE - scroll[0], y * TILE_SIZE - scroll[1]))
Tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE))
x += 1
y += 1
Slid_Movement = [0, 0]
if Slid.moving_left:
Slid_Movement[0] = -Slid.speed
if Slid.moving_right:
Slid_Movement[0] = Slid.speed
Slid_Movement[1] += Slid.momentum
Slid.momentum += 0.4
if Slid.momentum > 5:
Slid.momentum = 5
Slid.hitbox, collisions = move(Slid.hitbox, Slid_Movement, Tile_rects)
keys_pressed = pygame.key.get_pressed()
if keys_pressed[K_a]:
Slid.moving_left = True
Walking_Counter += 1
else:
Slid.moving_left = False
if keys_pressed[K_d]:
Slid.moving_right = True
Walking_Counter += 1
else:
Slid.moving_right = False
if not Slid.moving_right and not Slid.moving_left:
Walking_Counter = 0
if keys_pressed[K_SPACE] and collisions["bottom"]:
Slid.momentum = -15
Sounds["jump"].play()
if collisions["top"]:
Slid.momentum = 0
surface = pygame.transform.scale(display, (WINDOW_WIDTH, WINDOW_HEIGHT))
window.blit(surface, (0, 0))
print(collisions)
pygame.display.update()
pygame.quit()
if __name__ == "__main__":
main()

The problem is actually the collision system in your move function. You somehow wrote hit_dict = check_collision instead of hit_list = check_collision but you never used hit_dict (which isn't a dict). The collision system works by first moving the player on the x-axis and checking for any collisions, then it does the same for the y-axis. It's important to split the movement for both axes, otherwise it won't know where to go when the player is in a block - e.g. move to the left or to the top of the block? Therefore you also have to update your hit_list for both axis.
def move(rect, movement, tiles):
collision_types = {"top" : False, "bottom" : False, "right" : False, "left" : False}
rect.x += movement[0]
hit_list = check_collision(rect, tiles)
for hit in hit_list:
if movement[0] > 0:
collision_types["right"] = True
rect.right = hit.left
elif movement[0] < 0:
collision_types["left"] = True
rect.left = hit.right
rect.y += movement[1]
hit_list = check_collision(rect, tiles) # hit_list not hit_dict
for hit in hit_list:
if movement[1] > 0:
collision_types["bottom"] = True
rect.bottom = hit.top
elif movement[1] < 0:
collision_types["top"] = True
rect.top = hit.bottom
return rect, collision_types
I'm pretty sure you copied that collision system from somewhere...

Related

distorted audio when playing a sound with pygame

I am trying to make a streetfighter style like game with circles and rectangles(too lazy to draw the art). However, when I play try to play a punching sound, it sounds like it was distorted. Same goes for the KO sound effect I play when a player dies.
here are the sounds
https://audio.nathanli1818.repl.co/
heres the code:
import pygame
pygame.init()
colors = {
"white": (255, 255, 255),
"black": (0, 0, 0),
"blue": (71, 52, 237),
"green": (53, 189, 71),
"brown": (79, 21, 21),
"red": (184, 39, 39),
"purple": (145, 27, 209)
}
class Fighter:
def __init__(self, win, x, y, win_width, win_height, color, healthx, healthy):
self.win = win
self.gravity = 0
self.win_width = win_width
self.win_height = win_height
self.color = color
self.health = 100
self.healthx = healthx
self.healthy = healthy
self.dir_ = "right"
self.x = x
self.y = y
self.base = pygame.Rect(0, 0, 70, 100)
self.base.centerx = self.x
self.base.centery = self.y
self.attack_ = pygame.Rect(0, 0, 20, 20)
self.healthbar = pygame.Rect(0, 0, self.health * 3, 20)
self.healthbar.center = (self.healthx, self.healthy)
self.background = pygame.Rect(0, 0, 300, 20)
self.background.center = self.healthbar.center
self.punch = pygame.mixer.Sound("sounds/attack.wav")
self.punch.set_volume(0.3)
self.KO = pygame.mixer.Sound("sounds/KO.mp3")
self.KO.set_volume(0.3)
def render(self):
pygame.draw.ellipse(self.win, self.color, self.base)
self.x = self.base.centerx
self.y = self.base.centery
def move(self, x, y):
self.base.centerx = x
self.base.centery = y
def fall(self):
self.base.y += self.gravity
self.gravity += 1
if self.base.bottom >= self.win_height - 50:
self.gravity = 0
self.base.bottom = self.win_height - 50
def draw_healthbar(self):
if self.health <= 0:
flag = 0
if not flag:
self.KO.play()
flag += 1
self.health = 100
self.healthbar.width = self.health * 3
pygame.draw.rect(self.win, colors["red"], self.background)
pygame.draw.rect(self.win, colors["green"], self.healthbar)
def attack(self, type_):
if type_ == "punch":
flag = 0
if self.dir_ == "right":
if not flag:
self.punch.play()
flag += 1
self.attack_.center = (self.base.topright[0] + 35, self.base.centery - 10)
pygame.draw.rect(self.win, self.color, self.attack_)
elif self.dir_ == "left":
if not flag:
self.punch.play()
flag += 1
self.attack_.center = (self.base.topleft[0] - 35, self.base.centery - 10)
pygame.draw.rect(self.win, self.color, self.attack_)
class Background:
def __init__(self, win, win_width, win_height):
self.win = win
self.win_width = win_width
self.win_height = win_height
self.sky = (self.win_width, self.win_height - 100)
self.ground = (self.win_width, 100)
self.platform = (220, 30)
self.platformTop = (220, 5)
self.platformBottom = (220, 5)
self.sky_base = pygame.Rect(0, 0, *self.sky)
self.ground_base = pygame.Rect(0, 0, *self.ground)
self.ground_base.bottom = self.win_height
self.platform_base = pygame.Rect(0, 0, *self.platform)
self.platform_base.center = (self.win_width / 2, self.win_height / 2 + 15)
self.platform_top = pygame.Rect(0, 0, *self.platformTop)
self.platform_top.center = (self.platform_base.centerx, self.platform_base.top + self.platformBottom[1])
self.platform_bottom = pygame.Rect(0, 0, *self.platformBottom)
self.platform_bottom.center = (self.platform_base.centerx, self.platform_base.bottom - self.platformBottom[1])
def load(self):
pygame.draw.rect(self.win, colors["blue"], self.sky_base)
pygame.draw.rect(self.win, colors["green"], self.ground_base)
pygame.draw.rect(self.win, colors["brown"], self.platform_base)
class Game:
def __init__(self):
self.width = 900
self.height = 500
self.running = True
self.attackFlag1 = 0
self.attackFlag2 = 0
self.fps = 60
self.win = pygame.display.set_mode((self.width, self.height))
self.clock = pygame.time.Clock()
self.fighter = Fighter(self.win, 200, 450, self.width, self.height, colors["red"], 200, 50)
self.fighter2 = Fighter(self.win, 700, 450, self.width, self.height, colors["purple"], 700, 50)
self.background = Background(self.win, self.width, self.height)
pygame.display.set_caption("street fighter")
def fighter_1(self, keys):
if keys[pygame.K_a]:
if self.fighter.base.left <= 0:
self.fighter.x += 10
self.fighter.dir_ = "left"
x = self.fighter.x
self.fighter.move(x - 10, self.fighter.y)
if keys[pygame.K_d]:
if self.fighter.base.right >= self.width:
self.fighter.x -= 10
self.fighter.dir_ = "right"
x = self.fighter.x
self.fighter.move(x + 10, self.fighter.y)
if keys[pygame.K_w] and self.fighter.base.bottom == 450:
self.fighter.gravity = -20
if keys[pygame.K_s] and self.fighter.base.bottom != 450:
self.fighter.gravity += 10
if self.background.platform_top.colliderect(self.fighter.base):
if keys[pygame.K_w]:
self.fighter.gravity = -20
else:
self.fighter.gravity = 0
self.fighter.base.bottom = self.background.platform_top.bottom
if self.background.platform_bottom.colliderect(self.fighter.base):
self.fighter.gravity += 5
if keys[pygame.K_e]:
self.fighter.attack("punch")
if self.fighter.base.colliderect(self.fighter2.attack_):
if self.attackFlag2 == 0:
self.fighter.health -= 5
self.attackFlag2 += 1
def fighter_2(self, keys):
if keys[pygame.K_LEFT]:
if self.fighter2.base.left <= 0:
self.fighter2.x += 10
self.fighter2.dir_ = "left"
x = self.fighter2.x
self.fighter2.move(x - 10, self.fighter2.y)
if keys[pygame.K_RIGHT]:
if self.fighter2.base.right >= self.width:
self.fighter2.x -= 10
self.fighter2.dir_ = "right"
x = self.fighter2.x
self.fighter2.move(x + 10, self.fighter2.y)
if keys[pygame.K_UP] and self.fighter2.base.bottom == 450:
self.fighter2.gravity = -20
if keys[pygame.K_DOWN] and self.fighter2.base.bottom != 450:
self.fighter2.gravity += 10
if self.background.platform_top.colliderect(self.fighter2.base):
if keys[pygame.K_UP]:
self.fighter2.gravity = -20
else:
self.fighter2.gravity = 0
self.fighter2.base.bottom = self.background.platform_top.bottom
if self.background.platform_bottom.colliderect(self.fighter2.base):
self.fighter2.gravity += 5
if self.fighter2.base.colliderect(self.fighter.attack_):
if self.attackFlag1 == 0:
self.fighter2.health -= 50
self.attackFlag1 += 1
if keys[pygame.K_RSHIFT]:
self.fighter2.attack("punch")
def run(self):
while self.running:
self.clock.tick(self.fps)
self.background.load()
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_e:
self.fighter.attack_.y = 1000
self.attackFlag1 = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_RSHIFT:
self.fighter2.attack_.y = 1000
self.attackFlag2 = 0
keys = pygame.key.get_pressed()
self.fighter_1(keys)
self.fighter.fall()
self.fighter.draw_healthbar()
self.fighter.render()
self.fighter_2(keys)
self.fighter2.fall()
self.fighter2.draw_healthbar()
self.fighter2.render()
pygame.display.update()
pygame.quit()
if __name__ == '__main__':
Game().run()
on python 3.8.8
Your problem is coming from the fact that the sound is being played multiple times on top of itself. This happens because every frame, you check if pygame.K_e is held, and then play the sound if it is. However, when you press a key, it's likely that you'll be holding the key for more than a single frame, so this leads to the sound being played multiple times on top of itself in quick succession.
One way to rectify the problem would be to play the sound using a pygame.mixer.Channel, which only allows one sound to be playing at any time:
# Get a reference to a pygame channel
self.channel = pygame.mixer.Channel(0)
# Load punch sound effect
self.punch = pygame.mixer.Sound("sounds/attack.wav")
# ...
# Play using channel
self.channel.play(self.punch)
That said, this probably isn't actually what you want - rather, you should probably instead be checking for a 'key release' event instead of just checking whether the E key is held in your fighter_* functions. This will put sufficient time between calls to attack to prevent the distortion you're hearing from occurring.

how can I make the enemy move towards the player and predict its path in pygame

I am making a pygame game and I want my enemies follow the player and predict its path. I don't just want to reduce the distance between the player and the enemy. The number of enemies will be according to the level, every 3 levels will add a new enemy. I'm attaching my whole code along with a screenshot showing that my enemies are currently just moving in a straight line.
import pygame
import random
pygame.font.init()
width = 900
height = 600
screen = pygame.display.set_mode([width, height])
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'),
pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'),
pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
char = pygame.image.load('standing.png')
bomb_pic = pygame.transform.scale(pygame.image.load('bomb.png'), (20,20))
bomb_explosion = pygame.transform.scale(pygame.image.load('explosion1.png'), (40,40))
pics = [bomb_pic, bomb_explosion]
# char_rect = char.get_rect()
enemy_Left = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'),
pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png')]
x = 50
y = 50
width = 40
height = 60
vel = 5
isJump = False
jumpCount = 10
left = False
right = False
down = False
up = False
walkCount = 0
enemy_vel = 2
enemy_list = []
shop = pygame.transform.scale(pygame.image.load("shop.png"), (60, 60))
clock = pygame.time.Clock()
FPS = 60
font = pygame.font.Font('freesansbold.ttf', 32)
items_font = pygame.font.Font('freesansbold.ttf', 16)
bombs =[]
explosions = []
bag = {'bomb': 0}
print(bag["bomb"])
class Button():
def __init__(self, color, x, y, width, height, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
def draw(self, win, outline=None):
# Call this method to draw the button on the screen
if outline:
pygame.draw.rect(win, outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height), 0)
if self.text != '':
font = pygame.font.SysFont('comicsans', 20)
text = font.render(self.text, 1, (0, 0, 0))
win.blit(text, (
self.x + (self.width / 2 - text.get_width() / 2), self.y + (self.height / 2 - text.get_height() / 2)))
def shop_run():
shop_bomb = Button((0, 200, 0), 820, 150, 60, 20, text="Bomb_b")
bright_green = (0, 255, 0)
green = (0, 200, 0)
shop_bomb.draw(screen)
def redrawGameWindow():
global walkCount
global font
global bag
global items_font
global enemy_list
global pics
current_time = pygame.time.get_ticks()
screen.fill([166, 166, 166])
for five_enemies in range(6):
random_enemy_location_y = random.randrange(100, 400)
random_enemy_location_x = random.randrange(800, 840)
enemy_list.append([random_enemy_location_x, random_enemy_location_y])
for enemies in range(6):
screen.blit(enemy_Left[enemies], enemy_list[enemies])
enemy_list[enemies][0] -= 0.3
pygame.draw.rect(screen, (0, 0, 0), (800, 0, 100, 600))
if x + char.get_width() < 60 and y + char.get_height() < 60:
shop_run()
screen.blit(shop, (0, 0))
screen.blit(font.render("Menu", True, (255,255,255)),(805, 10))
screen.blit(items_font.render("Bombs: "+ str(bag["bomb"]), True, (255, 255, 255)), (805, 550))
# screen.blit(bomb_explosion, (450, 300))
if walkCount + 1 >= 27:
walkCount = 0
if left:
screen.blit(walkLeft[walkCount // 3], (x, y))
walkCount += 1
elif right:
screen.blit(walkRight[walkCount // 3], (x, y))
walkCount += 1
elif down:
screen.blit(char, (x, y))
walkcount = 0
elif up:
screen.blit(char, (x, y))
walkcount = 0
else:
screen.blit(char, (x, y))
walkCount = 0
for i in reversed(range(len(bombs))):
pos, end_time = bombs[i]
if current_time > end_time:
bombs.pop(i)
# current_time_2 = pygame.time.get_ticks()
# for j in reversed(range(len(explosions))):
# pos2, end_time_2 = explosions[j]
# if current_time_2 > end_time_2:
# explosions.pop(j)
# else:
# screen.blit(bomb_explosion, pos2)
else:
screen.blit(pics[0], pos)
for j in reversed(range(len(explosions))):
pos, end_time_2 = explosions[j]
if current_time > end_time_2:
explosions.pop(j)
elif current_time > (end_time_2 - 2000):
screen.blit(pics[1], pos)
else:
continue
pygame.display.update()
def main():
run = True
# shopper()
pygame.display.set_caption("bomb-mania")
global x
global y
global width
global height
global vel
global isJump
global jumpCount
global left
global right
global down
global up
global walkCount
global bomb_pic
global font
global bombs
global explosions
while run:
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if x + char.get_width() < 60 and y + char.get_height() < 60:
buy = pygame.key.get_pressed()
if buy[pygame.K_b]:
bag["bomb"] += 1
print(bag["bomb"])
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and bag["bomb"] >= 1:
current_time_2 = pygame.time.get_ticks()
pos = x + char.get_width()/2, y + char.get_height() - 20
pos2 = ((x + char.get_width()/2)-10), y + char.get_height() - 30
end_time = current_time + 3000 # 3000 milliseconds = 3 seconds
end_time_2 = current_time_2 + 5000
explosions.append((pos2, end_time_2))
bombs.append((pos, end_time))
bag["bomb"] -= 1
redrawGameWindow()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel - 15:
x -= vel
left = True
right = False
down = False
up = False
elif keys[pygame.K_RIGHT] and x < 800 - vel - width:
x += vel
left = False
right = True
down = False
up = False
elif keys[pygame.K_DOWN] and y < 600 - height:
y += vel
left = False
right = False
down = True
up = False
elif keys[pygame.K_UP] and y > vel - 15:
y -= vel
left = False
right = False
down = False
up = True
else:
left = False
right = False
down = False
up = False
walkCount = 0
clock.tick(FPS)
pygame.display.flip()
main()
You'll need some vector math for this, so I recommend to restructure your code and learn how to use Sprites; you can find an example here.
To find an answer to your question ("predict the path"), you could google for intercept vector or pursuit vector. That should yield some results, such as How to calculate the vector of an interception? or Calculating Intercepting Vector.
For example, I translated the last answer of the second question and copy/pasted it into one of my answers, since a) I'm too lazy to write everything again and b) there's a single point of code I have to change to implement the intercept logic (the EnemyController class).
import pygame
import random
import math
from pygame import Vector2
SPRITE_SHEET = None
GREEN_SHIP = pygame.Rect(0, 292, 32, 32)
RED_SHIP = pygame.Rect(0, 324, 32, 32)
BLUE_SHIP = pygame.Rect(0, 356, 32, 32)
YELLOW_SHIP = pygame.Rect(0, 388, 32, 32)
class EnemyController:
def __init__(self, target):
self.direction = Vector2(1, 0)
self.target = target
def update(self, sprite, events, dt):
k = self.target.vel.magnitude() / sprite.speed;
distance_to_target = (sprite.pos - self.target.pos).magnitude()
b_hat = self.target.vel
c_hat = sprite.pos - self.target.pos
CAB = b_hat.angle_to(c_hat)
ABC = math.asin(math.sin(CAB) * k)
ACB = math.pi - (CAB + ABC)
j = distance_to_target / math.sin(ACB)
a = j * math.sin(CAB)
b = j * math.sin(ABC)
time_to_collision = b / self.target.vel.magnitude() if self.target.vel.magnitude() > 0 else 1
collision_pos = self.target.pos + (self.target.vel * time_to_collision)
v = sprite.pos - collision_pos
if v.length() > 0:
sprite.direction = -v.normalize()
if v.length() <= 10:
sprite.pos = pygame.Vector2(400, 100)
class PlayerController:
movement = {
pygame.K_UP: Vector2( 0, -1),
pygame.K_DOWN: Vector2( 0, 1),
pygame.K_LEFT: Vector2(-1, 0),
pygame.K_RIGHT: Vector2( 1, 0)
}
def update(self, sprite, events, dt):
pressed = pygame.key.get_pressed()
v = Vector2(0, 0)
for key in PlayerController.movement:
if pressed[key]:
v += PlayerController.movement[key]
sprite.direction = v
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
sprite.groups()[0].add(Explosion(sprite.pos))
class Animation:
def __init__(self, frames, speed, sprite):
self.sprite = sprite
self.speed = speed
self.ticks = 0
self.frames = frames
self.running = 0
self.start()
def cycle_func(self, iterable):
saved = []
for element in iterable:
yield element
saved.append(element)
if hasattr(self.sprite, 'on_animation_end'):
self.sprite.on_animation_end()
while saved:
for element in saved:
yield element
if hasattr(self.sprite, 'on_animation_end'):
self.sprite.on_animation_end()
def stop(self):
self.running = 0
if self.idle_image:
self.sprite.image = self.idle_image
def start(self):
if not self.running:
self.running = 1
self.cycle = self.cycle_func(self.frames)
self.sprite.image = next(self.cycle)
def update(self, dt):
self.ticks += dt
if self.ticks >= self.speed:
self.ticks = self.ticks % self.speed
if self.running:
self.sprite.image = next(self.cycle)
class AnimatedSprite(pygame.sprite.Sprite):
def __init__(self, pos, frames, speed):
super().__init__()
self.animation = Animation(frames, speed, self)
self.rect = self.image.get_rect(center=pos)
self.pos = Vector2(pos)
self.animation.start()
def update(self, events, dt):
self.animation.update(dt)
class Explosion(AnimatedSprite):
frames = None
def __init__(self, pos):
if not Explosion.frames:
Explosion.frames = parse_sprite_sheet(SPRITE_SHEET, pygame.Rect(0, 890, 64, 64), 6, 4)
super().__init__(pos, Explosion.frames, 50)
def on_animation_end(self):
self.kill()
class DirectionalImageSprite(pygame.sprite.Sprite):
directions = [(1,0),(1,-1),(0,-1),(-1,-1),(-1,0),(-1,1),(0,1),(1,1),(0,0)]
def __init__(self, pos, directional_images_rect):
super().__init__()
images = parse_sprite_sheet(SPRITE_SHEET, directional_images_rect, 9, 1)
self.images = { x: img for (x, img) in zip(DirectionalImageSprite.directions, images) }
self.direction = Vector2(0, 0)
self.image = self.images[(self.direction.x, self.direction.y)]
self.rect = self.image.get_rect(center=pos)
self.pos = pygame.Vector2(pos)
class SpaceShip(DirectionalImageSprite):
def __init__(self, pos, controller, directional_images_rect):
super().__init__(pos, directional_images_rect)
self.controller = controller
self.speed = 2
self.vel = pygame.Vector2(0, 0)
def update(self, events, dt):
super().update(events, dt)
if self.controller:
self.controller.update(self, events, dt)
self.vel = Vector2(0, 0)
if (self.direction.x, self.direction.y) in self.images:
self.image = self.images[(self.direction.x, self.direction.y)]
if self.direction.length():
self.vel = self.direction.normalize() * self.speed
self.pos += self.vel
self.rect.center = int(self.pos[0]), int(self.pos[1])
def parse_sprite_sheet(sheet, start_rect, frames_in_row, lines):
frames = []
rect = start_rect.copy()
for _ in range(lines):
for _ in range(frames_in_row):
frame = sheet.subsurface(rect)
frames.append(frame)
rect.move_ip(rect.width, 0)
rect.move_ip(0, rect.height)
rect.x = start_rect.x
return frames
def main():
screen = pygame.display.set_mode((800, 600))
global SPRITE_SHEET
SPRITE_SHEET = pygame.image.load("ipLRR.png").convert_alpha()
clock = pygame.time.Clock()
dt = 0
player = SpaceShip((400, 300), PlayerController(), YELLOW_SHIP)
enemy = SpaceShip((400, 100), EnemyController(player), GREEN_SHIP)
enemy.speed = 4
all_sprites = pygame.sprite.Group(
player,
enemy
)
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
all_sprites.update(events, dt)
screen.fill((0, 0, 0))
all_sprites.draw(screen)
pygame.display.flip()
dt = clock.tick(120)
main()

how to replace picture and check for collision with new image and and a moving image in pygame [duplicate]

This question already has answers here:
Animated sprite from few images
(4 answers)
how to make image/images disappear in pygame?
(1 answer)
Closed 2 years ago.
I'm making a pygame game where a player is moving around on a screen and can buy items from a shop(bombs). I'm able to drop the bombs, now I need to replace the bomb image with an explosion image after 3 secs and check for collision with the enemy. I'm attaching my whole code along with some screenshots for reference. Any help is appreciated, thank you
import pygame
import random
pygame.font.init()
width = 900
height = 600
screen = pygame.display.set_mode([width, height])
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'),
pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'),
pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
char = pygame.image.load('standing.png')
bomb_pic = pygame.transform.scale(pygame.image.load('bomb.png'), (20,20))
bomb_explosion = pygame.transform.scale(pygame.image.load('explosion1.png'), (40,40))
# char_rect = char.get_rect()
enemy_Left = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'),
pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png')]
x = 50
y = 50
width = 40
height = 60
vel = 5
isJump = False
jumpCount = 10
left = False
right = False
down = False
up = False
walkCount = 0
enemy_vel = 2
enemy_list = []
shop = pygame.transform.scale(pygame.image.load("shop.png"), (60, 60))
clock = pygame.time.Clock()
FPS = 60
font = pygame.font.Font('freesansbold.ttf', 32)
items_font = pygame.font.Font('freesansbold.ttf', 16)
bombs =[]
bag = {'bomb': 0}
print(bag["bomb"])
class Button():
def __init__(self, color, x, y, width, height, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
def draw(self, win, outline=None):
# Call this method to draw the button on the screen
if outline:
pygame.draw.rect(win, outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height), 0)
if self.text != '':
font = pygame.font.SysFont('comicsans', 20)
text = font.render(self.text, 1, (0, 0, 0))
win.blit(text, (
self.x + (self.width / 2 - text.get_width() / 2), self.y + (self.height / 2 - text.get_height() / 2)))
def shop_run():
shop_bomb = Button((0, 200, 0), 820, 150, 60, 20, text="Bomb_b")
bright_green = (0, 255, 0)
green = (0, 200, 0)
shop_bomb.draw(screen)
def redrawGameWindow():
global walkCount
global font
global bag
global items_font
global enemy_list
screen.fill([166, 166, 166])
for five_enemies in range(6):
random_enemy_location_y = random.randrange(100, 400)
random_enemy_location_x = random.randrange(800, 840)
enemy_list.append([random_enemy_location_x, random_enemy_location_y])
for enemies in range(6):
screen.blit(enemy_Left[enemies], enemy_list[enemies])
enemy_list[enemies][0] -= 0.3
pygame.draw.rect(screen, (0, 0, 0), (800, 0, 100, 600))
if x + char.get_width() < 60 and y + char.get_height() < 60:
shop_run()
screen.blit(shop, (0, 0))
screen.blit(font.render("Menu", True, (255,255,255)),(805, 10))
screen.blit(items_font.render("Bombs: "+ str(bag["bomb"]), True, (255, 255, 255)), (805, 550))
# screen.blit(bomb_explosion, (450, 300))
if walkCount + 1 >= 27:
walkCount = 0
if left:
screen.blit(walkLeft[walkCount // 3], (x, y))
walkCount += 1
elif right:
screen.blit(walkRight[walkCount // 3], (x, y))
walkCount += 1
elif down:
screen.blit(char, (x, y))
walkcount = 0
elif up:
screen.blit(char, (x, y))
walkcount = 0
else:
screen.blit(char, (x, y))
walkCount = 0
for pos in bombs:
screen.blit(bomb_pic, pos)
pygame.display.update()
def main():
run = True
# shopper()
pygame.display.set_caption("bomb-mania")
global x
global y
global width
global height
global vel
global isJump
global jumpCount
global left
global right
global down
global up
global walkCount
global bomb_pic
global font
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if x + char.get_width() < 60 and y + char.get_height() < 60:
buy = pygame.key.get_pressed()
if buy[pygame.K_b]:
bag["bomb"] += 1
print(bag["bomb"])
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and bag["bomb"] >= 1:
bombs.append(((x + (char.get_width()/2)),( y + (char.get_height() - 20))))
bag["bomb"] -= 1
redrawGameWindow()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel - 15:
x -= vel
left = True
right = False
down = False
up = False
elif keys[pygame.K_RIGHT] and x < 800 - vel - width:
x += vel
left = False
right = True
down = False
up = False
elif keys[pygame.K_DOWN] and y < 600 - height:
y += vel
left = False
right = False
down = True
up = False
elif keys[pygame.K_UP] and y > vel - 15:
y -= vel
left = False
right = False
down = False
up = True
else:
left = False
right = False
down = False
up = False
walkCount = 0
clock.tick(FPS)
pygame.display.flip()
main()
enemies are moving towards the left
able to drop bombs
able to buy bombs from the shop
I'm adding a code below please help me troubleshoot and debug this
import pygame
import random
pygame.font.init()
width = 900
height = 600
screen = pygame.display.set_mode([width, height])
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'),
pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'),
pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
char = pygame.image.load('standing.png')
bomb_pic = pygame.transform.scale(pygame.image.load('bomb.png'), (20,20))
bomb_explosion = pygame.transform.scale(pygame.image.load('explosion1.png'), (40,40))
# char_rect = char.get_rect()
enemy_Left = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'),
pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png')]
x = 50
y = 50
width = 40
height = 60
vel = 5
isJump = False
jumpCount = 10
left = False
right = False
down = False
up = False
walkCount = 0
enemy_vel = 2
enemy_list = []
shop = pygame.transform.scale(pygame.image.load("shop.png"), (60, 60))
clock = pygame.time.Clock()
FPS = 60
font = pygame.font.Font('freesansbold.ttf', 32)
items_font = pygame.font.Font('freesansbold.ttf', 16)
bombs =[]
bag = {'bomb': 0}
bomb_timer = {"bomb0":0}
bomb_placed = False
bombCount = 1
bombs_dict = {"bomb0": False}
bombTimers = []
explosion_dict = {"explosion0": False}
print(bag["bomb"])
class Button():
def __init__(self, color, x, y, width, height, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
def draw(self, win, outline=None):
# Call this method to draw the button on the screen
if outline:
pygame.draw.rect(win, outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height), 0)
if self.text != '':
font = pygame.font.SysFont('comicsans', 20)
text = font.render(self.text, 1, (0, 0, 0))
win.blit(text, (
self.x + (self.width / 2 - text.get_width() / 2), self.y + (self.height / 2 - text.get_height() / 2)))
def shop_run():
shop_bomb = Button((0, 200, 0), 820, 150, 60, 20, text="Bomb_b")
bright_green = (0, 255, 0)
green = (0, 200, 0)
shop_bomb.draw(screen)
def redrawGameWindow():
global walkCount
global font
global bag
global items_font
global enemy_list
global bomb_timer
global bomb_placed
global explosion_dict
screen.fill([166, 166, 166])
for five_enemies in range(6):
random_enemy_location_y = random.randrange(100, 400)
random_enemy_location_x = random.randrange(800, 840)
enemy_list.append([random_enemy_location_x, random_enemy_location_y])
for enemies in range(6):
screen.blit(enemy_Left[enemies], enemy_list[enemies])
enemy_list[enemies][0] -= 0.3
pygame.draw.rect(screen, (0, 0, 0), (800, 0, 100, 600))
if x + char.get_width() < 60 and y + char.get_height() < 60:
shop_run()
screen.blit(shop, (0, 0))
screen.blit(font.render("Menu", True, (255,255,255)),(805, 10))
screen.blit(items_font.render("Bombs: "+ str(bag["bomb"]), True, (255, 255, 255)), (805, 550))
# screen.blit(bomb_explosion, (450, 300))
if walkCount + 1 >= 27:
walkCount = 0
if left:
screen.blit(walkLeft[walkCount // 3], (x, y))
walkCount += 1
elif right:
screen.blit(walkRight[walkCount // 3], (x, y))
walkCount += 1
elif down:
screen.blit(char, (x, y))
walkcount = 0
elif up:
screen.blit(char, (x, y))
walkcount = 0
else:
screen.blit(char, (x, y))
walkCount = 0
for pos in bombs:
for i in bombs_dict:
if bombs_dict["bomb"+str(bag["bomb"])]:
screen.blit(bomb_pic, pos)
bomb_timer["bomb"+str(bag["bomb"])] += clock.get_time()
if bomb_timer["bomb"+str(bag["bomb"])] >= 3000:
bombs_dict["bomb"+str(bag["bomb"])] = False
explosion_dict["explosion" + str(bag["bomb"])] = True
del bombs_dict["bomb"+str(bag["bomb"])]
else:
if explosion_dict["explosion" + str(bag["bomb"])]:
screen.blit(bomb_explosion, (pos))
if bomb_timer["bomb"+str(bag["bomb"])] >= 5000:
explosion_dict["explosion" + str(bag["bomb"])] = False
del explosion_dict["explosion" + str(bag["bomb"])]
pygame.display.update()
def main():
run = True
pygame.display.set_caption("bomb-mania")
global x
global y
global width
global height
global vel
global isJump
global jumpCount
global left
global right
global down
global up
global walkCount
global bomb_pic
global font
global bombs_dict
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if x + char.get_width() < 60 and y + char.get_height() < 60:
buy = pygame.key.get_pressed()
if buy[pygame.K_b]:
bag["bomb"] += 1
bombs_dict["bomb"+str(bag["bomb"])] = False
print(bag["bomb"])
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and bag["bomb"] >= 1:
bombs.append(((x + (char.get_width()/2)),( y + (char.get_height() - 20))))
bombs_dict["bomb"+str(bag["bomb"])] = True
bag["bomb"] -= 1
redrawGameWindow()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel - 15:
x -= vel
left = True
right = False
down = False
up = False
elif keys[pygame.K_RIGHT] and x < 800 - vel - width:
x += vel
left = False
right = True
down = False
up = False
elif keys[pygame.K_DOWN] and y < 600 - height:
y += vel
left = False
right = False
down = True
up = False
elif keys[pygame.K_UP] and y > vel - 15:
y -= vel
left = False
right = False
down = False
up = True
else:
left = False
right = False
down = False
up = False
walkCount = 0
clock.tick(FPS)
pygame.display.flip()
main()
Look at pygame.time.Clock(). If you set an FPS rate (say 20), All you have to do is:
myClock = pg.time.Clock()
FPS = 20
bomb_placed = True
bomb_timer = 0
main_loop():
myClock.tick(FPS) # This will keep your FPS at 20 or below so you can estimate time
if bomb_placed:
bomb_timer += myClock.get_time()
if bomb_timer >= 3000:
# Draw the bomb explosion to the screen
if bomb_timer >= 5000:
bomb_timer = 0
bomb_placed = False # Stops displaying the bomb explosion
Hope that helped. Feel free to check out the pygame docs on the subject:
https://www.pygame.org/docs/ref/time.html#pygame.time.Clock.get_time
Example for multiple bombs:
myClock = pg.time.Clock()
FPS = 20
bombA, bombB, bombC = False, False, False
bombA_timer, bombB_timer, bombC_timer = 0, 0, 0
bombs = [bombA, bombB, bombC]
bomb_timers = [bombA_timer, bombB_timer, bombC_timer]
main_loop():
myClock.tick(FPS)
for i in len(bombs):
if bombs[i]:
bomb_timers[i] += myClock.get_time()
if bomb_timers[i] >= 3000:
draw_explosion()
if bomb_timer >= 5000:
bomb_timers[i] = 0
bomb_placed[i] = False
This example simply loops through each of the bomb variables that represent the possible bombs on the screen- in this case a max of 3.
For lots of bombs, first create two dictionaries to hold the values of the bombs (active or not active) and their respective timers. Then loop through each of the bombs and, if the bomb is active, update the timer accordingly:
bombs = {"bomb0": False} # Create dictionaries for the bombs and their timers, with 0-1 entries. (I did one to show you what it looks like).
bombTimers = {bombTimer0: 0}
main_loop():
myClock.tick(FPS)
for i in len(bombs): # For each bomb you have created
bombName = "bomb" + str(i) # get the name of the bomb and corresponding timer
timerName = "bombTimer" + str(i)
if bombs[bombName]: # If the bomg has a value of True:
bombTimers[timerName] += myClock.get_time() # Update the timer
if bombTimers[timerName] >= 3000: # Check if you need to draw the explosion
draw_explosion()
if bomb_timer >= 5000: # Check if the bomb animation is over, and reset the bomb so that it can be used again in the future
bombTimers[timerName] = 0
bombs[bombName] = False
This code works exactly the same as the previous example, but it is much easier to work with. You can easily add more bombs while not starting with an unnecessary amount, like so:
bombCount = 1
bombs = {"bomb0": False}
bombTimers = {"bombTimer0": 0}
main_loop():
if player_placed_bomb(): # When the player drops a bomb in your game:
placed = False # Make a variable saying that you have not activaded the bomb and timer yet
for key, val in bombs: # For each bomb in the bombs dictionary:
if not val: # If the value of that bomb is False (Not being used):
val = True # Activates the bomb that was already created
placed = True # Updates the placed variable indicating that you set a bomb to active
break
if not placed: # After looping through the dictionary, if there were no inactive bomb variables:
bombs["bomb" + str(bombCounter)] = True # Create a new bomb in your dictionary, with a unique name.
bombTimers["bombTimer" + str(bombCounter)] = 0 # Created a new corresponding timer
bombCounter += 1 # Add 1 to the bombCounter, which is used to create the unique name of the next bomb you create.
# Rest of main_loop()
This code ensures that you are working with the smallest dictionaries possible to reduce unneeded computation power. When a bomb explodes, it will become false and it's matching timer reset. The first if loop in the code above ensures that all existing bombs are active, and if not reuses the old bomb and timer. If all bombs are being used, It creates new entries in the dictionaries to allow for more bombs.
I added an unnecesarry amount of comments, but I hope it makes it more understandable for you. Let me know if you have more questions on how this works. If you are unfamiliar with python dict() objects, there are lots of resources on the internet that explain them thoughroughly.
Disclaimer: I haven't actually ran the code, but it should function how it is supposed to. Let me know if it doesn't.
Here are some thoughts on the reformed code:
You use "str(bag["bombs"])" quite a bit in your code- consider defining a variable: b = str(bag["bombs"]), and using that. It would make it much simpler.
I don't know why you delete the "bombs_dict" and "explosions_dict" entries after you are finished with them. The way your loop is set up, I will result in an error. I would suggest rather than deleting the entries, you keep them and attempt to reuse them, as shown in the code snippet above.
Or, if you like deleting them, you need to figure out a way to rename certain keys in your dictionaries so that the names are in order. (if you delete bomb2 from bombs_dict, and you have bomb1 and bomb3, you need to change bomb3 to bomb2 or the loop wont work as intended). You will also need to alter your bombCount variable accordingly.

Pygame surface suddenly inverting variables [duplicate]

This question already has an answer here:
Why is my collision test always returning 'true' and why is the position of the rectangle of the image always wrong (0, 0)?
(1 answer)
Closed 2 years ago.
I was trying to make a game where you chop down some trees and sell it, but in doing so I managed to find a mind-breaking bug - the first tree would invert all the other trees! I know it doesn't make sense, but what i mean is that I have sorted the trees into a class and I have created a variable instance called self.tree_property which determines if the tree has been cut down or not. When you chop down the first tree all the other tree_property get set to True again. When you chop down any other tree, the first tree's tree_property gets set to True again Can anyone tell me how to fix it, and why it is happening?
The code is below:
import pygame
import time
pygame.init()
print('Loading game...')
icon = pygame.image.load('C:\Program Files\Foraging Simulator\icon.png')
market = pygame.image.load('C:\Program Files\Foraging Simulator\market.png')
house = pygame.image.load('C:\Program Files\Foraging Simulator\house.png')
pygame.display.set_icon(icon)
market = pygame.transform.scale(market, (100, 100))
house = pygame.transform.scale(house, (100, 100))
root = pygame.display.set_mode((603, 573))
pygame.display.set_caption("Foraging Simulator")
window_is_open = True
white = (255, 255, 255)
black = (0, 0, 0)
width = 10
leaves_width = 30
height = 20
leaves_height = 10
x = 0
tree_trunk_x = 10
y = 0
tree_trunk_y = 10
vel = 5
brown = (150, 75, 0)
green = (58, 95, 11)
grass = (124, 252, 0)
score = 0
chop_wood = 'C:\Program Files\Foraging Simulator\chopping.mp3'
clock = pygame.time.Clock()
time = 0
happiness = 10
def test(string):
print(string)
def reset_trees():
for tree in trees:
tree.tree_property = True
def open_house():
reset_trees()
score = 0
def open_market():
happiness = score / 2
class Tree: # The class for the trees
def __init__(self, tree_x, tree_y):
self.tree_x = tree_x
self.tree_y = tree_y
self.tree_property = True # Creating instance tree_property
self.trunk = None
self.leaves = None
def destroy(self):
self.tree_property = False
def create_tree(self):
if self.tree_property:
trunk_x = self.tree_x + 10
trunk_y = self.tree_y + 10
self.trunk = pygame.draw.rect(root, brown, (trunk_x, trunk_y, width, height))
self.leaves = pygame.draw.rect(root, green, (self.tree_x, self.tree_y, leaves_width, leaves_height))
def redraw(self):
self.create_tree()
trees = []
for x in range(5):
for y in range (5):
trees.append(Tree(x*50, y*50))
root.fill(grass)
destroy_tree = None
countdown = 3
clock.tick(60)
say = True
print('Loading and attributes finsihed! Using mainloop...')
while window_is_open:
if say:
print('Mainloop loaded! Ready to go.')
say = False
time = pygame.time.delay(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
window_is_open = False
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
if market.get_rect().collidepoint(mouse_x, mouse_y):
dx = mouse_x - x
dy = mouse_y - y
if abs(dx) <= 50 and abs(dy) <= 50:
open_market()
mouse_x, mouse_y = event.pos
if house.get_rect().collidepoint(mouse_x, mouse_y):
dx = mouse_x - x
dy = mouse_y - y
if abs(dx) <= 50 and abs(dy) <= 50:
open_house()
for tree in trees: # Clicking detection
mouse_x, mouse_y = pygame.mouse.get_pos()
if tree.trunk.collidepoint(mouse_x, mouse_y):
dx = mouse_x - x
dy = mouse_y - y
if abs(dx) <= 50 and abs(dy) <= 50:
countdown = 3
destroy_tree = tree
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
x += vel
if keys[pygame.K_LEFT]:
x -= vel
if keys[pygame.K_UP]:
y -= vel
if keys[pygame.K_DOWN]:
y += vel
if destroy_tree != None:
if countdown == 3:
pygame.time.delay(950)
countdown = countdown - 1
pygame.mixer.music.load(chop_wood)
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
pygame.time.Clock().tick(1)
elif countdown > 0:
pygame.mixer.music.load(chop_wood)
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
pygame.time.Clock().tick(1)
pygame.time.delay(950)
countdown = countdown - 1
else:
destroy_tree.destroy()
destroy_tree = None
countdown = 3
score = score + 1
font = pygame.font.SysFont('Tahoma', 18, True, False)
count = font.render(str(countdown), True, (0, 0, 0))
screen_score = font.render("Score: " + str(score), True, (0, 0, 0))
rendered_happiness = font.render("Happines: " + str(happiness), True, (0, 0, 0))
root.blit(rendered_happiness, (410, 40))
root.blit(count, (410, 0))
root.blit(screen_score, (410, 20))
rectangle = pygame.draw.rect(root, (0, 0, 0), (x, y, width, 10))
for tree in trees:
tree.redraw()
root.blit(market, (400, 300))
seconds = clock.tick()
pre = time + seconds / 1000
time = int(pre)
root.blit(house, (400, 100))
pygame.display.update()
root.fill(grass)
pygame.quit()
Thanks!
A pygame.Surface object has no location. The position of the rectangle which is returned by get_rect() is always (0, 0).
Note, you specify a location when the surface is blit:
root.blit(house, (400, 100))
You have to set the same location, when you retrieve the rectangle for the collision. You can pass keyword argument values to this function, which are set to the pygame.Rect object:
house.get_rect(topleft = (400, 100))
For instance:
while window_is_open:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
window_is_open = False
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
dx = mouse_x - x
dy = mouse_y - y
if market.get_rect(topleft = (400, 300)).collidepoint(mouse_x, mouse_y):
if abs(dx) <= 50 and abs(dy) <= 50:
open_market()
if house.get_rect(topleft = (400, 100)).collidepoint(mouse_x, mouse_y):
if abs(dx) <= 50 and abs(dy) <= 50:
open_house()
for tree in trees:
if tree.trunk.collidepoint(mouse_x, mouse_y):
if abs(dx) <= 50 and abs(dy) <= 50:
countdown = 3
destroy_tree = tree
# [...]
Furthermore in you have to use the global statement to treat happiness as a variable in global namespace in the function open_market:
def open_market():
global happiness
happiness = score / 2

Pygame Inquiry - How to have different sprites from different classes collide

So I have been searching for a long time online to try and find out how to get my two sprite classes in pygame to collide. I am trying to make a basic game where the player has to dodge the squares. I would like some code for when the player hits one of the squares gameOver is true. Here's the code the player.
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, image):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('Tri.png')
self.image = pygame.transform.scale (self.image, (int(width/16), int(width/15)))
self.rect = self.image.get_rect()
self.width, self.height = self.image.get_size()
self.rect.x = x
self.rect.y = y
def update(self):
mx, my = pygame.mouse.get_pos()
self.rect.x = mx - self.width/2
self.rect.y = (height * 0.8)
if self.rect.x <= 0 - self.width/2 + 10:
self.rect.x += 10
if self.rect.x + self.width >= width:
self.rect.x = width - self.width
def draw(self, screen):
if bgColour == black:
self.image = pygame.image.load('Tri2.png')
self.image = pygame.transform.scale (self.image, (int(width/16), int(width/15)))
else:
self.image = pygame.image.load('Tri.png')
self.image = pygame.transform.scale (self.image, (int(width/16), int(width/15)))
self.width, self.height = self.image.get_size()
gameDisplay.blit(self.image, self.rect)
Here's the code for the squares
class Square(pygame.sprite.Sprite):
def __init__(self, box_x, box_y, box_width, box_height,colour, box_speed, box_border, BC):
self.box_x = box_x
self.box_y = box_y
self.box_width = box_width
self.box_height = box_height
self.colour = colour
self.box_speed = box_speed
self.box_border = box_border
self.BC = BC
border = pygame.draw.rect(gameDisplay, self.BC, [self.box_x - self.box_border/2, self.box_y - self.box_border/2, self.box_width + self.box_border, self.box_height + self.box_border])
box = pygame.draw.rect(gameDisplay, self.colour, [self.box_x, self.box_y, self.box_width, self.box_height])
def Fall(self):
if self.box_y < height:
self.box_y += box_speed
elif self.box_y > height + 100:
del square[0]
border = pygame.draw.rect(gameDisplay, self.BC, [self.box_x - self.box_border/2, self.box_y - self.box_border/2, self.box_width + self.box_border, self.box_height + self.box_border])
box = pygame.draw.rect(gameDisplay, self.colour, [self.box_x, self.box_y, self.box_width, self.box_height])
And the main game loop. Sorry for the messy code and probably redundant variables but I'm still learning :)
def game_loop():
mx, my = pygame.mouse.get_pos()
x = mx
y = (height * 0.8)
player = Player(x, y, 'Tri.png')
box_width = int(width/15)
if round(box_width/5) % 10 == 0:
box_border = round(box_width/5)
else:
box_border = round(box_width/5 + 1)
box_x = random.randrange(0, width)
box_y = 0 - box_width
min_gap = box_width/4
global box_speed
box_col = False
box_start = random.randrange(0, width)
delay = 0
global square
square = []
move_speed = 10
#level variables
box_speed = 6
max_gap = box_width/2
score = 0
bgColourList = [white, black, white, white]
global bgColour
bgColour = bgColourList[0]
Blist = [red, green, black, pink, white]
BC = Blist[0]
Clist = [red, black, black, pink, white]
box_colour = red
text_colour = black
z = 60
level = 0
delayBG = 0
levelChange = 400
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameDisplay.fill(bgColour)
#blitting the player
player.update()
player.draw(gameDisplay)
#sets delay for level change
if score % levelChange == 0:
delayBG = 120
z = 120
if delayBG == 0:
bgColour = bgColourList[level]
BC = Blist[level]
box_colour = Clist[level]
if delay == 0:
score += 1
delay += 3
if delayBG == 0:
level += 1
box_speed += 1
max_gap -= 1
#creating a new square
if z == 0:
new = random.randint(0, width)
square.append(Square(new, box_y, box_width, box_width , box_colour, box_speed, box_border, BC))
z = random.randint(int(min_gap), int(max_gap))
last = new
lasty = box_y
#calling the Square.fall() function
for i in square:
i.Fall()
"""tris.remove(i)
i.checkCollision(tris)
tris.add(i)"""
pygame.draw.rect(gameDisplay, bgColour, [0,0, width, int(height/23)])
message_to_screen(str(score), text_colour, -height/2 + 15, 0)
delayBG -= 1
z -= 1
delay -= 1
pygame.display.update()
clock.tick(FPS)
game_loop()
pygame.quit()
quit()
Thank you in advance!
Create a group to hold all your Square objects:
square_group = pygame.sprite.Group()
Every time you create a Square object, add it to the group:
steven = Square(new, box_y, box_width, box_width , box_colour, box_speed, box_border, BC)
square_group.add(steven)
Then you can use spritecollide to check for collisions and act accordingly.
collisions = pygame.sprite.spritecollide(player, square_group, False)
if collisions:
gameExit = True

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