Second surface doesn't appear on screen until I freeze the game - python

I'm trying out Pygame and started with a classic, creating the Snake game, the issue is that I try to blit the 'apple' on the board but the apple doesn't appear up until I crash in the walls this is when I set fps = 0 and I freeze the game. I've noticed that when I increase the fps to something like 100 or more the apple starts appearing and disappearing.
import random
import pygame
class Game:
def __init__(self):
pygame.init()
self.board = pygame.display.set_mode((400, 400))
self.apple = Apple(self.board)
self.snake = Snake(self.board, self)
self.direction = 'right'
self.going = True
self.fps = 5
def play(self):
clock = pygame.time.Clock()
while self.going:
clock.tick(self.fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.going = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.direction = 'left'
if event.key == pygame.K_RIGHT:
self.direction = 'right'
if event.key == pygame.K_UP:
self.direction = 'up'
if event.key == pygame.K_DOWN:
self.direction = 'down'
self.apple.spawn()
self.snake.move(self.direction)
def game_over(self):
self.fps = 0
def get_fps(self):
return self.fps
class Snake:
def __init__(self, board, game):
self.board = board
self.image = pygame.Surface((10, 10))
self.game = game
self.length = 5
self.x = [10] * self.length
self.y = [10] * self.length
def move(self, direction):
for i in range(self.length-1, 0, -1):
self.x[i] = self.x[i-1]
self.y[i] = self.y[i-1]
if direction == 'right':
self.x[0] += 10
if direction == 'left':
self.x[0] -= 10
if direction == 'up':
self.y[0] -= 10
if direction == 'down':
self.y[0] += 10
if self.x[0] == self.board.get_width() or self.x[0] == -10 or\
self.y[0] == self.board.get_height() or self.y[0] == -10:
self.game.game_over()
if self.game.get_fps() != 0:
self.draw()
def draw(self):
self.board.fill((0, 255, 0))
for i in range(self.length):
self.board.blit(self.image, (self.x[i], self.y[i]))
pygame.display.flip()
class Apple:
def __init__(self, board):
self.board = board
self.image = pygame.Surface((10, 10))
self.image.fill(pygame.color.Color('red'))
self.x = random.randint(0, self.board.get_width())
self.y = random.randint(0, self.board.get_height())
def spawn(self):
self.board.blit(self.image, (self.x, self.y))
pygame.display.flip()
if __name__ == '__main__':
game = Game()
game.play()

Clear the display at the begin of the application loop and update the dispaly at the end of the application loop:
class Game:
# [...]
def play(self):
clock = pygame.time.Clock()
while self.going:
clock.tick(self.fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.going = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.direction = 'left'
if event.key == pygame.K_RIGHT:
self.direction = 'right'
if event.key == pygame.K_UP:
self.direction = 'up'
if event.key == pygame.K_DOWN:
self.direction = 'down'
self.board.fill((0, 255, 0)) # <---
self.apple.spawn()
self.snake.move(self.direction)
pygame.display.flip() # <---
class Snake:
# [...]
def draw(self):
# self.board.fill((0, 255, 0)) <-- DELETE
for i in range(self.length):
self.board.blit(self.image, (self.x[i], self.y[i]))
# pygame.display.flip() <-- DELETE
class Apple:
# [...]
def spawn(self):
self.board.blit(self.image, (self.x, self.y))
#pygame.display.flip() <-- DELETE
fill clears the entire Surface. Everything that was previously drawn is lost.
One update of the display at the end of the application loop is sufficient. Multiple calls to pygame.display.update() or pygame.display.flip() cause flickering.

Related

I need to be able to pause the whole game, but only my car sprite pauses when I press the p key on my keyboard

I implemented a pause feature in my game in the while loop at the end of my code, but the problem is that only my car sprite pauses. I have tried a bunch of different ways setting up my pause code but none of the ways I arrange it seems to pause the whole game.
I want to be able to pause my whole game when I press the p key on my keyboard, not just my car sprite. Can someone please tell me how I can fix this code? The code that will pause the whole game will be nice. Please, the rearranged code that will pause the whole game will help. Also I don't just want the answer, I want a quick explanation of why only my car sprite would pause instead of the whole game.
My code:
import random
import pygame
import pygame.freetype
pygame.init()
#screen settings
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("AutoPilot")
screen.fill((255, 255, 255))
#fps
FPS = 120
clock = pygame.time.Clock()
#load images
bg = pygame.image.load('background/street.png').convert_alpha() # background
bullets = pygame.image.load('car/bullet.png').convert_alpha()
debris_img = pygame.image.load('debris/cement.png')
#define game variables
shoot = False
#player class
class Player(pygame.sprite.Sprite):
def __init__(self, scale, speed):
pygame.sprite.Sprite.__init__(self)
self.bullet = pygame.image.load('car/bullet.png').convert_alpha()
self.bullet_list = []
self.speed = speed
#self.x = x
#self.y = y
self.moving = True
self.frame = 0
self.flip = False
self.direction = 0
self.score = 0
#load car
self.images = []
img = pygame.image.load('car/car.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width()) * scale, (int(img.get_height()) * scale)))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
self.update_time = pygame.time.get_ticks()
self.movingLeft = False
self.movingRight = False
self.rect.x = 465
self.rect.y = 325
#draw car to screen
def draw(self):
screen.blit(self.image, (self.rect.centerx, self.rect.centery))
#move car
def move(self):
#reset the movement variables
dx = 0
dy = 0
#moving variables
if self.movingLeft and self.rect.x > 33:
dx -= self.speed
self.flip = True
self.direction = -1
if self.movingRight and self.rect.x < 900:
dx += self.speed
self.flip = False
self.direction = 1
#update rectangle position
self.rect.x += dx
self.rect.y += dy
#shoot
def shoot(self):
bullet = Bullet(self.rect.centerx + 18, self.rect.y + 30, self.direction)
bullet_group.add(bullet)
#check collision
def collision(self, debris_group):
for debris in debris_group:
if debris.health > 0 and pygame.sprite.spritecollide(debris, bullet_group, True):
debris.health -= 1
if debris.health <= 0:
self.score += 1
#player stats/score
def stats(self):
myfont = pygame.font.SysFont('comicsans', 30)
scoretext = myfont.render("Score: " + str(self.score), 1, (0,0,0))
screen.blit(scoretext, (100,10))
#bullet class
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction):
pygame.sprite.Sprite.__init__(self)
self.speed = 5
self.image = bullets
self.rect = self.image.get_rect()
self.rect.center = (x,y)
self.direction = direction
def update(self):
self.rect.centery -= self.speed
#check if bullet has gone off screen
if self.rect.centery < 1:
self.kill()
#debris class
class Debris(pygame.sprite.Sprite):
def __init__(self,scale,speed):
pygame.sprite.Sprite.__init__(self)
self.scale = scale
self.x = random.randrange(100,800)
self.speed_y = 10
self.y = 15
self.speed = speed
self.vy = 0
self.on_ground = True
self.move = True
self.health = 4
self.max_health = self.health
self.alive = True
self.velocity = random.randrange(1,2)
self.speed_x = random.randrange(-3,3)
self.moving_down = True
self.is_destroyed = False
#load debris
self.image = debris_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(100, 800)
self.rect.y = random.randrange(-150, -100)
self.rect.center = (self.x,self.y)
#load explosion
self.img_explosion_00 = pygame.image.load('explosion/0.png').convert_alpha()
self.img_explosion_00 = pygame.transform.scale(self.img_explosion_00, (self.img_explosion_00.get_width() * 2,
self.img_explosion_00.get_height() * 2))
self.img_explosion_01 = pygame.image.load('explosion/1.png').convert_alpha()
self.img_explosion_01 = pygame.transform.scale(self.img_explosion_01, (self.img_explosion_01.get_width() * 2,
self.img_explosion_01.get_height() * 2))
self.img_explosion_02 = pygame.image.load('explosion/2.png').convert_alpha()
self.img_explosion_02 = pygame.transform.scale(self.img_explosion_02, (self.img_explosion_02.get_width() * 2,
self.img_explosion_02.get_height() * 2))
self.img_explosion_03 = pygame.image.load('explosion/3.png').convert_alpha()
self.img_explosion_03 = pygame.transform.scale(self.img_explosion_03, (self.img_explosion_03.get_width() * 2,
self.img_explosion_03.get_height() * 2))
#explosion list
self.anim_explosion = [self.img_explosion_00,
self.img_explosion_01,
self.img_explosion_02,
self.img_explosion_03]
self.anim_index = 0
self.frame_len = 20 #frames before explosion animation disappears
#spawn new debris
def spawn_new_debris(self):
self.rect.x = random.randrange(100, 800)
self.rect.y = random.randrange(-150, -100)
self.velocity = random.randrange(1, 2)
self.speed_x = random.randrange(-3, 3)
#respawn debris when they go of the screen
def boundaries(self):
if self.rect.left > WIDTH + 10 or self.rect.right < -10 or self.rect.top > HEIGHT + 10:
self.spawn_new_debris()
#update image
def update(self):
self.rect.y += self.velocity
self.rect.x += self.speed_x
self.boundaries()
if self.health <= 0:
max_index = len(self.anim_explosion) - 1
if self.anim_index > max_index:
self.kill()
else:
if self.frame_len == 0:
self.image = self.anim_explosion[self.anim_index]
self.anim_index += 1
self.frame_len = 20
else:
self.frame_len -= 1
#make debris fall down
def falldown(self):
self.rect.centery += self.velocity
if self.moving_down and self.rect.y > 350:
self.kill()
######################CAR/DEBRIS##########################
player = Player(1,5)
##########################################################
#groups
bullet_group = pygame.sprite.Group()
debris_group = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
for x in range(100):
d = Debris(1, 5)
debris_group.add(d)
all_sprites.add(d)
#game runs here
run = True
paused = False
while run:
#draw street
screen.blit(bg, [0, 0])
#update groups
bullet_group.update()
bullet_group.draw(screen)
debris_group.update()
debris_group.draw(screen)
#draw car
player.draw()
player.move()
player.collision(debris_group)
player.stats()
#update all sprites
all_sprites.update()
all_sprites.draw(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#pause game
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
paused = not paused
if paused == True:
continue
#check if key is down
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.key == pygame.K_a:
player.movingLeft = True
if event.key == pygame.K_d:
player.movingRight = True
if event.key == pygame.K_SPACE:
player.shoot()
shoot = True
#check if key is up
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.movingLeft = False
if event.key == pygame.K_d:
player.movingRight = False
#update the display
pygame.display.update()
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
Move your
for event in pygame.event.get():
right below the while loop, and move your
if paused:
continue
below the for loop, like so:
run = True
paused = False
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#pause game
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
paused = not paused
#check if key is down
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.key == pygame.K_a:
player.movingLeft = True
if event.key == pygame.K_d:
player.movingRight = True
if event.key == pygame.K_SPACE:
player.shoot()
shoot = True
#check if key is up
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.movingLeft = False
if event.key == pygame.K_d:
player.movingRight = False
if paused:
continue
#draw street
screen.blit(bg, [0, 0])
#update groups
bullet_group.update()
bullet_group.draw(screen)
debris_group.update()
debris_group.draw(screen)
#draw car
player.draw()
player.move()
player.collision(debris_group)
player.stats()
#update all sprites
all_sprites.update()
all_sprites.draw(screen)
#update the display
pygame.display.update()
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
The reason only your car sprite paused when you pressed the q key is because, as you can see in your original code here:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#pause game
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
paused = not paused
if paused == True:
continue
you put the
if paused == True:
continue
inside the for loop, not the while loop, so the lines that move the car would be blocked, but the rest of the code within the while loop will still get executed.

How to make Top-Down Racing game background move in opposite direction of car

i am making a top down car racing game as project (i'm new to python) and i want to know how to make the track (that i have made a background) move, so that when the user's car is moving, the track is essentially moving in the opposite direction so it looks like you are progressing through the course of the circuit. (The camera is focused on the user's car)
Thanks
import math
import random
import pygame
pygame.mixer.pre_init(44100,16,2,4096)
pygame.init()
screen = pygame.display.set_mode((1280, 800))
rect = screen.get_rect()
clock = pygame.time.Clock()
#music
pygame.mixer.music.load("Wice.mp3")
pygame.mixer.music.set_volume(0.5)
pygame.mixer.music.play(-1)
WHITE = pygame.Color('white')
VEHICLE1 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE1.fill((130, 180, 20))
#blitting car onto 'rectangle car'
VEHICLE1 = pygame.image.load("YellowLambo.png")
screen.blit(VEHICLE1,(0,0))
pygame.display.update()
VEHICLE2 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE2.fill((200, 120, 20))
#blitting computer's car
VEHICLE2 = pygame.image.load("RedLambo.png")
screen.blit(VEHICLE2,(0,0))
pygame.display.update()
BACKGROUND = pygame.Surface((1280, 800))
BACKGROUND.fill((127, 69, 2))
BACKGROUND = pygame.image.load("track.png").convert()
screen.blit(BACKGROUND,(0,0))
pygame.display.update()
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class VehicleSprite(Entity):
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 2
ACCELERATION = 0.05
TURN_SPEED = 0.000000000001
def __init__(self, image, position):
Entity.__init__(self)
self.src_image = image
self.image = image
self.rect = self.image.get_rect(center=position)
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, time):
# SIMULATION
self.speed += self.k_up + self.k_down
# To clamp the speed.
self.speed = max(-self.MAX_REVERSE_SPEED,
min(self.speed, self.MAX_FORWARD_SPEED))
# Degrees sprite is facing (direction)
self.direction += (self.k_right + self.k_left)
rad = math.radians(self.direction)
self.velocity.x = -self.speed*math.sin(rad)
self.velocity.y = -self.speed*math.cos(rad)
self.position += self.velocity
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect(center=self.position)
class Background(pygame.sprite.Sprite):
def __init__(self, image, location):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=location)
def game_loop():
background = Background(BACKGROUND, [0, 0])
bike = VehicleSprite(VEHICLE1, rect.center)
ball = VehicleSprite(VEHICLE2, rect.center)
bike_group = pygame.sprite.Group(bike)
ball_group = pygame.sprite.Group(ball)
all_sprites = pygame.sprite.Group(bike_group, ball_group)
camera = pygame.math.Vector2(0, 0)
done = False
while not done:
time = clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
# Bike Input (Player 1)
if event.key == pygame.K_d:
bike.k_right = -5
elif event.key == pygame.K_a:
bike.k_left = 5
elif event.key == pygame.K_w:
bike.k_up = 2
elif event.key == pygame.K_s:
bike.k_down = -2
elif event.key == pygame.K_ESCAPE:
done = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_d:
bike.k_right = 0
elif event.key == pygame.K_a:
bike.k_left = 0
elif event.key == pygame.K_w:
bike.k_up = 0
elif event.key == pygame.K_s:
bike.k_down = 0
camera -= bike.velocity
all_sprites.update(time)
screen.fill(WHITE)
screen.blit(background.image, background.rect)
for sprite in all_sprites:
screen.blit(sprite.image, sprite.rect.topleft+camera)
pygame.display.flip()
game_loop()
pygame.quit()
Just add the camera vector to the background.rect.topleft position as well:
screen.blit(background.image, background.rect.topleft+camera)

Block cannot move

I am trying to move this rectangle to make Pong. I had it working before but I messed up the code.
Could anyone help me make it move and possibly make my code look cleaner?
Again, I made it move, but the problem seems to be in the Update method.
Possibly the ScreenSide parameter???...
import pygame, sys, random
from pygame.locals import *
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((800, 600))
rectImg1 = 'Rect.jpg'
rectImg2 = 'Rect2.jpg'
RIGHT = "RIGHT"
LEFT = "LEFT"
WHITE = (255,255,255)
FPS = 30
PADDLE_SPEED = 5
BALL_SPEED = 10
fpsClock = pygame.time.Clock()
xPos = 0
yPos = 0
leftY = 20
rightY = 20
class Paddle(pygame.sprite.Sprite):
def __init__(self, screenSide):
pygame.sprite.Sprite.__init__(self)
self.screenSide = screenSide
if self.screenSide == LEFT:
self.image = pygame.image.load(rectImg1).convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = 20
self.rect.y = 20
def update(self):
if self.screenSide == LEFT:
self.y = leftY
allSpritesGroup = pygame.sprite.Group()
paddle = Paddle(LEFT)
allSpritesGroup.add(paddle)
#code to make it move
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if paddle.screenSide == LEFT:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
paddle.y += PADDLE_SPEED
elif event.key == pygame.K_w:
paddle.y -= PADDLE_SPEED
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y == 0
screen.fill((255,255,255))
allSpritesGroup.draw(screen)
allSpritesGroup.update()
pygame.display.flip()
fpsClock.tick(FPS)
pygame.quit()
Just a guess but your problem might be in:
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y == 0
This looks more like a comparison and if not then you're setting the y to 0 whenever you let go of a key.
Also, You're right about the update function:
def update(self):
if self.screenSide == LEFT:
self.y = leftY
You're constantly setting the y to 20 so it won't move since every time it updates its moved to 20.
Your event handling is broken. The KEYDOWN and KEYUP events are outside of the event loop because of this line if paddle.screenSide == LEFT:. You also need to update paddle.rect.y not paddle.y and you should do that in the class not with global variables. I'd give the paddles a self.y_speed attribute which you set in the event loop and then use it to update the self.rect.y position each frame in the update method. And remove the screenSide checks and just pass the image and position to the sprites during the instantiation.
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
screen_rect = screen.get_rect()
rectImg1 = pygame.Surface((30, 50))
rectImg1.fill((20, 20, 120))
rectImg2 = pygame.Surface((30, 50))
rectImg2.fill((120, 10, 20))
WHITE = (255,255,255)
FPS = 30
PADDLE_SPEED = 5
fpsClock = pygame.time.Clock()
class Paddle(pygame.sprite.Sprite):
def __init__(self, image, pos):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=pos)
self.y_speed = 0
def update(self):
self.rect.y += self.y_speed
allSpritesGroup = pygame.sprite.Group()
paddle = Paddle(rectImg1, (20, 20))
paddle2 = Paddle(rectImg2, (750, 20))
allSpritesGroup.add(paddle, paddle2)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
paddle.y_speed = PADDLE_SPEED
elif event.key == pygame.K_w:
paddle.y_speed = -PADDLE_SPEED
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y_speed = 0
allSpritesGroup.update()
screen.fill(WHITE)
allSpritesGroup.draw(screen)
pygame.display.flip()
fpsClock.tick(FPS)

Animation using PyGame, Pyganim and classes [duplicate]

This question already has answers here:
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(2 answers)
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Pygame window freezes when it opens
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Closed 2 years ago.
so my issue is with my player class, I'm still trying to understand classes.
So, basically, I'm using this player movement code from one of Pyganim's examples but I can't seem to implement it into this player class of mine, probably because I don't really understand classes.
For starters. My player never gets displayed now, every thing worked before I tried to add classes. I've probably just over complicated things trying to use this movement. My code is:
import pygame, sys, random, pyganim
from pygame.locals import *
class Scene(object):
screen = pygame.display.set_mode((800, 600))
class Intro(Scene):
def __init__(self):
self.c = (32, 32, 100)
def draw(self):
Scene.screen.fill(self.c)
def update(self):
# since scenes are classes, they have a state that we can modify
r,g,b = self.c
r += 1
g += 1
b += 2
if r > 255: r = 0
if g > 255: g = 0
if b > 255: b = 0
self.c = r, g, b
def handle(self, event):
# move to Menu-scene when space is pressed
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m:
# returning a scene from handle or update changes the current scene
return Menu()
class Menu(Scene):
def draw(self):
# draw menu
Scene.screen.fill((200, 200, 100))
def update(self):
pass
# do something
def handle(self, event):
# handle menu input
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
return Game()
if event.key == pygame.K_b:
return Intro()
class Game(Scene):
def draw(self):
Scene.screen.fill((0,0,0))
bg = pygame.image.load('C:\\Users\\PAx\\Desktop\\stuff\\fort.png')
Scene.screen.blit(pygame.transform.scale(bg,(400,300)),(0,0))
def update(self):
pass
def handle(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m:
return meun()
class Player(pygame.sprite.Sprite):
def __init__(self):
self.UP = 'up'
self.DOWN = 'down'
self.LEFT = 'left'
self.RIGHT = 'right'
self.direction = DOWN # player starts off facing down (front)
# load the "standing" sprites (these are single images, not animations)
self.playerWidth, playerHeight = front_standing.get_size()
# creating the PygAnimation objects for walking/running in all directions
self.animTypes = 'back_run back_walk front_run front_walk left_run left_walk'.split()
self.animObjs = {}
for animType in animTypes:
self.imagesAndDurations = [('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_%s.%s.gif' % (animType, str(num).rjust(3, '0')), 1) for num in range(6)]
self.animObjs[animType] = pyganim.PygAnimation(imagesAndDurations)
# create the right-facing sprites by copying and flipping the left-facing sprites
self.animObjs['right_walk'] = animObjs['left_walk'].getCopy()
self.animObjs['right_walk'].flip(True, False)
self.animObjs['right_walk'].makeTransformsPermanent()
self.animObjs['right_run'] = animObjs['left_run'].getCopy()
self.animObjs['right_run'].flip(True, False)
self.animObjs['right_run'].makeTransformsPermanent()
# have the animation objects managed by a conductor.
# With the conductor, we can call play() and stop() on all the animtion
# objects at the same time, so that way they'll always be in sync with each
# other.
self.moveConductor = pyganim.PygConductor(animObjs)
self.x = 100
self.y = 100
self.WALKRATE = 10
self.RUNRATE = 18
self.pygame.sprite.Sprite.__init__(self) #init the Pygame sprite
#load all images
#load the player image
self.front_standing = pygame.image.load('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_front.gif')
self.back_standing = pygame.image.load('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_back.gif')
self.left_standing = pygame.image.load('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_left.gif')
self.right_standing = pygame.transform.flip(left_standing, True, False)
self.running = moveUp = moveDown = moveLeft = moveRight = False
def update(self):
for event in pygame.event.get():
if event.key == KEYDOWN:
if event.key in (K_LSHIFT, K_RSHIFT):
# player has started running
running = True
if event.key == K_UP:
moveUp = True
moveDown = False
if not moveLeft and not moveRight:
# only change the direction to up if the player wasn't moving left/right
direction = UP
elif event.key == K_DOWN:
moveDown = True
moveUp = False
if not moveLeft and not moveRight:
direction = DOWN
elif event.key == K_LEFT:
moveLeft = True
moveRight = False
if not moveUp and not moveDown:
direction = LEFT
elif event.key == K_RIGHT:
moveRight = True
moveLeft = False
if not moveUp and not moveDown:
direction = RIGHT
elif event.type == KEYUP:
if event.key in (K_LSHIFT, K_RSHIFT):
# player has stopped running
running = False
if event.key == K_UP:
moveUp = False
# if the player was moving in a sideways direction before, change the direction the player is facing.
if moveLeft:
direction = LEFT
if moveRight:
direction = RIGHT
elif event.key == K_DOWN:
moveDown = False
if moveLeft:
direction = LEFT
if moveRight:
direction = RIGHT
elif event.key == K_LEFT:
moveLeft = False
if moveUp:
direction = UP
if moveDown:
direction = DOWN
elif event.key == K_RIGHT:
moveRight = False
if moveUp:
direction = UP
if moveDown:
direction = DOWN
if moveUp or moveDown or moveLeft or moveRight:
# draw the correct walking/running sprite from the animation object
moveConductor.play() # calling play() while the animation objects are already playing is okay; in that case play() is a no-op
if running:
if direction == UP:
animObjs['back_run'].blit(screen, (x, y))
elif direction == DOWN:
animObjs['front_run'].blit(screen, (x, y))
elif direction == LEFT:
animObjs['left_run'].blit(screen, (x, y))
elif direction == RIGHT:
animObjs['right_run'].blit(screen, (x, y))
else:
# walking
if direction == UP:
animObjs['back_walk'].blit(screen, (x, y))
elif direction == DOWN:
animObjs['front_walk'].blit(screen, (x, y))
elif direction == LEFT:
animObjs['left_walk'].blit(screen, (x, y))
elif direction == RIGHT:
animObjs['right_walk'].blit(screen, (x, y))
# actually move the position of the player
if running:
rate = RUNRATE
else:
rate = WALKRATE
if moveUp:
y -= rate
if moveDown:
y += rate
if moveLeft:
x -= rate
if moveRight:
x += rate
else:
# standing still
moveConductor.stop() # calling stop() while the animation objects are already stopped is okay; in that case stop() is a no-op
if direction == UP:
Scene.screen.blit(back_standing, ((x, y)))
elif direction == DOWN:
Scene.screen.blit(front_standing, ((x, y)))
elif direction == LEFT:
screen.blit(left_standing, ((x, y)))
elif direction == RIGHT:
screen.blit(right_standing, (x, y))
# make sure the player does move off the screen
if x < 0:
x = 0
if x > WINDOWWIDTH - playerWidth:
x = WINDOWWIDTH - playerWidth
if y < 0:
y = 0
if y > WINDOWHEIGHT - playerHeight:
y = WINDOWHEIGHT - playerHeight
pygame.init()
clock = pygame.time.Clock()
Scene.screen = pygame.display.set_mode((800, 600))
scene = Intro()
while True:
if pygame.event.get(pygame.QUIT): break
for e in pygame.event.get():
scene = scene.handle(e) or scene
scene = scene.update() or scene
scene.draw()
Player.update(scene)
pygame.display.flip()
clock.tick(20)
This is the new and working code.
I changed handle and update and added a lot of self where needed. Wasn't sure how to add in draw() this could probably be cleaned up and written better but at least it works.
import pygame, sys, random, pyganim
from pygame.locals import *
class Scene(object):
screen = pygame.display.set_mode((800, 600))
class Intro(Scene):
def __init__(self):
self.c = (32, 32, 100)
def draw(self):
Scene.screen.fill(self.c)
def update(self):
# since scenes are classes, they have a state that we can modify
r,g,b = self.c
r += 1
g += 1
b += 2
if r > 255: r = 0
if g > 255: g = 0
if b > 255: b = 0
self.c = r, g, b
def handle(self, event):
# move to Menu-scene when space is pressed
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m:
# returning a scene from handle or update changes the current scene
return Menu()
class Menu(Scene):
def draw(self):
# draw menu
Scene.screen.fill((200, 200, 100))
def update(self):
pass
# do something
def handle(self, event):
# handle menu input
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
return Game()
if event.key == pygame.K_b:
return Intro()
class Game(Scene):
def draw(self):
Scene.screen.fill((0,0,0))
bg = pygame.image.load('C:\\Users\\PAx\\Desktop\\stuff\\fort.png')
Scene.screen.blit(pygame.transform.scale(bg,(400,300)),(0,0))
def update(self):
pass
def handle(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m:
return Menu()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.UP = 'up'
self.DOWN = 'down'
self.LEFT = 'left'
self.RIGHT = 'right'
self.front_standing = pygame.image.load('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_front.gif')
self.back_standing = pygame.image.load('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_back.gif')
self.left_standing = pygame.image.load('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_left.gif')
self.right_standing = pygame.transform.flip(self.left_standing, True, False)
self.running = self.moveUp = self.moveDown = self.moveLeft = self.moveRight = False
self.direction = self.DOWN # player starts off facing down (front)
# load the "standing" sprites (these are single images, not animations)
self.playerWidth, self.playerHeight = self.front_standing.get_size()
# creating the PygAnimation objects for walking/running in all directions
self.animTypes = 'back_run back_walk front_run front_walk left_run left_walk'.split()
self.animObjs = {}
for self.animType in self.animTypes:
self.imagesAndDurations = [('C:\\Users\PAx\\Desktop\\stuff\\gameimages\\crono_%s.%s.gif' % (self.animType, str(num).rjust(3, '0')), 1) for num in range(6)]
self.animObjs[self.animType] = pyganim.PygAnimation(self.imagesAndDurations)
# create the right-facing sprites by copying and flipping the left-facing sprites
self.animObjs['right_walk'] = self.animObjs['left_walk'].getCopy()
self.animObjs['right_walk'].flip(True, False)
self.animObjs['right_walk'].makeTransformsPermanent()
self.animObjs['right_run'] = self.animObjs['left_run'].getCopy()
self.animObjs['right_run'].flip(True, False)
self.animObjs['right_run'].makeTransformsPermanent()
# have the animation objects managed by a conductor.
# With the conductor, we can call play() and stop() on all the animtion
# objects at the same time, so that way they'll always be in sync with each
# other.
self.moveConductor = pyganim.PygConductor(self.animObjs)
self.x = 100
self.y = 100
self.WALKRATE = 10
self.RUNRATE = 18
self.WINDOWWIDTH = 640
self.WINDOWHEIGHT = 480
#load all images
#load the player image
def update(self, scene):
if self.moveUp or self.moveDown or self.moveLeft or self.moveRight:
# draw the correct walking/running sprite from the animation object
self.moveConductor.play() # calling play() while the animation objects are already playing is okay; in that case play() is a no-op
if self.running:
if self.direction == self.UP:
self.animObjs['back_run'].blit(Scene.screen, (self.x, self.y))
elif self.direction == self.DOWN:
self.animObjs['front_run'].blit(Scene.screen, (self.x, self.y))
elif self.direction == self.LEFT:
self.animObjs['left_run'].blit(Scene.screen, (self.x, self.y))
elif self.direction == self.RIGHT:
self.animObjs['right_run'].blit(Scene.screen, (self.x, self.y))
else:
# walking
if self.direction == self.UP:
self.animObjs['back_walk'].blit(Scene.screen, (self.x, self.y))
elif self.direction == self.DOWN:
self.animObjs['front_walk'].blit(Scene.screen, (self.x, self.y))
elif self.direction == self.LEFT:
self.animObjs['left_walk'].blit(Scene.screen, (self.x, self.y))
elif self.direction == self.RIGHT:
self.animObjs['right_walk'].blit(Scene.screen, (self.x, self.y))
# actually move the position of the player
if self.running:
rate = self.RUNRATE
else:
rate = self.WALKRATE
if self.moveUp:
self.y -= rate
if self.moveDown:
self.y += rate
if self.moveLeft:
self.x -= rate
if self.moveRight:
self.x += rate
else:
# standing still
self.moveConductor.stop() # calling stop() while the animation objects are already stopped is okay; in that case stop() is a no-op
if self.direction == self.UP:
Scene.screen.blit(self.back_standing, ((self.x, self.y)))
elif self.direction == self.DOWN:
Scene.screen.blit(self.front_standing, ((self.x, self.y)))
elif self.direction == self.LEFT:
Scene.screen.blit(self.left_standing, ((self.x, self.y)))
elif self.direction == self.RIGHT:
Scene.screen.blit(self.right_standing, (self.x, self.y))
# make sure the player does move off the screen
if self.x < 0:
self.x = 0
if self.x > self.WINDOWWIDTH - self.playerWidth:
self.x = self.WINDOWWIDTH - self.playerWidth
if self.y < 0:
self.y = 0
if self.y > self.WINDOWHEIGHT - self.playerHeight:
self.y = self.WINDOWHEIGHT - self.playerHeight
def handle(self, event):
if event.type == KEYDOWN:
if event.key in (K_LSHIFT, K_RSHIFT):
# player has started running
running = True
if event.key == K_UP:
self.moveUp = True
self.moveDown = False
if not self.moveLeft and not self.moveRight:
# only change the direction to up if the player wasn't moving left/right
self.direction = self.UP
elif event.key == K_DOWN:
self.moveDown = True
self.moveUp = False
if not self.moveLeft and not self.moveRight:
self.direction = self.DOWN
elif event.key == K_LEFT:
self.moveLeft = True
self.moveRight = False
if not self.moveUp and not self.moveDown:
self.direction = self.LEFT
elif event.key == K_RIGHT:
self.moveRight = True
self.moveLeft = False
if not self.moveUp and not self.moveDown:
self.direction = self.RIGHT
elif event.type == KEYUP:
if event.key in (K_LSHIFT, K_RSHIFT):
# player has stopped running
self.running = False
if event.key == K_UP:
self.moveUp = False
# if the player was moving in a sideways direction before, change the direction the player is facing.
if self.moveLeft:
self.direction = self.LEFT
if self.moveRight:
self.direction = self.RIGHT
elif event.key == K_DOWN:
self.moveDown = False
if self.moveLeft:
self.direction = self.LEFT
if self.moveRight:
self.direction = self.RIGHT
elif event.key == K_LEFT:
self.moveLeft = False
if self.moveUp:
self.direction = self.UP
if self.moveDown:
self.direction = self.DOWN
elif event.key == K_RIGHT:
self.moveRight = False
if self.moveUp:
self.direction = self.UP
if self.moveDown:
self.direction = self.DOWN
pygame.init()
clock = pygame.time.Clock()
Scene.screen = pygame.display.set_mode((800, 600))
player = Player()
scene = Intro()
while True:
if pygame.event.get(pygame.QUIT): break
for e in pygame.event.get():
scene = scene.handle(e) or scene
player.handle(e) or scene
scene = scene.update() or scene
scene.draw()
player.update(scene)
pygame.display.flip()
clock.tick(20)

Pygame animation using mutiple images overlapping/not working

import pygame
pygame.init()
window = pygame.display.set_mode((800,600))
pygame.display.set_caption("TEST2")
black=(0,0,0)
white=(255,255,255)
moveX,moveY=0,0
clock = pygame.time.Clock()
class Sprite:
def __init__(self,x,y):
self.x=x
self.y=y
self.width=100
self.height=110
self.i100 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite0.PNG")
self.i1 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite1.PNG")
self.i2 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite2.PNG")
self.i3 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite3.PNG")
self.i4 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite4.PNG")
self.i5 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite5.PNG")
self.i6 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite6.PNG")
self.i7 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite7.PNG")
self.i8 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite8.PNG")
self.i9 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite9.PNG")
self.i10 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite10.PNG")
self.i11 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite11.PNG")
self.timeTarget=10
self.timeNum=0
self.currentImage=0
def update(self):
self.timeNum+=1
if(self.timeNum==self.timeTarget):
if (self.currentImage==0):
self.currentImage+=1
else:
self.currentImage=0
self.timeNum=0
self.render()
def render(self):
if (self.currentImage==0):
window.blit(self.i100, (self.x,self.y))
else:
window.blit(self.i1, (self.x,self.y))
window.blit(self.i2, (self.x,self.y))
window.blit(self.i3, (self.x,self.y))
player=Sprite(110,100)
gameLoop = True
while gameLoop:
for event in pygame.event.get():
if event.type==pygame.QUIT:
gameLoop = False
if (event.type==pygame.KEYDOWN):
if (event.key==pygame.K_LEFT):
moveX = -3
if (event.key==pygame.K_RIGHT):
moveX = 3
if (event.key==pygame.K_UP):
moveY = -3
if (event.key==pygame.K_DOWN):
moveY = 3
if (event.type==pygame.KEYUP):
if (event.key==pygame.K_LEFT):
moveX=0
if (event.key==pygame.K_RIGHT):
moveX=0
if (event.key==pygame.K_UP):
moveY=0
if (event.key==pygame.K_DOWN):
moveY=0
window.fill(black)
player.x+=moveX
player.x+=moveY
player.update()
clock.tick(50)
pygame.display.flip()
pygame.quit()
What im doing is trying to animate 11 photos into an animation with pygame. this code works but when I run it the pictures seem to almost overlap. I did window.blit for the first few images and put them under else? I feel like I rendered them wrong. also I must add im really bad at picking up what people are trying to say and best learn from examples. Thanks!
BTW: your code could look like this:
I use my images in example but there are still lines with your images.
I use timer to change images.
You can press space to pause and escape to exit.
etc.
import pygame
#----------------------------------------------------------------------
class Sprite:
def __init__(self, x, y, curren_time):
self.rect = pygame.Rect(x, y, 100, 110)
self.images = []
#for x in range(12):
for x in range(1,4):
img = pygame.image.load("ball" + str(x) +".png")
#img = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite" + str(x) +".PNG")
self.images.append( img )
self.current_image = 0
self.time_num = 100 # miliseconds
self.time_target = curren_time + self.time_num
def update(self, curren_time):
if curren_time >= self.time_target:
self.time_target = curren_time + self.time_num
self.current_image += 1
if self.current_image == len(self.images):
self.current_image = 0
def render(self, window):
window.blit(self.images[self.current_image], self.rect)
#----------------------------------------------------------------------
# CONSTANS - uppercase
BLACK = (0 ,0 ,0 )
WHITE = (255,255,255)
#----------------------------------------------------------------------
# MAIN
def main():
pygame.init()
window = pygame.display.set_mode((800,600))
pygame.display.set_caption("TEST2")
move_x, move_y = 0, 0
clock = pygame.time.Clock()
curren_time = pygame.time.get_ticks()
player = Sprite(110,100, curren_time)
font = pygame.font.SysFont(None, 150)
pause_text = font.render("PAUSE", 1, WHITE)
pause_rect = pause_text.get_rect( center = window.get_rect().center ) # center text on screen
# mainloop
state_game = True
state_pause = False
while state_game:
curren_time = pygame.time.get_ticks()
# events
for event in pygame.event.get():
if event.type == pygame.QUIT:
state_game = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
state_game = False
elif event.key == pygame.K_SPACE:
state_pause = not state_pause
if event.key == pygame.K_LEFT:
move_x = -3
elif event.key == pygame.K_RIGHT:
move_x = 3
elif event.key == pygame.K_UP:
move_y = -3
elif event.key == pygame.K_DOWN:
move_y = 3
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_LEFT, pygame.K_RIGHT):
move_x = 0
elif event.key in (pygame.K_UP, pygame.K_DOWN):
move_y = 0
# moves
if not state_pause:
player.rect.x += move_x
player.rect.y += move_y
player.update(curren_time)
# draws
window.fill(BLACK)
player.render(window)
if state_pause:
window.blit(pause_text, pause_rect)
pygame.display.flip()
# FPS
clock.tick(50)
# the end
pygame.quit()
#----------------------------------------------------------------------
if __name__ == '__main__':
main()
ball1.png
ball2.png
ball3.png
By putting all those window.blit(...) calls one after another, you are drawing those three frames on top of each other. Even if your computer lagged for a second between each call, you still wouldn't see them individually because they all can't appear until pygame.display.flip() is called.
You should store the images in a list, and keep a counter like currentFrame that loops from 0 to number_of_frames-1 (or len(frames)-1). Then each frame of the game you do something like this:
class Player:
...
def draw(window):
window.blit(self.frames[self.currentFrame])

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