Make multiple enemy class the same but in different positions - python

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'

Related

Creating a Asteroid type game, problem is when player waits to press play button many asteroids spawn instead of controlled amount

About 500 lines of code, so to make it easier to read I believe the bug comes from _update_asteroids(self) function. Simply put, when the user is in the paused game state and must press play, if the player decides to wait lets say a minute. A minutes worth of asteroids will spawn at the exact same time. I believe this is because the pygame.time.get_ticks() function continues to gain ticks while game is paused. Is there any way to reset the ticks or make it so that 100s of asteroids do not spawn when the user decides to wait before pressing play button?
import pygame
import sys
from pygame.sprite import Sprite
import random
from time import sleep
import pygame.font
class Game(Sprite):
""" a class the creates a window with a blue screen """
def __init__(self):
pygame.init()
super().__init__()
#--------------------------------------------------------------------------------------------
#screen size, color, caption
self.screen = pygame.display.set_mode((1200,800)) #create attribute to hold display settings
self.bg_color = (0,0,255) #create attribute to hold RGB color (blue)
pygame.display.set_caption("Blue Screen")
#--------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------------------------
#tank drawing
self.screen_rect = self.screen.get_rect() #get the screen rect dim
self.image = pygame.image.load('images/tank.gif') #load the image from directory
self.rect = self.image.get_rect() #get the image rect dim
self.rect.center = self.screen_rect.center #store the screens center x/y coord
self.x = float(self.rect.x)
self.y = float(self.rect.y)
#tank movement
self.tank_moving_left = False
self.tank_moving_right = False
self.tank_moving_up = False
self.tank_moving_down = False
self.tank_speed = 0.5 #tank pixels
self.direction_right = self.image #holds right image
self.direction_left = pygame.transform.flip(self.image, True, False) #holds left image
#--------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------------------------
#UI
self.health = 100
self.visable = True
self.sb = Scoreboard(self)
#--------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------------------------
#bullet
self.bullets = pygame.sprite.Group()
self.current_direction = self.direction_right
#--------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------------------------
#asteroids
self.asteroids = pygame.sprite.Group()
self.next_object_time = 0
self.time_interval = 250
#self._create_asteroids()
#--------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------------------------
#button
self.game_active = False
self.play_button = Button(self, "Play")
#--------------------------------------------------------------------------------------------
def _create_asteroids(self):
""" create the asteroid shower """
#create a asteroid
number_of_aliens = 1
for asteroid_num in range(number_of_aliens):
self._create_asteroid()
def _create_asteroid(self):
asteroid = Asteroid(self)
if asteroid.x <= 0:
asteroid.direction = 1
elif asteroid.x >= 1160:
asteroid.direction = -1
self.asteroids.add(asteroid)
def move(self):
""" move tnak tank_speed based on direction of movement (key pressed)
also detect collision """
if self.tank_moving_right and self.rect.right < self.screen_rect.right:
self.x += self.tank_speed
self.rect.x = self.x
if self.tank_moving_left and self.rect.left > self.screen_rect.left:
self.x -= self.tank_speed
self.rect.x = self.x
if self.tank_moving_down and self.rect.bottom < self.screen_rect.bottom:
self.y += self.tank_speed
self.rect.y = self.y
if self.tank_moving_up and self.rect.top > self.screen_rect.top:
self.y -= self.tank_speed
self.rect.y = self.y
def draw_healthbar(self):
pygame.draw.rect(self.screen, (255,0,0), (self.rect.x, self.rect.y - 20, 100, 10))
pygame.draw.rect(self.screen, (0,255,0), (self.rect.x, self.rect.y - 20, 100 - (100 - self.health), 10))
def blitme(self):
""" draw the image of the tank """
self.screen.blit(self.image, self.rect)
def tank_asteroid_collision(self):
#get rid of asteroids that collide with tank
for asteroid in self.asteroids.copy():
if pygame.Rect.colliderect(self.rect, asteroid.rect):
if self.health > 25:
self.health -= 25
self.asteroids.remove(asteroid)
print(self.health)
else:
self._tank_death()
self.sb.reset_score()
self.game_active = False
pygame.mouse.set_visible(True)
def _update_screen(self):
""" update screen """
self.screen.fill(self.bg_color)
self.blitme()
for bullet in self.bullets.sprites():
self.bullets.draw(self.screen)
collisions = pygame.sprite.groupcollide(self.bullets, self.asteroids, True, True)
if collisions:
for asteroids in collisions.values():
self.sb.score += 100 * len(asteroids)
self.sb.prep_score()
self.sb.check_high_score()
#draw healthbar if game active
if self.game_active:
self.draw_healthbar()
self.asteroids.draw(self.screen)
#draw the play button and other buttons if game is paused
if not self.game_active:
self.play_button.draw_button()
self.sb.show_score()
pygame.display.flip()
def _tank_death(self):
sleep(0.5)
self.bullets.empty()
self.asteroids.empty()
self.center_ship()
self.health = 100
def _check_KEYDOWN(self, event):
""" when key is press either quit, or move direction of arrow pressed and flip image """
if event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_RIGHT:
self.tank_moving_right = True
self.image = self.direction_right
self.current_direction = self.direction_right
elif event.key == pygame.K_LEFT:
self.tank_moving_left = True
self.image = self.direction_left
self.current_direction = self.direction_left
elif event.key == pygame.K_UP:
self.tank_moving_up = True
elif event.key == pygame.K_DOWN:
self.tank_moving_down = True
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_KEYUP(self, event):
""" when key is let go stop moving """
if event.key == pygame.K_RIGHT:
self.tank_moving_right = False
elif event.key == pygame.K_LEFT:
self.tank_moving_left = False
elif event.key == pygame.K_UP:
self.tank_moving_up = False
elif event.key == pygame.K_DOWN:
self.tank_moving_down = False
def _fire_bullet(self):
""" create a bullet and add it to the bullets group """
if self.current_direction == self.direction_left:
#create new bullet and set bullet path
new_bullet = Bullet(self)
new_bullet.bullet_shootRight = False
new_bullet.bullet_shootLeft = True
#change direction of bullet starting point
new_bullet.x -= 100
#add bullet to sprite list
self.bullets.add(new_bullet)
elif self.current_direction == self.direction_right:
#create new bullet and set bullet path
new_bullet = Bullet(self)
new_bullet.bullet_shootRight = True
new_bullet.bullet_shootLeft = False
#add bullet to sprite list
self.bullets.add(new_bullet)
def center_ship(self):
""" centers the ship in middle of screen """
self.rect.center = self.screen_rect.center
self.x = float(self.rect.x)
self.y = float(self.rect.y)
def _update_tank(self):
""" move tank or quit game based on keypress """
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_KEYDOWN(event)
elif event.type == pygame.KEYUP:
self._check_KEYUP(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and self.play_button.rect.collidepoint(mouse_pos):
self.game_active = True
pygame.mouse.set_visible(False)
def _update_asteroids(self):
""" afer 'x' milliseconds create a new asteroid """
current_time = pygame.time.get_ticks()
if current_time > self.next_object_time:
self.next_object_time += self.time_interval
self._create_asteroids()
def run_game(self):
""" loops the game/ updates screen/ checks for key clicks"""
while True:
self._update_tank()
if self.game_active:
self.move()
self.bullets.update()
self.tank_asteroid_collision()
#after certain number of time create a asteroid
self._update_asteroids()
self.asteroids.update()
#get rid of asteroids that have disapeared
for asteroid in self.asteroids.copy():
if asteroid.x >= 1200 or asteroid.x <= 0:
self.asteroids.remove(asteroid)
#get rid of bullets that have disapeared
for bullet in self.bullets.copy():
if bullet.rect.left >= 1200 or bullet.rect.right <= 0:
self.bullets.remove(bullet)
self._update_screen()
class Bullet(Sprite):
""" A class to manage bullets fired from the ship """
def __init__(self, game):
""" create a bullet object at the ships current position """
super().__init__()
self.screen = game.screen
self.bullet_speed = 2.0
self.bullet_width = 20
self.bullet_height = 5
self.bullet_color = (0, 200, 200)
self.bullet_shootRight = False
self.bullet_shootLeft = False
self.image = pygame.Surface((self.bullet_width, self.bullet_height))
self.image.fill(self.bullet_color)
self.rect = self.image.get_rect()
self.rect.midright = game.rect.midright
self.rect.y -= 5 #the tanks barrel is 5 pixels above center
self.rect.x += 15
#store the bullets position as a decimal value
self.y = float(self.rect.y)
self.x = float(self.rect.x)
def update(self):
""" move the bullet up the screen """
#update the decimal position of the bullet.
if self.bullet_shootRight:
self.x += self.bullet_speed
self.rect.x = self.x
elif self.bullet_shootLeft:
self.x -= self.bullet_speed
self.rect.x = self.x
class Asteroid(Sprite):
""" a class that represents a single asteroid """
def __init__(self, game):
""" initialize the asteroid and set its starting position """
super().__init__()
self.screen = game.screen
self.speed = 0.1
self.direction = 1
#load the asteroid image onto the screen
self.image = pygame.image.load('images/asteroid.gif')
self.rect = self.image.get_rect()
#start each new asteroid in a random part just outside the map on either the left or right
self.rect.x = random.randint(*random.choice([(0, 0), (1160, 1160)]))
self.rect.y = random.randint(0, 760)
#store the asteroid's exact horizontal positon
self.x = float(self.rect.x)
self.y = float(self.rect.y)
def update(self):
""" move the asteroid to the right or left """
self.x += self.speed * self.direction
self.rect.x = self.x
self.y += (self.speed / 3) * self.direction
self.rect.y = self.y
class Button:
def __init__(self, game, msg):
""" Initialize button """
self.screen = game.screen
self.screen_rect = self.screen.get_rect()
#set the dimensions and properties of the button
self.width, self.height = 200, 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
#Build the button's rect object and center it.
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
self._prep_msg(msg)
def _prep_msg(self, msg):
""" Turn msg into a rendered image and center text on the button """
self.msg_image = self.font.render(msg, True, self.text_color, self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
""" draw blank button then draw message """
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
class Scoreboard:
""" A class to report scoring information """
def __init__(self, game):
""" initialize scorekeeping attributes """
self.screen = game.screen
self.screen_rect = self.screen.get_rect()
self.score = 0
self.highscore = 0
# Font settings for scoring information
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
self.prep_score()
self.prep_highscore()
def reset_score(self):
self.score = 0
self.prep_score()
def prep_highscore(self):
""" Turn the high score into a rendered image. """
high_score = round(self.highscore, -1)
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color, (255, 255, 255))
#center the high score at the top of the screen
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def check_high_score(self):
""" check to see if there's a new high score """
if self.score > self.highscore:
self.highscore = self.score
self.prep_highscore()
def prep_score(self):
""" Turn the score into a renered image """
rounded_score = round(self.score, -1)
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color, (255, 255, 255))
#Display the score at the top of the screen
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right
self.score_rect.top = 0
def show_score(self):
""" draw the score to the screen """
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
if __name__ == '__main__':
a = Game()
a.run_game()
The spawning of the asteroids depends on the next_object_time. next_object_time is initialized with 0. You need to set self.next_object_time when the play button is pressed:
class Game(Sprite):
# [...]
def _check_play_button(self, mouse_pos):
if self.play_button.rect.collidepoint(mouse_pos):
self.game_active = True
pygame.mouse.set_visible(False)
self.next_object_time = pygame.time.get_ticks() + self.time_interval
To make the algorithm more robust you can set next_object_time depending on the current time when an asteroid spawns (this is optional):
class Game(Sprite):
# [...]
def _update_asteroids(self):
""" afer 'x' milliseconds create a new asteroid """
current_time = pygame.time.get_ticks()
if current_time > self.next_object_time:
# self.next_object_time += self.time_interval
self.next_object_time = current_time + self.time_interval
self._create_asteroids()

How do I set a limit to the range of my bullet?

My game has a sprite which can move left and right and shoot bullets. However, if I shoot out too many bullets (about 50 or so), my game starts lagging a lot. My sprite doesn't move fluently anymore and the game doesn't work well. So I think the problem to this is that all the bullets created are continuing to be run outside my screen. That's why I would like to know how to set a range limit to my bullet. Once past that limit it disappears and out of the program so my game won't lag. However, I am open to other suggestions like if there is a way to make my game no lag without setting a range limit. I have separated my game into 2 .py files a main.py and a Sprite1.py which I import to my main.
Here's my Sprite1.py file:
import pygame
import sys
import os
import time
from pygame import mixer
from pygame.locals import *
def showStartScreen(surface):
show = True
while (show == True):
background = pygame.image.load(os.path.join('images', 'Starting_scr.png'))
# rect = surface.get_rect()
surface.blit(background, (0,0))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
show = False
class Player(pygame.sprite.Sprite):
def __init__(self, all_sprites):
pygame.sprite.Sprite.__init__(self)
self.movex = 0
self.movey = 0
self.frame = 0
self.images = []
self.imagesleft = []
self.imagesright = []
self.direction = "right"
# self.rect = self.image.get_rect(center=pos)
self.alpha = (0,0,0)
self.ani = 4 # animation cycles
self.all_sprites = all_sprites
self.add(self.all_sprites)
self.bullet_timer = .1
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesright.append(img)
self.image = self.imagesright[0]
self.rect = self.image.get_rect()
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img = pygame.transform.flip(img, True, False)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesleft.append(img)
self.image = self.imagesleft[0]
self.rect = self.image.get_rect()
def control(self,x,y):
'''
control player movement
'''
self.movex += x
self.movey -= y
def update(self, dt):
'''
Update sprite position
'''
self.rect.x = self.rect.x + self.movex
self.rect.y = self.rect.y + self.movey
# moving left
if self.movex < 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesleft[self.frame//self.ani]
self.direction = "left"
# moving right
if self.movex > 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesright[self.frame//self.ani]
self.direction = "right"
# self.rect.center = pygame.mouse.get_pos()
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.bullet_timer -= dt # Subtract the time since the last tick.
if self.bullet_timer <= 0:
self.bullet_timer = 0 # Bullet ready.
if keys: # Left mouse button.
# Create a new bullet instance and add it to the groups.
if self.direction == "right":
Bullet([self.rect.x + self.image.get_width(), self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
else:
Bullet([self.rect.x, self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
self.bullet_timer = .1 # Reset the timer.
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.sound = pygame.mixer.music.play()
self.pos = pygame.math.Vector2(pos)
self.vel = pygame.math.Vector2(750, 0)
self.direction = direction
def update(self, dt):
# Add the velocity to the position vector to move the sprite
if self.direction == "right":
#self.vel = pygame.math.Vector2(750, 0)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.pos += self.vel * dt
else:
#self.vel = pygame.math.Vector2(-750, 0)
BULLET_IMG = pygame.image.load(os.path.join('images','fireball.png'))
self.image = pygame.transform.flip(BULLET_IMG, True, False)
self.rect = self.image.get_rect()
self.pos -= self.vel * dt
#print(self.pos)
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0:
self.kill()
And this is my main.py file:
import pygame
import os
import sys
import time
from pygame import mixer
import Sprite1
'''
Setup
'''
pygame.init()
width = 960
height = 720
fps = 40 # frame rate
#ani = 4 # animation cycles
clock = pygame.time.Clock()
pygame.display.set_caption('B.S.G.!!!')
surface = pygame.display.set_mode((width, height))
#pygame.mixer.music.load('.\\sounds\\Fairy.mp3')
#pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.load('.\\sounds\\Fireball.wav')
#direction = "right"
all_sprites = pygame.sprite.Group()
player = Sprite1.Player(all_sprites)
player.rect.x = 50
player.rect.y = 500
steps = 10 # how fast to move
Sprite1.showStartScreen(surface)
'''
Main loop
'''
main = True
while main == True:
background = pygame.image.load(os.path.join('images', 'Bg.png'))
surface.blit(background, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
main = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(-steps,0)
#direction = "left"
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(steps,0)
#direction = "right"
if event.key == pygame.K_UP or event.key == ord('w'):
player.rect.y -= 100
#player.rect.y -= 10
#player.movey == 10
#player.movey == -10
#time.sleep(1)
#player.control(0,-steps)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(steps,0)
#direction = "left"
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(-steps,0)
#direction = "right"
if event.key == pygame.K_UP or event.key == ord('w'):
player.rect.y += 100
#player.movey == -10
if event.key == ord('q'):
pygame.quit()
sys.exit()
main = False
# dt = time since last tick in milliseconds.
dt = clock.tick(60) / 1000
all_sprites.update(dt)
player.update(dt)
all_sprites.draw(surface) #refresh player position
pygame.display.flip()
P.S.: don't mind how my sprite jumps, I just wrote it that way for now. I will be making him actually jump later on with gravity. Thanks beforehand.
You already check if the bullets leave the screen at the top:
if self.rect.bottom <= 0:
self.kill()
You could change it to
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.kill()
to kill the sprite if it is not at the screen at all.
But your problem is actually this:
def update(self, dt):
# Add the velocity to the position vector to move the sprite
if self.direction == "right":
#self.vel = pygame.math.Vector2(750, 0)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.pos += self.vel * dt
else:
#self.vel = pygame.math.Vector2(-750, 0)
BULLET_IMG = pygame.image.load(os.path.join('images','fireball.png'))
self.image = pygame.transform.flip(BULLET_IMG, True, False)
self.rect = self.image.get_rect()
self.pos -= self.vel * dt
...
Here you're loading the fireball.png image once for every instance of the Bullet class
every frame. You aim for 60 fps, so when there are 50 Bullet instances you try to load the file 300 times per second from your disk.
Instead, you should load the image once at startup.
Here's how it could look like:
class Bullet(pygame.sprite.Sprite):
IMAGE = None
FLIPPED_IMAGE = None
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
# cache images
if not Bullet.IMAGE:
Bullet.IMAGE = pygame.image.load(os.path.join('images','fireball.png'))
Bullet.FLIPPED_IMAGE = pygame.transform.flip(Bullet.IMAGE, True, False)
if direction == "right":
self.vel = pygame.math.Vector2(750, 0)
self.image = Bullet.IMAGE
else:
self.vel = pygame.math.Vector2(-750, 0)
self.image = Bullet.FLIPPED_IMAGE
# suspicious... Should use the Sound class instead
# self.sound = pygame.mixer.music.play()
self.pos = pygame.math.Vector2(pos)
self.rect = self.image.get_rect(center=pos)
def update(self, dt):
# Add the velocity to the position vector to move the sprite
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.kill()
Also, you should only use pygame.mixer.music.play() for playing background music (since you can only play one file at once with music.play()). For sound effects, better use the Sound class.
You can check if the bullet is in the screen and remove it if it isn't.
for bullet in bullets[:]:
if not surface.get_rect().collidepoint(bullet.pos):
#remove the bullet
Alternatively, you can remove it after a set amount of time. Under your __init__ method of the bullet class, you can add start = time.time() to record when it spawns.
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.sound = pygame.mixer.music.play()
self.pos = pygame.math.Vector2(pos)
self.vel = pygame.math.Vector2(750, 0)
self.direction = direction
self.start = time.time()
Then in your main loop make a variable now = time.time() to keep track of the current time. You can determine how long you bullet has been around by taking away spawn time, which is self.start from now
def kill(self, now, lifetime):
if now - self.start > lifetime:
#remove bullet

enemy class overlap with each other

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.

Pygame Collision Bug

I'm quite new to pygame and came across a bug that i just can't fix on my own. I'm trying to program a Flappy Bird game. The Problem is that the collision detection works, but it also messes with my sprites. If i manage to get past the first obstacle while playing, then the gap resets itself randomly. But the gap should always be the same, just on another position. If i remove the collision detection, it works perfectly fine. Any ideas?
import pygame
import random
randomy = random.randint(-150, 150)
class Bird(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((25,25))
self.image.fill((255,255,255))
self.rect = self.image.get_rect()
self.rect.center = (100, 200)
self.velocity = 0.05
self.acceleration =0.4
def update(self):
self.rect.y += self.velocity
self.velocity += self.acceleration
if self.rect.bottom > 590:
self.velocity = 0
self.acceleration = 0
class Pipe1(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((85, 500))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect()
self.rect.center = (500, randomy)
self.randomyupdate = random.randint(-150, 150)
def update(self):
self.rect.x -= 2
if self.rect.x < -90:
self.randomyupdate = random.randint(-150, 150)
self.rect.center = (450, self.randomyupdate)
class Pipe2(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((85, 500))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect()
self.rect.center = (500, (randomy +640))
def update(self):
self.rect.x -= 2
self.randomyupdate = Pipe1.randomyupdate
if self.rect.x < -90:
self.rect.center = (450, (self.randomyupdate + 640))
pygame.init()
pygame.mouse.set_visible(1)
pygame.key.set_repeat(1, 30)
pygame.display.set_caption('Crappy Bird')
clock = pygame.time.Clock()
Bird_sprite = pygame.sprite.Group()
Pipe_sprite = pygame.sprite.Group()
Bird = Bird()
Pipe1 = Pipe1()
Pipe2 = Pipe2 ()
Bird_sprite.add(Bird)
Pipe_sprite.add(Pipe1)
Pipe_sprite.add(Pipe2)
def main():
running = True
while running:
clock.tick(60)
screen = pygame.display.set_mode((400,600))
screen.fill((0,0,0))
Bird_sprite.update()
Pipe_sprite.update()
Bird_sprite.draw(screen)
Pipe_sprite.draw(screen)
The line im talking about:
collide = pygame.sprite.spritecollideany(Bird, Pipe_sprite)
if collide:
running = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.event.post(pygame.event.Event(pygame.QUIT))
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
Bird.rect.y -= 85
Bird.velocity = 0.05
Bird.acceleration = 0.4
Bird.rect.y += Bird.velocity
Bird.velocity += Bird.acceleration
pygame.display.flip()
if __name__ == '__main__':
main()
This has nothing to do with the collision detection, it has to do with the order of the sprites in the sprite group which can vary because sprite groups use dictionaries internally which are unordered (in Python versions < 3.6). So if the Pipe1 sprite comes first in the group, the game will work correctly, but if the Pipe2 sprite comes first, then its update method is also called first and the previous randomyupdate of Pipe1 is used to set the new centery coordinate of the sprite.
To fix this you could either turn the sprite group into an ordered group, e.g.
Pipe_sprite = pygame.sprite.OrderedUpdates()
or update the rect of Pipe2 each frame,
def update(self):
self.rect.x -= 2
self.rect.centery = Pipe1.randomyupdate + 640
if self.rect.x < -90:
self.rect.center = (450, Pipe1.randomyupdate + 640)
Also, remove the global randomy variable and always use the randomyupdate attribute of Pipe1.

Python, having trouble controlling enemy sprite

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
...

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