How to code bounce movement in pong using pygame - python
I'm a noob in python and I'm trying to recreate the Pong game, and I'm trying to do it by myself as much as possible.
These are the issues I currently have with my code:
I basically coded every possible movement of the ball when it bounces on the edge. I spent hours working on it, and I got it to work, I was just wondering if there was a more efficient way to produce a similar output with my code (coz I know this is supposed to be a beginner project)?
Every time the ball bounces past the edge, the score increments for a split second, and it goes back to 0 every time the ball respawns.
How can I make the ball spawn at random directions? at the start (and restart) of every round?
Here's my code for the class and the main function of the program:
import pygame
import random
from rect_button import Button
pygame.init()
WIDTH = 800
HEIGHT = 500
window = pygame.display.set_mode((WIDTH, HEIGHT))
TITLE = "Pong"
pygame.display.set_caption(TITLE)
# COLORS
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
# FONTS
small_font = pygame.font.SysFont("courier", 20)
large_font = pygame.font.SysFont("courier", 60, True)
class Paddle:
def __init__(self, x, y, width, height, vel, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = vel
self.color = color
def draw(self, window):
pygame.draw.rect(window, self.color, (self.x, self.y, self.width, self.height), 0)
class Ball:
def __init__(self, x, y, side, vel, color):
self.x = x
self.y = y
self.side = side
self.vel = vel
self.color = color
self.lower_right = False
self.lower_left = True
self.upper_right = False
self.upper_left = False
self.ball_bag = []
self.last_movement = 'ball.lower_right'
def draw(self, window):
pygame.draw.rect(window, self.color, (self.x, self.y, self.side, self.side), 0)
def move_lower_right(self):
self.x += self.vel
self.y += self.vel
def move_upper_right(self):
self.x += self.vel
self.y -= self.vel
def move_upper_left(self):
self.x -= self.vel
self.y -= self.vel
def move_lower_left(self):
self.x -= self.vel
self.y += self.vel
def start(self):
self.lower_right = True
self.lower_left = False
self.upper_right = False
self.upper_left = False
self.last_movement = 'ball.lower_left'
# return random.choice([self.lower_right, self.lower_left, self.upper_left, self.upper_right]) is True
def main():
run = True
fps = 60
clock = pygame.time.Clock()
# Initializing Paddles
left_paddle = Paddle(20, 100, 10, 50, 5, white)
right_paddle = Paddle(770, 350, 10, 50, 5, white)
balls = []
def redraw_window():
window.fill(black)
left_paddle.draw(window)
right_paddle.draw(window)
for ball in balls:
ball.draw(window)
player_A_text = small_font.render("Player A: " + str(score_A), 1, white)
player_B_text = small_font.render("Player B: " + str(score_B), 1, white)
window.blit(player_A_text, (320 - int(player_A_text.get_width() / 2), 10))
window.blit(player_B_text, (480 - int(player_B_text.get_width() / 2), 10))
pygame.draw.rect(window, white, (20, 450, 760, 1), 0)
pygame.draw.rect(window, white, (20, 49, 760, 1), 0)
pygame.draw.rect(window, white, (19, 50, 1, 400), 0)
pygame.draw.rect(window, white, (780, 50, 1, 400), 0)
pygame.display.update()
while run:
score_A = 0
score_B = 0
clock.tick(fps)
if len(balls) == 0:
ball = Ball(random.randrange(320, 465), random.randrange(200, 285), 15, 3, white)
balls.append(ball)
if ball.lower_left:
ball.move_lower_left()
if ball.last_movement == 'ball.lower_right':
if ball.y + ball.side > HEIGHT - 50:
ball.lower_left = False
ball.last_movement = 'ball.lower_left'
ball.upper_left = True
if ball.last_movement == 'ball.upper_left':
if ball.x < 30:
if left_paddle.x < ball.x < left_paddle.x + left_paddle.width:
if left_paddle.y < ball.y + ball.side < left_paddle.y + left_paddle.height:
ball.lower_left = False
ball.last_movement = 'ball.lower_left'
ball.lower_right = True
else:
score_B += 1
balls.remove(ball)
#ball.start()
if ball.y + ball.side > HEIGHT - 50:
ball.lower_left = False
ball.last_movement = 'ball.lower_left'
ball.upper_left = True
if ball.upper_left:
ball.move_upper_left()
if ball.last_movement == 'ball.lower_left':
if ball.x < 30:
if left_paddle.x < ball.x < left_paddle.x + left_paddle.width:
if left_paddle.y < ball.y + ball.side < left_paddle.y + left_paddle.height:
ball.upper_left = False
ball.last_movement = 'ball.upper_left'
ball.upper_right = True
else:
score_B += 1
balls.remove(ball)
#ball.start()
if ball.y < 50:
ball.upper_left = False
ball.last_movement = 'ball.upper_left'
ball.lower_left = True
if ball.last_movement == 'ball.upper_right':
if ball.y < 50:
ball.upper_left = False
ball.last_movement = 'ball.upper_left'
ball.lower_left = True
if ball.upper_right:
ball.move_upper_right()
if ball.last_movement == 'ball.upper_left':
if ball.y < 50:
ball.upper_right = False
ball.last_movement = 'ball.upper_right'
ball.lower_right = True
if ball.last_movement == 'ball.lower_right':
if ball.x + ball.side > WIDTH - 30:
if right_paddle.x + right_paddle.width > ball.x + ball.side > right_paddle.x:
if right_paddle.y < ball.y + ball.side < right_paddle.y + right_paddle.height:
ball.upper_right = False
ball.last_movement = 'ball.upper_right'
ball.upper_left = True
else:
score_A += 1
balls.remove(ball)
#ball.start()
if ball.y < 50:
ball.upper_right = False
ball.last_movement = 'ball.upper_right'
ball.lower_right = True
if ball.lower_right:
ball.move_lower_right()
if ball.last_movement == 'ball.upper_right':
if ball.y + ball.side > HEIGHT - 50:
ball.lower_right = False
ball.last_movement = 'ball.lower_right'
ball.upper_right = True
if ball.x + ball.side > WIDTH - 30:
if right_paddle.x + right_paddle.width > ball.x + ball.side > right_paddle.x:
if right_paddle.y < ball.y + ball.side < right_paddle.y + right_paddle.height:
ball.lower_right = False
ball.last_movement = 'ball.lower_right'
ball.lower_left = True
else:
score_A += 1
balls.remove(ball)
#ball.start()
if ball.last_movement == 'ball.lower_left':
if ball.y + ball.side > HEIGHT - 50:
ball.lower_right = False
ball.last_movement = 'ball.lower_right'
ball.upper_right = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_UP] and right_paddle.y > 50:
right_paddle.y -= right_paddle.vel
if keys[pygame.K_w] and left_paddle.y > 50:
left_paddle.y -= left_paddle.vel
if keys[pygame.K_DOWN] and right_paddle.y + right_paddle.height < HEIGHT - 50:
right_paddle.y += right_paddle.vel
if keys[pygame.K_s] and left_paddle.y + left_paddle.height < HEIGHT - 50:
left_paddle.y += left_paddle.vel
if keys[pygame.K_SPACE]:
pass
redraw_window()
quit()
def main_menu():
run = True
play_button = Button(green, 100, 350, 150, 75, "Play Pong")
quit_button = Button(red, 550, 350, 150, 75, "Quit")
pong_text = large_font.render("Let's Play Pong!!!", 1, black)
while run:
window.fill(white)
play_button.draw(window, black)
quit_button.draw(window, black)
window.blit(pong_text, (int(WIDTH / 2 - pong_text.get_width() / 2), 100))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
quit()
if event.type == pygame.MOUSEMOTION:
if play_button.hover(pygame.mouse.get_pos()):
play_button.color = (0, 200, 0)
else:
play_button.color = green
if quit_button.hover(pygame.mouse.get_pos()):
quit_button.color = (200, 0, 0)
else:
quit_button.color = red
if event.type == pygame.MOUSEBUTTONDOWN:
if play_button.hover(pygame.mouse.get_pos()):
main()
if quit_button.hover(pygame.mouse.get_pos()):
run = False
quit()
main_menu()
Thanks!!!
Answer to
Every time the ball bounces past the edge, the score increments for a split second, and it goes back to 0 every time the ball respawns.
The score is continuously initialized in the main loop. You have to initialize the score before the loop:
def main():
# [...]
score_A = 0 # <--- INSERT
score_B = 0
while run:
# score_A = 0 <--- DELETE
# score_B = 0
Answer to question 1:
Yes. There is definitely a lot more effective way to do things. There is no need to make so many variables for direction. Simply say direction = [True, False], where direction[0] represents left and not direction[0] represents right in x-axis. Similarly, direction[1] represents y axis. This also solves your problem of randomizing the direction at start. You can simply do direction = [random.randint(0, 1), random.randint(0, 1)] in your init method to randomize the direction. The same way, make a list for speed as well. self.speed = [0.5, random.uniform(0.1, 1)]. This way, speed in left and right will always be same, but y will vary depending on the random number chosen, so there is proper randomness and you also don't have to hardcode random directions in. With this, movement becomes really simple.
class Ball:
def __init__(self, x, y, color, size):
self.x = x
self.y = y
self.color = color
self.size = size
self.direction = [random.randint(0, 1), random.randint(0, 1)]
self.speed = [0.5, random.uniform(0.1, 1)]
def draw(self, display):
pygame.draw.rect(display, self.color, (self.x, self.y, self.size, self.size))
def move(self):
if self.direction[0]:
self.x += self.speed[0]
else:
self.x -= self.speed[0]
if self.direction[1]:
self.y += self.speed[0]
else:
self.y -= self.speed[0]
Because we have defined direction directions are Booleans, changing the state also becomes really easy. If the ball hits the paddle, you can simply toggle the bool direction[0] = not direction[0] in x and pick a new random number for y, instead of manually assigning bools.
def switchDirection(self):
self.direction = not self.direction
self.speed[1] = random.uniform(0.1, 1)
Paddle can be improved slightly as well, by giving Paddle class a move function instead of moving in the main loop. It just means you have to write less code.
def move(self, vel, up=pygame.K_UP, down=pygame.K_DOWN):
keys = pygame.key.get_perssed()
if keys[up]:
self.y -= vel
if keys[down]:
self.y += vel
For collisions, I recommend using pygame.Rect() and colliderect since it's a lot more robust and probably more efficient as well.
Example:
import random
import pygame
WIN = pygame.display
D = WIN.set_mode((800, 500))
class Paddle:
def __init__(self, x, y, width, height, vel, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = vel
self.color = color
def move(self, vel, up=pygame.K_UP, down=pygame.K_DOWN):
keys = pygame.key.get_pressed()
if keys[up]:
self.y -= vel
if keys[down]:
self.y += vel
def draw(self, window):
pygame.draw.rect(window, self.color, (self.x, self.y, self.width, self.height), 0)
def getRect(self):
return pygame.Rect(self.x, self.y, self.width, self.height)
left_paddle = Paddle(20, 100, 10, 50, 5, (0, 0, 0))
right_paddle = Paddle(770, 350, 10, 50, 5, (0, 0, 0))
class Ball:
def __init__(self, x, y, color, size):
self.x = x
self.y = y
self.color = color
self.size = size
self.direction = [random.randint(0, 1), random.randint(0, 1)]
self.speed = [0.3, random.uniform(0.2, 0.2)]
def draw(self, window):
pygame.draw.rect(window, self.color, (self.x, self.y, self.size, self.size))
def switchDirection(self):
self.direction[0] = not self.direction[0]
self.direction[1] = not self.direction[1]
self.speed = [0.2, random.uniform(0.1, 0.5)]
def bounce(self):
self.direction[1] = not self.direction[1]
self.speed = [0.2, random.uniform(0.01, 0.2)]
def move(self):
if self.direction[0]:
self.x += self.speed[0]
else:
self.x -= self.speed[0]
if self.direction[1]:
self.y += self.speed[1]
else:
self.y -= self.speed[1]
def getRect(self):
return pygame.Rect(self.x, self.y, self.size, self.size)
def boundaries(self):
if ball.x <= 10:
self.switchDirection()
if ball.x + self.size >= 800:
self.switchDirection()
if ball.y + self.size >= 490:
self.bounce()
if ball.y <= 0:
self.bounce()
ball = Ball(400, 250, (255, 0, 0), 20)
while True:
pygame.event.get()
D.fill((255, 255, 255))
ball.draw(D)
ball.boundaries()
ball.move()
#print(ball.x, ball.y)
left_paddle.draw(D)
right_paddle.draw(D)
right_paddle.move(0.4)
left_paddle.move(0.4, down=pygame.K_s, up=pygame.K_w)
if left_paddle.getRect().colliderect(ball.getRect()):
ball.switchDirection()
if right_paddle.getRect().colliderect(ball.getRect()):
ball.switchDirection()
WIN.flip()
I basically coded every possible movement of the ball when it bounces on the edge. I spent hours working on it, and I got it to work, I was just wondering if there was a more efficient way to produce a similar output with my code (coz I know this is supposed to be a beginner project)?
and
How can I make the ball spawn at random directions? at the start (and restart) of every round?
Rather than implementing "every" direction of the ball you can use float coordinates. these variables are usualy called dx and dy.
This way getting a random or reversed direction for your ball is simple, just use random or inverse values for dx and dy.
Th update for your ball should then look like:
def update(self. dt):
self.x += self.dx * self.speed * time_elapsed
self.y += self.dy * self.speed * time_elapsed # Time elasped is often called dt.
Every time the ball bounces past the edge, the score increments for a split second, and it goes back to 0 every time the ball respawns.
See Rabid76's answer. Ideally you should have a GameState object with scores, lives and other stuff as attributes.
Some food for thought on how to reduce all that ball movement/collision code, and make things a bit more reusable:
import pygame
class Ball:
def __init__(self, bounds, color):
from random import randint, choice
self.bounds = bounds
self.position = pygame.math.Vector2(
randint(self.bounds.left, self.bounds.left+self.bounds.width),
randint(self.bounds.top, self.bounds.top+self.bounds.height)
)
self.velocity = pygame.math.Vector2(choice((-1, 1)), choice((-1, 1)))
self.color = color
self.size = 8
def draw(self, window):
pygame.draw.rect(
window,
self.color,
(
self.position.x-self.size,
self.position.y-self.size,
self.size*2,
self.size*2
),
0
)
def update(self):
self.position.x += self.velocity.x
self.position.y += self.velocity.y
if not self.bounds.left+self.size < self.position.x < self.bounds.left+self.bounds.width-self.size:
self.velocity.x *= -1
if not self.bounds.top+self.size < self.position.y < self.bounds.top+self.bounds.height-self.size:
self.velocity.y *= -1
def main():
from random import randint
window_width, window_height = 800, 500
window = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption("Pong")
clock = pygame.time.Clock()
black = (0, 0, 0)
white = (255, 255, 255)
padding = 20
bounds = pygame.Rect(padding, padding, window_width-(padding*2), window_height-(padding*2))
ball = Ball(bounds, white)
def redraw_window():
window.fill(black)
pygame.draw.rect(
window,
white,
(
padding,
padding,
window_width-(padding*2),
window_height-(padding*2)
),
1
)
ball.draw(window)
pygame.display.update()
while True:
clock.tick(60)
ball.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
else:
redraw_window()
continue
break
pygame.quit()
return 0
if __name__ == "__main__":
import sys
sys.exit(main())
This isn't a complete drop-in replacement, I've just reimplemented the Ball class. There are no paddles. Essentially, when instantiating a ball, you pass in a pygame.Rect, which describes the bounds in which the ball is allowed to bounce around in. You also pass in a color tuple. The ball then picks a random position within the bounds (the position is a pygame.math.Vector2, as opposed to storing x and y as separate instance variables). A ball also has a velocity, which is also a pygame.math.Vector2, so that you may have independent velocity components - one for x (horizontal velocity) and one for y (vertical velocity). The size of a ball simply describes the dimensions of the ball. If the size is set to 8, for example, then a ball will be 16x16 pixels.
The Ball class also has an update method, which is invoked once per game-loop iteration. It moves the ball to the next position dictated by the velocity, and checks to see if the ball is colliding with the bounds. If it is, reverse the corresponding velocity component.
Related
Pygame collisions is wierd [duplicate]
This question already has answers here: Pygame: Collision by Sides of Sprite (5 answers) How can I rewrite my collision logic in my pygame platformer? (1 answer) Closed 16 days ago. So Ive been at this one problem for more than a week now and i feel like Ive tried everything. Nothing works, Ive looked it up, but at the same time I don't want to just copy code i would like to actually understand it. def x_collision(self): for tile in tiles: self.rect = pygame.Rect(self.x, self.y, self.size, self.size) if tile.colliderect(self.rect): if self.x_vel > 0: self.x = tile.right if self.x_vel < 0: self.x = tile.left - self.size def y_collision(self): for tile in tiles: self.rect = pygame.Rect(self.x, self.y, self.size, self.size) if tile.colliderect(self.rect): if self.y_vel > 0: self.y = tile.bottom if self.y_vel < 0: self.y = tile.top This is just the two main functions for the collision located inside the player class. Ive gotten the collisions to work on each axis but when i merge the two together it just goes insane, I'm guessing this has something to do with the position of the player being set in the wrong place but that shouldn't be the problem considering im not checking for the collision in one function but instead in two different for each the x and y. Just, it's probably because of some stupid reason and it shouldn't be that hard if you're not dumb like me but i just can't seem to figure it out Also if you're testing the code just delete everything that has something to do with sound! Here is the entire code for reference (i know it's messy but im very new to this so good luck!) import pygame import random import math import time # Initialize Pygame pygame.init() pygame.mixer.init() # Set the size of the window size = (900, 600) screen = pygame.display.set_mode(size) # Set the title of the window pygame.display.set_caption("Classes testing") clock = pygame.time.Clock() fps = 60 pygame.mixer.music.load('PewPewProject/Retro Platform.wav') pygame.mixer.music.set_volume(0.1) pygame.mixer.music.play(-1) pop_sound = pygame.mixer.Sound("PewPewProject/vine-boom.wav") pop_sound.set_volume(0.5) level = [ ['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1'], ['1','E','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','E','0','0','0','1'], ['1','0','0','0','1','1','1','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','1','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','1','0','1','0','0','0','0','0','0','0','0','E','0','0','0','0','1'], ['1','0','0','1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','E','1','1','1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','E','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','1','1','1','0','1','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','1','0','0','0','1','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','1','0','1','1','1','0','E','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','1','0','1','S','1','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','1','0','0','0','1','0','0','0','0','0','1'], ['1','0','0','E','0','0','0','0','0','1','1','1','1','1','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1'], ['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1'], ] tilex, tiley = [0, 0] tilex_offset, tiley_offset = [0, 0] tile_size = 50 tilemap = pygame.image.load('PewPewProject/tilemap.png') tiles = [] collision_tiles = [] enemy_spawns = [] def build_level(): for tiley, rows in enumerate(level): for tilex, tile in enumerate(rows): if tile == '1': tile_rect = pygame.Rect(tilex*tile_size+tilex_offset, tiley*tile_size+tiley_offset, tile_size, tile_size) tiles.append(tile_rect) elif tile == '0': pass elif tile == 'E': enemy_spawns.append([tilex, tiley]) elif tile == 'S': pass elif tile == 'R': pass else: print("Wrong Map Input") def rebuild_level(): global tiles, enemy_spawns tiles = [] enemy_spawns = [] build_level() def draw_level(): for tiley, rows in enumerate(level): for tilex, tile in enumerate(rows): color = None if tile == '1': color = (100, 100, 100) elif tile == 'S': color = (50, 255, 100) elif tile == 'R': color = (255, 50, 50) if color: pygame.draw.rect(screen, color, (tilex*tile_size+tilex_offset, tiley*tile_size+tiley_offset, tile_size, tile_size)) def random_except(start, end, exception_start, exception_end): num = random.randint(start, end) while num >= exception_start and num <= exception_end: num = random.randint(start, end) return num class Player: def __init__(self, x, y): global projectiles self.speed = 5 self.x = x self.y = y self.x_vel = 0 self.y_vel = 0 self.px_vel = 0 self.py_vel = 0 self.size = tile_size self.gunsurface = pygame.Surface((90, 25), pygame.SRCALPHA) self.healthboost = 1 self.health = 100 * 1 self.rotated_gunsurface = self.gunsurface self.gunsurface.fill((150, 150, 150)) self.gunrect = self.gunsurface.get_rect() projectiles = [Projectile(-100, 0, 0)] self.last_shot_time = 0 self.cooldown = 0.5 self.is_slowed = False dx = 0 dy = 0 self.angle = math.atan2(dy, dx) self.force = 72 self.forceCounterCuzIAmBadAtPython = self.force self.rect = pygame.Rect(self.x, self.y, self.size, self.size) self.alive = True self.colliding = False def x_collision(self): for tile in tiles: self.rect = pygame.Rect(self.x, self.y, self.size, self.size) if tile.colliderect(self.rect): if self.x_vel > 0: self.x = tile.right if self.x_vel < 0: self.x = tile.left - self.size def y_collision(self): for tile in tiles: self.rect = pygame.Rect(self.x, self.y, self.size, self.size) if tile.colliderect(self.rect): if self.y_vel > 0: self.y = tile.bottom if self.y_vel < 0: self.y = tile.top def Movement(self): global tiley_offset, tilex_offset self.keys = pygame.key.get_pressed() tilex_offset += self.x_vel self.x_collision() if self.x_vel != 0: self.x_vel -= self.px_vel self.forceCounterCuzIAmBadAtPython -= 1 if self.forceCounterCuzIAmBadAtPython <= 0: self.x_vel = 0 tiley_offset += self.y_vel self.y_collision() if self.y_vel != 0: self.y_vel -= self.py_vel if self.forceCounterCuzIAmBadAtPython <= 0: self.y_vel = 0 rebuild_level() def Alive(self): if self.health <= 0: self.alive = False def GUI(self): self.empty_health_bar = pygame.draw.rect(screen, (200, 20, 20), (screen.get_width()/4, 10,466, 25)) self.health_bar = pygame.draw.rect(screen, (20, 200, 20), (screen.get_width()/4, 10, self.health*4.66/self.healthboost, 25)) pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4, 10),(screen.get_width()/4+466, 10), 2) pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4, 35),(screen.get_width()/4+466, 35), 2) pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4, 10), (screen.get_width()/4, 35), 2) pygame.draw.line(screen, (0, 0, 0), (screen.get_width()/4+466, 10), (screen.get_width()/4+466, 35), 2) def Gun(self): cursor_x, cursor_y = pygame.mouse.get_pos() dx = cursor_x - (self.x + self.size) dy = cursor_y - (self.y + self.size) angle = math.atan2(dy, dx) self.rotated_gunsurface = pygame.transform.rotate(self.gunsurface, math.degrees(angle * -1)) self.gunrect = self.rotated_gunsurface.get_rect(center = (self.x+self.size/2, self.y+self.size/2)) screen.blit(self.rotated_gunsurface, (self.gunrect.x, self.gunrect.y)) def Shoot(self): global dx, dy if pygame.key.get_pressed()[pygame.K_e]: current_time = time.time() if current_time - self.last_shot_time > self.cooldown: self.forceCounterCuzIAmBadAtPython = self.force pop_sound.play() cursor_x, cursor_y = pygame.mouse.get_pos() dx = cursor_x - (self.x + self.size/2) dy = cursor_y - (self.y + self.size/2) self.angle = math.atan2(dy, dx) projectiles.append(Projectile(self.x+self.size/2, self.y+self.size/2, self.angle)) self.last_shot_time = current_time self.x_vel = math.cos(self.angle) * self.speed self.y_vel = math.sin(self.angle) * self.speed self.px_vel = self.x_vel / self.force self.py_vel = self.y_vel / self.force def Render(self): self.rect = pygame.Rect(self.x, self.y, self.size, self.size) pygame.draw.rect(screen, (230, 100, 100), self.rect) self.Gun() class Projectile: def __init__(self, x, y, angle): self.x = x self.y = y self.angle = angle self.speed = 8 self.hitbox = pygame.Rect(self.x, self.y, 5,5) def Move(self): self.x += math.cos(self.angle) * self.speed self.y += math.sin(self.angle) * self.speed def Render(self): self.hitbox = pygame.draw.circle(screen, (255, 255, 0), (int(self.x), int(self.y)), 7) class Enemy: def __init__(self, health, main_speed, tag, size, player, x, y): self.health = health #self.main_speed = 3 self.tag = tag self.size = size self.player = player self.speed = 3 self.x = x self.y = y self.alive = True def Destroy(self): self.alive = False def Spawning(self): self.hitbox = pygame.draw.rect(screen, (100, 240, 100), (self.x + tilex_offset, self.y + tiley_offset, self.size, self.size)) def Movement(self): dx = self.player.x - self.x dy = self.player.y - self.y angle = math.atan2(dy - tiley_offset, dx - tilex_offset) self.x += self.speed * math.cos(angle) self.y += self.speed * math.sin(angle) projectiles = [Projectile(-100, 0, 0)] def main(): player = Player(screen.get_width()/2-tile_size/2, screen.get_height()/2-tile_size/2) enemies = [] def Spawn_enemies(num_enemies, player): for i in range(num_enemies): x, y = random.choice(enemy_spawns) enemy = Enemy(1, 1, i, 25, player, x*tile_size, y*tile_size) enemies.append(enemy) build_level() running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Main Loop screen.fill((100, 100, 200)) # usage spawn_enemies_chance = random.randint(0, 250) number_of_enemies = len(enemies) if spawn_enemies_chance == 1 and number_of_enemies <= 4: Spawn_enemies(1,player) draw_level() # enemy for enemy in enemies: if enemy.alive: enemy.Movement() enemy.Spawning() for projectile in projectiles: if enemy.hitbox.colliderect(projectile.hitbox): enemy.health -= 1 pop_sound.play() if enemy.health <= 0: try: enemy.alive = False enemies.remove(enemy) except: print("list.remove(x): x not in list... Enemy moment") projectiles.remove(projectile) # Get Hurt for enemy in enemies: if enemy.hitbox.colliderect(player): player.health -= 10 enemies.remove(enemy) # Projectiles for i, projectile in enumerate(projectiles): projectile.Move() projectile.Render() if projectiles != []: if projectile.x < 0 or projectile.x > screen.get_width() or projectile.y < 0 or projectile.y > screen.get_height(): projectiles.pop(i) for tile in tiles: if projectiles != []: if tile.colliderect(projectile.hitbox): try: projectiles.pop(i) except: print(i," pop index out of range, don't mind it :)") # player player.Alive() player.Shoot() player.Movement() player.Render() # Renders the UI ontop of everything player.GUI() pygame.display.update() clock.tick(fps) pygame.quit() # DO NOT DISTURB! if __name__ == "__main__": main()
Why is my enemybullets shooting from wrong area in Pygame
I am currently creating a top-down shooter in Pygame and currently need my enemies to shoot bullets at my player. The problem is that when I move my character the position where the bullets are shooting from moves as well when they are meant to be shot from the enemies at all times. I have watched many different tutorials but non of which have proven helpful. Hoping someone can help. import pygame import sys import math import random import time import multiprocessing from pygame import mixer pygame.init() displayWidth = 100 displayHeight = 200 enemytime = time.time() + 10 enemyshoottime = time.time() + 1 #Enemy class Enemy1(object): def __init__(self, x, y): self.x = x self.y = y self.hit_box = (self.x-10, self.y -10, 70, 70) self.animation_images = [pygame.image.load("Enemy1_animation_0.png"), pygame.image.load("Enemy1_animation_1.png"), pygame.image.load("Enemy1_animation_2.png"), pygame.image.load("Enemy1_animation_3.png")] self.animation_count = 0 self.reset_offset = 0 self.offset_x = random.randrange(-150, 150) self.offset_y = random.randrange(-150, 150) self.health = 4 def main(self, display): if self.animation_count + 1 == 16: self.animation_count = 0 self.animation_count += 1 if self.reset_offset == 0: self.offset_x = random.randrange(-150, 150) self.offset_y = random.randrange(-150, 150) self.reset_offset = random.randrange(120, 150) else: self.reset_offset -= 1 if player.x + self.offset_x > self.x-display_scroll[0]: self.x += 1 elif player.x + self.offset_x < self.x-display_scroll[0]: self.x -= 1 if player.y + self.offset_y > self.y-display_scroll[1]: self.y += 1 elif player.y + self.offset_y < self.y-display_scroll[1]: self.y -= 1 display.blit(pygame.transform.scale(self.animation_images[self.animation_count//4], (50, 50)), (self.x-display_scroll[0], self.y-display_scroll[1])) self.hit_box = (self.x-display_scroll[0]-10, self.y-display_scroll[1]-10, 70, 70) pygame.draw.rect(display, (255, 0, 0), self.hit_box, 2) #Enemy Bullet class EnemyBullet: def __init__(self, x, y, playerx, playery): self.x = x self.y = y self.playerx = 300 self.playery = 300 self.speed = 7 self.angle = math.atan2(y-playerx, x-playery) self.x_vel = math.cos(self.angle) * self.speed self.y_vel = math.sin(self.angle) * self.speed def main(self, display): self.x -= int(self.x_vel) self.y -= int(self.y_vel) EnemyBulletRect = pygame.draw.circle(display, (255,0,0), (self.x, self.y), 5) #list's enemies = [ Enemy2(800, -200), Enemy3(-300, 500), Enemy4(1000, 400)] enemy = Enemy1(600, 400) enemy_bullets = [] sounds = ['explosion1.mp3', 'explosion2.mp3', 'explosion3.mp3'] player = Player(400, 300, 32, 32) display_scroll = [0,0] player_bullets = [] while True: display.fill((0, 0, 0)) display.blit(displayImage, (0, 0)) #display.blit(ImageBackground, (0, 0)) display.blit(Earth, (700, 100)) show_score(textX, textY) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() #Enemy shoots if time.time() >= enemyshoottime: enemy_bullets.append(EnemyBullet(enemy.x, enemy.y, playerx, playery)) from playsound import playsound playsound('lazer.mp3', block=False) enemyshoottime = time.time() + 1 for bullets in enemy_bullets: bullets.main(display) #spawn enemies if time.time() >= enemytime: # Time to spawn a new enemy. enemies.append( Enemy3( 100, 500 ) ) enemies.append( Enemy3( 600, 400 ) ) # Reset the alarm. enemytime = time.time() + 10
The motion vector of the bullet can be calculated from the normalized direction vector (Unit vector) multiplied by the velocity. The unit vector is obtained by dividing the components of the vector by the Euclidean length of the vector. Do not round the velocity before adding it to the position, but round the position when using it to draw the bullet. If you round the component vectors before adding them or round the position attributes themselves, there will be an inaccuracy that accumulates over time. Round only the values that are used in pygame.draw.circle Use round instead of int. class EnemyBullet: def __init__(self, x, y, playerx, playery): self.x = x self.y = y self.speed = 7 dx = playerx - x dy = playery - y d = math.sqrt(dx*dx, dy*dy) # or d = math.hypot(dx, dy) self.x_vel = self.speed * dx / d self.y_vel = self.speed * dy / d def main(self, display): self.x += self.x_vel self.y += self.y_vel EnemyBulletRect = pygame.draw.circle( display, (255,0,0), (round(self.x), round(self.y)), 5)
Why does my pygame program slowdown, when I move my mouse?
So I am trying to program a pong game in pygame, python. Whenever I move my mouse fastly, the ball is slowing down. With my mouseposition, I move my paddle, so I need mouse motion. How can I fix this issue or what might be the problem? Am I doing something wrong? Appreciate any help, or feedback (I am beginner) import pygame, random WHITE = (255, 255, 255) width = 1000 height = 600 window = pygame.display.set_mode((width, height)) pygame.display.set_caption("Pong Game") Directions = ["negative", "positive"] DirectionX = random.choice(Directions) DirectionY = random.choice(Directions) class classBall(): def __init__(self): self.BallIMG = pygame.image.load("Ball.png") self.X = width/2 self.Y = height/2 BallDisplay = window.blit(self.BallIMG, (self.X, self.Y)) self.Vel = 0.25 pass def display(self): global DirectionX, DirectionY if 25 < self.X < 35 and PaddlePlayer.PosY-15 < self.Y < PaddlePlayer.PosY+115: DirectionX = "positive" if width-65 < self.X < width-55 and PaddleComp.PosY-15 < self.Y < PaddleComp.PosY+115: DirectionX = "negative" if 10 > self.Y: DirectionY = "positive" if height-10 < self.Y: DirectionY = "negative" if DirectionY == "positive": self.Y += self.Vel else: self.Y -= self.Vel if DirectionX == "positive": self.X += self.Vel else: self.X -= self.Vel BallDisplay = window.blit(self.BallIMG, (self.X, self.Y)) Ball = classBall() class Paddle1Player(): def __init__(self): self.PosY = height/2 self.PosX = 30 pygame.draw.rect(window, WHITE, [self.PosX, self.PosY, 5, 100]) def display(self): x, MausPositionY = pygame.mouse.get_pos() if not MausPositionY > height-100: self.PosY = MausPositionY pygame.draw.rect(window, WHITE, [30, self.PosY, 5, 100]) class Paddle2Computer(): def __init__(self): self.PosY = height/2 self.PosX = width-35 pygame.draw.rect(window, WHITE, [self.PosX, self.PosY, 5, 100]) def display(self): if Ball.X > width/2 and DirectionX == "positive": if self.PosY < Ball.Y and DirectionY == "positive": self.PosY+= Ball.Vel elif self.PosY > Ball.Y and DirectionY == "negative": self.PosY-= Ball.Vel else: if not height/2 -1 < self.PosY+25 < height/2: if self.PosY+25 < height/2: self.PosY+= Ball.Vel-Ball.Vel*3/10 else: self.PosY-= Ball.Vel-Ball.Vel*3/10 pygame.draw.rect(window, WHITE, [width-35, self.PosY, 5, 100]) PaddlePlayer = Paddle1Player() PaddleComp = Paddle2Computer() running = True pygame.display.flip() while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False window.fill((0,0,0)) Ball.display() PaddlePlayer.display() PaddleComp.display() pygame.display.flip()
You want to be setting up a pygame.time.Clock() and in your event loop be calling clock.tick(60) (for 60fps). Right now your loop is input-bound and not FPS-bound. In Pygame, normalizing game-speed across different fps values pygame clock.tick() vs framerate in game main loop
How do I get the enemy to chase the player? I would also like to know how to jump onto the moving object when I jump and not just go through it
moving object. It currently moves left and right across the screen and I would like the user to be able to jump on it. def moving_object(): global x_speed, y_speed pygame.draw.rect(win, (200, 140, 150), rectangle) rectangle.x += x_speed if rectangle.right >= 500 or rectangle.left <= 0: x_speed *= -1 class for my enemy. They currently move left and right across the screen but I would like them to follow the user. They can also not jump class enemy(): walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')] walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')] def __init__(self, x, y, width, height, end): self.x = x self.y = y self.width = width self.height = height self.end = end self.WalkCount = 0 self.vel = 3 self.path = [self.x, self.end] self.hitbox = (self.x + 17, self.y + 2, 31, 57) self.health = 10 self.visible = True def draw(self, win): self.move() if self.visible: if self.WalkCount + 1 >= 33: self.WalkCount = 0 if self.vel > 0: win.blit(self.walkRight[self.WalkCount //3], (self.x, self.y)) self.WalkCount += 1 else: win.blit(self.walkLeft[self.WalkCount //3], (self.x, self.y)) self.WalkCount += 1 pygame.draw.rect(win, (255, 0, 0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10)) pygame.draw.rect(win, (0, 255, 0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10)) self.hitbox = (self.x + 17, self.y + 2, 31, 57) def move(self): if self.vel > 0: if self.x + self.vel < self.path[1]: self.x += self.vel else: self.vel = self.vel * -1 self.WalkCount = 0 else: if self.x - self.vel > self.path[0]: self.x += self.vel else: self.vel = self.vel * -1 self.WalkCount = 0 def hit(self): if self.health > 0: self.health -= 1 else: self.visible = False pass
So here is one way to make a pathfinding algorithm: import pygame import time pygame.init() screen = pygame.display.set_mode((700, 500)) clock = pygame.time.Clock() to_coords = [550, 100] from_coords = (150, 400) def go_to_koeff(from_, to): dx = to[0] - from_[0] dy = to[1] - from_[1] if dx != 0: dx /= abs(dx) if dy != 0: dy /= abs(dy) return dx, dy follow_coords_x = from_coords[0] follow_coords_y = from_coords[1] velocity = 1 run = True while run: clock.tick(60) screen.fill((0, 0, 0)) pygame.draw.circle(screen, (0, 255, 0), to_coords, 5) pygame.draw.circle(screen, (255, 0, 0), from_coords, 5) pygame.draw.circle(screen, (255, 255, 255), (follow_coords_x, follow_coords_y), 5) koeff = go_to_koeff((follow_coords_x, follow_coords_y), to_coords) follow_coords_x += velocity * koeff[0] follow_coords_y += velocity * koeff[1] keys = pygame.key.get_pressed() if keys[pygame.K_UP]: to_coords[1] -= 3 if keys[pygame.K_DOWN]: to_coords[1] += 3 if keys[pygame.K_LEFT]: to_coords[0] -= 3 if keys[pygame.K_RIGHT]: to_coords[0] += 3 for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit() so basically the whole algorithm is that go_to_koeff() function: that function returns the koefficent of direction that can be used to change where the white dot moves that can be seen where the coefficient is multiplied by velocity. This algorithm isn't perfect but it finds the position so there is that. (You can play around a bit by moving the green dot with arrow keys to see how it moves) Another idea that came to mind was tracking player position in a list and making the enemy follow all the coords in the list which could be even worse but it will feel like it is actually following You. Also I just noticed that there is some useless change of variable names, but it doesn't affect anything much.
How can you pre-calculate the balls trajectory and therefore its endpoint in the game Pong?
I am making the classic Pong in Python, but I am in need of help. For/in this game I want to calculate the trajectory of the ball, so for a given beginPoint(bounce on the left paddle) and angle(green thing) I want to calculate the endpoint(The blue X). This all in order to move the right paddle to the ball so you can play Pong on your own. Here is an image of the problem to make it more clear: https://imgur.com/OySberQ I've tried to come up with some type of algorithm using trigonometry, but could only calculate the first point and then get stuck: def calculateTragectory(beginY, angle): distanceX = 0 direction = ball.directionY while True: if direction == -1: distanceX += (height - beginY) * math.tan(angle) direction == 1 elif direction == 1: distanceX += beginY * math.tan(angle) direction == -1 Here is the rest of the code: import pygame import random import math pygame.init() width = 1000 height = 600 leftScore = 0 rightScore = 0 delay = 2 paddleSpeed = 2 ballSpeed = 1 paddleWidth = 15 paddleHeight = 70 ballRadius = 10 spacingX = 3*paddleWidth window = pygame.display.set_mode((width, height)) font = pygame.font.SysFont('Arial', 128) class Paddle: def __init__(self, side): # left = true, right = false if side: self.x = spacingX else: self.x = width-spacingX self.y = 300 def move(self, UpOrDown): if UpOrDown: self.y -= paddleSpeed else: self.y += paddleSpeed def draw(self): pygame.draw.rect(window, (255, 255, 255), (self.x, self.y, paddleWidth, paddleHeight)) class Ball(): def __init__(self): self.x = width/2 self.y = height/2 self.directionX = -1 self.directionY = 1 def move(self): if self.y > height or self.y < 0: self.directionY *=-1 self.x += ballSpeed*self.directionX self.y += ballSpeed*self.directionY def draw(self): pygame.draw.circle(window, (255, 255, 255), (int(self.x), int(self.y)), ballRadius) def reset(self): self.x = width/2 self.y = random.uniform(50, 550) self.directionX *= -1 def keyInput(): # Key inputs True = Up, down is False keys = pygame.key.get_pressed() if keys[pygame.K_w] and leftPaddle.y > 0: leftPaddle.move(True) if keys[pygame.K_s] and leftPaddle.y < height - paddleHeight: leftPaddle.move(False) if keys[pygame.K_SPACE]: ball.x = width/2 ball.y = height/2 def collisionDetection(): if ball.x == leftPaddle.x + paddleWidth + ballRadius and leftPaddle.y <= ball.y <= leftPaddle.y + paddleHeight: ball.directionX *= -1 if ball.x == computerPaddle.x - ballRadius and computerPaddle.y <= ball.y <= computerPaddle.y + paddleHeight: ball.directionX *= -1 def scoreUpdate(): global rightScore, leftScore if ball.x <= 0: rightScore += 1 ball.reset() elif ball.x >= width: leftScore +=1 ball.reset() def calculateTragectory(beginY, angle): distanceX = 0 direction = ball.directionY while True: if direction == -1: distanceX += (height - beginY) * math.tan(angle) direction == 1 elif direction == 1: distanceX += beginY * math.tan(angle) direction == -1 a = beginPoint * math.tan(angle) #Init paddles leftPaddle = Paddle(True) computerPaddle = Paddle(False) ball = Ball() #Game loop: while True: pygame.time.delay(delay) ball.move() collisionDetection() scoreUpdate() scoreText_left = font.render(str(leftScore), True, (255, 255, 255)) scoreText_right = font.render(str(rightScore), True, (255, 255, 255)) keyInput() window.fill((0, 0, 0)) window.blit(scoreText_left, (350-64, 50)) window.blit(scoreText_right, (650, 50)) leftPaddle.draw() computerPaddle.y = ball.y computerPaddle.draw() ball.draw() pygame.display.update() #Exit for event in pygame.event.get(): if event.type == pygame.QUIT: if event.key == pygame.K_ESCAPE: pygame.quit()
the following is the code you need: # width and height are the width and height you want to calculate the endpoint for def calculate_tragectory(begin_y, angle): x_speed = math.cos(angle) # calculate the relative x of the angle y_speed = math.sin(angle) # calculate the relative y of the angle straight_pos = begin_y + width * y_speed / x_speed # this is the final position if the ball wouldn't change direction final_pos = abs(straight_pos) % (2 * height) # a negative result just of straight_pos means it bounces one additional time # but has no effect on the result. # (that's why abs(straight_pos) instead of just straight_pos) # if the result is 2 * height it means that the ball has bounced twice # and has returned to y position 0. if final_pos > height: final_pos = 2 * height - final_pos # if final_pos > height this means that the ball has bounced once and # the final position is the remainder to 2 * height. return final_pos modifications you want to make: you need to subtract the paddle spacing as well as the ball radius from the width. make sure to set the middle of the paddle to this value not the top. in your case you don't actually want to input an angle but rather x and y speeds: def calculate_tragectory(begin_y, x_speed, y_speed): # input x_speed and y_speed instead of calculating them from the angle ... general tips to improve your code: according to the python documentation variables and function should be named lowercase_with_underscores the collision detection is quite crappy. it often visually collided but still went through the paddle.