My Pygame sprite won't appear. What's wrong with my code? - python

I have been trying to make a little game using Pygame. This is my first time using Pygame and I have looked at many tutorials, but my sprite still won't appear. It only shows a black line. How can I fix it?
Xcord = 0
grey = (192,192,192)
import pygame, random, time
pygame.init()
import time
Color_line=(0,0,0)
screen = pygame.display.set_mode([1000, 500])
all_sprites_list = pygame.sprite.Group()
import pygame
grey = (192,192,192)
playerWidth = 50
playerHeight = 50
all_sprites_list = pygame.sprite.Group()
class Player(pygame.sprite.Sprite):
def __init__(self, grey, playerWidth, playerHeight):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([50, 50])
self.image.fill(grey)
self.image.set_colorkey(grey)
pygame.draw.rect(self.image, grey, [0, 0, playerWidth, playerHeight])
self.rect = self.image.get_rect()
player = Player(grey, 50, 50)
player.rect.x = Xcord
player.rect.y = 400
def update(Player):
pygame.sprite.Sprite.update(Player)
player.rect.x = Xcord
player.rect.y = 400
all_sprites_list.add(player)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill((255, 255, 255))
all_sprites_list.update()
pygame.draw.line(screen,Color_line,(0,500),(1000,500), 75)
all_sprites_list.draw(screen)
pygame.display.flip()
Xcord =+ 50
if Xcord == 400:
Xcord == 0
pygame.quit()
I am kind of trying to make something similar to Google Chrome's no Wi-Fi dinosaur game.

You have a few mistakes.
First: you fill sprite with GRAY and you use set_key on GRAY, so the sprite is transparent and simply you can't see the sprite.
Second: the code runs very fast and the sprite leaves the window and you can't see the sprite.
Third: in the code if Xcord == 400: Xcord == 0, you need = 0 instead of == 0 - and this is why the sprite leaves the window and never go back to position (0, 400)
Another problem is the big mess in the code - you even run some code two times.
My version with many changes.
# PEP8: all imports at start.
# PEP8: every module on a separate line
import pygame
import random
import time
# --- constants --- # PEP8: `UPPER_CAS_NAMES`
GRAY = (192, 192, 192)
RED = (255, 0, 0)
# --- classes --- # PEP8: `CamelCaseName`
class Player(pygame.sprite.Sprite):
def __init__(self, color, x, y, width, weight): # you don't need prefix `player` in variables in class `Player`
super().__init__() # Python 3 method for running a function from the original class
self.color = color
self.image = pygame.Surface([width, weight])
self.image.fill(color)
#self.image.set_colorkey(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
self.rect.x += 5
if self.rect.x >= 400:
self.rect.x = 0
# --- main ---
color_line = (0,0,0) # PEP8: spaces around `=`, space after `,`
pygame.init()
screen = pygame.display.set_mode([1000, 500])
all_sprites_list = pygame.sprite.Group()
player_width = 50
player_weight = 50
player = Player(RED, 50, 400, 50, 50) # color, x, y, width, height
all_sprites_list.add(player)
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# - only updates -
all_sprites_list.update()
# - only draws -
screen.fill((255, 255, 255))
pygame.draw.line(screen, color_line, (0, 500), (1000, 500), 75)
all_sprites_list.draw(screen)
pygame.display.flip()
clock.tick(30) # Slow down to 30 FPS (frames per seconds)
pygame.quit()
PEP 8 -- Style Guide for Python Code

Related

transparent bits in pygame mask are black instead of being transparent

I have a program where it fills in the bits of a mask that are overlapped from another mask, but when I blit the mask of the overlapping bits onto the screen, the transparent bits are fully black for some reason? The program works as intended and I've tried converting the surface for the overlapping bits to per pixel alpha but the transparent bits are black
example gif
import pygame
import sprites
SCREEN_HEIGHT, SCREEN_WIDTH = 800, 800
running = True
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
player = sprites.Block((100, 100))
block2 = sprites.Block((100, 100))
blocks = pygame.sprite.Group(block2)
block2.rect.topleft = 150, 150
block2.image.fill((0, 255, 0))
while running:
events = pygame.event.get()
screen.fill((100, 100, 100))
for event in events:
if event.type == pygame.QUIT:
running = False
player.move(screen.get_rect())
screen.blit(player.image, player.rect)
blocks.draw(screen)
for block in blocks:
offset = (player.rect.x - block.rect.x, player.rect.y - block.rect.y)
colliding_bits = player.mask.overlap_mask(block.mask, offset)
colliding_bits_image = colliding_bits.to_surface(setcolor=(0, 255, 0))
screen.blit(colliding_bits_image, block.rect)
clock.tick(144)
pygame.display.flip()
code containing the sprite classes:
import pygame
class Block(pygame.sprite.Sprite):
def __init__(self, size):
self.image = pygame.image.load("flappy_bird.png")
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
self.speed = 1
super().__init__()
def move(self, screen_rect):
pressed_keys = pygame.key.get_pressed()
if pressed_keys[pygame.K_w]:
self.rect.move_ip(0, -self.speed)
if pressed_keys[pygame.K_s]:
self.rect.move_ip(0, self.speed)
if pressed_keys[pygame.K_a]:
self.rect.move_ip(-self.speed, 0)
if pressed_keys[pygame.K_d]:
self.rect.move_ip(self.speed, 0)
self.rect.clamp_ip(screen_rect)
I added the unsetcolor attribute to the to_surface method and removed the line blocks.draw(screen) and it seems to produce the desired result :
from math import fabs
import pygame
import sprites
SCREEN_HEIGHT, SCREEN_WIDTH = 800, 800
running = True
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
player = sprites.Block((100, 100))
block2 = sprites.Block((100, 100))
blocks = pygame.sprite.Group(block2)
block2.rect.topleft = 150, 150
block2.image.fill((0, 255, 0))
while running:
events = pygame.event.get()
screen.fill((100, 100, 100))
for event in events:
if event.type == pygame.QUIT:
running = False
player.move(screen.get_rect())
screen.blit(player.image, player.rect)
for block in blocks:
offset = (player.rect.x - block.rect.x, player.rect.y - block.rect.y)
colliding_bits = player.mask.overlap_mask(block.mask, offset)
colliding_bits_image = colliding_bits.to_surface(setcolor=(0, 255, 0, 255), unsetcolor=(0, 0, 0, 0))
screen.blit(colliding_bits_image, block.rect)
clock.tick(144)
pygame.display.flip()

i want to kill my sprite. how to kill it?

import pygame as pygame , sys,time
pygame.init()
size = (700,500)
window_game = pygame.display.set_mode(size)
_run_ = True
white = (255,255,255)
mouse_pos = pygame.mouse.get_pos()
class mySprite(pygame.sprite.Sprite):
def __init__ (self,cord_x,cord_y,picture,colorkey):
super().__init__()
self.image = pygame.Surface([0,0])
self.image = pygame.image.load(picture)
self.image.set_colorkey(colorkey)
self.rect = self.image.get_rect()
self.rect.center = [cord_x,cord_y]
self.kill()
placeSP_group = pygame.sprite.Group()
Clock = pygame.time.Clock()
FPS = 500
while _run_:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.QUIT
sys.exit()
mouse_pos = pygame.mouse.get_pos()
placeSP = [mySprite(mouse_pos[0],mouse_pos[1],'sp_1.png',white)]
pygame.display.flip()
placeSP_group.draw(window_game)
placeSP_group.add(placeSP[:])
Clock.tick(FPS)
now i want that my sprite get's killed and get the new mouse position
and window_game.fill('black')
dosen't work is there any thing you can do to fix it pls tell me...
what i wan't is every time my mouse moves i wan't kill the last sprite and create the other one with the current sprite pos.
You use kill() in wrong moment.
kill() works when Sprite is inside Group but you first create Sprite which try to use kill() and later you add this sprite to Group.
You should first create Sprite, next add to Group and later run kill() for first Sprite in Group
placeSP_group.sprites()[0].kill()
but normal Group doesn't have to keep sprites in order and better use
placeSP_group = pygame.sprite.OrderedUpdates()
Full working code. It display 5 sprites which follow mouse.
import pygame
import sys
# --- constants --- # PEP8: `UPPER_CASE_NAMES` for constants
WHITE = (255, 255, 255) # PE8: space after `,`
SIZE = (700, 500)
FPS = 50 # there is no need to use `500` because Python can't run so fast,
# and monitors runs with 60Hz (eventually 120Hz) which can display 60 FPS (120 FPS)
# --- classes --- # PEP8: `CamelCaseNames` for classes
class MySprite(pygame.sprite.Sprite):
def __init__(self, x, y, picture, colorkey):
super().__init__()
# you need one of them
# load image
#self.image = pygame.image.load(picture)
# OR
# create surface
self.image = pygame.Surface((10, 10))
self.image.fill((255, 0, 0))
# ----
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.image.set_colorkey(colorkey)
# --- main ---
pygame.init()
window_game = pygame.display.set_mode(SIZE)
#placeSP_group = pygame.sprite.Group()
placeSP_group = pygame.sprite.OrderedUpdates() # Group which keep order
sprite1 = MySprite(0, 0, 'sp_1.png', WHITE)
sprite2 = MySprite(0, 0, 'sp_1.png', WHITE)
sprite3 = MySprite(0, 0, 'sp_1.png', WHITE)
sprite4 = MySprite(0, 0, 'sp_1.png', WHITE)
sprite5 = MySprite(0, 0, 'sp_1.png', WHITE)
placeSP_group.add([sprite1, sprite2, sprite3, sprite4, sprite5])
clock = pygame.time.Clock() # PEP8: `lower_case_names` for variables
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
#running = False
pygame.quit()
exit()
# create new Sprite
x, y = pygame.mouse.get_pos()
new_sprite = MySprite(x, y, 'sp_1.png', WHITE)
# add new Sprite at the end of OrderedUpdates()
placeSP_group.add([new_sprite])
# remove Sprite at the beginning of OrderedUpdates()
placeSP_group.sprites()[0].kill()
# ---
pygame.display.flip()
window_game.fill('black')
placeSP_group.draw(window_game)
clock.tick(FPS)

pygame, how can I use sprite.Group.draw() to draw all sprites?

I am learning pygame by making a simple game.
Here is the code:
Main script:
import pygame
from gracz2 import SpriteGenerator
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = ( 0, 255, 0)
RED = ( 255, 0, 0)
BLUE = ( 0, 0, 255)
pygame.init()
pygame.display.set_caption("Super Gra!")
screen_height = 720
screen_width = 1280
screen = pygame.display.set_mode((screen_width, screen_height))
all_sprites_list = pygame.sprite.Group()
playerSprite = SpriteGenerator(1,150,150)
playerSprite.rect.x = (screen_width/2 - 75)
playerSprite.rect.y = 550
all_sprites_list.add(playerSprite)
clock = pygame.time.Clock()
mainloop = True
playtime = 0
while mainloop:
for event in pygame.event.get():
# User presses QUIT-button.
if event.type == pygame.QUIT:
mainloop = False
elif event.type == pygame.KEYDOWN:
# User presses ESCAPE-Key
if event.key == pygame.K_ESCAPE:
mainloop = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
playerSprite.moveLeft(8)
if keys[pygame.K_RIGHT]:
playerSprite.moveRight(8)
milliseconds = clock.tick(60)
playtime += milliseconds / 1000.0
all_sprites_list.update()
pygame.display.set_caption("Czas gry: " + str(round(playtime,1)) + " sekund")
# Refresh the screen
screen.fill(BLACK)
all_sprites_list.draw(screen)
screen.blit(playerSprite.image, (playerSprite.rect.x,playerSprite.rect.y))
pygame.display.flip()
print(all_sprites_list.sprites())
print(all_sprites_list)
print(playerSprite.rect.x)
print(playerSprite.rect.y)
pygame.quit()
and another file called "gracz2.py":
import pygame
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
class SpriteGenerator(pygame.sprite.Sprite):
#This class represents a player. It derives from the "Sprite" class in Pygame.
def __init__(self, type, width, height):
# Call the parent class (Sprite) constructor
super().__init__()
# Pass in the color of the player, and its x and y position, width and height.
# Set the background color and set it to be transparent
self.image = pygame.Surface([width, height])
self.image.fill(WHITE)
self.image.set_colorkey(WHITE)
if type == 1:
self.image = pygame.image.load("sprite-ufo.gif").convert_alpha()
elif type == 2:
self.image = pygame.image.load("sprite-bomb.jpg").convert_alpha()
# Fetch the rectangle object that has the dimensions of the image.
self.rect = self.image.get_rect()
def moveRight(self, pixels):
self.rect.x += pixels
def moveLeft(self, pixels):
self.rect.x -= pixels
It could be done in one file but the code is more readable for me this way.
around line 50 i call all_sprites_list.draw(screen)
which to my understanding should blit all the sprites contained in all_sprites_list but it does nothing.
I have to use screen.blit(playerSprite.image, (playerSprite.rect.x,playerSprite.rect.y))
to manually blit the sprite.
As i am going to add generate lots of sprites later i can't blit them all manually.
Why doesn't all_sprites_list.draw(screen) work as intended?
It's probably a stupid mistake in the code but I am trying to find for over an hour now and I am unable to locate it.
Turns out that when i restart my PC the draw() function works fine.
I don't know what caused it first, sorry for asking without following the first rule of IT troubleshooting first (restart and try again)
PS: thank you furas for your answers

Pygame sprite creating duplicate instead of moving

I am fairly new to Pygame.
I am attempting to re-create Pong in Python using Pygame, but I have hit a roadblock.
Here is my code:
import pygame
pygame.init()
UP = "up"
DOWN = "down"
white = (255,255,255)
black = (0,0,0)
pygame.mouse.set_visible(True)
resolution = (800,600)
window = pygame.display.set_mode(resolution)
pygame.display.set_caption("Pong!")
clock = pygame.time.Clock()
sprites_list = pygame.sprite.Group()
running = True
class Paddle(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((25,100))
self.image.fill(white)
pygame.draw.rect(self.image,white, (0,0,25,100))
self.rect = self.image.get_rect()
def move(self,direction,pixels):
if direction == DOWN:
self.rect.y -= pixels
if direction == UP:
self.rect.y += pixels
player1 = Paddle()
player1.rect.x = 0
player1.rect.y = 200
sprites_list.add(player1)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_DOWN]:
player1.move(DOWN, 5)
if keys[pygame.K_UP]:
player1.move(UP, 5)
sprites_list.update()
sprites_list.draw(window)
pygame.display.flip()
clock.tick(60)
pygame.quit()
I am trying to make player1, a Paddle object, move up or down depending on which key is pressed. When I run this code, player1 is stretched out after the up or down arrows are pressed; 5 pixels are added onto player1.rect.
What am I doing wrong and why will sprites_list.update() not put player1 in its new position?
You have to clear screen before you draw elements in new loop.
You can fill window with black color window.fill((0,0,0)) or draw background image in every loop.
This is your code after reorganization and adding window.fill(BLACK)
import pygame
# --- constants --- (UPPER_CASE_NAMES)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
UP = "up"
DOWN = "down"
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# --- classes ---- (CamelCaseNames)
class Paddle(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((25,100))
self.image.fill(WHITE)
# you don't have to draw white rect if all surface already is white
#pygame.draw.rect(self.image,white, (0,0,25,100))
self.rect = self.image.get_rect()
def move(self, direction, pixels):
if direction == DOWN:
self.rect.y += pixels
if direction == UP:
self.rect.y -= pixels
# --- functions --- (lower_case_names)
# empty
# --- main --- (lower_case_names)
# - init -
pygame.init()
pygame.mouse.set_visible(True)
window = pygame.display.set_mode(resolution)
pygame.display.set_caption("Pong!")
# - objects -
sprites_list = pygame.sprite.Group()
player1 = Paddle()
player1.rect.x = 0
player1.rect.y = 200
sprites_list.add(player1)
# - mainloop -
clock = pygame.time.Clock()
running = True
while running:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_DOWN]:
player1.move(DOWN, 5)
if keys[pygame.K_UP]:
player1.move(UP, 5)
# - updates (without draws) -
sprites_list.update()
# - draws (without updates) -
window.fill(BLACK) # <--- clear screen
sprites_list.draw(window)
pygame.display.flip()
clock.tick(60)
# - end -
pygame.quit()

Pygame's arc to be used as a sprite

I am trying to use the pygame.draw.arc() as a sprite, but its not displaying on the screen.
I can achieve the same effect by writing same code in the main loop, but once I try to create a sprite, the effect is not being displayed.
(One part in the main-loop can be un-commented to see the desired effect as well.)
Any pointers could be of great help.
import pygame
import random
import math
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
RED = ( 255, 0, 0)
SCREEN_WIDTH = 513
SCREEN_HEIGHT = 513
class Block(pygame.sprite.Sprite):
def __init__(self, color, width, height):
pygame.sprite.Sprite.__init__(self)
self.color = color
self.image = pygame.Surface([width, height])
self.image.fill(WHITE)
self.image.set_colorkey(WHITE)
self.center_x = SCREEN_WIDTH/2-15
self.center_y = SCREEN_HEIGHT/2-15
# Draw the ellipse, THIS WORKS PERFECTLY
#pygame.draw.ellipse(self.image, color, [0, 0, width, height])
self.i=0
#THIS DOESN'T WORK FOR SOME REASON
pygame.draw.arc(self.image, (0,255,255),(25,25,450,450),0+(self.i*math.pi)/180,math.pi/6 +(self.i*math.pi)/180,10)
self.rect = self.image.get_rect()
self.angle = 0
self.radius = 210
self.speed = 0.05
def update(self):
self.i += self.speed
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
all_sprites_list = pygame.sprite.Group()
block = Block(BLACK, 20, 15)
all_sprites_list.add(block)
done = False
clock = pygame.time.Clock()
i=0
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT: #
done = True
screen.fill(WHITE)
all_sprites_list.update()
all_sprites_list.draw(screen)
#UNCOMMENT TO SEE THE DESIRED EFFECT
#i= i+1
#pygame.draw.arc(screen, (0,255,255),(25,25,450,450),0+(i*math.pi)/180,math.pi/6 +(i*math.pi)/180,10)
pygame.display.flip()
clock.tick(60)
pygame.quit()
You draw the arc outside of the surface.
Here you pass the values 20 and 15 to Block:
block = Block(BLACK, 20, 15)
So you create a Surface with the size 20, 15:
self.image = pygame.Surface([width, height])
Then you draw the arc in the area 25,25,450,450:
pygame.draw.arc(self.image, (0,255,255),(25,25,450,450),0+(self.i*math.pi)/180,math.pi/6 +(self.i*math.pi)/180,10)
But that area is outside the surface, because it is only 20 pixels wide and 15 pixels high.
The area you passed to pygame.draw.arc is relative to self.image.

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