import pygame
import os
import random
from pygame.locals import * # Constants
import math
import sys
import random
pygame.init()
screen=pygame.display.set_mode((1280,700)) #(length,height)
screen_rect=screen.get_rect()
background = pygame.Surface(screen.get_size())
background.fill((255,255,255)) # fill the background white
background = pygame.image.load('stage.png').convert()
Black=(0,0,0)
class Player(pygame.sprite.Sprite):
x = 20
y = 615
def __init__(self):
super().__init__() # calls the parent class allowing sprite to initalize
self.image = pygame.Surface((50,25)) # this is used to create a blank image with the size inputted
self.image.fill((0,0,128)) # fills the blank image with colour
self.rect = self.image.get_rect(topleft =(20,615)) # This place the player at the given position
self.dist = 10
def update(self): # code to make the character move when the arrow keys are pressed
if self.rect.right > 100: # These are to make the player so move constantly
self.rect.y += 1
self.rect.x += 2
if self.rect.bottom == 700:
pygame.quit()
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.rect.move_ip(-1,0)
elif keys[K_RIGHT]:
self.rect.move_ip(0.5,0)
elif keys[K_UP]:
self.rect.move_ip(0,-0.5)
elif keys[K_DOWN]:
self.rect.move_ip(0,1)
self.rect.clamp_ip(screen_rect)
#while self.rect == (20,615):
if keys [K_SPACE]:
self.rect = self.image.get_rect(topleft =(100,100))
class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
super().__init__()
x = random.randint(50,450)
self.image = pygame.Surface((50,25))
self.image.fill((128,0,0))
self.rect = self.image.get_rect(topleft (300, 50))
self.direction = 0
def update(self):
self.rect.y += 2 if self.direction == 0 else -2
if self.rect.bottom >= 600:
self.direction = 1
if self.rect.top <= 50:
self.direction = 0
clock = pygame.time.Clock() # A clock to limit the frame rate.
player = Player()
enemy = Enemy()
enemy_list = pygame.sprite.Group() # a group where the enemys will be put
sprites = pygame.sprite.Group(player) # The group where evry spirte will be put into
for i in range (5): # creates 5 enemy spirtes
enemy = Enemy() # calls the enemy class
enemy.rect.x = random.randrange(200, 1100) # makes the enemny spawn random
enemy.rect.y = random.randrange(50, 600)
enemy_list.add(enemy) # adds the enemy to the group
sprites.add(enemy)
I got the code so that the enemies will randomly and then they will move up and down however since the spawning is random they will sometimes overlap i was wondering how i would get it so that they don't overlap when they move up and down
i was wondering if i could do it so they have a gap when they spawns e.g. 50 in x axis but still spawn five enemies
def main(): #my main loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
sprites.update()
screen.blit(background, (0, 0))
sprites.draw(screen)
clock.tick(100) # Limit the frame rate to 60 FPS.
pygame.display.flip() #updates the whole screen
#Collison check
player_hit_list = pygame.sprite.spritecollide(player, enemy_list, True)
for enemy in player_hit_list:
pygame.quit()
if __name__ == '__main__':
main()
Try this approach (I've purposely made the code a little verbose to try to explain what's going on):
...
number_of_enemies = 5
min_enemy_x = 200
max_enemy_x = 1100
enemy_x_range = max_enemy_x - min_enemy_x # zone in which enemies can spawn
enemy_zone_width = enemy_x_range / number_of_enemies # zone width for each enemy
pixel_buffer = 50 # gap between enemies
for i in range (number_of_enemies): # creates 5 enemy spirtes
enemy = Enemy() # calls the enemy class
min_x = min_enemy_x + enemy_zone_width * i + pixel_buffer / 2 # minimum x at which current enemy can spawn (including buffer)
max_x = min_enemy_x + enemy_zone_width * (i + 1) - pixel_buffer / 2 # maximum x at which current enemy can spawn (including buffer)
enemy.rect.x = random.randrange(min_x, max_x) # makes the enemy spawn random
enemy.rect.y = random.randrange(50, 600)
enemy_list.add(enemy) # adds the enemy to the group
...
Note that this will produce a 25 pixel buffer at the start and end (so enemies will actually spawn between 225 and 1075), but you can either adjust min_enemy_x and max_enemy_x to compensate, or remove the buffering for the first and last loop iterations.
Related
I'm making a simple game in pygame, in which you're supposed to dodge or shoot the targets that descend through the screen. So far, I've created the ship and managed to set the movement of both the bullet and the ship, as for their key bindings. However, the bullet's x coordinate doesn't seem to change at all, even though I've defined in the init method in the bullet class that the bullet x coordinate is equal to the ship x coordinate, therefore, the bullet would always be leaving the ship's position. Instead, the bullet always leaves the middle of the screen. I can't find the issue. Any help would be very much appreciated
import pygame, sys
pygame.init()
clock = pygame.time.Clock()
screen_width = 600
screen_height = 800
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Space Race Game")
class ROCKET:
def __init__(self):
self.rocketImg = pygame.image.load("spaceship.png")
self.rocket_x = screen_width/2 - 32
self.rocket_y = screen_height/2 + 100
def draw_rocket(self):
screen.blit(self.rocketImg, (self.rocket_x, self.rocket_y))
def move_rocket(self):
key = pygame.key.get_pressed()
if key[pygame.K_LEFT] and self.rocket_x + 15 > 0:
self.rocket_x -= 5
if key[pygame.K_RIGHT] and self.rocket_x < screen_width - 40:
self.rocket_x += 5
class BULLET(ROCKET):
def __init__(self):
super().__init__()
self.bullet_width = 10
self.bullet_height = 20
self.bullet_x = self.rocket_x + 25
self.bullet_y = self.rocket_y
self.move = [0, 0]
self.bullet_speed = 5
self.bullet_rect = pygame.Rect(self.bullet_x, self.bullet_y, self.bullet_width, self.bullet_height)
def draw_bullet(self):
key = pygame.key.get_pressed()
if key[pygame.K_SPACE]:
self.bullet_x = self.rocket_x
self.move[1] = -1
self.bullet_y += self.move[1] * self.bullet_speed
self.bullet_rect.topleft = (self.bullet_x, self.bullet_y)
if self.bullet_y < self.rocket_y - 10:
pygame.draw.rect(screen, (0, 0, 0), self.bullet_rect)
if self.bullet_y < - 20:
self.bullet_y = self.rocket_y
self.move[1] = 0
rocket = ROCKET()
bullet = BULLET()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill((255, 255, 255))
rocket.draw_rocket()
rocket.move_rocket()
bullet.draw_bullet()
pygame.display.flip()
clock.tick(60)
You have to set the x-coordinate of the bullet by the current x-coordinate of the rocket.
Add an argument rocket to the method draw_bullet of the class BULLET. Make sure that you can only fire the bullet if the bullet has not yet been fired (self.move[1] == 0). Compute the center of the rocket and set the position of the bullet (rocket.rocket_x + self.rocketImg.get_width() // 2):
class BULLET(ROCKET):
# [...]
def draw_bullet(self, rocket):
key = pygame.key.get_pressed()
if key[pygame.K_SPACE] and self.move[1] == 0:
rocket_center_x = rocket.rocket_x + self.rocketImg.get_width() // 2
self.bullet_x = rocket_center_x - self.bullet_width // 2
self.move[1] = -1
# [...]
Passe the instance of ROCKET to the method draw_bullet:
while True:
# [...]
bullet.draw_bullet(rocket)
# [...]
If you want to fire multiple bullets, see the answers to the questions:
How can i shoot a bullet with space bar?
How do I stop more than 1 bullet firing at once?
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()
import pygame
import os
import random
from pygame.locals import * # Constants
import math
import sys
import random
pygame.init()
screen=pygame.display.set_mode((1280,700)) #(length,height)
screen_rect=screen.get_rect()
background = pygame.Surface(screen.get_size())
background.fill((255,255,255)) # fill the background white
background = pygame.image.load('stage.png').convert()
Black=(0,0,0)
class Player(pygame.sprite.Sprite):
x = 20
y = 615
def __init__(self):
super().__init__() # calls the parent class allowing sprite to initalize
self.image = pygame.Surface((50,25)) # this is used to create a blank image with the size inputted
self.image.fill((0,0,128)) # fills the blank image with colour
self.rect = self.image.get_rect(topleft =(20,615)) # This place the player at the given position
self.dist = 10
def update(self): # code to make the character move when the arrow keys are pressed
if self.rect.right > 100: # These are to make the player so move constantly
self.rect.y += 1
self.rect.x += 2
if self.rect.bottom == 700:
pygame.quit()
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.rect.move_ip(-1,0)
elif keys[K_RIGHT]:
self.rect.move_ip(0.5,0)
elif keys[K_UP]:
self.rect.move_ip(0,-0.5)
elif keys[K_DOWN]:
self.rect.move_ip(0,1)
self.rect.clamp_ip(screen_rect)
#while self.rect == (20,615):
if keys [K_SPACE]:
self.rect = self.image.get_rect(topleft =(100,100))
class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
super().__init__()
#y = random.randint(300,1200)
x = random.randint(50,450)
self.image = pygame.Surface((50,25))
self.image.fill((128,0,0))
self.rect = self.image.get_rect(topleft=(300, 50))
def update(self):
if self.rect.bottom <= 400:
self.rect.y += 1
if self.rect.bottom >= 400:
self.rect.y -= 300
On this part i got so that the enemy class moves downwards and when it reaches 400 it teleport 300 upwards but i wanted it so that it constantly moves upwards and then downwards again.
I thought that i either cancel the movement downwards when it reaches the position but i don't think you can do that.
clock = pygame.time.Clock() # A clock to limit the frame rate.
player = Player()
enemy = Enemy()
enemy_list = pygame.sprite.Group(enemy)
#enemy_list.add(enemy)
sprites = pygame.sprite.Group(player, enemy)
def main(): #my main loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
sprites.update()
screen.blit(background, (0, 0))
sprites.draw(screen)
clock.tick(100) # Limit the frame rate to 60 FPS.
pygame.display.flip() #updates the whole screen
#Collison check
player_hit_list = pygame.sprite.spritecollide(player, enemy_list, True)
for enemy in player_hit_list:
pygame.quit()
if __name__ == '__main__':
main()
The Enemy class needs an additional attribute that keeps track of the direction it's moving: up or down.
So a simple solution could look like this:
class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
super().__init__()
x = random.randint(50,450)
self.image = pygame.Surface((50,25))
self.image.fill((128,0,0))
self.rect = self.image.get_rect(topleft=(300, 50))
self.direction = 'DOWN'
def update(self):
self.rect.y += 1 if self.direction == 'DOWN' else -1
if self.rect.bottom >= 400:
self.direction = 'UP'
if self.rect.top <= 50:
self.direction = 'DOWN'
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.
Complete novice, new to programming in general. I am trying to write a side scroller game in python, using pygame. I have created three different libraries for my sprite classes for: the player, the enemy, and the land. I made the land a sprite so that the player can interact (collide) with different objects in the land class and not be able to pass through them. The issue I am having is that I want the enemy sprite to interact with the land sprite as well. Ideally, I want the enemy sprites to start at point "x" and be set in motion (-2) until it comes into contact with the land sprite, at which point I want it to reverse direction. I have been trying everything I can think of, and searching online for a solution to make this work with no success. It seems like it should be really simple, but I can't make it work.
Thank you for your time.
here's my code:
land sprite :
import pygame
class Object(pygame.sprite.Sprite):
def __init__(self,image_file):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
player sprite :
import pygame
class Player(pygame.sprite.Sprite):
change_x = 0
change_y = 0
jump_ready = False
frame_since_collision = 0
frame_since_jump = 0
frame = 0
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.images = []
for i in range(1,9):
img = pygame.image.load("pit"+str(i)+".png").convert()
img.set_colorkey((0,0,0))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
def changespeed_x(self,x):
self.change_x = x
def changespeed_y(self,y):
self.change_y = y
def update(self,ground,brick,enemy):
if self.change_x < 0:
self.frame += 1
if self.frame > 3*4:
self.frame = 0
self.image = self.images[self.frame//4]
if self.change_x > 0:
self.frame += 1
if self.frame > 3*4:
self.frame = 0
self.image = self.images[self.frame//4+4]
old_x = self.rect.x
new_x = old_x + self.change_x
self.rect.x = new_x
player_health = 5
hurt = pygame.sprite.spritecollide(self,enemy,False)
if hurt:
player_health -= 1
print(player_health)
brick_break = pygame.sprite.spritecollide(self,brick,True)
collide = pygame.sprite.spritecollide(self,ground,False)
if collide:
self.rect.x = old_x
old_y = self.rect.y
new_y = old_y + self.change_y
self.rect.y = new_y
touch_list = pygame.sprite.spritecollide(self,ground,False)
for ground in touch_list:
self.rect.y = old_y
self.rect.x = old_x
self.change_y = 0
self.frame_since_collision = 0
if self.frame_since_collision < 6 and self.frame_since_jump < 6:
self.frame_since_jump = 100
self.change_y -= 8
self.frame_since_collision += 1
self.frame_since_jump += 1
def calc_grav(self):
self.change_y += .35
if self.rect.y >= 450 and self.change_y >= 0:
self.change_y = 0
self.rect.y = 450
self.frame_since_collision = 0
def jump(self,blocks):
self.jump_ready = True
self.frame_since_jump = 0
this is the enemy sprite that works, it only moves left, every time I tried a variation of the collision code like I have in the player class the sprite would just stop when it collided with the land sprite
enemy sprite :
import pygame
class Enemy(pygame.sprite.Sprite):
def __init__(self,image_file):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.image = self.image.convert()
self.image.set_colorkey((0,0,0))
self.rect = self.image.get_rect()
def update(self,ground):
change_x = -2
self.rect.x += change_x
and my main program code :
# first must import
import pygame
import random
import thing
import enemy
import player
# initialize the game engine
pygame.init()
# define some colors
# more color combos at www.colorpicker.com
black = ( 0, 0, 0)
white = ( 255, 255, 255)
green = (0, 255, 0)
red = (255, 0, 0)
blue = (131,226,252)
# open and set window size.
screen_width = 700
screen_height = 350
screen = pygame.display.set_mode([screen_width,screen_height])
break_list = pygame.sprite.Group()
land_list = pygame.sprite.Group()
enemy_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
cloud = pygame.image.load("cumulus-huge.png").convert()
for x in range(300,500,60):
brick = thing.Object("birck.png")
brick.rect.x = x
brick.rect.y = 180
break_list.add(brick)
all_sprites_list.add(brick)
for x in range(0,200,50):
wall = thing.Object("Sky3.png")
wall.rect.x = -180
wall.rect.y = x
land_list.add(wall)
all_sprites_list.add(wall)
for x in range (-50,1400,70):
ground = thing.Object("Ground2.png")
ground.rect.x = x
ground.rect.y = 305
land_list.add(ground)
all_sprites_list.add(ground)
monster = enemy.Enemy("monster1.png")
monster.rect.x = 650
monster.rect.y = 250
enemy_list.add(monster)
all_sprites_list.add(monster)
for x in range(760,1070,300):
pipe = thing.Object("pipe-top.png")
pipe.rect.x = x
pipe.rect.y = 225
land_list.add(pipe)
all_sprites_list.add(pipe)
player = player.Player()
player.rect.x = 10
player.rect.y = 230
all_sprites_list.add(player)
# set the window title
pygame.display.set_caption("Scroller")
# the following code sets up the main program loop
# Boolean Variable to loop until the user clicks the close button.
done = False # loop control
# used to manage how fast the screen updates
clock = pygame.time.Clock() # controls how fast game runs
# Main Program Loop
while done == False:
# ALL EVENT PROCESSING (input) SHOULD GO BELOW THIS COMMENT
for event in pygame.event.get(): # user did something
if event.type == pygame.QUIT: #If user clicked close
done = True # flag that we are done so we exit this loop
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed_x(-6)
if event.key == pygame.K_RIGHT:
player.changespeed_x(6)
if event.key == pygame.K_UP:
player.jump(land_list)
if event.key == pygame.K_DOWN:
player.changespeed_y(6)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed_x(-0)
if event.key == pygame.K_RIGHT:
player.changespeed_x(0)
monster.update()
player.update(land_list,break_list,enemy_list)
player.calc_grav()
# ALL EVENT PROCESSING (input) SHOULD GO ABOVE THIS COMMENT
# ALL GAME LOGIC (process) SHOULD GO BELOW THIS COMMENT
if player.rect.x >= 500:
diff = player.rect.x - 500
player.rect.x=500
for ground in land_list:
ground.rect.x -= diff
for brick in break_list:
brick.rect.x -= diff
for monster in enemy_list:
monster.rect.x -= diff
if player.rect.x <= 15:
diff = 15 - player.rect.x
player.rect.x = 15
for ground in land_list:
ground.rect.x += diff
for brick in break_list:
brick.rect.x += diff
for monster in enemy_list:
monster.rect.x += diff
# ALL GAME LOGIC (process) SHOULD GO ABOVE THIS COMMENT
# ALL CODE TO DRAW (output) SHOULD GO BELOW THIS COMMENT
# First, clear the screen. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(blue)
screen.blit(cloud,[200,0])
cloud.set_colorkey(black)
all_sprites_list.draw(screen)
# ALL CODE TO DRAW (output) SHOULD GO ABOVE THIS COMMENT
# This will update the screen with what's been drawn.
pygame.display.flip()
# limit to 30frames per second
clock.tick(30)
pygame.quit()
Your enemy class should be like this:
class Enemy(pygame.sprite.Sprite):
def __init__(self,image_file):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.image = self.image.convert()
self.image.set_colorkey((0,0,0))
self.rect = self.image.get_rect()
self.vel = -2
def update(self,ground):
self.rect.x += self.vel
Then in your update loop, implement this pseudocode:
...
if monster collides with ground:
monster.vel *= -1
...