Play animation upon collision with enemy - python

so I have loaded the images into pygame:
Explosion = [pygame.image.load('Explosion1.png'), pygame.image.load('Explosion2.png'), pygame.image.load('Explosion3.png'), pygame.image.load('Explosion4.png'), pygame.image.load('Explosion5.png'), pygame.image.load('Explosion6.png'), pygame.image.load('Explosion7.png'), pygame.image.load('Explosion8.png'), pygame.image.load('Explosion9.png'), pygame.image.load('Explosion10.png')]
and I would like, when the bullet, which is a separate class, makes a collision with the missile, it plays this animation at the position where both the bullet and the enemy collide, I'm not sure how I go around doing this?
Collision Script (In the main loop):
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
Bullet Class:
class Bullet (pygame.sprite.Sprite):
def __init__ (self, x, y):
super (Bullet, self).__init__()
self.surf = pygame.image.load("Bullet.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.rect = self.surf.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedx = bullet_speed
def update(self):
self.rect.x += self.speedx
if self.rect.left > SCREEN_WIDTH:
self.kill()
Enemy Class:
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("Missiles.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(Enemy_SPEED_Min, Enemy_SPEED_Max)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
all of the code is here https://pastebin.com/CG2C6Bkc if you need it!
thank you in advance!

Do not destroy the enemies, when it collides with an bullet. Iterate through the enemies and which are returned in hits and start the explosion animation instead of killing the enemies:
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
hits = pygame.sprite.groupcollide(enemies, bullets, False, True)
for enemy in hits:
enemy.start_animation()
Add the attributes animation_count, animation_frames and animation to th class Enemy. When the explosion animation is started then animation is set True. animation_frames controls the speed of the animation. If the animation is started, then the enemy stops to move and the Explosion image is shown instead of the enemy. After the last image of the animation is shown, the enemy is killed:
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("Missiles.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(Enemy_SPEED_Min, Enemy_SPEED_Max)
self.animation_count = 0
self.animation_frames = 10
self.animation = False
def start_animation(self):
self.animation = True
def update(self):
if self.animation:
image_index = self.animation_count // self.animation_frames
self.animation_count += 1
if image_index < len(Explosion):
self.surf = Explosion[image_index]
self.rect = self.surf.get_rect(center = self.rect.center)
else:
self.kill()
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()

Well i dont want to do it for you, But i will say one way you could do it, then you can go and try to do it, and if you run into a problem/error, you can update the question and we can help you.
I would create another class called Explosion and and give it the images, when when you draw it, draw the first image, then change to the second, then draw that one, then change...
Then after it finishes, destroy the object.
So, create the class, create a spritegroup, when the bullet collides, create a new instance of the class, giving it the x and y co ordinates of the collision, update it every frame, and it will draw all the images then destroy itself
also, an easier way to get all of your images instead of typing them all out is
Explosion_imgs = [pygame.image.load("explosion" + str(x) + ".png") for x in range(1,11,1)]

Related

The tiles of my scrolling tile-based platformer aren't loading onto the screen

I've been working on this platformer for a couple months now and I've encountered a problem: when I try to load the tiles of my level, they don't show up. Plus, the game lags like hell when I try to .blit() the tiles. Using .convert() and .convert_alpha() helped but it didn't entirely remove it, or at least not enough to make the game playable. I've tried to make a seperate for loop to load the tiles one after then other right after updating their position, but it didn't change anything. I tried to use .flip() and pygame.display.update() after the .blit() funtion but in vain.
Here's the Tile class:
class Tile(pygame.sprite.Sprite):
def __init__(self,pos,size):
super().__init__()
self.image = pygame.Surface((size,size))
self.rect = self.image.get_rect(topleft = pos)
def update(self,x_shift,y_shift,png,screen):
self.rect.x += x_shift
self.rect.y += round(y_shift)
screen.blit(png, (self.rect.x, self.rect.y))
The game loop (don't mind the messy code):
def run(self):
player = self.player.sprite
if self.innit == "false":
self.innit = "true"
self.scroll_y_position = player.rect.y
if self.menu == "false":
self.menu = "true"
self.button = Button((200,200),"start")
self.go = "no"
if self.go == "no":
self.go = self.button.update_start()
self.button.update(self.display_surface)
#Everything above this comment is just for the menu and the innit function, the real game loop is below this comment
else:
self.player.update()
self.tiles.update(self.world_shiftx, self.world_shifty,self.tile_image,self.display_surface)
self.dangers.update(self.world_shiftx, self.world_shifty)
self.dangers.draw(self.display_surface)
self.portals.update(self.world_shiftx, self.world_shifty)
self.portals.draw(self.display_surface)
self.scroll_x()
player.rect.x += player.direction.x * player.speed
self.horizontal_movement_collision()
self.scroll_y()
player.rect.y += player.direction.y + self.world_shifty
self.vertical_movement_collision()
self.player.draw(self.display_surface)
self.scroll_y_position += player.direction.y - 0.8
self.player_events()
And tile_image variable:
self.tile_image = pygame.image.load("/home/yzaques/Platformer/tile.png")
You're using pygame.sprite.Sprites. Likely your Sprites are drawn through pygame.sprite.Group.draw. This method uses the rect and image attributes of the Sprites to draw them. Therefore, you need to change the image attribute instead of trying to blit the new bitmap:
class Tile(pygame.sprite.Sprite):
def __init__(self,pos,size):
self.image = pygame.Surface((size,size))
self.rect = self.image.get_rect(topleft = pos)
def update(self,x_shift,y_shift,png,screen):
self.rect.x += x_shift
self.rect.y += round(y_shift)
self.image = png
self.rect = self.image.get_rect(center = self.rect.center)

pygame sprite.Group - passing arguments out of a Group

I'm trying out pygame, using Sprites & Groups, and getting myself a little confused around passing arguments.
Basically I have a wrapper class MyGame() as my_game(). In that I have pygame.sprite.Group() - all_sprites.
I then have a class Alien(pygame.sprite.Sprite) for my aliens, and I add each alien to my all_sprites Group.
I want my Group of aliens to track across the screen (which they do) and then all drop as a block, a group (which they don't).
I can loop through my all_sprites.Group in my main loop after the self.all_sprites.update() and see if alien.rect.right > WIDTH or alien.rect.left < 0 , then loop through the Group again calling alien.end_row() then break the loop so it doesn't run for each alien on the screen edge, but that seems very clunky.
I've tried setting a flag in MyGame self.alien_drop = False but when I try to set my_game.alien_drop = True in the Alien class, it doesn't recognise my_game - not defined. I'm a little confused as MyGame is creating the instances of Alien, so they should be enclosed by the scope of MyGame?
I can pass MyGame self.alien_drop into my Alien init() but when I update the Alien self.alien_drop it doesn't update MyGame.alien_drop. Which I get because it's created a new variable local to Alien.
There doesn't seem to be a way to pass an argument through Group.update() which I guess is because it's just calling the .update() on all Sprite inside the group. I can't see an easy way to modify the Group.update() function so that I can pass values, and in fairness I probably don't want to go mucking around in there anyway.
I also can't return True back through update().
I'm kinda stuck at this point...
I know the self.aliens.row_end() probably won't work, I'll have to loop through self.aliens and call each alien.row_end(), but at the moment it's not even getting to that point.
import pygame
WIDTH = 360 # width of our game window
HEIGHT = 480 # height of our game window
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
class MyGame():
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
self.clock = pygame.time.Clock()
self.all_sprites = pygame.sprite.Group()
self.alien_drop = False
for row_index in range(4):
for column_index in range(6):
alien = Alien(20 + (column_index * 40), 20 + (row_index *40))
alien.add(self.all_sprites)
while True:
self.screen.fill(BLACK)
self.all_sprites.update()
if self.alien_drop:
self.aliens.row_end()
self.all_sprites.draw(self.screen)
pygame.display.update()
self.clock.tick(60)
class Alien(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((25, 25))
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.image.fill(GREEN)
self.dx = 1
def update(self):
self.rect.x += self.dx
if self.rect.right >= WIDTH or self.rect.left <= 0:
my_game.alien_drop = True
def row_end(self):
self.dx *= -1
self.rect.y += 40
if __name__ == "__main__":
my_game = MyGame()
So to do the traditional Space Invaders move and drop, the entire row drops when any of the invaders hits either side.
In the example below I have modified the Alien.update() to detect when the screen-side is hit, but if-so, only set a Boolean flag Alien.drop to True.
The algorithm becomes: First move all the aliens. Next, check if any alien hit the side-wall by checking this flag. If so, move every alien down 1 step & stop checking.
The Alien.row_end() function moves the aliens down. It also needs to clear the Alien.drop flag, so they don't all move down again.
import pygame
WIDTH = 360 # width of our game window
HEIGHT = 480 # height of our game window
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
class MyGame():
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
self.clock = pygame.time.Clock()
self.all_sprites = pygame.sprite.Group()
self.alien_drop = False
for row_index in range(4):
for column_index in range(6):
alien = Alien(20 + (column_index * 40), 20 + (row_index *40))
alien.add(self.all_sprites)
exiting = False
while not exiting:
# Handle events
for event in pygame.event.get():
if ( event.type == pygame.QUIT ):
exiting = True # exit this loop
self.screen.fill(BLACK)
self.all_sprites.update()
for alien1 in self.all_sprites:
if ( alien1.shouldDrop() ):
### If any alien drops, we all drop
for alien2 in self.all_sprites:
alien2.row_end()
break # only drop once
if self.alien_drop:
self.aliens.row_end()
self.all_sprites.draw(self.screen)
pygame.display.update()
self.clock.tick(60)
class Alien(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((25, 25))
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.image.fill(GREEN)
self.dx = 1
self.drop = False # should I drop-down a level
def update(self):
self.rect.x += self.dx
if self.rect.right >= WIDTH or self.rect.left <= 0:
self.drop = True
else:
self.drop = False
def shouldDrop( self ):
""" In this alien in a position where it should drop down
one row in the screen-space (i.e.: it's hit a side) """
return self.drop
def row_end(self):
self.dx *= -1
self.rect.y += 40
self.drop = False # drop drop again just yet
if __name__ == "__main__":
my_game = MyGame()

How Can I Make This Object Shoot Projectiles?

I have an ice object my question is how can I make it shoot projectiles or make projectiles come out of it 1 by 1
for example: how could I make it shoot projectiles from its tip and it keeps falling tell the end of the screen
this is my ice object class
smallice = pygame.image.load("fals.png")
class smallice:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.smallice = pygame.image.load("fals.png")
self.smallice = pygame.transform.scale(self.smallice,(self.smallice.get_width()-2,self.smallice.get_height()-2))
self.rect = pygame.Rect(x,y,height,width)
# the hitbox our projectiles will be colliding with
self.hitbox = (self.x + 0, self.y + 1, 10, 72)
def draw(self):
self.rect.topleft = (self.x,self.y)
player_rect = self.smallice.get_rect(center = self.rect.center)
player_rect.centerx += 0 # 10 is just an example
player_rect.centery += 70 # 15 is just an example
window.blit(self.smallice, player_rect)
# define the small ices
black = (0,0,0)
smallice1 = smallice(550,215,20,20,black)
small = [smallice1]
You can start by making a Bullet class, for example, something like this:
class Bullet():
def __init__(self, x, y):
self.x = x
self.y = y
self.v = 5
def fire_bullet(self,window):
pg.draw.circle(window, (255,0,0), (self.x,self.y), 5)
ice.fire = False
def collision_box(self):
collide = pg.Rect(self.x-offset_x, self.y-offset_y, size_x, size_y)
return collide
Bullets will be simple circles, self.v stands for velocity. And collision_box will be use to detect the possible collision.
Now in your main_loop you need to detect when the ice object "wants to fire", simple example:
if keys[pg.K_SPACE]:
if len(bullets) < 2:
ice.fire = True
And:
if ice.fire:
bullet = Bullet(round(y.x+offset), round(player.y+offset))
bullets.append(bullet)
Now len(bullets) appeared, bullets is a list in which you will add a bullet object when the bullet is fired and remove it when the collision is detected or bullet goes outside of the chosen area. With this you can control the number of the bullets on the screen and also loop through it and call collision() method to see if one (or more) of them had collided, and keep track if it is still on the screen.
And if you want to shoot randomly then here is one basic idea:
if round(pg.time.get_ticks()/1000) % 3 == 0:
ice.fire = True
The last part, going through the list, and some simple logic:
if bullets != []: #Firing bullets
for bullet in bullets:
bullet.fire_bullet(window)
if bullet.y < screen_y: #Bullet movement
bullet.x += bullet.v
else:
bullets.pop(bullets.index(bullet)) #Poping bullets from list
if bullet.collision_box().colliderect(other_rect_object): #Bullet collision with other object
bullets.pop(bullets.index(bullet))
I am assuming (from the screenshot) that you want to shoot bullets down and only (vertically) hence the bullet.y += bullet.v and no direction flag.
This is simple code and idea, and ofcourse there is a lot room for improvement, but the approach works.
I hope my answer will help you.

Pygame - sprite collision with sprite group

I have created two simple sprites in PyGame and one of them is an Umbrella, the other one is a rain drop.
The Raindrops are added into a sprite group called all_sprites. The Umbrella sprite has its own group called Umbrella_sprite
The raindrops are "falling" from top of the screen and if one of them touches the umbrella / collides with it.. the raindrop is supposed to be deleted. BUT instead of that specific raindrops all other are affected by this.
main file (rain.py)
#!/usr/bin/python
VERSION = "0.1"
import os, sys, raindrop
from os import path
try:
import pygame
from pygame.locals import *
except ImportError, err:
print 'Could not load module %s' % (err)
sys.exit(2)
# main variables
WIDTH, HEIGHT, FPS = 300, 300, 30
# initialize game
pygame.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("Rain and Rain")
# background
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((40,44,52))
# blitting
screen.blit(background,(0,0))
pygame.display.flip()
# clock for FPS settings
clock = pygame.time.Clock()
def main():
all_sprites = pygame.sprite.Group()
umbrella_sprite = pygame.sprite.Group()
# a function to create new drops
def newDrop():
nd = raindrop.Raindrop()
all_sprites.add(nd)
# creating 10 rain drops
for x in range(0,9): newDrop()
# variable for main loop
running = True
# init umbrella
umb = raindrop.Umbrella()
# all_sprites.add(umb)
umbrella_sprite.add(umb)
# event loop
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for enemy in all_sprites:
gets_hit = pygame.sprite.spritecollideany(umb, all_sprites)
if gets_hit:
all_sprites.remove(enemy)
screen.blit(background,(100,100))
# clear
all_sprites.clear(screen,background)
umbrella_sprite.clear(screen,background)
# update
all_sprites.update()
umbrella_sprite.update()
# draw
all_sprites.draw(screen)
umbrella_sprite.draw(screen)
# flip the table
pygame.display.flip()
pygame.quit()
if __name__ == '__main__':
main()
raindrop.py ( Raindrop() & Umbrella() )
import pygame
from pygame.locals import *
from os import path
from random import randint
from rain import HEIGHT, WIDTH
img_dir = path.join(path.dirname(__file__), 'img')
class Raindrop(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.width = randint(32, 64)
self.height = self.width + 33
self.image = pygame.image.load(path.join(img_dir, "raindrop.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (self.width, self.height))
self.speedy = randint(1, 15)
self.rect = self.image.get_rect()
self.rect.x = randint(0, 290)
self.rect.y = -self.height
def reset(self):
self.rect.y = -self.height
def update(self):
self.rect.y += self.speedy
if self.rect.y >= HEIGHT:
self.rect.y = -self.height
self.rect.x = randint(0, 290)
class Umbrella(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.width = 50
self.height = 50
self.image = pygame.image.load(path.join(img_dir,"umbrella.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (self.width, self.height))
self.speedx = 10
self.rect = self.image.get_rect()
self.rect.x = (WIDTH/2) - self.width
self.rect.y = (0.7 * HEIGHT)
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.x > 0:
self.rect.x -= self.speedx
elif keys[pygame.K_RIGHT] and self.rect.x < (WIDTH - self.width):
self.rect.x += self.speedx
This is your problem:
for enemy in all_sprites:
gets_hit = pygame.sprite.spritecollideany(umb, all_sprites)
if gets_hit:
all_sprites.remove(enemy)
You're looping through the group, and if any sprite collides, deleting all of them.
You don't need to loop through the group - the collision functions take care of that. You just need to use the spritecollide function, which compares a sprite versus a group. That function will return a list of collisions, as well as using the DOKILL flag to delete them automatically:
gets_hit = pygame.sprite.spritecollide(umb, all_sprites, True)
spritecollideany checks if the sprite collides with any sprite in the group and returns this sprite, so gets_hit is a trueish value as long as the collided sprite in the group is not removed and the if gets_hit: block gets executed. That means the code in the for loop simply keeps deleting every sprite in the group that appears before the collided sprite is reached and removed. A simple fix would be to check if the hit sprite is the enemy: if enemy == gets_hit:, but the code would still be inefficient, because spritecollideany has to loop over the all_sprites group again and again inside of the for loop.
I recommend to use spritecollide instead of spritecollideany as well, since it's more efficient and just one line of code.

Python pygame - Deleting offscreen sprites

I created a simple 2D game with python 2 and pygame where you have to avoid squares that are moving down. I created this class for the 'enemy':
class Enemy(pygame.sprite.Sprite):
def __init__(self, game):
self.groups = game.all_sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pygame.Surface((TILESIZE + 10, TILESIZE + 10))
self.image.fill(ENEMY_COLOR)
self.rect = self.image.get_rect()
self.x = random.uniform(0, WIDTH - TILESIZE)
self.rect.x = self.x
self.y = 0
def update(self):
if self.rect.colliderect(self.game.player.rect):
self.game.deaths += 1
self.game.score = 0
self.game.run()
self.rect.y += (self.game.score + 500) / 50
Then, I have a thread that creates an instance of the enemy:
class Create_Enemy(Thread):
def __init__(self):
Thread.__init__(self)
def run(self):
while True:
while not game.game_paused:
time.sleep((game.score + 1) / game.speed)
Enemy(game)
Then in the draw method i just write self.all_sprites.draw()
The game is an infinite runner, and every frame the enemies move a few pixels down. The problem is that after a bit the game gets laggy since, when the blocks go offscreen, the sprites don't get deleted.
Is there a way to automatically delete the offscreen instances?
I tried the following but it just deletes all the enemies onscreen.
if self.rect.y >= WIDTH:
self.rect.kill()
I was thinking I could do something like game.all_sprites.pop(1) (the position 0 is the player) but I couldn't find a way to archive something similar ...
The enemies can remove themselfs from the game by calling self.kill() if their rect is no longer inside the screen, e.g.:
def update(self):
if self.rect.colliderect(self.game.player.rect):
self.game.restart() # reset score + count deaths
# we can simply use move_ip here to move the rect
self.rect.move_ip(0, (self.game.score + 500) / 100)
# check if we are outside the screen
if not self.game.screen.get_rect().contains(self.rect):
self.kill()
Also, instead of the thread, you can use pygame's event system to spawn your enemies. Here's a simple, incomplete but runnable example (note the comments):
import random
import pygame
TILESIZE = 32
WIDTH, HEIGHT = 800, 600
# a lot of colors a already defined in pygame
ENEMY_COLOR = pygame.color.THECOLORS['red']
PLAYER_COLOR = pygame.color.THECOLORS['yellow']
# this is the event we'll use for spawning new enemies
SPAWN = pygame.USEREVENT + 1
class Enemy(pygame.sprite.Sprite):
def __init__(self, game):
# we can use multiple groups at once.
# for now, we actually don't need to
# but we could do the collision handling with pygame.sprite.groupcollide()
# to check collisions between the enemies and the playerg group
pygame.sprite.Sprite.__init__(self, game.enemies, game.all)
self.game = game
self.image = pygame.Surface((TILESIZE + 10, TILESIZE + 10))
self.image.fill(ENEMY_COLOR)
# we can use named arguments to directly set some values of the rect
self.rect = self.image.get_rect(x=random.uniform(0, WIDTH - TILESIZE))
# we dont need self.x and self.y, since we have self.rect already
# which is used by pygame to get the position of a sprite
def update(self):
if self.rect.colliderect(self.game.player.rect):
self.game.restart() # reset score + count deaths
# we can simply use move_ip here to move the rect
self.rect.move_ip(0, (self.game.score + 500) / 100)
# check if we are outside the screen
if not self.game.screen.get_rect().contains(self.rect):
self.kill()
class Player(pygame.sprite.Sprite):
def __init__(self, game):
pygame.sprite.Sprite.__init__(self, game.all, game.playerg)
self.game = game
self.image = pygame.Surface((TILESIZE, TILESIZE))
self.image.fill(PLAYER_COLOR)
self.rect = self.image.get_rect(x=WIDTH/2 - TILESIZE/2, y=HEIGHT-TILESIZE*2)
def update(self):
# no nothing for now
pass
class Game(object):
def __init__(self):
# for now, we actually don't need mujtiple groups
# but we could do the collision handling with pygame.sprite.groupcollide()
# to check collisions between the enemies and the playerg group
self.enemies = pygame.sprite.Group()
self.all = pygame.sprite.Group()
self.playerg = pygame.sprite.GroupSingle()
self.running = True
self.score = 0
self.deaths = -1
self.clock = pygame.time.Clock()
def restart(self):
# here we set the timer to create the SPAWN event
# every 1000 - self.score * 2 milliseconds
pygame.time.set_timer(SPAWN, 1000 - self.score * 2)
self.score = 0
self.deaths += 1
def run(self):
self.restart()
self.player = Player(self)
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
while self.running:
for e in pygame.event.get():
if e.type == pygame.QUIT:
self.running = False
# when the SPAWN event is fired, we create a new enemy
if e.type == SPAWN:
Enemy(self)
# draw and update everything
self.screen.fill(pygame.color.THECOLORS['grey'])
self.all.draw(self.screen)
self.all.update()
pygame.display.flip()
self.clock.tick(40)
if __name__ == '__main__':
Game().run()
Check the values of self.rect.y, WIDTH, maybe the method kill. It looks like self.rect.y is always greater or equal WIDTH, that's why it kills them all.

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