Collision for Pygame Game Map - python

I am trying to make a maze game in Pygame but am unable to achieve collision for the 1 (maze wall) in the array. I tried to put the collision detection in the loop creating the map but it is not working. I also put the collision detection in the main loop but only the top left rect detected the collision, not all the 1 rects. How would I go about fixing this? Thank you!
import pygame
pygame.init()
screen = pygame.display.set_mode((700,700))
pygame.display.set_caption("Game")
speed = 20
x = 200
y = 600
def game_map():
global rect_one
surface = pygame.Surface((100, 100), pygame.SRCALPHA)
rect_one = pygame.draw.rect(surface, (0, 0, 255), (0, 0, 50, 50))
global rect_two
surface_one = pygame.Surface((80, 80), pygame.SRCALPHA)
rect_two = pygame.draw.rect(surface_one, (255, 255, 255), (0, 0, 50, 50))
tileX = 0
tileY = 0
global tile_list
tile_list = []
map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,1,0,1,0,0,0,0,0,1],
[1,0,1,0,0,0,1,0,1,1,1,0,1],
[1,0,0,0,1,1,1,0,0,0,0,0,1],
[1,0,1,0,0,0,0,0,1,1,1,0,1],
[1,0,1,0,1,1,1,0,1,0,0,0,1],
[1,0,1,0,1,0,0,0,1,1,1,0,1],
[1,0,1,0,1,1,1,0,1,0,1,0,1],
[1,0,0,0,0,0,0,0,0,0,1,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1]
]
for y, row in enumerate(map):
tileX = 0
for x, cell in enumerate(row):
image = surface if cell == 1 else surface_one
screen.blit(image, [x*50, y*50])
tile_list.append(rect_one)
pygame.display.update()
def player():
player = pygame.draw.rect(screen, (255,0,0), (x, y, 20, 20))
for i in tile_list:
if player.colliderect(i):
print("hello")
loop = True
while loop:
pygame.time.delay(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
loop = False
#player controls
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x -= speed
if keys[pygame.K_RIGHT]:
x += speed
if keys[pygame.K_UP]:
y -= speed
if keys[pygame.K_DOWN]:
y += speed
screen.fill((255,255,255))
game_map()
player()
pygame.display.update()
pygame.quit()

Your tile_list only contains one Rect multiple times.
I simplified your code a little bit and use a Rect with the correct coordinates for each 1 in your map. Also note the comments:
import pygame
pygame.init()
screen = pygame.display.set_mode((700,700))
pygame.display.set_caption("Game")
speed = 10
player_x = 200
player_y = 600
# Use a constant. There's not need to make big Surfaces and then draw a smaller rect on them to create the map.
TILESIZE = 50
tile_list = []
map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,1,0,1,0,0,0,0,0,1],
[1,0,1,0,0,0,1,0,1,1,1,0,1],
[1,0,0,0,1,1,1,0,0,0,0,0,1],
[1,0,1,0,0,0,0,0,1,1,1,0,1],
[1,0,1,0,1,1,1,0,1,0,0,0,1],
[1,0,1,0,1,0,0,0,1,1,1,0,1],
[1,0,1,0,1,1,1,0,1,0,1,0,1],
[1,0,0,0,0,0,0,0,0,0,1,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1]
]
# let's create a single Surface for the map and reuse that
grid = pygame.Surface((len(map[0]) * TILESIZE, len(map) * TILESIZE), pygame.SRCALPHA)
for y, row in enumerate(map):
for x, cell in enumerate(row):
# if we want a wall, we draw it on the new Surface
# also, we store the Rect in the tile_list so collision detection works
if cell:
rect = pygame.draw.rect(grid, 'blue', (x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE))
tile_list.append(rect)
loop = True
clock = pygame.time.Clock()
while loop:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
loop = False
#player controls
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player_x -= speed
if keys[pygame.K_RIGHT]:
player_x += speed
if keys[pygame.K_UP]:
player_y -= speed
if keys[pygame.K_DOWN]:
player_y += speed
screen.fill((255,255,255))
# draw the map surface to the screen
screen.blit(grid, (0 ,0))
player = pygame.draw.rect(screen, (255,0,0), (player_x, player_y, 20, 20))
# now collision detection works because for each 1 in the map
# there's a Rect in tile_list with the correct coordinates
for i in tile_list:
if player.colliderect(i):
print("colliding")
break
else:
print('not colliding')
pygame.display.update()
pygame.quit()

Save the position of the player before moving it:
pos = x, y
Compute the row and column after the player has moved:
row = y // 50
column = x // 50
Reset the player's position if the new position is on a wall:
if map[row][column] == 1:
x, y = pos
Additionally you have to move the map variable to global namespace. The speed should a integral divider of the tile size. Change the starting position to a position in the grid:
speed = 25
x = 50
y = 50
Complete code:
import pygame
pygame.init()
screen = pygame.display.set_mode((700,700))
pygame.display.set_caption("Game")
speed = 25
x = 50
y = 50
map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,1,0,1,0,0,0,0,0,1],
[1,0,1,0,0,0,1,0,1,1,1,0,1],
[1,0,0,0,1,1,1,0,0,0,0,0,1],
[1,0,1,0,0,0,0,0,1,1,1,0,1],
[1,0,1,0,1,1,1,0,1,0,0,0,1],
[1,0,1,0,1,0,0,0,1,1,1,0,1],
[1,0,1,0,1,1,1,0,1,0,1,0,1],
[1,0,0,0,0,0,0,0,0,0,1,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1]
]
def game_map():
global rect_one
surface = pygame.Surface((100, 100), pygame.SRCALPHA)
rect_one = pygame.draw.rect(surface, (0, 0, 255), (0, 0, 50, 50))
global rect_two
surface_one = pygame.Surface((80, 80), pygame.SRCALPHA)
rect_two = pygame.draw.rect(surface_one, (255, 255, 255), (0, 0, 50, 50))
tileX = 0
tileY = 0
for y, row in enumerate(map):
tileX = 0
for x, cell in enumerate(row):
image = surface if cell == 1 else surface_one
screen.blit(image, [x*50, y*50])
pygame.display.update()
def player():
player = pygame.draw.rect(screen, (255,0,0), (x, y, 25, 25))
loop = True
while loop:
pygame.time.delay(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
loop = False
#player controls
keys = pygame.key.get_pressed()
pos = x, y
if keys[pygame.K_LEFT]:
x -= speed
if keys[pygame.K_RIGHT]:
x += speed
if keys[pygame.K_UP]:
y -= speed
if keys[pygame.K_DOWN]:
y += speed
row = y // 50
column = x // 50
if map[row][column] == 1:
x, y = pos
screen.fill((255,255,255))
game_map()
player()
pygame.display.update()
pygame.quit()

Related

PyGame Snake decreases speed as window size increases

I've been struggling with this problem for a couple days now. I want to eventually convert my snake game script to an exe, for my friends to play. I want the snake to move at the same speed, no matter the size of the window.
For Example: My window size right now is (400, 400). If I increase the size to (800, 800), the snake will move slower. However, the snake velocity is constant at 20 pixels. It almost seems like my main game loop is looping at a slower pace as the window size increases.
I know that the snake has more pixels to traverse with a bigger window size, but how does that affect the snake velocity at all? I'm thinking the solution lies somewhere in the speed at which I'm drawing the snake to the screen, but can't be sure.
import pygame
import sys
import random
import math
import time
pygame.display.set_caption('Snake')
pygame.font.init()
game_running = True
width = 400
height = 400
size = (width, height)
window = pygame.display.set_mode(size) # our surface type
pygame.display.set_caption("Snake Game by Nick Rinaldi")
class Food:
def __init__(self, block_size, surface, x_loc, y_loc): # pass in color and random_x/random_y. block size is a constant
self.block_size = block_size
self.surface = surface # green
self.x_loc = x_loc
self.y_loc = y_loc
self.mask = pygame.mask.from_surface(self.surface)
def draw(self, window):
window.blit(self.surface, (self.x_loc, self.y_loc))
class Snake:
def __init__(self, block_size, surface, x_loc, y_loc):
self.block_size = block_size
self.surface = surface # red
self.x_loc = x_loc
self.y_loc = y_loc
self.body = []
self.direction = None
self.velocity = 20
self.mask = pygame.mask.from_surface(self.surface)
def draw(self, color, window, block_size):
self.seg = []
self.head = pygame.Rect(self.x_loc, self.y_loc, block_size, block_size)
pygame.draw.rect(window, color, self.head)
if len(self.body) > 0:
for unit in self.body:
segment = pygame.Rect(unit[0], unit[1], block_size, block_size)
pygame.draw.rect(window, color, segment)
self.seg.append(segment)
def add_unit(self):
if len(self.body) != 0:
index = len(self.body) - 1
x = self.body[index][0]
y = self.body[index][1]
self.body.append([x, y])
else:
self.body.append([1000, 1000])
def move(self, step):
for index in range(len(self.body) -1, 0, -1):
x = self.body[index-1][0]
y = self.body[index-1][1]
self.body[index] = [x, y]
if len(self.body) > 0:
self.body[0] = [self.x_loc, self.y_loc]
if self.direction == "right": # if specific constant, keep moving in direction
self.x_loc += self.velocity * step
if self.direction == "left":
self.x_loc -= self.velocity * step
if self.direction == "down":
self.y_loc += self.velocity * step
if self.direction == "up":
self.y_loc -= self.velocity * step
def collision(self, obj):
return collide(food)
def gameOver(snake):
white = pygame.Color(255, 255, 255)
display = True
while display:
window.fill(white)
score_font = pygame.font.SysFont("Courier New", 16)
score_label = score_font.render("Your score was: " + str(len(snake.body) + 1), 1, (0, 0, 0))
replay_label = score_font.render("To replay, click the mouse button", 1, (0, 0, 0))
window.blit(score_label, (50, 100))
window.blit(replay_label, (50, 130))
pygame.display.update()
for event in pygame.event.get(): # if we hit "x" to close out the game, close out the game.
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.MOUSEBUTTONDOWN:
main()
pygame.quit()
sys.exit()
clock = pygame.time.Clock()
def main():
game_over = False
x = 20 # x position
y = 20 # y position
block_snakes = []
pygame.init()
clock = pygame.time.Clock()
red = pygame.Color(255, 0, 0)
green = pygame.Color(0, 255, 0)
white = pygame.Color(255, 255, 255)
black = pygame.Color(0, 0, 0)
block_size = 20
randx_green = random.randrange(0, width, 20)
randy_green = random.randrange(0, height, 20)
randx_red = random.randrange(0, width, 20)
randy_red = random.randrange(0, height, 20)
red_square = pygame.Surface((block_size, block_size))
red_square.fill(red)
green_square = pygame.Surface((block_size, block_size))
green_square.fill(green)
snake = Snake(block_size, red_square, 20, 20) # create snake instance
food = Food(block_size, green_square, randx_green, randy_green) # create food instance
def redraw_window():
draw_grid(window, height, width, white)
while game_running:
dt = clock.tick(30) # time passed between each call
step = dt/1000
print(step)
FPS = 60
window.fill(black)
food.draw(window)
snake.draw(red, window, block_size)
redraw_window()
for event in pygame.event.get(): # if we hit "x" to close out the game, close out the game.
if event.type == pygame.QUIT:
pygame.quit()
exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]: # sets direction attribute as a constant
snake.direction = "right"
if keys[pygame.K_LEFT]:
snake.direction = "left"
if keys[pygame.K_DOWN]:
snake.direction = "down"
if keys[pygame.K_UP]:
snake.direction = "up"
snake.move(step)
collision = collide_food(snake.x_loc, snake.y_loc, food.x_loc, food.y_loc)
if collision:
ac_rand_x = random.randrange(0, width, 20) # after collision, random x
ac_rand_y = random.randrange(0, height, 20) # after collision, random y
# check snake.direction.
food = Food(block_size, green_square, ac_rand_x, ac_rand_y)
food.draw(window)
snake.add_unit()
wall_collide = collide_wall(snake.x_loc, snake.y_loc)
if wall_collide:
gameOver(snake)
# break
for block in snake.body:
if snake.x_loc == block[0] and snake.y_loc == block[1]:
gameOver(snake)
pygame.display.update()
# clock.tick(FPS)
def collide_food(snake_x, snake_y, obj_x, obj_y):
distance = math.sqrt((math.pow(snake_x - obj_x, 2)) + (math.pow(snake_y - obj_y, 2)))
if distance < 20:
return True
else:
return False
def collide_wall(snake_x, snake_y):
if snake_x > width:
game_over = True
return game_over
if snake_y > height:
game_over = True
return game_over
if snake_x < 0:
game_over = True
return game_over
if snake_y < 0:
game_over = True
return game_over
def collide_self(snake_x, snake_y, body_x, body_y):
if (snake_x and snake_y) == (body_x and body_y):
return True
else:
return False
def draw_grid(window, height, width, color):
x = 0
y = 0
grid_blocks = 20
for i in range(height):
x += 20
pygame.draw.line(window, color, (x, 0), (x, height), 1)
for j in range(width):
y += 20
pygame.draw.line(window, color, (0, y), (height, y), 1)
# pygame.display.update()
def display_score():
score_font = pygame.font.SysFont()
def main_menu(width, height):
clock = pygame.time.Clock()
FPS = 60
width = width
height = height
run = True
title_font = pygame.font.SysFont("Courier New", 16)
title_font.set_bold(True)
white = pygame.Color(255, 255, 255)
while run:
window.fill(white)
title_label = title_font.render("Snake Game by Nick Rinaldi ", 1, (0, 0, 0))
sponser_label = title_font.render("Sponsored by #goodproblemsnyc", 1, (0, 0, 0))
window.blit(title_label, ((width/4, height/4)))
window.blit(sponser_label, ((width/4, height/4 + 30)))
pygame.display.update()
for event in pygame.event.get(): # if we hit "x" to close out the game, close out the game.
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.MOUSEBUTTONDOWN:
main()
pygame.quit()
main_menu(width, height)```
The bottleneck in your game is the function draw_grid, which draws far too many lines out of the window.
def draw_grid(window, height, width, color):
x = 0
y = 0
grid_blocks = 20
for i in range(height):
x += 20
pygame.draw.line(window, color, (x, 0), (x, height), 1)
for j in range(width):
y += 20
pygame.draw.line(window, color, (0, y), (height, y), 1)
If you draw a line outside the window, the statement does not draw anything, nevertheless the nested for loops still run.
Furthermore, you don't need a nested loops. You don't want to draw 19 horizontal lines for each vertical line. You want to draw 19 vertical and 19 horizontal lines. Hence 1 for-loop is enough.
Use the step argument of range to define the list of positions for the vertical and horizontal lines
def draw_grid(window, height, width, color):
tile_size = 20
for p in range(tile_size, height, tile_size):
pygame.draw.line(window, color, (p, 0), (p, height), 1)
pygame.draw.line(window, color, (0, p), (height, p), 1)
if the size is 400 * 400 pixels, the total pixels 160000 so moving at a 20 pixel rate, because there are less pixels the an 800 * 800 board (320000 pixels) it looks like you are going faster because there are less pixels. Find an equation to calculate the correct speed on differently sized boards.
Sincerely,
Zac

Pygame rectangle position not updating [duplicate]

This question already has an answer here:
How to detect collisions between two rectangular objects or images in pygame
(1 answer)
Closed 2 years ago.
I am writing simple snake game using pygame library. Now I am writing the checkPosition() function. It uses the contains() method from pygame. Problem is that it takes the coordinates prom the start of the loop and it is not updating. How can i reset theese variables or make to update the loop? The whole code is here:
import pygame
import random
pygame.init()
screen = pygame.display.set_mode((500, 500))
pygame.display.set_caption("Snake Game using Pygame")
#colors (RGB code)
blue = (3, 119, 252)
yellow = [251, 255, 36]
gray = [48, 48, 47]
# Variables for control
# Speed of movement
vel = 10
# Snake width and height
width = 35
height = 35
#Snake spawn position
x = 25
y = 25
clock = pygame.time.Clock()
# Random coordinates for spawning snake "snack"
randomSnackX = random.randrange(0, 500, 20)
randomSnackY = random.randrange(0, 500, 20)
# Snack width and height - thickness
snackThickness = 10
# Variable for initial game loop
run = True
# Draw snack and snake
def drawInitialElements():
# Draw raadom snak position from variables
snack = pygame.draw.rect(screen, (255, 255, 255), [randomSnackX,randomSnackY,snackThickness,snackThickness])
#Draw snake
snake = pygame.draw.rect(screen, (255, 255, 255), (x, y, width, height))
return snake, snack
snake, snack = drawInitialElements()
def checkPosition():
if (snake.contains(snack)) == True:
print("Eated snack")
#Initial game loop
while run:
pygame.time.delay(100)
screen.fill((0, 0, 0))
# If quit
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#Controls
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
x += vel
if keys[pygame.K_LEFT]:
x -= vel
if keys[pygame.K_UP]:
y -= vel
if keys[pygame.K_DOWN]:
y += vel
drawInitialElements()
checkPosition()
pygame.display.update()
pygame.quit()
Thanks for your help, Tom.
To verify if pygame.Rect objects are colliding, you have to use colliderect:
def checkPosition():
if snake.colliderect(snack):
print("Eated snack")
drawInitialElements returns a tuple containing the rectangle of the snake and the snack. Assign the return value the variables snake and snack in globale namespace:
while run:
# [...]
snake, snack = drawInitialElements()
# [...]
Complete application code:
import pygame
import random
pygame.init()
screen = pygame.display.set_mode((500, 500))
pygame.display.set_caption("Snake Game using Pygame")
#colors (RGB code)
blue = (3, 119, 252)
yellow = [251, 255, 36]
gray = [48, 48, 47]
# Variables for control
# Speed of movement
vel = 10
# Snake width and height
width = 35
height = 35
#Snake spawn position
x = 25
y = 25
clock = pygame.time.Clock()
# Random coordinates for spawning snake "snack"
randomSnackX = random.randrange(0, 500, 20)
randomSnackY = random.randrange(0, 500, 20)
# Snack width and height - thickness
snackThickness = 10
# Variable for initial game loop
run = True
# Draw snack and snake
def drawInitialElements():
# Draw raadom snak position from variables
snack = pygame.draw.rect(screen, (255, 255, 255), [randomSnackX,randomSnackY,snackThickness,snackThickness])
#Draw snake
snake = pygame.draw.rect(screen, (255, 255, 255), (x, y, width, height))
return snake, snack
snake, snack = drawInitialElements()
def checkPosition():
if (snake.contains(snack)) == True:
print("Eated snack")
#Initial game loop
while run:
pygame.time.delay(100)
screen.fill((0, 0, 0))
# If quit
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#Controls
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
x += vel
if keys[pygame.K_LEFT]:
x -= vel
if keys[pygame.K_UP]:
y -= vel
if keys[pygame.K_DOWN]:
y += vel
snake, snack = drawInitialElements()
checkPosition()
pygame.display.update()
pygame.quit()

how to generate random rectangles in a pygame and make them move like flappy bird?

I am a python beginner. I want to recreate chrome dino game. the random rectangle won't stop and the loop runs forever...please help me to stop the loop and make rectangles move.
Code:
import pygame
import random
pygame.init()
win = pygame.display.set_mode((500, 500))
#red rectangle(dino)
x = 20
y = 400
width = 30
height = 42
gravity = 5
vel = 18
black = (0, 0, 0)
#ground
start_pos = [0, 470]
end_pos = [500, 470]
#cactus
x1 = 20
y1 = 30
white = (2, 200, 200)
run = True
clock = pygame.time.Clock()
while run:
clock.tick(30)
pygame.time.delay(10)
win.fill(black)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#random rectangle generation
for i in range(1):
width2 = random.randint(25, 25)
height2 = random.randint(60, 60)
top = random.randint(412, 412)
left = random.randint(300, 800)
rect = pygame.draw.rect(win, white, (left, top, width2,height2))
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
y = y - vel
else:
y = min(428, y + gravity)
pygame.draw.rect(win, (255, 0, 0), (x, y, width, height))
pygame.draw.line(win, white, start_pos, end_pos, 2)
pygame.display.update()
pygame.display.flip()
pygame.quit()
pygame.draw.rect() des not "generate" a rectangle, it draws a rectangle on a surface.
pygame.Rect is a rectangle object. Create an instance of pygame.Rect before the main application loop:
obstracle = pygame.Rect(500, random.randint(0, 412), 25, 60)
Change the position of the rectangle:
obstracle.x -= 3
if obstracle.right <= 0:
obstracle.y = random.randint(0, 412)
And draw the rectangle to the window surface:
pygame.draw.rect(win, white, obstracle)
Example:
import pygame
import random
pygame.init()
win = pygame.display.set_mode((500, 500))
start_pos = [0, 470]
end_pos = [500, 470]
gravity = 5
vel = 18
black = (0, 0, 0)
white = (2, 200, 200)
hit = 0
dino = pygame.Rect(20, 400, 30, 40)
obstracles = []
number = 5
for i in range(number):
ox = 500 + i * 500 // number
oy = random.randint(0, 412)
obstracles.append(pygame.Rect(ox, oy, 25, 60))
run = True
clock = pygame.time.Clock()
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
dino.y -= vel
else:
dino.y = min(428, dino.y + gravity)
for obstracle in obstracles:
obstracle.x -= 3
if obstracle.right <= 0:
obstracle.x = 500
obstracle.y = random.randint(0, 412)
if dino.colliderect(obstracle):
hit += 1
win.fill(black)
color = (min(hit, 255), max(255-hit, 0), 0)
pygame.draw.rect(win, color, dino)
for obstracle in obstracles:
pygame.draw.rect(win, white, obstracle)
pygame.draw.line(win, white, start_pos, end_pos, 2)
pygame.display.update()
pygame.quit()

Objects being drawn from list not staying on the screen (pygame)

I'm starting to work with classes more and I was trying to translate my old classless code to this new format. Before, I defined my lists as global variables and could draw multiple enemies to the screen with no problem. This time, however, something about working with classes causes the enemies to be drawn and instantly disappear from their position.
Some help or workaround would be greatly appreciated. Here's the code:
import pygame
import sys
import random
import math
pygame.init()
class enemies(object):
enemies = []
def __init__(self, enemy_num, diff, enemy_size):
self.enemy_num = enemy_num
self.diff = diff
self.enemy_s = enemy_size
def add_enemies(self):
counter = 0
if len(self.enemies) < self.enemy_num:
for enemy in range(0, self.enemy_num):
if len(self.enemies) < 5:
self.enemies.append([counter * (self.enemy_s * 0.5), 200, (50, 168, 82)])
elif len(self.enemies) > 5 and len(self.enemies) <= 9:
self.enemies.append([counter * (self.enemy_s * 0.5), 250, (168, 160, 50)])
else:
self.enemies.append([counter * (self.enemy_s * 0.5), 300, (50, 52, 168)])
counter += 1
def move(self, surface):
for enemy in self.enemies:
surface.fill((0, 0, 0))
pygame.draw.rect(surface, enemy[2], (enemy[0], enemy[1], self.enemy_s, self.enemy_s))
pygame.display.update()
class ship(object):
def __init__(self, x, y, color):
self.x = x
self.y = y
self.color = color
def draw_all(self, surface, ship_size):
surface.fill((0, 0, 0))
pygame.draw.rect(surface, self.color, (self.x, self.y, ship_size, ship_size))
pygame.display.update()
def move(self):
keys = pygame.key.get_pressed()
for key in keys:
if keys[pygame.K_LEFT]:
self.x -= 0.2
if keys[pygame.K_RIGHT]:
self.x += 0.2
if keys[pygame.K_UP]:
self.y -= 0.2
if keys[pygame.K_DOWN]:
self.y += 0.2
def main():
width = 800
height = 1000
ship_size = 35
difficulty = 0
enemy_number = 12
enemy_size = 35
player = ship(width / 2, height - 100, (255, 0, 0))
aliens = enemies(enemy_number, difficulty, enemy_size)
screen = pygame.display.set_mode((width, height))
enemy_list = 12
run = True
clock = pygame.time.Clock()
aliens.add_enemies()
while run:
player.draw_all(screen, ship_size)
player.move()
aliens.move(screen)
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.quit()
main()
You've to do 1 clear display and 1 display update in the main loop of the application.
Remove .fill() respectively .pygame.display.update from the .move() and .draw_all method. Clear the display once, draw all the objects and then update the display:
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.quit()
screen.fill((0, 0, 0))
player.draw_all(screen, ship_size)
player.move()
aliens.move(screen)
pygame.display.update()
Note, you didn't see the enemies, because the display is clear before drawing a single enemy in enemies.move() and it is clear again when drawing the ship in ship.draw_all()

How do I make player_1 move with keys?

I want to make a Pong game in Python. I already have the windows and the player models.
I tried to make it with
if keys[pygame.K_LEFT]:
x -= speed
if keys[pygame.K_LEFT]:
x += speed
this is my whole code:
import pygame
from pygame import *
import math
import random
clock = pygame.time.Clock() # fps
pygame.init() # start
title = pygame.display.set_caption("Pong")
width = 640
height = 480
screen = pygame.display.set_mode((width, height)) # screen
running = True
speed = 10
white = (255, 255, 255)
x = 120
y = 5
player_1 = pygame.draw.rect(screen, white, (240, 430, x, y))
player_2 = pygame.draw.rect(screen, white, (240, 40, x, y))
pong = pygame.draw.circle(screen, white, (300, 235), 4)
pygame.display.update()
fps = clock.tick(60)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x -= speed
if keys[pygame.K_LEFT]:
x += speed
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False
I wanted to make the lower player to move with the arrow keys but nothing happens at all.
Put
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x -= speed
if keys[pygame.K_LEFT]:
x += speed
player_1 = pygame.draw.rect(screen, white, (240, 430, x, y))
player_2 = pygame.draw.rect(screen, white, (240, 40, x, y))
pong = pygame.draw.circle(screen, white, (300, 235), 4)
pygame.display.update()
fps = clock.tick(60)
within the while loop.
Also, change
if keys[pygame.K_LEFT]:
x += speed
to
if keys[pygame.K_RIGHT]:
x += speed

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