I wanted to try something new and found this tutorial on the web. I used it and tweaked it a little. My goal is to create a zelda clone, meaning my game will be Tile-Based
Now for the problem.
All my sprites are not in 1:1 Ratio. The rect's size I created is TILESIZE * TILESIZE (=64 height, 64 width).
Now the rect sticks to the top:
but I need it to stick to the bottom center of my sprite:
for collision detection.
I tried numerous ways and asked my workmates, but they can't help me either.
class Player(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.images = []
def addImage(image):
self.images.append(load_image(path.join(img_folder, "zelda_green", image)))
print(self.images[-1].get_size())
scale = TILESIZE/self.images[-1].get_width()
#print(tuple([scale*x for x in self.images[-1].get_size()]))
print(scale)
self.images[-1] = pg.transform.scale(self.images[-1], tuple([int(scale*x) for x in self.images[-1].get_size()]))
addImage("walk1.png")
addImage("walk2.png")
addImage("walk3.png")
addImage("walk4.png")
addImage("walk5.png")
addImage("walk6.png")
addImage("walk7.png")
addImage("walk8.png")
addImage("walk9.png")
addImage("walk10.png")
self.index = 0
self.image = self.images[self.index]
self.rect = pg.Rect(0, 0, TILESIZE, TILESIZE)
self.game = game
self.vel = vec(0,0)
self.pos = vec(x,y) * TILESIZE
self.vx, self.vy = 0,0
self.x = x * TILESIZE
self.y = y * TILESIZE
def get_keys(self):
self.vel = vec(0,0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.vel.x = -PLAYER_SPEED
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.vel.x = PLAYER_SPEED
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel.y = -PLAYER_SPEED
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel.y = PLAYER_SPEED
if self.vel.x != 0 and self.vy != 0:
self.vel.x *= 0.7071
self.vel.y *= 0.7071
def move(self, dx=0, dy=0):
if not self.collide_with_walls(dx, dy):
self.x += dx
self.y += dy
def collide_with_walls(self, dir):
if dir == 'x':
hits = pg.sprite.spritecollide(self, self.game.walls, False)
if hits:
if self.vel.x > 0:
self.pos.x = hits[0].rect.left - self.rect.width
if self.vel.x < 0:
self.pos.x = hits[0].rect.right
self.vel.x = 0
self.rect.x = self.pos.x
if dir == 'y':
hits = pg.sprite.spritecollide(self, self.game.walls, False)
if hits:
if self.vel.y > 0:
self.pos.y = hits[0].rect.top - self.rect.height
if self.vel.y < 0:
self.pos.y = hits[0].rect.bottom
self.vel.y = 0
self.rect.y = self.pos.y
def update(self):
global initTime
frameTime = time.time() - initTime
if frameTime >= 0.075:
initTime = time.time()
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
self.get_keys()
self.pos += self.vel * self.game.dt
self.rect.x = self.pos.x
self.collide_with_walls('x')
self.rect.y = self.pos.y
self.collide_with_walls('y')
You can seperate the Rect that is used for drawing from the actual collision detection. If you look at the pygame.sprite.spritecollide() function, you can see a parameter called collided:
The collided argument is a callback function used to calculate if two sprites are colliding. it should take two sprites as values, and return a bool value indicating if they are colliding. If collided is not passed, all sprites must have a "rect" value, which is a rectangle of the sprite area, which will be used to calculate the collision.
Pygame already ships with several functions that you can use for collision detection:
collide_rect, collide_rect_ratio, collide_circle,
collide_circle_ratio, collide_mask
collide_rect is the default.
You can use collide_mask for pixel perfect collision, or you can provide your own function.
If you want to just "move" the Rect for collision detection, like you said in your comment, you could give your sprites a second Rect that's at the bottom of your image, something like this:
class Sprite(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((64, 80))
self.image.fill((0, 200, 200))
self.rect = pygame.Rect(0, 0, 64, 64)
# some drawing for demonstration
pygame.draw.rect(self.image, (255, 0, 0), self.rect, 2)
self.collision_rect = self.rect.copy()
self.collision_rect.bottom = self.image.get_rect().bottom
pygame.draw.rect(self.image, (255, 255, 0), self.collision_rect, 2)
then create a function to be passed as collided argument that uses that new collision_rect attribute:
def collide_collision_rect(left, right):
return left.collision_rect.colliderect(right.collision_rect)
and when calling spritecollide, pass the function as last argument:
pg.sprite.spritecollide(self, self.game.walls, False, collide_collision_rect)
You have to make sure all your sprites have a collision_rect attribute, or first check if the passed sprites have a collision_rect attribute and fall back to rect if they don't. Also, when you change the rect attribute, make sure to update the collision_rect attribute as well.
There are of course other ways to do this; you could also calculate how much bigger the image is than the rect, store that in the sprite, and in the new collided callback simply move the sprite's rect by that amount. Something like this:
class Sprite(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((64, 80))
self.image.fill((0, 200, 200))
self.rect = pygame.Rect(0, 0, 64, 64)
pygame.draw.rect(self.image, (255, 0, 0), self.rect, 2)
self.diff = self.image.get_rect().height - self.rect.height
def collide_collision_rect(left, right):
return left.rect.move(0, left.diff).colliderect(right.rect.move(0, right.diff))
Related
This question already has an answer here:
Sometimes the ball doesn't bounce off the paddle in pong game
(1 answer)
Closed 1 year ago.
I am currently trying to create a pong game but for some reason, the ball would not bounce off of the rectangles and I am not sure where I have made a mistake even though I followed a video about rectangle collision online. Please let me know where I made a mistake and how I can improve my code. Thanks!
import pygame, sys, random, time
from pygame.time import Clock
pygame.init()
#colours
black = ( 0, 0, 0)
white = ( 255, 255, 255)
green = ( 0, 255, 0)
red = ( 255, 0, 0)
# Display
screen_width = 1000
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("2-player Pong")
# Rectangles
class Rectangle():
def __init__(self, screen, x):
self.screen = screen
self.screen_rect= screen.get_rect()
self.x = x
self.y = 250
self.width = 30
self.height = 100
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
self.colour = black
self.velocity = 5
def draw_rectangle(self):
pygame.draw.rect(self.screen, self.colour, self.rect)
rect1 = Rectangle(screen, 50)
rect2 = Rectangle(screen, 920)
class Ball():
def __init__(self, colour):
self.screen = screen
self.colour = colour
self.width = 20
self.height = 20
self.x = screen_width//2 - 25
self.y = screen_height//2 - 25
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
self.possible_velocities_x = [-4, 4]
self.possible_velocities_y = [-2, 2]
self.velocity = [random.choice(self.possible_velocities_x), random.choice(self.possible_velocities_y)]
def draw_ball(self):
pygame.draw.rect(self.screen, self.colour, self.rect)
def move_ball(self):
global rect1, rect2
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]
# Collision with Screen
if self.rect.top <= 10 or self.rect.bottom >= screen_height - 10:
self.velocity[1] *= -1
# Collision with Rectangles
if self.rect.colliderect(rect1) or self.rect.colliderect(rect2):
if self.rect.left - rect1.rect.right == 0:
self.possible_velocities_x *= -1
if self.rect.right - rect2.rect.left == 0:
self.possible_velocities_x *= -1
clock = pygame.time.Clock()
ball = Ball(white)
pong = True
while pong:
pygame.time.delay(10)
clock.tick(100)
# Watch for keyboard and mouse events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pong = False
keys = pygame.key.get_pressed()
if keys[pygame.K_UP] and rect2.rect.y >= 0:
rect2.rect.y -= rect2.velocity
if keys[pygame.K_DOWN] and rect2.rect.y <= 600 - rect2.rect.height:
rect2.rect.y += rect2.velocity
if keys[pygame.K_w] and rect1.rect.y >= 0:
rect1.rect.y -= rect1.velocity
if keys[pygame.K_s] and rect1.rect.y <= 600 - rect1.rect.height:
rect1.rect.y += rect1.velocity
screen.fill(green)
rect1.draw_rectangle()
rect2.draw_rectangle()
ball.draw_ball()
ball.move_ball()
# pygame.draw.rect(screen, black, (rect_x2, rect_y2, rect_width2, rect_height2))
pygame.display.update() # Make the most recently drawn screen visible.
pygame.quit()
You must change self.velocity[0] when the ball touches the paddle. Since the movement of the ball is more than 1 pixel per frame, the ball does not exactly touch the paddle. This mans the condition self.rect.left - rect1.rect.right == 0 and self.rect.right - rect2.rect.left == 0 will not be fulfilled. If the movement in x direction is negative, the new movement needs to be positive (abs(self.velocity[0])). If the movement in x direction is positive, the new movement needs to be negative (-abs(self.velocity[0])):
class Ball():
# [...]
def move_ball(self):
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]
# Collision with Screen
if self.rect.top <= 10 or self.rect.bottom >= screen_height - 10:
self.velocity[1] *= -1
# Collision with Rectangles
if self.rect.colliderect(rect1) or self.rect.colliderect(rect2):
if self.velocity[0] < 0:
self.velocity[0] = abs(self.velocity[0])
else:
self.velocity[0] = -abs(self.velocity[0])
See also Sometimes the ball doesn't bounce off the paddle in pong game
This question already has answers here:
Pygame doesn't let me use float for rect.move, but I need it
(2 answers)
How to draw a moving circle in Pygame with a small angle at a low speed and blinking?
(1 answer)
Closed 2 years ago.
I am making an Astroid clone where you only move with the keyboard. The player is able to rotate and needs to move forward to were it is facing.
For example:
When I rotate the player by 30 degrees and push W to go forward I want the player to go forward in the direction the player is facing. I can't just use self.rect.x += self.vel
I also tried to use this function:
def calculate_new_xy(speed, degrees):
add_x = (speed*(math.sin((degrees)*math.pi/180)))
add_y = (speed*(math.cos((degrees)*math.pi/180)))
return add_x, add_y
In theory, it should work because I am taking the sin and cos of this
Triangle.
But when I added that to my code the movement of the player wasn't as smooth as I hoped it to be. And sometimes the player moved indirectly forward.
I also noticed that the player moves faster when facing to the top left than to the bottom right.
Due to that the player doesn't move in a circle when turning always right. Instead the player moves elliptical to the top left.
Here is the code:
import pygame
import time
import random
import math
from os import path
#Colors:
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
#Settings:
pygame.init()
pygame.mixer.init() #for sound
WIDTH = 700
HEIGHT = 500
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Astroids")
clock = pygame.time.Clock()
FPS = 60
#Images/Sounds:
game_folder = path.dirname(__file__)
img_folder = path.join(game_folder, "img")
player = pygame.image.load(path.join(img_folder, 'Player.png'))
stone = pygame.image.load(path.join(img_folder, 'Stein.png'))
#Game Classes
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.original_image = player
self.image = self.original_image.copy()
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, HEIGHT/2)
self.speed_x = 0
self.speed_y = 0
self.vel = 3
self.degrees = 0
def boundary(self):
if self.rect.left > WIDTH:
self.rect.right = 0
if self.rect.bottom < 0:
self.rect.top = HEIGHT
if self.rect.right < 0:
self.rect.left = WIDTH
if self.rect.top > HEIGHT:
self.rect.bottom = 0
def movement(self):
'''Player Movement'''
keystate = pygame.key.get_pressed()
if keystate[pygame.K_q]:
self.degrees += 3
if keystate[pygame.K_e]:
self.degrees -= 3
if keystate[pygame.K_w]:
self.rect.centerx += (self.vel*(math.sin((self.degrees+180)*math.pi/180)))
self.rect.centery += (self.vel*(math.cos((self.degrees+180)*math.pi/180)))
if keystate[pygame.K_s]:
self.rect.centery += -self.vel * math.sin(math.radians(self.degrees - 90))
self.rect.centerx += self.vel * math.cos(math.radians(self.degrees - 90))
def rotate(self):
old_center = self.rect.center
self.image = pygame.transform.rotate(self.original_image, self.degrees)
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
'''Picture is "printed"'''
self.movement()
self.boundary()
self.rotate()
#self.rect.y += self.speed_y
class Astroid(pygame.sprite.Sprite):
def __init__(self, life):
pygame.sprite.Sprite.__init__(self)
self.original_image = stone
self.image = self.original_image.copy()
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, HEIGHT/2)
self.speed = 2
self.life = life
self.speed_x = random.randrange(-3, 3)
self.speed_y = random.randrange(-3, 3)
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-3, 3)
self.last_rotation = pygame.time.get_ticks() # keeps track of time in milliseconds
self.rotation_deegre = random.randint(0, 360)
self.rotation_speed = 5
def rotate(self):
current_time = pygame.time.get_ticks()
if current_time - self.last_rotation > 50:
self.last_rotation = current_time
self.rotation_deegre += self.rotation_speed
old_center = self.rect.center
self.image = pygame.transform.rotate(self.original_image, self.rotation_deegre)
self.rect = self.image.get_rect()
self.rect.center = old_center
'''def new_astroids(self):
for i in range(2):
m = Astroid()
all_sprites.add(m)
all_astroids.add(m)''' #to do
def boundary(self):
if self.rect.left > WIDTH:
self.rect.right = 0
if self.rect.bottom < 0:
self.rect.top = HEIGHT
if self.rect.right < 0:
self.rect.left = WIDTH
if self.rect.top > HEIGHT:
self.rect.bottom = 0
def movement(self):
self.rect.x += self.speed_x
self.rect.y += self.speed_y
def update(self):
'''Picture is "printed"'''
self.movement()
self.boundary()
self.rotate()
#Game Funktions
def calculate_new_xy(speed, degrees):
add_x = (speed*(math.sin((degrees)*math.pi/180)))
add_y = (speed*(math.cos((degrees)*math.pi/180)))
return add_x, add_y
#Game Sprites
all_astroids = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range (1):
m = Astroid(3)
all_astroids.add(m)
all_sprites.add(m)
#Main Game Loop
running = True
while running:
#Keep the game runnung at 60 FPS
clock.tick(FPS)
#Check for events:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#Update for Sprites
all_sprites.update()
#Check to see if any Astroids hit the player
astroid_colision = pygame.sprite.spritecollide(player, all_astroids, False)
if astroid_colision:
running = False
#Draw/Render
screen.fill(BLACK)
all_sprites.draw(screen)
#Update the display
pygame.display.update()
pygame.quit()
Any help is welcomed.
But when I added that to my code the movement of the player wasn't as smove as i hoped
The issue is caused by the fact, that the attributes of a pygame.Rect are integral values. Every time the position of the rectangle is changed, the fraction of the floating point motion vector is lost.
You have to compute the position with floating point accuracy and to synchronize the integral rectangle location by rounding the floating point position (round).
Add the attributes self.x and self.y:
class Player(pygame.sprite.Sprite):
def __init__(self):
# [...]
self.x, self.y = self.rect.center
Update self.x and self.y when the rectangle goes out of bounds:
class Player(pygame.sprite.Sprite):
# [...]
def boundary(self):
if self.rect.left > WIDTH:
self.rect.right = 0
self.x = self.rect.centerx
if self.rect.bottom < 0:
self.rect.top = HEIGHT
self.y = self.rect.centery
if self.rect.right < 0:
self.rect.left = WIDTH
self.x = self.rect.centerx
if self.rect.top > HEIGHT:
self.rect.bottom = 0
self.y = self.rect.centery
Change the the attributes self.x and self.y when the player moves and update self.rect.center by self.x and self.y:
class Player(pygame.sprite.Sprite):
# [...]
def movement(self):
# [...]
if keystate[pygame.K_w]:
self.x += (self.vel*(math.sin((self.degrees+180)*math.pi/180)))
self.y += (self.vel*(math.cos((self.degrees+180)*math.pi/180)))
if keystate[pygame.K_s]:
self.y += -self.vel * math.sin(math.radians(self.degrees - 90))
self.x += self.vel * math.cos(math.radians(self.degrees - 90))
self.rect.center = round(self.x), round(self.y)
Class Player:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.original_image = player
self.image = self.original_image.copy()
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, HEIGHT/2)
self.speed_x = 0
self.speed_y = 0
self.vel = 3
self.degrees = 0
self.x, self.y = self.rect.center
def boundary(self):
if self.rect.left > WIDTH:
self.rect.right = 0
self.x = self.rect.centerx
if self.rect.bottom < 0:
self.rect.top = HEIGHT
self.y = self.rect.centery
if self.rect.right < 0:
self.rect.left = WIDTH
self.x = self.rect.centerx
if self.rect.top > HEIGHT:
self.rect.bottom = 0
self.y = self.rect.centery
def movement(self):
'''Player Movement'''
keystate = pygame.key.get_pressed()
if keystate[pygame.K_q]:
self.degrees += 3
if keystate[pygame.K_e]:
self.degrees -= 3
if keystate[pygame.K_w]:
self.x += (self.vel*(math.sin((self.degrees+180)*math.pi/180)))
self.y += (self.vel*(math.cos((self.degrees+180)*math.pi/180)))
if keystate[pygame.K_s]:
self.y += -self.vel * math.sin(math.radians(self.degrees - 90))
self.x += self.vel * math.cos(math.radians(self.degrees - 90))
self.rect.center = round(self.x), round(self.y)
def rotate(self):
old_center = self.rect.center
self.image = pygame.transform.rotate(self.original_image, self.degrees)
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
'''Picture is "printed"'''
self.movement()
self.boundary()
self.rotate()
#self.rect.y += self.speed_y
I was just getting some help to figure out how to get my player fire bullets when I realized that they only go (kinda expected this but however as only had y value for movement). I don't know how I'll make the bullets fire off in the direction the player is facing.
I have some idea of what to but I just don't know how to do it... I thought I could somehow use the cursor and player tracking that's in this game for the visuals but I don't know how to make that a one-time thing instead of a constant. For diagonal movement of the bullet, I have no clue.
Code below (split into two parts/file Main.py and PlayerSprite.py):
Main:
py.init()
py.mixer.init()
screen = py.display.set_mode((WIDTH, HEIGHT))
py.display.set_caption("Dimensional Drifter")
clock = py.time.Clock()
all_sprites = py.sprite.Group()
NPCs = py.sprite.Group()
bullets = py.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(14):
n = NPC(player)
all_sprites.add(n)
NPCs.add(n)
# Game loop
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
for event in py.event.get():
# check for closing window
if event.type == py.QUIT:
running = False
elif event.type == py.KEYDOWN:
if event.key == py.K_SPACE:
New_bullet = player.Shoot()
all_sprites.add(New_bullet)
bullets.add(New_bullet)
# Update
all_sprites.update()
# # check if there a collision between the bullet and NPC
hits = py.sprite.groupcollide(NPCs, bullets, True, True)
# check if there a collision between the player and NPC
hits = py.sprite.spritecollide(player, NPCs, True)
if hits:
running = False
# updates the position of of mouse and rotates it towards the mouse position
mouse_x, mouse_y = py.mouse.get_pos()
player.rotate(mouse_x, mouse_y)
# render
screen.fill(BLACK)
all_sprites.draw(screen)
# flip the display
py.display.flip()
py.quit()
PlayerSprite
import pygame as py
import math
import random
WIDTH = 800
HEIGHT = 600
FPS = 60
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
class Player(py.sprite.Sprite):
def __init__(self):
py.sprite.Sprite.__init__(self)
self.image = py.Surface((40, 40), py.SRCALPHA)
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT / 2
self.Yspeed = 0
self.rotatableimage = self.image
def update(self):
self.Xspeed = 0
self.Yspeed = 0
# line below allow for key press to equate to move of sprite
keypreesed = py.key.get_pressed()
if keypreesed[py.K_a]:
self.Xspeed = - 11
if keypreesed[py.K_d]:
self.Xspeed = 11
if keypreesed[py.K_w]:
self.Yspeed = - 11
if keypreesed[py.K_s]:
self.Yspeed = 11
self.rect.x += self.Xspeed
self.rect.y += self.Yspeed
# line below allow the sprite to wrap around the screen
if self.rect.left > WIDTH:
self.rect.right = 0
if self.rect.right < 0:
self.rect.left = WIDTH
if self.rect.top > HEIGHT:
self.rect.top = 0
if self.rect.bottom < 0:
self.rect.bottom = HEIGHT
def rotate(self, mouse_x, mouse_y):
rel_x = mouse_x - self.rect.x
rel_y = mouse_y - self.rect.y
angle = (180 / math.pi) * -math.atan2(rel_y, rel_x)
self.image = py.transform.rotate(self.rotatableimage, int(angle))
self.rect = self.image.get_rect(center=(self.rect.centerx, self.rect.centery))
return
def Shoot(self):
return Bullet(self.rect.centerx, self.rect.top)
class NPC(py.sprite.Sprite):
def __init__(self, player):
py.sprite.Sprite.__init__(self)
self.player = player
self.image = py.Surface((30, 30)).convert_alpha()
self.image.fill(RED)
self.originalimage = self.image
self.rect = self.image.get_rect()
self.spawn()
# allows of spawning from all four side of the screen and set the x, y speed and spawn position
def spawn(self):
self.direction = random.randrange(4)
if self.direction == 0:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.Xspeed = random.randrange(-2, 2)
self.Yspeed = random.randrange(4, 8)
elif self.direction == 1:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(HEIGHT, HEIGHT + 60)
self.Xspeed = random.randrange(-2, 2)
self.Yspeed = -random.randrange(4, 8)
elif self.direction == 2:
self.rect.x = random.randrange(-100, -40)
self.rect.y = random.randrange(HEIGHT - self.rect.height)
self.Xspeed = random.randrange(4, 8)
self.Yspeed = random.randrange(-2, 2)
elif self.direction == 3:
self.rect.x = random.randrange(WIDTH, WIDTH + 60)
self.rect.y = random.randrange(HEIGHT - self.rect.height)
self.Xspeed = -random.randrange(4, 8)
self.Yspeed = random.randrange(-2, 2)
def update(self):
self.rect.x += self.Xspeed
self.rect.y += self.Yspeed
# makes it so that NPC point to wards the player as it passes from side to side
dir_x, dir_y = self.player.rect.x - self.rect.x, self.player.rect.y - self.rect.y
self.rot = (180 / math.pi) * math.atan2(-dir_x, -dir_y)
self.image = py.transform.rotate(self.originalimage, self.rot)
# Respawns the NPC when they hit an side
if self.direction == 0:
if self.rect.top > HEIGHT + 10:
self.spawn()
elif self.direction == 1:
if self.rect.bottom < -10:
self.spawn()
elif self.direction == 2:
if self.rect.left > WIDTH + 10:
self.spawn()
elif self.direction == 3:
if self.rect.right < -10:
self.spawn()
class Bullet(py.sprite.Sprite):
def __init__(self, x, y):
py.sprite.Sprite.__init__(self)
self.image = py.Surface((5, 5))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.Yspeed = -10
def update(self):
self.rect.y += self.Yspeed
# kill if moved of screen
if self.rect.bottom > HEIGHT or self.rect.top < 0:
self.kill()
if self.rect.right > WIDTH or self.rect.left < 0:
self.kill()
Add 2 attributes self.lastX and self.lastY to the class Player and change the attributes when the player changes the direction:
class Player(py.sprite.Sprite):
def __init__(self):
# [...]
self.lastX = 0
self.lastY = -10
def update(self):
# [...]
self.rect.x += self.Xspeed
self.rect.y += self.Yspeed
if self.Xspeed != 0 or self.Yspeed != 0:
self.lastX = self.Xspeed
self.lastY = self.Yspeed
Add an argument Xspeed ans Yspeed to the class Bullet
class Bullet(py.sprite.Sprite):
def __init__(self, x, y, Xspeed, Yspeed):
py.sprite.Sprite.__init__(self)
self.image = py.Surface((5, 5))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.Xspeed = Xspeed
self.Yspeed = Yspeed
def update(self):
self.rect.x += self.Xspeed
self.rect.y += self.Yspeed
# [...]
Set the attributes when the bullet spawns
class Player(py.sprite.Sprite):
# [...]
def Shoot(self):
return Bullet(self.rect.centerx, self.rect.centery, self.lastX, self.lastY)
Alternatively it is also possible to set the speed dependent on the direction to the mouse cursor.
Get the position of the player and the mouse cursor and compute the x and y distance (Vector ):
pos = self.rect.center
mpos = py.mouse.get_pos()
vx = mpos[0] - pos[0]
vy = mpos[1] - pos[1]
If the mouse position and the bullet position are equal, that does not make any sense, thus the bullet is skipped
if vx == 0 and vy == 0:
return None
Of course this vector is far to long, if you would use it for the direction (Xspeed, Yspeed) directly, then the bullet would step to the mouse cursor in one turn.
In the following I use pygame.math.Vector2, because it provides the handy method scale_to_length, that scales a vector to a specified Euclidean length:
direction = py.math.Vector2(vx, vy)
direction.scale_to_length(10)
Now the x and y component of the vector contain the x and y component of the speed. Since the components are floating point values, they are round to integral values:
return Bullet(pos[0], pos[1], round(direction.x), round(direction.y))
Method Shoot:
class Player(py.sprite.Sprite):
# [...]
def Shoot(self):
pos = self.rect.center
mpos = py.mouse.get_pos()
vx, vy = mpos[0] - pos[0], mpos[1] - pos[1]
if vx == 0 and vy == 0:
return None
direction = py.math.Vector2(vx, vy)
direction.scale_to_length(10)
return Bullet(pos[0], pos[1], round(direction.x), round(direction.y))
Note, if you set the bullet dependent on the direction to the mouse cursor, then it may be useful to spawn the bullet by a mouse click:
while running:
# [...]
for event in py.event.get():
if event.type == py.QUIT:
# [...]
elif event.type == py.MOUSEBUTTONDOWN:
if event.button == 1:
New_bullet = player.Shoot()
if New_bullet:
all_sprites.add(New_bullet)
bullets.add(New_bullet)
You can use pygames Vector2 to move in any direction. You calculate the angle of the player you can use that.
class Player(py.sprite.Sprite):
def __init__(self):
...
self.angle = 0
def rotate(self, mouse_x, mouse_y):
...
self.angle = -angle #make negative otherwise it will be going away from mouse
def Shoot(self):
return Bullet(self.rect.centerx, self.rect.top, py.math.Vector2(1,0).rotate(self.angle))
then in your bullet class, get the direction and add to its position
class Bullet(py.sprite.Sprite):
def __init__(self, x, y, Dir):
...
self.Dir = Dir
def update(self):
self.rect.y += self.Dir[1] * self.speed
self.rect.x += self.Dir[0] * self.speed
...
I am trying to make an asteroid game and was wondering how to rotate the player clock wise or counter clock wise when the right or left keys have been pressed, and then when the up key is pressed the player should move forward.
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.speedy = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_DOWN]:
self.speedy = 8
if keystate[pygame.K_UP]:
self.speedy = -8
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
def hide(self):
# hide player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)````
You can find below a working example (just rename the loaded image), I've kept only the essential code for movement and rotation.
import sys
import math
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.player_img = pygame.image.load("yourimage.png").convert()
self.image = self.player_img
self.rect = self.image.get_rect()
self.rect.move_ip(x, y)
self.current_direction = 0 #0 degree == up
self.speed = 10
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
prev_center = self.rect.center
if keystate[pygame.K_LEFT]:
self.current_direction += 10
if keystate[pygame.K_RIGHT]:
self.current_direction -= 10
if keystate[pygame.K_DOWN]:
self.rect.x += self.speed * math.sin(math.radians(self.current_direction))
self.rect.y += self.speed * math.cos(math.radians(self.current_direction))
if keystate[pygame.K_UP]:
self.rect.x -= self.speed * math.sin(math.radians(self.current_direction))
self.rect.y -= self.speed * math.cos(math.radians(self.current_direction))
if keystate[pygame.K_LEFT] or keystate[pygame.K_RIGHT]:
self.image = pygame.transform.rotate(self.player_img, self.current_direction)
self.rect = self.image.get_rect()
self.rect.center = prev_center
pygame.init()
screen = pygame.display.set_mode((500, 500))
player = Player(200, 200)
clock = pygame.time.Clock()
while True:
screen.fill((0, 0, 0), player.rect)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
player.update()
screen.blit(player.image, player.rect)
pygame.display.update()
clock.tick(50)
Since you want rotation, you do not need to assing speed directly to x and y but you need to calculate it according to the direction the player is facing.
The basic idea is to use transform.rotate. Keep track of the rotation angle (I called it current_direction), add / subcract a fixed amount (the rotation speed, if you wish) to this angle when LEFT or RIGTH keys are pressed, and then rotate the original image. Since rotation scales the image, I also keep track of the center of the rect, save the new rect from the iamge and and reassing the previous center to the rect.center after rotation, so that the image remains centered on rotation.
When UP or DOWN keys are pressed, you need to decompose the velocity on x and y axes using trigonometry and move the rect attribute coordinates.
There seems to be a weird offset when the bullets are shot from the ship in certain angles while the ship is moving. Also if the ship is shooting in the same direction is heading then the bullet speed is lower.
I tried to work with some SO answers and that's what I came up with:
import sys
import pygame
from pygame.locals import *
vec = pygame.math.Vector2
pygame.init()
FPS = 60
fps_clock = pygame.time.Clock()
WIDTH = 800
HEIGHT = 800
DISPLAY = pygame.display.set_mode((WIDTH, HEIGHT))
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
MAX_SPEED = 7
class Player(pygame.sprite.Sprite):
"""This class represents the Player."""
def __init__(self):
"""Set up the player on creation."""
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((70, 50), pygame.SRCALPHA)
pygame.draw.polygon(self.image, (50, 120, 180), ((35, 0), (0, 35), (70, 35)))
self.original_image = self.image
self.position = vec(WIDTH / 2, HEIGHT / 2)
self.rect = self.image.get_rect(center=self.position)
self.vel = vec(0, 0)
self.acceleration = vec(0, -0.2) # The acceleration vec points upwards.
self.angle_speed = 0
self.angle = 0
def update(self):
"""Update the player's position."""
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.angle_speed = -2
player.rotate()
if keys[K_RIGHT]:
self.angle_speed = 2
player.rotate()
# If up is pressed, accelerate the ship by
# adding the acceleration to the velocity vector.
if keys[K_UP]:
self.vel += self.acceleration
if keys[K_SPACE]:
player.shoot()
# max speed
if self.vel.length() > MAX_SPEED:
self.vel.scale_to_length(MAX_SPEED)
self.position += self.vel
self.rect.center = self.position
def rotate(self):
# rotate the acceleration vector
self.acceleration.rotate_ip(self.angle_speed)
self.angle += self.angle_speed
if self.angle > 360:
self.angle -= 360
elif self.angle < 0:
self.angle += 360
self.image = pygame.transform.rotate(self.original_image, -self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def wrap_around_screen(self):
"""Wrap around screen."""
if self.position.x > WIDTH:
self.position.x = 0
if self.position.x < 0:
self.position.x = WIDTH
if self.position.y <= 0:
self.position.y = HEIGHT
if self.position.y > HEIGHT:
self.position.y = 0
def shoot(self):
# create and add missile object to the group
missile = Missile(self.rect.center, self.acceleration, player.acceleration.as_polar()[1])
all_sprites.add(missile)
missiles.add(missile)
class Missile(pygame.sprite.Sprite):
"""This class represents the bullet.
A missile launched by the player's ship.
"""
def __init__(self, position, direction, angle):
"""Initialize missile sprite.
Take the position, direction and angle of the player.
"""
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([4, 10], pygame.SRCALPHA)
self.image.fill(BLUE)
# Rotate the image by the player.angle
self.image = pygame.transform.rotozoom(self.image, angle, 1)
# Pass the center of the player as the center of the bullet.rect.
self.rect = self.image.get_rect(center=position)
self.position = vec(position) # The position vector.
self.velocity = direction * 50 # Multiply by desired speed.
def update(self):
"""Move the bullet."""
self.position += self.velocity # Update the position vector.
self.rect.center = self.position # And the rect.
if self.rect.x < 0 or self.rect.x > WIDTH or self.rect.y < 0 or self.rect.y > HEIGHT:
self.kill()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
missiles = pygame.sprite.Group()
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
player.wrap_around_screen()
all_sprites.update()
DISPLAY.fill(BLACK)
all_sprites.draw(DISPLAY)
pygame.display.set_caption('angle {:.1f} accel {} accel angle {:.1f}'.format(
player.angle, player.acceleration, player.acceleration.as_polar()[1]))
pygame.display.update()
fps_clock.tick(FPS)**
Any help would be appreciated
You almost certainly want to have your missiles start with the velocity of the launching ship (in addition to some speed in the direction the ship is facing).
You might replace the direction argument to Missile.__init__ with a velocity parameter that you save directly as self.velocity (with no multiplication). The Player.shoot method can then be modified to pass an appropriate value that takes both the ship's orientation and velocity into account:
def shoot(self):
# create and add missile object to the group
missile = Missile(self.rect.center,
self.velocity + 50 * self.acceleration, # new value here!
player.acceleration.as_polar()[1])
all_sprites.add(missile)
missiles.add(missile)
You might want to use a smaller multiple of ship's the acceleration vector, rather than the 50 I copied from your current code, since it won't be the only component of the missile's velocity any more.
The only problem there is that .rotozoom uses the angles in counter-clockwise, while the .as_polar vector method returns the angle in clockwise direction (one might expect .as_polar to yield an anti-clockwise angle, given what was learned in past math classes, but the Y axis on Surfaces points downwards, while math classes usually had Y pointing upwards).
TL;DR: You just have to invert the angle passed in the call to rotozoom:
self.image = pygame.transform.rotozoom(self.image, -angle, 1)
You probably will also want to swap the width X height of your missile:
self.image = pygame.Surface([10, 4], pygame.SRCALPHA)