This is my first post so please let me know if I should alter anything.
I am attempting to create a simple test 2D platformer, this is the first pygame project I've undertaken without a tutorial. The issue I am encountering is due to this can_jump variable. I am using this variable to stop the player from being able to jump when not on a platform or the bottom of the screen. I had attempted other methods but this is where I have ended up. I feel I've gotten so close.
The issue at the moment appears to be that the variable self.can_jump1 continuously swaps between True and False in the platform loop (at exactly 3 Falses for every True I have noticed) when standing on a platform, I have isolated it to the commented section in collision_check(). I don't know why this happens, and as far as I can tell the rest of the code works as I want it.
I would be happy to provide any extra information/clarification if need be.
Here's my code:
import pygame, sys, random
#---Classes----------------------------------------#
class Block(pygame.sprite.Sprite): #inherited by rest of classes
def __init__(self,path,x_pos,y_pos,size_x,size_y):
super().__init__()
self.image = pygame.transform.scale(pygame.image.load(path).convert_alpha(),(size_x,size_y))
self.rect = self.image.get_rect(center = (x_pos,y_pos))
class PlatformRect(pygame.sprite.Sprite):
def __init__(self,x_pos,y_pos,size_x,size_y,colour,players):
super().__init__()
self.center_x = x_pos
self.center_y = y_pos
self.size_x = size_x
self.size_y = size_y
self.colour = colour
self.players = players
self.can_jump1 = None
self.image = pygame.Surface((self.size_x,self.size_y))
self.image.fill(self.colour)
self.rect = self.image.get_rect(center = (self.center_x,self.center_y))
def collision_check(self):
if pygame.sprite.spritecollide(self,self.players,False):
collision_paddle = pygame.sprite.spritecollide(self,self.players,False)[0].rect
if abs(self.rect.top - collision_paddle.bottom) < 10:
collision_paddle.bottom = self.rect.top
player.movement_y = 0
self.can_jump1 = True
else: #error isolated to here,consistently fluctuates between True and False, not sure why
self.can_jump1 = False
print(self.can_jump1) #if standing on platform should only produce True, everywhere else produce False
def can_jump_check(self):
return self.can_jump1
def update(self):
self.collision_check()
class Player(Block):
def __init__(self,path,x_pos,y_pos,size_x,size_y,speed_x,acceleration_y):
super().__init__(path,x_pos,y_pos,size_x,size_y)
self.size_x = size_x
self.size_y = size_y
self.speed_x = speed_x
self.acceleration_y = acceleration_y
self.movement_x = 0
self.movement_y = 0
def screen_constrain(self):
if self.rect.bottom >= sresy:
self.rect.bottom = sresy
if self.rect.left <= 0:
self.rect.left = 0
if self.rect.right >= sresx:
self.rect.right = sresx
def update(self):
if abs(self.movement_y) <= 9:
self.movement_y += GRAVITY
self.rect.centery += self.movement_y
self.rect.centerx += self.movement_x
self.screen_constrain()
class GameManager:
def __init__(self,player_group,platform_group):
self.player_group = player_group
self.platform_group = platform_group
self.can_jump = True
def run_game(self):
#---drawing---#
self.player_group.draw(screen)
self.platform_group.draw(screen)
#---updating---#
self.player_group.update()
self.platform_group.update()
def game_checking(self):
#---checking---#
for sprite_platform in self.platform_group.sprites():
if not sprite_platform.can_jump_check() == True:
self.can_jump = False
else:
self.can_jump = True
return self.can_jump
#---Setup------------------------------------------#
#---constants-----#
global GRAVITY
GRAVITY = 0.25
#---Gamevariables-----#
can_jump = True
#---colour---#
bg_colour = (50,50,50)
white_colour = (255,255,255)
black_colour = (0,0,0)
#---res---#
resx = 900
resy = 675
sresx = resx - 50
sresy = resy - 50
#---start window-----#
clock = pygame.time.Clock()
screendisplay = pygame.display.set_mode((resx,resy))
screendisplay.fill(bg_colour)
pygame.display.set_caption("PlatformerGame1 started 09/02/2021")
screen = pygame.Surface((sresx,sresy))
screen.fill(white_colour)
#---startgame-----#
player = Player("assets\\pics\\TestPlayerFigure1_256512.png",100,100,32,64,10,30)
player_group = pygame.sprite.GroupSingle()
player_group.add(player)
platform1 = PlatformRect(100,550,100,10,black_colour,player_group)
platform_group = pygame.sprite.Group()
platform_group.add(platform1)
game_manager = GameManager(player_group,platform_group)
#---Loop--------------------------------------------#
while True:
#---events-----#
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == pygame.K_SPACE:
if can_jump == True:
player.movement_y = 0
player.movement_y -= player.acceleration_y * GRAVITY
if event.key == pygame.K_a:
player.movement_x -= player.speed_x
if event.key == pygame.K_d:
player.movement_x += player.speed_x
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
if player.movement_y < 0:
player.movement_y = 0
if event.key == pygame.K_a:
player.movement_x += player.speed_x
if event.key == pygame.K_d:
player.movement_x -= player.speed_x
#---background---#
screendisplay.blit(screen,(25,25))
screen.fill(white_colour)
#---running---#
game_manager.run_game()
if not game_manager.game_checking() == True and player.rect.bottom < sresy:
can_jump = False
else:
can_jump = True
#print(can_jump)
#---updating-----#
pygame.display.update()
clock.tick(60)
When the player is standing on the platform, the player does not collide with the platform and self.can_jump1 is set False. Test if the player is on the platform when the player does not collide with the platform:
self.can_jump1 = False
self.can_jump1 = self.rect.top == self.players.sprites()[0].rect.bottom
Method collision_check:
class PlatformRect(pygame.sprite.Sprite):
# [...]
def collision_check(self):
collide_list = pygame.sprite.spritecollide(self,self.players,False)
if collide_list:
collision_paddle = collide_list[0].rect
if abs(self.rect.top - collision_paddle.bottom) < 10:
collision_paddle.bottom = self.rect.top
player.movement_y = 0
self.can_jump1 = True
else:
self.can_jump1 = self.rect.top == self.players.sprites()[0].rect.bottom
GameManager.game_checking needs to check if the plyer collides with any platform:
class GameManager:
# [...]
def game_checking(self):
#---checking---#
self.can_jump = False
for sprite_platform in self.platform_group.sprites():
if sprite_platform.can_jump_check() == True:
self.can_jump = True
return self.can_jump
This can be simplified with the any function:
class PlatformRect(pygame.sprite.Sprite):
# [...]
def game_checking(self):
#---checking---#
self.can_jump = any(p.can_jump_check() for p in self.platform_group)
return self.can_jump
Related
I would like the 'banana' to be shown when the space bar is pressed, while it follows the character movement, and then to be fired upon the release of the same.
import pygame
from pygame.locals import *
#inizializzazione
pygame.init()
screen=pygame.display.set_mode((400,750))
pygame.display.set_caption('MonkeyBanana')
FPS=60
#load image
img_ground = pygame.image.load('Surf/sfondo.jpg').convert_alpha()
surf_ground=pygame.transform.scale(img_ground,(img_ground.get_width(),screen.get_height()))
class Monkey (pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.sprites = [pygame.transform.scale((pygame.image.load('Surf/Animazioni/monkey_idle_00.png').convert_alpha()),
(screen.get_width() / 5, screen.get_height() / 7)),
pygame.transform.scale((pygame.image.load('Surf/Animazioni/monkey_idle_01.png').convert_alpha()),
(screen.get_width() / 5, screen.get_height() / 7)),
pygame.transform.scale((pygame.image.load('Surf/Animazioni/monkey_idle_02.png').convert_alpha()),
(screen.get_width() / 5, screen.get_height() / 7)),
pygame.transform.scale((pygame.image.load('Surf/Animazioni/monkey_idle_03.png').convert_alpha()),
(screen.get_width() / 5, screen.get_height() / 7))
]
self.launch_monkey=[]
for i in range(0, 19):
filename = "Surf/Animazioni/monkey_{:0>3}.png".format(i)
img = pygame.image.load(filename).convert_alpha()
img_reduced = pygame.transform.scale(img, (screen.get_width() / 5, screen.get_height() / 7))
self.launch_monkey.append(img_reduced)
self.count=0
self.count1 = 0
self.image = self.sprites[self.count]
self.rect = self.image.get_rect()
self.rect.midbottom = (screen.get_width() / 2, screen.get_height())
all_sprites.add(self)
def update(self):
self.count += 0.08
if self.count >= 3:
self.count = 0
self.image = self.sprites[int(self.count)]
if move_right and monkey.rect.right < screen.get_width():
monkey.rect.x += 5
elif move_left and monkey.rect.left > 0:
monkey.rect.x -= 5
def launch(self):
global launch
if launch:
self.count1 += 1
if self.count1 >= 19:
self.count1 = 0
launch = False
self.image = self.launch_monkey[int(self.count1)]
class Banana (pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image= pygame.transform.scale((pygame.image.load('Surf/banana.png').convert_alpha()),
(screen.get_width() / 10, screen.get_height() / 15))
self.rect=self.image.get_rect()
self.rect.center = monkey.rect.center
all_banana.add(self)
here is the problem. Everything works fine on the first launch. The second time I press the space bar, the banana returns to the character's hands instead of continuing the run.
def update(self):
global new_banana
if keep_banana:
self.rect.center = monkey.rect.center
new_banana=False
if launch_banana:
self.rect.y -= 5
if self.rect.top<50:
self.kill()
#create sprite and Group
all_sprites = pygame.sprite.Group()
all_banana= pygame.sprite.Group()
monkey=Monkey()
#other variables
move_right=False
move_left=False
launch=False
launch_banana=False
keep_banana=False
new_banana=False
#principal cicle
done=False
while not done:
for ev in pygame.event.get():
if ev.type == QUIT:
done = True
if ev.type ==KEYDOWN:
if ev.key== K_RIGHT:
move_right=True
idle = False
if ev.key== K_LEFT:
move_left = True
idle = False
if ev.key==K_SPACE:
keep_banana = True
new_banana=True
elif ev.type ==KEYUP:
if ev.key== K_RIGHT:
move_right=False
idle = True
if ev.key== K_LEFT:
move_left=False
idle = True
if ev.key==K_SPACE:
launch_banana=True
keep_banana = False
launch = True
#Game logic
if new_banana:
banana=Banana()
#screen update
screen.blit(surf_ground, (0, 0))
all_sprites.draw(screen)
all_banana.draw(screen)
all_banana.update()
all_sprites.update()
monkey.launch()
pygame.display.flip()
pygame.time.Clock().tick(FPS)
#end principal cicle
pygame.quit()
It works to me in another version without classes,by adding the banana to a new group every time it is fired, but I can't get it to work on the classes. I have tried so many times, but nothing seems to work
launch_banana makes the banana fly:
if launch_banana:
self.rect.y -= 5
launch_banana is False at the beginning, but it is never set False again once it has become True. You have to set launch_banana to False when keep_banana is set True:
launch_banana=False
keep_banana=False
new_banana=False
# [...]
while not done:
for ev in pygame.event.get():
# [...]
if ev.type == KEYDOWN:
# [...]
if ev.key == K_SPACE:
launch_banana = False # <---
keep_banana = True
new_banana = True
elif ev.type == KEYUP:
# [...]
if ev.key == K_SPACE:
launch_banana = True
keep_banana = False
launch = True
Anyway, instead of all these Boolean variables, I propose to add a state to the Banana class. The state can be "keep" at the beginning and can be changed to "launched" after the banana is started.
class Banana (pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image= pygame.transform.scale((pygame.image.load('Surf/banana.png').convert_alpha()),
(screen.get_width() / 10, screen.get_height() / 15))
self.rect=self.image.get_rect()
self.rect.center = monkey.rect.center
all_banana.add(self)
self.state = "keep"
def start(self):
self.state = "launched"
def update(self):
if self.state == "keep":
self.rect.center = monkey.rect.center
elif self.state == "launched":
self.rect.y -= 5
if self.rect.top<50:
self.kill()
Thanks for the reply
So
implement the launch_banana= False in Space Keydown don't work:
if ev.key == K_SPACE:
launch_banana = False # <---
keep_banana = True
new_banana = True
I implemented the banana states in this way in the game logic and work fine, by creating 2 sprite group:
import pygame
from pygame.locals import *
#inizializzazione
pygame.init()
screen=pygame.display.set_mode((400,750))
pygame.display.set_caption('MonkeyBanana')
FPS=60
#load image
img_ground = pygame.image.load('Surf/sfondo.jpg').convert_alpha()
surf_ground=pygame.transform.scale(img_ground,(img_ground.get_width(),screen.get_height()))
class Monkey (pygame.sprite.Sprite):
[...]
class Banana(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.transform.scale((pygame.image.load('Surf/banana.png').convert_alpha()),
(screen.get_width() / 10, screen.get_height() / 15))
self.rect = self.image.get_rect()
self.rect.center = monkey.rect.center
one_banana.add(self) <-------------GroupSingle
self.state = "keep"
def start(self):
self.state = "launched"
def update(self):
if self.state == "keep":
self.rect.center = monkey.rect.center
elif self.state == "launched":
self.rect.y -= 5
if self.rect.top < 50:
self.kill()
#create sprite and Group
all_sprites = pygame.sprite.Group()
all_banana= pygame.sprite.Group()
one_banana= pygame.sprite.GroupSingle() <------add this group
monkey=Monkey()
#other variables
move_right=False
move_left=False
launch=False
launch_banana=False
keep_banana=False
new_banana=False
#principal cicle
done=False
while not done:
for ev in pygame.event.get():
if ev.type == QUIT:
done = True
if ev.type ==KEYDOWN:
if ev.key== K_RIGHT:
move_right=True
idle = False
if ev.key== K_LEFT:
move_left = True
idle = False
if ev.key==K_SPACE:
keep_banana = True
new_banana=True
elif ev.type ==KEYUP:
if ev.key== K_RIGHT:
move_right=False
idle = True
if ev.key== K_LEFT:
move_left=False
idle = True
if ev.key==K_SPACE:
launch_banana=True
keep_banana = False
launch = True
#Game logic
**if new_banana:
banana=Banana()
if launch_banana:
one_banana.empty()
all_banana.add(banana) <------The new logic works
banana.start()
launch_banana=False
new_banana=False**
#screen update
screen.blit(surf_ground, (0, 0))
all_sprites.draw(screen)
all_banana.draw(screen)
one_banana.draw(screen)
one_banana.update()
all_banana.update()
all_sprites.update()
monkey.launch()
pygame.display.flip()
pygame.time.Clock().tick(FPS)
#end principal cicle
pygame.quit()
There is a way much simple to do this?
Thank you in any case
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.
This question already has answers here:
Why is my PyGame application not running at all?
(2 answers)
Why is nothing drawn in PyGame at all?
(2 answers)
How to run multiple while loops at a time in Pygame
(1 answer)
Pygame window freezes when it opens
(1 answer)
Faster version of 'pygame.event.get()'. Why are events being missed and why are the events delayed?
(1 answer)
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)
I am building a game and I keep on running up against this error. I can't seem to fix it. I believe the problem is either in the function "main" at the bottom or in the classes "Level" and "Level01". If you find there is a way I can improve my code can you also tell me as I am just learning how to build games with OOP.
File "C:/Users/fabma/Documents/PythonGames/RPG/Scroller!.py", line 148, in main
currentLevel.drawer(display)
TypeError: drawer() missing 1 required positional argument: 'display1'
Here is my code:
import pygame
# Colours + Global constants
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WIDTH = 800
HEIGHT = 600
SIZE = (WIDTH, HEIGHT)
# CLASSES
# Block is the common platform
class Block(pygame.sprite.Sprite):
def __init__(self, length, height, colour):
super().__init__()
# Making image
self.image = pygame.Surface([length, height])
self.image.fill(colour)
self.rect = self.image.get_rect()
# Setting Y coordinates
self.rect.y = HEIGHT * 0.95
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# Is it touching the floor?
self.velocity = 0
self.standing = True
# Rendering image and creating some variables
self.height = 40
self.length = 40
self.sprite_x_change = 0
self.sprite_y_change = 0
self.image = pygame.Surface([self.height, self.length])
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.y = HEIGHT * 0.884
self.level = None
# Mobility: Left, right, up and stop
def move_right(self):
self.sprite_x_change = 15
def move_left(self):
self.sprite_x_change = -15
def move_up(self, platform):
# Seeing if we hit anything if so then we can jump!
self.rect.y -= 2
hit_list = pygame.sprite.spritecollide(self, platform, False)
if len(hit_list) > 0 or self.rect.bottom >= HEIGHT - Block.height:
self.change_y = -10
def stop(self):
self.sprite_x_change = 0
def updater(self):
self.gravity()
platforms_hit = pygame.sprite.spritecollide(self, self.level.platforms, False)
for blocks in platforms_hit:
self.sprite_y_change = 0
# Going down
if self.sprite_y_change > 0:
self.rect.bottom = blocks.rect.top
self.velocity = 0
self.standing = True
# Going up
if self.sprite_y_change < 0:
self.rect.top = blocks.rect.bottom
self.standing = False
if self.sprite_x_change > 0:
self.rect.right = blocks.rect.left
if self.sprite_x_change < 0:
self.rect.left = blocks.rect.right
if self.sprite_x_change == 0 and self.sprite_y_change == 0:
self.rect.y = HEIGHT * 0.884
if self.standing == False:
self.velocity += 1
self.rect.x += self.sprite_x_change
self.rect.y += self.sprite_y_change
def gravity(self):
self.sprite_y_change += 0.980665*self.velocity
class Level:
def __init__(self):
# Creating groups
self.sprites = pygame.sprite.Group()
self.all_things = pygame.sprite.Group()
self.platforms = pygame.sprite.Group()
def drawer(self, display1):
display1.fill(BLUE)
self.all_things.draw(display1)
class Level01(Level):
def __init__(self, player1):
# Initialise level1
Level.__init__(self)
# Level01 things
block = Block(WIDTH, HEIGHT * 0.05, RED)
Level.all_things = self.all_things
self.sprites.add(player1)
self.platforms.add(block)
self.all_things.add(player1, block)
def main():
# Init pygame
pygame.init()
# Set screen
display = pygame.display.set_mode(SIZE)
# Creating FPS thingy
clock = pygame.time.Clock()
# Making levels + Player
player = Player()
level_1 = Level01(player)
# Choosing level
levelList = []
levelList.append(Level01)
currentLevelNumber = 0
currentLevel = levelList[currentLevelNumber]
# Game loop
loop = True
while loop == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.move_right()
if event.key == pygame.K_LEFT:
player.move_left()
if event.key == pygame.K_UP:
player.move_up(currentLevel.platforms)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.sprite_x_change < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.sprite_x_change > 0:
player.stop()
# Update things
currentLevel.all_things.update()
currentLevel.drawer(display)
# Refresh screen
clock.tick(30)
pygame.display.update()
pygame.quit()
if __name__ == "__main__":
main()
You need to create an instance of your level rather than just appending the class itself into your list:
levelList.append(Level01)
should be...
levelList.append(level_1)
As it stands, you're using the class object rather than an instance of it, which means that the display you're passing is getting put into the self argument (because the class object won't pass along an instance, because it's not one). Once you're calling it on an instance of the class, the self argument will be automatically passed and thus your display argument will get passed to the correct spot.
I'm having trouble flipping a sprite in pygame (I can get it to go right but I want the img to flip on the left key),
I researched how to flip an image and found the pygame.transform.flip, but as a beginner to pygame, I'm not sure how to use it, and the tutorials aren't making sense to me.
Can anyone help me with the code below (I'm not sure if I even put the self.img1 for the flip in the right place)?
import pygame, sys, glob
from pygame import *
class Player:
def __init__(self):
self.x = 200
self.y = 300
self.ani_speed_init = 6
self.ani_speed = self.ani_speed_init
self.ani = glob.glob("walk\Pinks_w*.png")
self.ani.sort()
self.ani_pos = 0
self.ani_max = len(self.ani)-1
self.img = pygame.image.load(self.ani[0])
self.img1 = pygame.transform.flip(self.ani[0], True, False)
self.update(0)
def update(self, pos):
if pos != 0:
self.ani_speed-=1
self.x+=pos
if self.ani_speed == 0:
self.img = pygame.image.load(self.ani[self.ani_pos])
self.ani_speed = self.ani_speed_init
if self.ani_pos == self.ani_max:
self.ani_pos = 0
else:
self.ani_pos+=1
screen.blit(self.img,(self.x,self.y))
h = 400
w = 800
screen = pygame.display.set_mode((w,h))
clock = pygame.time.Clock()
player1 = Player()
pos = 0
while True:
screen.fill((0,0,0))
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_RIGHT:
pos = 1
elif event.type == KEYUP and event.key == K_RIGHT:
pos = 0
elif event.type == KEYDOWN and event.key == K_LEFT:
pos = -1
elif event.type == KEYUP and event.key == K_LEFT:
pos = 0
player1.update(pos)
pygame.display.update()
To flip, you would do:
# input
if event.type == KEYDOWN:
if event.key == K_RIGHT:
flip_x = True
elif event.key == K_LEFT:
flip_x = False
elif event.key == K_UP:
flip_y = True
elif event.key == K_DOWN:
flip_y = False
# then to flip
new_image = pygame.transform.flip(original_image, flip_x, flip_y)
Your Player class is not very well readable. As, your names are not easy to understand.
In my version of your code, all I have changed is the names and I have added a check for the value of pos and applied the flip if needed. So, you may need to change the check (if condition), to get the desired results.
And Yes, you don't have a pygame.Sprite, so, the word sprite is misleading, in this case.
My version of your Player class:
class Player:
def __init__(self):
self.x = 200
self.y = 300
self.speed_init = 6
self.images = [pygame.image.load(img) for img in glob.glob("walk\Pinks_w*.png")]
self.index = 0
self.max_index = len(self.images)-1
self.speed = 0
self.img = self.images[self.index]
def update(self, pos):
if pos != 0:
self.speed -= 1
self.x += pos
if not self.speed:
self.speed = self.speed_init
if self.index < self.max_index:
self.index += 1
else:
self.index = 0
self.img = self.images[self.index]
# change True to False if needed, or change the operator.
if pos > 0:
self.img = pygame.transform.flip(self.img,True,False)
screen.blit(self.img,(self.x,self.y))
Update
There was a small problem with the update function. The problem was that since speed was always constant and not 0, the if not self.speed: did not work. So, change the update function to this:
def update(self, pos):
if pos != 0:
self.speed -= 1
self.x += pos
# no more self.speed checks
if self.index < self.max_index:
self.index += 1
else:
self.index = 0
self.img = self.images[self.index]
# change True to False if needed, or change the operator.
if pos < 0:
self.img = pygame.transform.flip(self.img,True,False)
screen.blit(self.img,(self.x,self.y))
Update 2
It seems that there is some kind of typo in your code,
Here's (my version of) the Code, The whole thing.
import pygame, sys, glob
from pygame import *
class Player:
def __init__(self):
self.x = 200
self.y = 300
self.speed_init = 6
self.images = [pygame.image.load(img) for img in glob.glob("walk\Pinks_w*.png")]
self.index = 0
self.max_index = len(self.images)-1
self.speed = 0
self.img = self.images[self.index]
print self.max_index
def update(self, pos):
if pos != 0:
self.speed -= 1
self.x += pos
print self.index, self.max_index
if self.index < self.max_index:
self.index += 1
else:
self.index = 0
self.img = self.images[self.index]
# change True to False if needed, or change the operator.
if pos < 0:
self.img = pygame.transform.flip(self.img,True,False)
screen.blit(self.img,(self.x,self.y))
h = 400
w = 800
screen = pygame.display.set_mode((w,h))
clock = pygame.time.Clock()
player1 = Player()
pos = 0
while True:
screen.fill((0,0,0))
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_RIGHT:
pos = 2
elif event.type == KEYUP and event.key == K_RIGHT:
pos = 0
elif event.type == KEYDOWN and event.key == K_LEFT:
pos = -2
elif event.type == KEYUP and event.key == K_LEFT:
pos = 0
player1.update(pos)
pygame.display.update()