My Python turtle game obstacle freezes when the player receives input and continues afterward:
# Written in Python 3
# By
# February 4th, 2019
# Purpose: Mimic the no-wifi Google Chrome dinosaur game
# Bonus 6
import turtle # Used for graphics
from turtle import Screen # Used for inputs
import random# Used to generate a random number
import time
# Creates a turtle with the proper size and color
player = turtle.Turtle()
player.shape("square")
player.color("#cc0000")
player.turtlesize(1.5, 1.5)
player.penup()
player.goto(-50, 0)
# Creates the ground
ground = turtle.Turtle()
ground.shape("square")
ground.turtlesize(0.25, 300)
ground.penup()
ground.goto(0, -18)
# This function makes the square jump, unbinds 'Up', return to the ground, then rebinds 'Up'
def jump():
Screen().onkey(null, 'Up')
player.speed(2)
if player.ycor() == 0:
player.goto((player.xcor()), (player.ycor()+100))
print("G")
player.speed(1.5)
player.goto(-50, 0)
Screen().onkey(jump, 'Up')
# Blank function
def null():
n =1
Screen().onkey(jump, 'Up')
Screen().listen()
# Ignore this
x = 3 * random.sample(range(4), 4)
print (x)
print (x[1])
# Creating obstacles (not finished, just moves)
obst1 = turtle.Turtle()
obst1.shape("square")
obst1.turtlesize(3, 2)
obst1.penup()
obst1.goto(300,0)
obst1.speed(1)
obst1.setx(-300)
I want the obstacle to continue moving while I jump. I only have Python 3 and its standard modules. I cannot download PIP or anything else like it, for some reason. I'm trying to mimic the dinosaur game from Google Chrome. I'm new to this sort of thing so please explain any suggestions in as much detail as possible. Thanks a lot!
The way you wrote your code, you can only move one turtle at a time. Below is a rework of your code where the user controls the player, but the obstacle is controlled by a timer so they can move at the same time:
from turtle import Screen, Turtle
# This function unbinds 'Up', makes the square jump, return to the ground, then rebinds 'Up'
def jump():
screen.onkey(None, 'Up')
if player.ycor() == 0:
player.forward(150)
player.backward(150)
screen.onkey(jump, 'Up')
def move():
obstacle.forward(6)
if obstacle.xcor() > -400:
screen.ontimer(move, 100)
# Creates the ground
ground = Turtle('square')
ground.turtlesize(0.25, 45)
ground.penup()
ground.sety(-15)
# Creates a turtle with the proper size and color
player = Turtle('square')
player.color('red')
player.turtlesize(1.5)
player.speed('slowest')
player.penup()
player.setx(-100)
player.setheading(90)
screen = Screen()
screen.onkey(jump, 'Up')
screen.listen()
# Creating obstacles (not finished, just moves)
obstacle = Turtle('square')
obstacle.turtlesize(3, 1.5)
obstacle.speed('fastest')
obstacle.penup()
obstacle.setposition(400, 15)
obstacle.setheading(180)
move()
screen.mainloop()
This should more closely simulate the type of motion you're trying to achieve.
Related
I've been having trouble with getting my bullet (named asteroid) and my zombie. more specifically, I'm having trouble getting my game to register collision between these two turtles, it gets even weirder when you reverse the lesser than symbol into a greater than symbol. I do not know what is up with my code, any help is appreciated.(I have included the entirety of my code, since I am unsure of the source of the problem, I just know which part isn't working, I would recommend starting there.)
#the bullet that doesn't hit it's target
#Turtle Graphics game
import turtle
import random
import time
#set up screen
wn = turtle.Screen()
wn.bgcolor("grey")
finish= False
def randor1():
rand=random.randint(-280,280)
def randor2():
rand=random.randint(50,280)
def check_target_pos():
#side boundary checking
if zombie.xcor() > 280 or zombie.xcor() <- 280:
zombie.right(180)
#top/bottom boundary checking
if zombie.ycor() > 280 or zombie.ycor() <- 280:
zombie.right(180)
def check_turtle_pos():
#side boundary checking
if asteroid.xcor() > 280 or asteroid.xcor() <- 280:
asteroid.right(180)
#top/bottom boundary checking
if asteroid.ycor() > 280 or asteroid.ycor() <- 280:
asteroid.right(180)
def new_asteroid():# the turtle bullet,will change the name later on
for i in range(50):
asteroid.forward(10)
asteroid.goto(0,0)
def k2():#turn turtle left
asteroid.left(45)
def k3():#turn turtle right
asteroid.right(45)
#Draw border for arena
mypen = turtle.Turtle()
mypen.penup()
mypen.setposition(-300,-300)
mypen.pendown()
mypen.pensize(3)
for side in range(4):
mypen.forward(600)
mypen.left(90)
mypen.hideturtle()
#create turtle turtle, again will change name later
asteroid = turtle.Turtle()
asteroid.color("green")
asteroid.shape("turtle")
asteroid.penup()
asteroid.speed(0)
#create turtle zombie
def zombies():
global zombie
zombie= turtle.Turtle()
zombie.hideturtle()
zombie.color("green")
zombie.shape("circle")
zombie.penup()
zombie.speed(0)
x= random.randint(-280,280)
y= random.randint(50,280)
zombie.goto(x,y)
zombie.showturtle()
zombies()
while (finish!= True):
check_target_pos()
check_turtle_pos()
zombie.forward(1)
def end():
finish==True
wn.bye()
if asteroid.distance(zombie)<40: #problem area
end()
wn.onkey(new_asteroid, "space")#shoot button.
wn.onkey(k2, "Left")#turn left button
wn.onkey(k3, "Right") #turn right button
wn.onkey(end, "e")#exit
wn.listen()#so all the on key functions above work
Your code is somewhat a mess and doesn't facilitate the event-driven nature of turtle. There is no place for while True: loops nor time.sleep() or such in this environment. You also seem to be confusing your gun with your bullet (you're flinging your gun into space to kill the zombie, not its bullet!)
I've rewritten your code below using an event-based model with ontimer(). This is a single bullet implementation (you can't fire again until your bullet hits something or disappears into the distance):
from turtle import Screen, Turtle
from random import randint
def check_bullet_position():
if bullet.distance(turtle) > 240:
bullet.hideturtle()
if bullet.distance(zombie) < 20:
bullet.hideturtle()
reset_zombie()
def shoot_bullet():
if bullet.isvisible():
return
bullet.setheading(turtle.heading())
bullet.setposition(turtle.position())
bullet.forward(15)
bullet.showturtle()
def turn_left():
turtle.left(20)
def turn_right():
turtle.right(20)
def reset_zombie():
while zombie.distance(turtle) < 240:
x = randint(-280, 280)
y = randint(-280, 280)
zombie.goto(x, y)
zombie.setheading(zombie.towards(turtle))
def move():
zombie.forward(1)
if bullet.isvisible():
bullet.forward(2)
check_bullet_position()
screen.update()
if turtle.distance(zombie) > 20:
screen.ontimer(move)
# Set up screen
screen = Screen()
screen.tracer(False)
screen.bgcolor('grey')
# Draw border for arena
pen = Turtle()
pen.hideturtle()
pen.pensize(3)
pen.penup()
pen.setposition(-300, -300)
pen.pendown()
for _ in range(4):
pen.forward(600)
pen.left(90)
# Create turtle turtle
turtle = Turtle()
turtle.shape('turtle')
turtle.color('green')
turtle.penup()
# Create turtle bullet
bullet = Turtle()
bullet.hideturtle()
bullet.shape('circle')
bullet.shapesize(0.5)
bullet.color('yellow')
bullet.penup()
# Create turtle zombie
zombie = Turtle()
zombie.shape('circle')
zombie.color('red')
zombie.penup()
reset_zombie()
screen.onkey(shoot_bullet, 'space')
screen.onkey(turn_left, 'Left')
screen.onkey(turn_right, 'Right')
screen.onkey(screen.bye, 'e') # exit
screen.listen() # enable onkey() functions above
move()
screen.mainloop()
This should give you a starting point for building the game you envision. It is possible to write a multiple bullet implementation, it just take a little more thought and design work.
Your searching for a collision outside of the loop where you shot the projectile.
The easiest way to make your code work is to add the collision detection to the new_asteroid() function. But I don't think that's the right way.
Your technique is what is referred to as blocking. while you're projectile is moving, no other code is running. hence your collision detection is not working. change Line 38 to this.
def new_asteroid():# the turtle bullet,will change the name later on
for i in range(50):
asteroid.forward(10)
if asteroid.distance(zombie) < 40: # problem area
end()
asteroid.goto(0,0)
To create a non-blocking version of this function you would have to divide the for loop up to increments called by your main loop. so that your projectile moves once per iteration, instead of all at once.
Your program also crashes on exit. May I recommend re organizing your code into functions, then execution. it makes it much more readable. Happy gaming.
I am trying to make a code where you can press the spacebar and an object will move forwards constantly. I am hoping to be able to have multiple of these objects moving at once without having to code hundreds of them separately.
This is my current code:
Bullet:
bullet = turtle.Turtle()
bullet.speed(0)
bullet.shape("circle")
bullet.color("red")
bullet.shapesize(stretch_wid=0.5, stretch_len=0.5)
bullet.penup()
bullet.goto(-200, -200)
bullet.hideturtle()
Movement:
def shoot_bullet():
stop = False
bullet2 = bullet.clone()
bullet2.showturtle()
while stop == False:
y = bullet2.ycor()
bullet2.sety(y + 20)
wn.update()
time.sleep(0.5)
...
onkeypress(shoot_bullet, "space")
This works until I press space again and the bullet just stops as 'bullet2' has been redefined as the new bullet I create when I press space. Is there a way to create multiple clones which can run on top of each other?
Your while stop == False: loop and time.sleep(0.5) have no place in an event-driven environment like turtle. Instead, as we fire each bullet, the below code attaches a timer event that moves it along until it disappears. At which point the bullet is recycled.
This simplified example just shoots bullets in random directions from the center of the screen. You can keep hitting the space bar to generate simultaneous bullets that all move in their own direction until they get far enough away:
from turtle import Screen, Turtle
from random import randrange
def move_bullet(bullet):
bullet.forward(15)
if bullet.distance((0, 0)) > 400:
bullet.hideturtle()
bullets.append(bullet)
else:
screen.ontimer(lambda b=bullet: move_bullet(b), 50)
screen.update()
def shoot_bullet():
screen.onkey(None, 'space') # disable handler inside hander
bullet = bullets.pop() if bullets else bullet_prototype.clone()
bullet.home()
bullet.setheading(randrange(0, 360))
bullet.showturtle()
move_bullet(bullet)
screen.onkey(shoot_bullet, 'space') # reenable handler on exit
bullet_prototype = Turtle('circle')
bullet_prototype.hideturtle()
bullet_prototype.dot(10) # just for this example, not for actual code
bullet_prototype.shapesize(0.5)
bullet_prototype.color('red')
bullet_prototype.penup()
bullets = []
screen = Screen()
screen.tracer(False)
screen.onkey(shoot_bullet, 'space')
screen.listen()
screen.mainloop()
I'm doing an assignment where I have to write a small game. When a turtle collides with a dot (bug) on the screen, it will add one point to the score value in the top left and teleport the bug to another random spot. I'm having trouble getting the score to update when they collide.
I tried to put the score update within the game loop but that did not work as it kept telling me that the value is not defined. I tried solving that with a global value, but that didn't do anything:
import turtle
import math
import random
#Set up the constants for the game.
WINDOW_HEIGHT = 300
WINDOW_WIDTH = 300
FORWARD_STEP = 10 #how much does the turtle move forward
TURN_STEP = 30 #how much does the turtle turn (in degrees)
SHRINK_FACTOR = 0.95 #how much does the turtle shrink when it moves
DEATH_WIDTH = 0.05 #the size at which you stop the game because the user lost
COLLISION_THRESHOLD = 10;#we say that two turtles collided if they are this much away
#from each other
#Define functions
def game_setup():
'''set up the window for the game, a bug and the player turtle '''
#create the screen
wn = turtle.Screen()
wn.screensize(WINDOW_HEIGHT,WINDOW_WIDTH)
wn.bgcolor("light green")
#Create player turtle
player = turtle.Turtle()
player.color("blue")
player.shape("turtle")
player.penup()
player.setpos (random.randrange(1,301), random.randrange(1,301))
#create a bug
bug1 = turtle.Turtle()
bug1.color("black")
bug1.shape("circle")
bug1.shapesize(stretch_wid=0.2, stretch_len=0.2)
bug1.penup()
bug1.speed(0) #the bug is not moving
bug1.setposition(-200, 200)
#create score turtle
score_keeper = turtle.Turtle()
score_keeper.hideturtle()
score_keeper.penup()
score_keeper.setposition (-400,360)
score = 0
scorestring = "Score: %s" %score
score_keeper.write(scorestring, False, align="left", font=("Arial",14, "normal"))
return (wn,player,bug1,score_keeper)
def is_collision (player, bug1):
distance = (math.sqrt((player.xcor()-bug1.xcor())**2 + (player.ycor() - bug1.ycor())**2))
if distance < COLLISION_THRESHOLD:
return True
else:
return False
def main():
#set up the window, player turtle and the bug
(wn,player,bug1,score_keeper) = game_setup()
#make the arrow keys move the player turtle
bindKeyboard(player)
#Set this veriableto True inside the loop below if you want the game to end.
game_over = False
player_width = get_width(player)
#This is the main game loop - while the game is not over and the turtle is large enough print the width of the turtle
#on the screen.
while not game_over and player_width > DEATH_WIDTH:
#your collision detection should go here
if is_collision (player, bug1):
bug1.setpos (random.randrange(1,301), random.randrange(1,301))
player.shapesize(stretch_wid=1, stretch_len=1)
player_width = get_width(player)
player.showturtle()
print(player_width)
print("Done")
wn.exitonclick()
main()
This is most of the code. All I want it to do is when the is_collision() function happens, it adds 1 to the value of score and the score_keeper turtle then prints that value in the window.
Im havign trouble getting the score to update when they collide.
I've done a stripped down rework of your code below (substuting for methods you left out) to show how to update the score on the screen. Code like this shouldn't have an explicit main loop as it's all event driven and should instead call turtle's main event loop:
from turtle import Screen, Turtle
from random import randrange
from functools import partial
# Set up the constants for the game.
WINDOW_WIDTH, WINDOW_HEIGHT = 500, 500
FORWARD_STEP = 10 # how much does the turtle move forward
TURN_STEP = 30 # how much does the turtle turn (in degrees)
COLLISION_THRESHOLD = 10 # we say that two turtles collided if they are this much away from each other
CURSOR_SIZE = 20
FONT = ('Arial', 14, 'normal')
# Define functions
def is_collision(player, bug):
return player.distance(bug) < COLLISION_THRESHOLD
def random_position(turtle):
scale, _, _ = turtle.shapesize()
radius = CURSOR_SIZE * scale
return randrange(radius - WINDOW_WIDTH/2, WINDOW_WIDTH/2 - radius), randrange(radius - WINDOW_HEIGHT/2, WINDOW_HEIGHT/2 - radius)
def forward():
global score
player.forward(FORWARD_STEP)
if is_collision(player, bug):
bug.setposition(random_position(bug))
score += 1
score_keeper.clear()
score_keeper.write(f"Score: {score}", font=FONT)
# Set up the window for the game, a bug and the player turtle.
# Create the screen
screen = Screen()
screen.setup(WINDOW_WIDTH, WINDOW_HEIGHT)
screen.bgcolor('light green')
# Create score turtle
score_keeper = Turtle(visible=False)
score_keeper.penup()
score_keeper.setposition(-230, 230)
score = 0
score_keeper.write(f"Score: {score}", font=FONT)
# Create a bug
bug = Turtle('circle', visible=False)
bug.shapesize(4 / CURSOR_SIZE)
bug.penup()
bug.setposition(random_position(bug))
bug.showturtle()
# Create player turtle
player = Turtle('turtle', visible=False)
player.color('blue')
player.speed('fastest')
player.penup()
player.setposition(random_position(player))
player.showturtle()
# make the arrow keys move the player turtle
screen.onkey(partial(player.left, TURN_STEP), 'Left')
screen.onkey(partial(player.right, TURN_STEP), 'Right')
screen.onkey(forward, 'Up')
screen.listen()
screen.mainloop()
I'm new to Python and am trying a bunch of different projects to learn. I want to use Turtle to create a game and I found this guy on YouTube who walks through re-creating Space Invaders.
I'm using IDLE and Python 3. The screen and player are created, but nothing happens when I press a key. I have looked up this issue and tried a number of things, but I'm not sure what I'm doing wrong.
The other unusual thing is that each function is run once. I included a print statement in each function to discover this. Why is it running each key press event once, but not binding to my actual keyboard?
import turtle
#Screen setup
screen = turtle.Screen()
screen.bgcolor('black')
screen.title("Space Invaders")
#Create player
player = turtle.Turtle()
player.color('blue')
player.shape('triangle')
player.penup()
player.speed(0)
player.setposition(0, -250)
player.setheading(90)
playerspeed = 15
#Move the player left and right
def move_left():
x = player.xcor()
x -= playerspeed
player.setx(x)
screen.listen()
print("Move left.") #for debugging
def move_right():
x = player.xcor()
x += playerspeed
player.setx(x)
screen.listen()
print("Move right.") #for debugging
#Create keyboard binding
screen.onkey(move_left(), 'Left')
screen.onkey(move_right(), 'Right')
screen.listen()
#Play game
screen.mainloop()
The problem is with these two lines of code:
screen.onkey(move_left(), 'Left')
screen.onkey(move_right(), 'Right')
You don't want to call move_left(), you want to pass move_left to be called by the event handler when the key is pressed:
screen.onkey(move_left, 'Left')
screen.onkey(move_right, 'Right')
By including the parentheses, you pass the return value of move_left() which is None, effectively disabling the event instead of enabling it!
Here's a rework of your code with the above fix plus another trick: space invader type games are perfect for taking advantage of the rarely used turtle.settiltangle() method. This method allows us to make the turtle appear to point vertically, while actually oriented horizontally. So we can simply used forward() and backward() to move it across the screen:
from turtle import Screen, Turtle
PLAYER_SPEED = 15
# Move the player left and right
def move_left():
player.backward(PLAYER_SPEED)
def move_right():
player.forward(PLAYER_SPEED)
# Screen setup
screen = Screen()
screen.bgcolor('black')
screen.title("Space Invaders")
# Create player
player = Turtle('triangle')
player.speed('fastest')
player.color('blue')
player.penup()
player.sety(-250)
player.settiltangle(90)
# Create keyboard binding
screen.onkey(move_left, 'Left')
screen.onkey(move_right, 'Right')
screen.listen()
# Play game
screen.mainloop()
Of course, you have to remember when you fire a projectile that your turtle is pointing right and redirect it accordingly!
I think the guy you found on YouTube might have been using python 2.7 rather than python 3 which would change the keypress commands.
Instead of
screen.onkey(move_left(), 'Left')
screen.onkey(move_right(), 'Right')
screen.listen()
You should use
screen.listen()
screen.onkeypress(move_left, 'Left')
screen.onkeypress(move_right, 'Right')
I am attempting to make a game in python with the turtle module, I have the square moving towards the player (the circle) and the aim is for the circle to jump over the square and not get hit.
The player can jump by pressing the spacebar,
but every time you hit the space bar to jump the player jumps, but the square stops moving and you are unable to jump over.
here is my code:
import turtle
import time
wn = turtle.Screen()
wn.bgcolor("white")
wn.title("dinosaur run")
wn.tracer(1,20)
floor = turtle.Turtle()
floor.fd(370)
floor.bk(370*2)
floor.ht()
player = turtle.Turtle()
player.shape("circle")
player.penup()
player.setpos(-370,14)
def jump():
player.lt(90)
player.fd(40)
time.sleep(0.5)
player.bk(40)
player.rt(90)
turtle.listen()
turtle.onkey(jump, "space")
class cactus(turtle.Turtle):
turtle.shape("square")
turtle.penup()
turtle.speed(0)
turtle.setpos(370,14)
cactusspeed = 2
while True:
x = turtle.xcor()
x -= cactusspeed
turtle.setx(x)
Thanks a lot,
all ideas welcome,
I've tried wn.update() at the end
As provided above, your code doesn't run at all as cactusspeed never gets defined. And your class cactus doesn't have a hope of working as currently laid out (reread about Python classes.) Finally, your while True: has no business in an event driven world like turtle.
Below is my rework of your code to use an ontimer() event to control the cactus independent of the player. I also eliminated the sleep() and simply made the player move slower and jump higher. I believe this should give you the dynamic you're looking for:
from turtle import Turtle, Screen
def jump():
player.forward(100)
player.backward(100)
def move():
if cactus.xcor() < -screen.window_width()/2:
cactus.hideturtle()
cactus.setx(370)
cactus.showturtle()
else:
cactus.forward(cactusspeed)
screen.ontimer(move, 40)
screen = Screen()
floor = Turtle(visible=False)
floor.speed('fastest')
floor.fd(370)
floor.bk(370 * 2)
player = Turtle("circle", visible=False)
player.penup()
player.setpos(-370, 14)
player.setheading(90)
player.speed('slowest')
player.showturtle()
cactusspeed = 4
cactus = Turtle("square", visible=False)
cactus.speed('fastest')
cactus.penup()
cactus.setpos(370, 14)
cactus.setheading(180)
cactus.showturtle()
screen.onkey(jump, "space")
screen.listen()
move()
screen.mainloop()