pygame function only works once, doesn't loop - python

I have a pause menu for a game im working on for school. If the user clicks 'p' it launches the pause menu. And the pause menu has a function that if a user clicks a button the user will be launched back into the game. Problem is after they are launched into the game the 'p' function to pause doesn't work anymore. I'm not sure if i looped it correctly.
the pong game
import pygame
black = (0,0,0)
white = (255,255,255)
pygame.init()
size = 800,600
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Basketball Shootout")
done = False
clock = pygame.time.Clock()
def player1(x1, y1, xsize, ysize):
pygame.draw.rect(screen, black, [x1, y1, xsize, ysize])
def player2(x2, y2, xsize, ysize):
pygame.draw.rect(screen, black, [x2,y2,xsize,ysize])
def ball(ballx, bally):
pygame.draw.circle(screen, black, [ballx,bally],20)
def Score1(score1):
font = pygame.font.Font("Minecraft.ttf" ,50)
text = font.render(str(score1), True, white)
screen.blit(text, [160, 550])
def Score2(score2):
font = pygame.font.Font("Minecraft.ttf" ,50)
text = font.render(str(score2), True, white)
screen.blit(text, [610, 550])
x1 = 20
y1 = 175
xsize = 35
ysize = 150
speed1 = 0
x2 = 740
y2 = 175
speed2 = 0
ballx = 550
bally = 250
speedx = 8
speedy = 5
score1 = 0
score2 = 0
bg = pygame.image.load("pongbg2.png")
rect1 = pygame.Rect(50,510,100,50)
def pausescreen():
import pausescreen
display_game = True
game_page = 1
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.draw.rect(screen, (255, 255, 255), rect1)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
speed1 = -10
if event.key == pygame.K_s:
speed1 = 10
if event.key == pygame.K_UP:
speed2 = -10
if event.key == pygame.K_DOWN:
speed2 = 10
if event.type == pygame.KEYUP:
if event.key == pygame.K_w:
speed1 = 0
if event.key == pygame.K_s:
speed1 = 0
if event.key == pygame.K_UP:
speed2 = 0
if event.key == pygame.K_DOWN:
speed2 = 0
if event.key == pygame.K_p:
pausescreen()
screen.blit(bg, (0, 0))
player1(x1, y1, xsize, ysize)
player2(x2, y2, xsize, ysize)
ball(ballx,bally)
Score1(score1)
Score2(score2)
y1 += speed1
y2 += speed2
ballx += speedx
bally += speedy
if y1 < 0:
y1 = 0
if y1 > 350:
y1 = 350
if y2 < 0:
y2 = 0
if y2 > 350:
y2 = 350
if ballx+20 > x2 and bally-20 > y2 and bally+20 < y2+ysize and ballx < x2+3:
speedx = -speedx
if ballx-20 < x1+35 and bally-20 > y1 and bally+20 < y1+ysize and ballx > x1+38:
speedx = -speedx
if bally > 477 or bally < 23:
speedy = -speedy
if ballx < 13:
score2 += 1
ballx = 350
bally = 250
if ballx > 750:
score1 += 1
ballx = 350
bally = 250
pygame.display.flip()
clock.tick(60)
pygame.quit()
now here is my pause menu code.
import pygame
import sys
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
pygame.init()
# Set the height and width of the screen
size = [800, 600 ]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Basketball Shootout")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
#Rectangles
rect1 = pygame.Rect(300,300,205,80)
rect2 = pygame.Rect(300,400,205,80)
#Font
font3 = pygame.font.Font("Minecraft.ttf", 40)
def playerpong():
import playerpong
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(BLACK)
pygame.draw.rect(screen, GREEN, rect1)
pygame.draw.rect(screen, RED, rect2)
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
if rect1.collidepoint(event.pos):
playerpong()
if rect2.collidepoint(event.pos):
pygame.quit()
clock.tick(60)
pygame.display.update()
pygame.quit()

The problem is that you are importing your pause screen from another program which creates a problem as you can import a library only once. You can try to put your pause screen code in the function instead of calling it but if you insist, you can put your pause_screen code in a function and do a from pausescreen import name_of_function so whenever you need to call that code just write name_of_funtion()

Related

Python Snake doesn't grow [duplicate]

This question already has an answer here:
How do I get the snake to grow and chain the movement of the snake's body?
(1 answer)
Closed 1 year ago.
I'm new to python and only now the basics, I'm trying to make a snake game but I can't seem to figure out how to make my snake grow 1 extra square each time it eats an apple. My reasoning is that I keep a list of all the old positions but only show the last one on the screen, and each time the snakes eats another apple it shows 1 extra old positions making the snake 1 square longer.
This is my code:
import pygame
from random import randint
WIDTH = 400
HEIGHT = 300
dis = pygame.display.set_mode((WIDTH,HEIGHT))
white = (255,255,255)
BACKGROUND = white
blue = [0,0,255]
red = [255,0,0]
class Snake:
def __init__(self):
self.image = pygame.image.load("snake.bmp")
self.rect = self.image.get_rect()
self.position = (10,10)
self.direction = [0,0]
self.positionslist = [self.position]
self.length = 1
pygame.display.set_caption('Snake ')
def draw_snake(self,screen):
screen.blit(self.image, self.position)
def update(self):
self.position = (self.position[0] + self.direction[0],self.position[1] + self.direction[1])
self.rect = (self.position[0],self.position[1],5, 5 )
self.positionslist.append(self.position)
if self.position[0]< 0 :
self.position = (WIDTH,self.position[1])
elif self.position[0] > WIDTH:
self.position = (0,self.position[1])
elif self.position[1] > HEIGHT:
self.position = (self.position[0],0)
elif self.position[1] < 0 :
self.position = (self.position[0],HEIGHT)
class Food:
def __init__(self):
self.image = pygame.image.load("appel.png")
self.rect = self.image.get_rect()
apple_width = -self.image.get_width()
apple_height = -self.image.get_height()
self.position = (randint(0,WIDTH+apple_width-50),randint(0,HEIGHT+apple_height-50))
self.rect.x = self.position[0]
self.rect.y = self.position[1]
def draw_appel(self,screen):
screen.blit(self.image, self.position)
def eat_appel (self, snake):
if self.rect.colliderect(snake.rect) == True:
self.position = (randint(0,WIDTH),randint(0,HEIGHT))
self.rect.x = self.position[0]
self.rect.y = self.position[1]
snake.length += 1
def main():
game_over = False
while not game_over:
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
snake = Snake()
food = Food()
while True:
screen.fill(BACKGROUND)
font = pygame.font.Font('freesansbold.ttf', 12)
text = font.render(str(snake.length), True, red, white)
textRect = text.get_rect()
textRect.center = (387, 292)
screen.blit(text,textRect)
snake.update()
#snake.update_list()
snake.draw_snake(screen)
food.draw_appel(screen)
food.eat_appel(snake)
pygame.display.flip()
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
snake.direction = [0,1]
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
snake.direction = [1,0]
if event.key == pygame.K_LEFT:
snake.direction = [-1,0]
if event.key == pygame.K_UP:
snake.direction = [0,-1]
if event.key == pygame.K_DOWN:
snake.direction = [0,1]
if __name__ == "__main__":
main()
This can have multiple reasons. Firstly, I saw you tried to increase the length of the snake by typing snake.length += 1, which may work (probably won't because the module pygame allows the snake to hover around, but not like the loop or conditional statements). One of my tips would be, to increase the length of the snake by using the idea of adding the score with your present snake.length every time (because once your score is 1 by eating an apple, your snake.length would be 2. And it increases with the score). This is my code (a few modifications might be needed):
import pygame
import time
import random
pygame.init()
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
orange = (255, 165, 0)
width, height = 600, 400
game_display = pygame.display.set_mode((width, height))
pygame.display.set_caption("Snake Mania")
clock = pygame.time.Clock()
snake_size = 10
snake_speed = 15
message_font = pygame.font.SysFont('ubuntu', 30)
score_font = pygame.font.SysFont('ubuntu', 25)
def print_score(score):
text = score_font.render("Score: " + str(score), True, orange)
game_display.blit(text, [0,0])
def draw_snake(snake_size, snake_pixels):
for pixel in snake_pixels:
pygame.draw.rect(game_display, white, [pixel[0], pixel[1], snake_size, snake_size])
def run_game():
game_over = False
game_close = False
x = width / 2
y = height / 2
x_speed = 0
y_speed = 0
snake_pixels = []
snake_length = 1
target_x = round(random.randrange(0, width - snake_size) / 10.0) * 10.0
target_y = round(random.randrange(0, height - snake_size) / 10.0) * 10.0
while not game_over:
while game_close:
game_display.fill(black)
game_over_message = message_font.render("Game Over!", True, red)
game_display.blit(game_over_message, [width / 3, height / 3])
print_score(snake_length - 1)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
game_over = True
game_close = False
if event.key == pygame.K_2:
run_game()
if event.type == pygame.QUIT:
game_over = True
game_close = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_speed = -snake_size
y_speed = 0
if event.key == pygame.K_RIGHT:
x_speed = snake_size
y_speed = 0
if event.key == pygame.K_UP:
x_speed = 0
y_speed = -snake_size
if event.key == pygame.K_DOWN:
x_speed = 0
y_speed = snake_size
if x >= width or x < 0 or y >= height or y < 0:
game_close = True
x += x_speed
y += y_speed
game_display.fill(black)
pygame.draw.rect(game_display, orange, [target_x, target_y, snake_size, snake_size])
snake_pixels.append([x, y])
if len(snake_pixels) > snake_length:
del snake_pixels[0]
for pixel in snake_pixels[:-1]:
if pixel == [x, y]:
game_close = True
draw_snake(snake_size, snake_pixels)
print_score(snake_length - 1)
pygame.display.update()
if x == target_x and y == target_y:
target_x = round(random.randrange(0, width - snake_size) / 10.0) * 10.0
target_y = round(random.randrange(0, height - snake_size) / 10.0) * 10.0
snake_length += 1
clock.tick(snake_speed)
pygame.quit()
quit()
run_game()

Can anyone tell me how to increase the snake size in my code?

Here is my code below. Every time when I try to increase the length, It does not seem to increase and when I run the game.
When I run the game, It sometimes makes the head of the snake flicker/blink certain times and when snake eats the food, still it does not increase the length instead of blinking little at certain times
I have attached code with my applied logic. Please is there any solution to this problem?
Here is my code with what I applied as the increase length logic:
Here is my logic:
import pygame
import time
import sys
import random
a = print("1) Easy")
b = print("2) Medium")
c = print("3) Hard")
while True:
difficulty = input("Enter Difficulty Level: ")
if difficulty == "1":
speed = 5
break
elif difficulty == "2":
speed = 6
break
elif difficulty == "3":
speed = 8
else:
print("Choose from Above Options Only!")
# Initialise Game
pygame.init()
clock = pygame.time.Clock()
# Screen and Window Size:
screen_width = 800
screen_height = 700
screen = pygame.display.set_mode((screen_width, screen_height))
caption = pygame.display.set_caption("Snake Game")
icon = pygame.image.load("snake.png")
pygame.display.set_icon(icon)
# Colors
red = (255, 0, 0)
blue = (0, 0, 255)
green = (0, 255, 0)
white = (255, 255, 255)
# Snake Editing
x1 = 350
y1 = 300
snake = pygame.Rect([x1, y1, 20, 20])
x1_change = 0
y1_change = 0
snake_size = 15
snk_list = []
snk_length = 1
# Snake Food
food_x = random.randint(30, screen_width - 40)
food_y = random.randint(30, screen_height - 40)
food_height = 15
food_width = 15
# Game State
game_over = True
# Game over
font = pygame.font.SysFont("freelansbold.tff", 64)
# Score Counter
score = 0
score_font = pygame.font.SysFont("chiller", 50)
# TO INCREASE SNAKE LENGTH LOGIC:
def plot_snake(gameWindow, color, snk_list, snake_size):
for x, y in snk_list:
pygame.draw.rect(gameWindow, color, [x, y, snake_size, snake_size])
def game_over_text(text, color):
x = font.render(text, True, (240, 0, 0))
screen.blit(x, [screen_width//2 - 135, screen_height//2 - 25])
def score_show():
text = score_font.render("Score: " + str(score), True, (255, 255, 255))
screen.blit(text, (20, 10))
def main_loop():
global x1, y1, x1_change, y1_change, game_over, food_x, food_y, score, speed, snk_list, snake_size, snk_length
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# User Input
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
x1_change = speed * -1
y1_change = 0
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
x1_change = speed
y1_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_w:
y1_change = speed * -1
x1_change = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
y1_change = speed
x1_change = 0
# Game Over Checking
if x1 >= screen_width or x1 < 0 or y1 >= screen_height or y1 < 0:
game_over = False
x1 += x1_change
y1 += y1_change
if abs(x1 - food_x) < 7 and abs(y1 - food_y) < 7:
score += 1
food_x = random.randint(30, screen_width - 40)
food_y = random.randint(30, screen_height - 40)
speed += 0.2
snk_length += 5
# Drawing On Screen
screen.fill((0, 0, 0))
pygame.draw.rect(screen, red, [x1, y1, 15, 15])
pygame.draw.rect(screen, green, [food_x, food_y, food_width, food_height])
score_show()
pygame.display.flip()
#SNAKE LENGTH LOGIC
head = []
head.append(x1)
head.append(y1)
snk_list.append(head)
if len(snk_list) > snk_length:
del snk_list[0]
plot_snake(screen, red, snk_list, snake_size)
# Final Initialisation
pygame.display.flip()
clock.tick(70)
# Main Game Loop
while game_over:
main_loop()
# Game_Over
screen.fill((0, 0, 0))
game_over_text("Game Over!!!", (255, 0, 0))
pygame.display.flip()
time.sleep(2)
pygame.quit()
quit()
The moving distance of the snake must be "snake_size":
def main_loop():
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# User Input
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
x1_change = -snake_size
y1_change = 0
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
x1_change = snake_size
y1_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_w:
y1_change = -snake_size
x1_change = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
y1_change = snake_size
x1_change = 0
But use pygame.time.Clock to control the frames per second and thus the game speed.
def main_loop():
# [...]
clock.tick(speed)
Use pygame.Rect and collidrect to find the collision of the snake and the food. See also How to detect collisions between two rectangular objects or images in pygame. Increment snk_length, when a collision is detected:
def main_loop():
# [...]
global snk_length
# [...]
snake_rect = pygame.Rect(x1, y1, snake_size, snake_size)
food_rect = pygame.Rect(food_x, food_y, snake_size, snake_size)
if snake_rect.colliderect(food_rect):
snk_length += 1
score += 1
food_x = random.randint(30, screen_width - 40)
food_y = random.randint(30, screen_height - 40)
speed += 1
Follow the instructions of How do I chain the movement of a snake's body?. Put the new head position of the snake at the head of snk_list, but delete the elements at the tail:
def main_loop():
# [...]
#SNAKE LENGTH LOGIC
snk_list.insert(0, [x1, y1])
if len(snk_list) > snk_length:
del snk_list[-1]
Complete main_loop:
def main_loop():
global x1, y1, x1_change, y1_change, game_over, food_x, food_y, score, speed, snk_list, snake_size
global snk_length
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# User Input
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
x1_change = -snake_size
y1_change = 0
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
x1_change = snake_size
y1_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_w:
y1_change = -snake_size
x1_change = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
y1_change = snake_size
x1_change = 0
# Game Over Checking
if x1 >= screen_width or x1 < 0 or y1 >= screen_height or y1 < 0:
game_over = False
x1 += x1_change
y1 += y1_change
snake_rect = pygame.Rect(x1, y1, snake_size, snake_size)
food_rect = pygame.Rect(food_x, food_y, snake_size, snake_size)
if snake_rect.colliderect(food_rect):
snk_length += 1
score += 1
food_x = random.randint(30, screen_width - 40)
food_y = random.randint(30, screen_height - 40)
speed += 1
# Drawing On Screen
screen.fill((0, 0, 0))
pygame.draw.rect(screen, red, [x1, y1, 15, 15])
pygame.draw.rect(screen, green, [food_x, food_y, food_width, food_height])
score_show()
pygame.display.flip()
#SNAKE LENGTH LOGIC
snk_list.insert(0, [x1, y1])
if len(snk_list) > snk_length:
del snk_list[-1]
plot_snake(screen, red, snk_list, snake_size)
# Final Initialisation
pygame.display.flip()
clock.tick(speed)

If I have two rectangles of different sizes(10 by 10 and 20 by 20) in Pygame, how can I figure out when the two rectangles collide?

I am unable to detect when two rectangles of different sizes collide.
I've tried, "if x == obj_x and y == obj_y:" where x is one rectangle's x-value, obj_x is the other rectangle's x value, and the same for the y-values.
import pygame
import time
import random
pygame.init()
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
display_width = 500
display_height = 500
screen = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Avoid')
x_change = 0
y_change = 0
FPS = 30
block_size = 10
font = pygame.font.SysFont(None, 25)
smallfont = pygame.font.SysFont("comicsansms",25)
def showLives(lives):
text = smallfont.render("Lives: "+str(lives), True, white)
screen.blit(text, [0,0])
def message_to_screen(msg,color):
screen_text = font.render(msg, True, color)
screen.blit(screen_text, [100,250])
clock = pygame.time.Clock()
def gameLoop():
gameExit = False
gameOver = False
x = 250
y = 425
x_change = 0
y_change = 0
obj_speed = 5
obj_y = 0
obj_x = 0
obj2_y = 0
obj2_x = 0
obj2_speed = 3
lives = 3
while not gameExit:
while gameOver == True:
screen.fill(white)
message_to_screen("Game Over, Press C to play again or Q to quit", red)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameOver = False
if event.key == pygame.K_c:
gameLoop()
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -block_size
y_change = 0
elif event.key == pygame.K_RIGHT:
x_change = block_size
y_change = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
x_change = 0
y_change = 0
if x > 500-block_size:
x-=block_size
if x < 0+block_size:
x+=block_size
# if x >= display_width-block_size-block_size or x < 0:
# gameOver = True
obj_y = obj_y + obj_speed
if obj_y > display_height:
obj_x = random.randrange(0, display_width-block_size)
obj_y = -25
obj2_y = obj2_y + obj2_speed
if obj2_y > display_height:
obj2_x = random.randrange(1, display_width-block_size)
obj2_y = -27
x += x_change
y += y_change
screen.fill(black)
pygame.draw.rect(screen,white, [obj_x,obj_y,20,20])
pygame.draw.rect(screen,white, [obj2_x,obj2_y,20,20])
pygame.draw.rect(screen, red, [x,y,block_size,block_size])
showLives(lives)
pygame.display.update()
if x == obj_x and y == obj_y:
lives -= 1
if lives == 0:
gameOver = True
clock.tick(FPS)
pygame.quit()
quit()
gameLoop()
I want the program to detect when any part of the rectangles collide instead of just detecting when one point on each of the rectangles collide.
PyGame has class pygame.Rect() to keep rectangle's position and size. It uses it to draw images/sprites and check collision between sprites.
x = 250
y = 425
obj_y = 0
obj_x = 0
rect_1 = pygame.Rect(x, y, 10, 10)
rect_2 = pygame.Rect(obj_x, obj_y, 20, 20)
and then you can check collision
rect_1.colliderect(rect_2)
You can also use it to draw rectangle on screen
pygame.draw.rect(screen, white, rect_2)
pygame.draw.rect(screen, red, rect_1)
You can also use it to check collision between rectangle and point - ie. to check if button was clicked by mouse
button_rect.collidepoint(event.pos)
To change values in rectangle you have rect_1.x, rect_1.y, rect_1.width, rect_1.height but also
x,y
top, left, bottom, right
topleft, bottomleft, topright, bottomright
midtop, midleft, midbottom, midright
center, centerx, centery
size, width, height
w,h
Some of them takes tuple with (x, y)
for example: center rectangle on screen
rect_1.center = (display_width//2, display_height//2)
or event using screen
rect_1.center = screen.get_rect().center
OR center text on screen
screen_text_rect = screen_text.get_rect()
screen_text_rect.center = screen.get_rect().center
screen.blit(screen_text, screen_text_rect)

How to check if a rectangle is off of the pygame screen

I am remaking the game Snake with pygame.
How do I detect if the square is outside the screen?
I am using x = and y = to move the square.
This is the code so far:
import pygame, sys, random
from pygame.locals import *
pygame.init()
movement_x = movement_y = 0
RED = (240, 0, 0)
GREEN = (0, 255, 0)
ran = [0,25,50,75,100,125,150,175,200,225,250,275,300,325,350,375,400,425,450,475,500]
ax = 0
ay = 0
x = 0
y = 0
sizex = 500
sizey = 500
tilesize = 25
screen = pygame.display.set_mode((sizex,sizey))
pygame.display.set_caption('Snake')
pygame.display.set_icon(pygame.image.load('images/tile.png'))
tile = pygame.image.load('images/tile.png')
tile = pygame.transform.scale(tile, (tilesize, tilesize))
clock = pygame.time.Clock()
vel_x = 0
vel_y = 0
ap = True
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
for row in range(sizex):
for column in range(sizey):
screen.blit(tile,(column*tilesize, row*tilesize,tilesize,tilesize))
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_UP:
vel_y = -25
vel_x = 0
elif event.key == K_DOWN:
vel_y = 25
vel_x = 0
elif event.key == K_LEFT:
vel_x = - 25
vel_y = 0
elif event.key == K_RIGHT:
vel_x= 25
vel_y = 0
if ap:
pygame.draw.rect(screen, GREEN, pygame.Rect(ax,ay,tilesize,tilesize))
y += vel_y
x += vel_x
if x == ax and y == ay:
pygame.draw.rect(screen, GREEN, pygame.Rect(ax,ay,tilesize,tilesize))
ax = random.choice(ran)
ay = random.choice(ran)
pygame.draw.rect(screen, RED, pygame.Rect(x,y,tilesize,tilesize))
pygame.display.flip()
clock.tick(100)
If a point is inside a rectangle can be checked by pygame.Rect.collidepoint().
The rectangle is defined by the bounds of the screen and the point is the new position of the head of the snake:
inBounds = pygame.Rect(0, 0, sizex, sizey).collidepoint(x+vel_x, y+vel_y)
if inBounds:
y += vel_y
x += vel_x

Object moves off screen

import pygame
#Colors, Allways you need colors!!!!
BLACK = ( 0, 0, 0)
GREEN = ( 0, 255, 0)
WHITE = ( 255, 255, 255)
RED = ( 255, 0, 0)
ORANGE = ( 255, 115, 0)
YELLOW = ( 242, 255, 0)
BROWN = ( 115, 87, 39)
PURPLE = ( 298, 0, 247)
GRAY = ( 168, 168, 168)
PINK = ( 255, 0, 234)
BLUE = ( 0, 0 , 255)
pygame.init()
# Screen
screen = pygame.display.set_mode([700,500])
#Name of thewindow
pygame.display.set_caption("Trial to make PONG")
# Any variables!
x_speed = 0
y_speed = 0
x_coord = 10
y_coord = 250
x = 670
y = 250
other_speed = 0
other_speed2 = 0
rect_x = 50
rect_y = 50
rect_change_x = 5
rect_change_y = 5
clock = pygame.time.Clock()
#Sounds,maybe needed?
#Main Loop__________
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# User pressed down on a key
elif event.type == pygame.KEYDOWN:
# Figure out if it was an arrow key. If so
# adjust speed.
if event.key == pygame.K_UP:
y_speed = -5
elif event.key == pygame.K_DOWN:
y_speed = 5
elif event.key == pygame.K_w:
other_speed2 = -5
elif event.key == pygame.K_s:
other_speed2 = 5
# User let up on a key
elif event.type == pygame.KEYUP:
# If it is an arrow key, reset vector back to zero
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_speed = 0
elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
y_speed = 0
elif event.key == pygame.K_w or event.key == pygame.K_s:
other_speed2 = 0
# Move the object according to the speed vector.
x_coord += x_speed
y_coord += y_speed
x += x_speed
y += other_speed2
screen.fill(BLACK)
pygame.draw.rect(screen,BLUE,[x_coord,y_coord,20,60])
pygame.draw.rect(screen,YELLOW,[x,y,20,60])
if x > 650 or x < 0:
# Draw the rectangle
pygame.draw.ellipse(screen, BLUE, [rect_x, rect_y, 50, 50])
# Move the rectangle starting point
rect_x += rect_change_x
rect_y += rect_change_y
if rect_x > 650 or rect_x < 0:
rect_change_x = rect_change_x * -1
if rect_y > 450 or rect_y < 0:
rect_change_y = rect_change_y * -1
pygame.display.flip()
clock.tick(60)
pygame.quit()
Ok so I have 2 paddles in this pong game called Blue and yellow rectangle. I can move them but they move off the screen. How do I prevent that. Iv looked online but nothing seems to be working. I thought about putting rectangles around the screen to make a collision point argument where when the Blue/Yellow paddle hit it they won't move any further, but im not sure how to do that with ought ruining the code? Thank you for your help..
You should check to see if it's off the edge of the screen before you change the y coordinate. See
if y_coord + y_speed >= 0 and y_coord + y_speed + 60 <= 500:
y_coord += y_speed
Though as you can see it can get a little confusing to use numbers, which is why you should avoid hard-coding. It's better to have a display_height, display_width, and y_speed variable. Basically, outside of initializing variables, you should only have 0s as numbers. Also, note what happens when you leave out + y_speed in the if statement.
I suggest you start using the Rect class, since it makes handling such cases easy. Also, your code will become cleaner and shorter.
Here's an example of using Rect. Note that I simply use clamp_ip to ensure the player paddles can't leave the screen:
import pygame
BLACK = pygame.color.Color('Black')
YELLOW = pygame.color.Color('Yellow')
BLUE = pygame.color.Color('Blue')
pygame.init()
screen = pygame.display.set_mode([700,500])
screen_rect = screen.get_rect()
pygame.display.set_caption("Trial to make PONG")
blue_rect = pygame.Rect(10, 250, 20, 60)
yellow_rect = pygame.Rect(670, 250, 20, 60)
ball_rect = pygame.Rect(50, 50, 50, 50)
ball_x_speed = 5
ball_y_speed = 5
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# check all pressed keys and move the paddles
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]: blue_rect.move_ip(0, -5)
if pressed[pygame.K_DOWN]: blue_rect.move_ip(0, 5)
if pressed[pygame.K_w]: yellow_rect.move_ip(0, -5)
if pressed[pygame.K_s]: yellow_rect.move_ip(0, 5)
# ensure paddles stay on screen
blue_rect.clamp_ip(screen_rect)
yellow_rect.clamp_ip(screen_rect)
# move the ball
ball_rect.move_ip(ball_x_speed, ball_y_speed)
# check if the ball needs to change direction
if ball_rect.x + ball_rect.width > screen_rect.width or ball_rect.x < 0:
ball_x_speed = ball_x_speed * -1
if ball_rect.y + ball_rect.height> screen_rect.height or ball_rect.y < 0:
ball_y_speed = ball_y_speed * -1
# draw everything
screen.fill(BLACK)
pygame.draw.ellipse(screen, BLUE, ball_rect)
pygame.draw.rect(screen,BLUE, blue_rect)
pygame.draw.rect(screen,YELLOW, yellow_rect)
pygame.display.flip()
clock.tick(60)
pygame.quit()
It seems like you're setting the height of the screen to be 500 pixels. Maybe you could check if your paddles are at the limit of the screen before moving them.
newY = y_coord + y_speed
if newY >= 0 and newY + PADDLE_HEIGHT < SCREEN_HEIGHT:
y_coord = newy

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