I am making a game with pygame where you have to dodge falling objects. I am having trouble with the collision detection, as when the obstacle touches the player, it just passes through to the bottom. Here is my code.
pygame.K_LEFT:
p_x_change = 0
screen.fill(WHITE)
pygame.draw.rect(screen,BLUE,(p_x,p_y, 60, 60))
pygame.draw.rect(screen,RED,(e_x,e_y,100,100))
p_x += p_x_change
e_y += e_ychange
if e_y > display_height:
e_y = 0
e_x = random.randint(1,display_width)
#Collision detection below
elif e_y == p_y - 90 and e_x == p_x :
done = True
clock.tick(60)
pygame.display.update()
Could you tell me what is wrong with my code?
I suggest to create two pygame.Rects, one for the player and one for the enemy. Then move the enemy by incrementing the y attribute of the rect and use the colliderect method to see if the two rects collide.
import random
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
display_width, display_height = screen.get_size()
clock = pygame.time.Clock()
BG_COLOR = pygame.Color('gray12')
BLUE = pygame.Color('dodgerblue1')
RED = pygame.Color('firebrick1')
# Create two rects (x, y, width, height).
player = pygame.Rect(200, 400, 60, 60)
enemy = pygame.Rect(200, 10, 100, 100)
e_ychange = 2
done = False
while not done:
# Event handling.
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
player.x -= 5
elif keys[pygame.K_d]:
player.x += 5
# Game logic.
enemy.y += e_ychange # Move the enemy.
if enemy.y > display_height:
enemy.y = 0
enemy.x = random.randint(1, display_width)
# Use the colliderect method for the collision detection.
elif player.colliderect(enemy):
print('collision')
# Drawing.
screen.fill(BG_COLOR)
pygame.draw.rect(screen, BLUE, player)
pygame.draw.rect(screen, RED, enemy)
pygame.display.flip()
clock.tick(30)
pygame.quit()
Related
This is the code of a survive the horde type game I'm working on. I have been facing an issue where the alien(s) sometimes (enemy in code) randomly spawns at the bottom of the surface, even though I have specified their spawn location to be randomized (within a certain part of the surface).
What has made them spawn at the bottom of the surface, where they cannot be touched by bullets?
import pygame
import random
import math
# for initialising pygame (req for every pygame app)
pygame.init()
# making the basic window (dimensions must be written inside a tuple )
screen = pygame.display.set_mode((500, 500))
# background
background = pygame.image.load('C:/Users/aryan/Downloads/background.jpg')
# load and set the logo
logo = pygame.image.load('C:/Users/aryan/Downloads/bp.png') # directory of logo
pygame.display.set_icon(logo)
pygame.display.set_caption("space wars") # program name
# define a variable to control the main loop
running = True
# player
playerimg = pygame.image.load('C:/Users/aryan/Downloads/spaceship.png')
playerX = 218 # x and y coordinates of image
playerY = 350
playerxchange = 0 # this will be the change in movement in x direction of our image
playerychange = 0 # this will be the change in movement in y direction of our image
def player(x, y):
screen.blit(playerimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
class Enemy:
def __init__(self):
self.x = random.randint(0, 476)
self.y = random.randint(0, 300)
self.moveX = 0.2
self.moveY = 40
def move(self):
self.x += self.moveX
if self.y >= 476:
self.y = 476
self.moveY = 0
self.moveX = 0
if self.x <= 0:
self.moveX = 0.1
self.y += self.moveY
elif self.x >= 465:
self.moveX = -0.1
self.y += self.moveY
def draw(self):
screen.blit(enemyimg, (self.x, self.y))
# enemy
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemy_list = []
for i in range(5):
new_enemy = Enemy()
enemy_list.append(new_enemy)
# game over
overimg = pygame.image.load('C:/Users/aryan/Downloads/gameover.png')
# bullet
bulletimg = pygame.image.load('C:/Users/aryan/Downloads/bullet.png')
bulletX = 0
bulletY = 350
bulletxchange = 0
bulletychange = 1
bullet_state = "ready" # "ready" you cant see bullet on screen
# "fire" you can see bullet firing
bullets = [] # bullets is a list that contains the coordinates of every bullet
score = 0
font30 = pygame.font.SysFont(None, 30)
#class
# Functions
def enemy(x, y):
screen.blit(enemyimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
def firebullet(x, y):
global bullet_state
bullet_state = "ready"
bullets.append([x + 12, y + 6]) # Creating a new bullet
def iscollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX-bulletX, 2)+ math.pow(enemyY-bulletY,2)) # distance formula
if distance <= 20:
return True
else:
return False
def TextScore(game):
text2 = font30.render("Your Score is: " + str(game), True, (37, 97, 188))
screen.blit(text2, (10, 45))
# main loop
while running:
screen.fill((120, 120, 120)) # in order (r, g, b) . (0, 0, 0) is black (255, 0, 0) is red...
screen.blit(background, (0, 0))
# event handling, gets all event from the event queue
for event in pygame.event.get():
# only do something if the event is of type QUIT
if event.type == pygame.QUIT:
# change the value to False, to exit the main loop
running = False
# checking keystroke
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
playerxchange += 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_LEFT:
playerxchange -= 0.3 # change in movement will be 0.2 towards the right
if event.key == pygame.K_UP:
playerychange -= 0.3
if event.key == pygame.K_DOWN:
playerychange += 0.3
if event.key == pygame.K_SPACE:
bullet_state = "fire"
firebullet(playerX, playerY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
playerxchange = 0
playerychange = 0
playerY += playerychange
playerX += playerxchange # the value of playerx changes by +- 0.1 depending on keystroke
if playerX <= -64: # this teleports the spaceship from left end to right end
playerX = 564
elif playerX >= 564: # this teleports spaceship from right end to left
playerX = -64
if playerY >= 436: # this prevents spaceship from leaving vertically
playerY = 436
if playerY <= 0:
playerY = 0
# enemy movement
for enemy in enemy_list:
enemy.move()
# bullet movement
if bullet_state == "fire":
firebullet(playerX, playerY)
for bullet in bullets:
screen.blit(bulletimg, (bullet[0], bullet[1])) # Print a bullet
bullet[0] -= bulletxchange # Updates its position
bullet[1] -= bulletychange
if bullet[1] < 0:
bullets.remove(bullet)
# collision
for enemy in enemy_list:
for bullet in bullets: # Use a for-loop to iterate through all the bullets in the list.
collision = iscollision(enemy.x, enemy.y, bullet[0], bullet[1])
if collision: # Test if a single bullet collides with the enemy inside the loop.
score += 1
print(score)
bullets.remove(bullet) # Remove the bullet from the list when it collides with the enemy.
enemy.x = random.randint(0, 476) # if collision takes place, alien respawns
enemy.y = random.randint(0, 30)
TextScore(score)
player(playerX, playerY) # player method is called AFTER screen.fill otherwise the screen will fill after image has been blitted
for enemy in enemy_list: # new edit
enemy.draw()
pygame.display.update() # necessary for events to keep updating
The problem is that you are generating number out out of bounds defined in the move method of Enemy class. Specifically, the problem is with x for which the upper bound seems to be 465, but you are generating numbers up to 476.
I obviously can't test this, but replace
enemy.x = random.randint(0, 476) # if collision takes place, alien respawns
enemy.y = random.randint(0, 30)
with
enemy.x = random.randint(1, 464) # if collision takes place, alien respawns
enemy.y = random.randint(1, 30)
and the problem should go away.
After looking through your code, it seems like after a collision you set the respawn y coordinate to be between 0 and 30, which I assume is what you want. Although, your original y coordinate for spawning aliens goes from 0 to 300; this may be your issue as to why they are spawning farther down the screen?
I am working on a pong game. When either of the scores hit 10, it is supposed to put up some text on the screen and say the right player has won or left player has won. However, in my program, it isn't working. When it has to show the text that the right or left player has won, it doesn't show it. But it works for everything else. Here is the code:
# Importing libraries
import pygame
import random
import time
# Initializing PyGame
pygame.init()
# Setting a window name
pygame.display.set_caption("Ping Pong")
# Creating a font
pygame.font.init()
font = pygame.font.SysFont(None, 30)
pong_font = pygame.font.SysFont("comicsansms", 75)
# Set the height and width of the screen
window_width = 700
window_height = 500
size = [window_width, window_height]
game_win = pygame.display.set_mode(size)
game_win2 = pygame.display.set_mode(size)
# Creating a messaging system
def message(sentence, color, x, y, font_type, display):
sentence = font_type.render(sentence, True, color)
display.blit(sentence, [x, y])
# Creating colors
white = (225, 225, 225)
black = (0, 0, 0)
gray = (100, 100, 100)
# Setting up ball
ball_size = 25
class Ball:
"""
Class to keep track of a ball's location and vector.
"""
def __init__(self):
self.x = 0
self.y = 0
self.change_x = 0
self.change_y = 0
def make_ball():
ball = Ball()
# Starting position of the ball.
ball.x = 350
ball.y = 250
# Speed and direction of rectangle
ball.change_x = 5
ball.change_y = 5
return ball
def main():
# Scores
left_score = 0
right_score = 0
pygame.init()
# Loop until the user clicks the close button.
done = False
ball_list = []
ball = make_ball()
ball_list.append(ball)
# Right paddle coordinates
y = 200
y_change = 0
x = 50
# Left paddle coordinates
y1 = 200
y1_change = 0
x1 = 650
while not done:
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
y_change = -7
elif event.key == pygame.K_s:
y_change = 7
elif event.key == pygame.K_UP:
y1_change = -7
elif event.key == pygame.K_DOWN:
y1_change = 7
elif event.type == pygame.KEYUP:
y_change = 0
y1_change = 0
y += y_change
y1 += y1_change
# Preventing from letting the paddle go off screen
if y > window_height - 100:
y -= 10
if y < 50:
y += 10
if y1 > window_height - 100:
y1 -= 10
if y1 < 50:
y1 += 10
# Logic
for ball in ball_list:
# Move the ball's center
ball.x += ball.change_x
ball.y += ball.change_y
# Bounce the ball if needed
if ball.y > 500 - ball_size or ball.y < ball_size:
ball.change_y *= -1
if ball.x > window_width - ball_size:
ball.change_x *= -1
left_score += 1
if ball.x < ball_size:
ball.change_x *= -1
right_score += 1
ball_rect = pygame.Rect(ball.x - ball_size, ball.y - ball_size, ball_size * 2, ball_size * 2)
left_paddle_rect = pygame.Rect(x, y, 25, 75)
if ball.change_x < 0 and ball_rect.colliderect(left_paddle_rect):
ball.change_x = abs(ball.change_x)
right_paddle_rect = pygame.Rect(x1, y1, 25, 75)
if ball.change_x > 0 and ball_rect.colliderect(right_paddle_rect):
ball.change_x = -abs(ball.change_x)
# Here is the where the messaging system doesn't work, I don't know why! It works fine for everything else
if right_score == 10:
message("RIGHT PLAYER HAS WON!!", white, 300, 200, font, game_win)
time.sleep(5)
pygame.quit()
quit()
elif left_score == 10:
message("LEFT PLAYER HAS WON!!", white, 300, 200, font, game_win)
time.sleep(5)
pygame.quit()
quit()
# Drawing
# Set the screen background
game_win.fill(black)
# Draw the balls
for ball in ball_list:
pygame.draw.circle(game_win, white, [ball.x, ball.y], ball_size)
# Creating Scoreboard
message("Left player score: " + str(left_score), white, 10, 10, font, game_win)
message("Right player score: " + str(right_score), white, 490, 10, font, game_win)
# Drawing a left paddle
pygame.draw.rect(game_win, white, [x, y, 25, 100])
# Drawing a right paddle
pygame.draw.rect(game_win, white, [x1, y1, 25, 100])
# Setting FPS
FPS = pygame.time.Clock()
FPS.tick(60)
# Updating so actions take place
pygame.display.flip()
while True:
game_win2.fill(black)
pygame.event.get()
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
message("Pong", white, 280, 100, pong_font, game_win2)
if 150 + 100 > mouse[0] > 150 and 350 + 50 > mouse[1] > 350:
pygame.draw.rect(game_win, gray, [150, 350, 100, 50])
if click[0] == 1:
break
else:
pygame.draw.rect(game_win, white, [150, 350, 100, 50])
if 450 + 100 > mouse[0] > 450 and 350 + 50 > mouse[1] > 350:
pygame.draw.rect(game_win, gray, [450, 350, 100, 50])
if click[0] == 1:
pygame.quit()
quit()
else:
pygame.draw.rect(game_win, white, [450, 350, 100, 50])
message("Start", black, 175, 367, font, game_win2)
message("Quit", black, 475, 367, font, game_win2)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Wrap-up
# Limit to 60 frames per second
clock = pygame.time.Clock()
clock.tick(60)
if __name__ == "__main__":
main()
I have added a little comment, it is: "# Here is the where the messaging system doesn't work, I don't know why! It works fine for everything else". Now when someone scores 10 points, Nothing happens. Its= wait for a couple of seconds. That is so you can read the "Left player has won" or "Right player has won" before the program closes. But it simply doesn't show up! I don't know why! Can someone help with this?
The display is updated only if either pygame.display.update() or pygame.display.flip()
is called. See pygame.display.flip():
This will update the contents of the entire display.
Further you've to handles the events with pygame.event.pump(), before the update of the display becomes visible in the window.
See pygame.event.pump():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
If you want to display a text and delay the game, then you've to update the display and handle the events.
Write a function which delays the game and updates the display. I recommend to use the pygame.time module to implement the delay (e.g. pygame.time.delay())
def update_and_wait(delay):
pygame.display.flip()
pygame.event.pump()
pygame.time.delay(delay * 1000) # 1 second == 1000 milliseconds
Or even implement a function which its own event loop to keep the application responding. Measure the time by pygame.time.get_ticks():
def update_and_wait(delay):
start_time = pygame.time.get_ticks()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("auit")
pygame.quit()
return False
if pygame.time.get_ticks() >= start_time + delay * 1000:
break
return True
Use the function in the application:
def main():
# [...]
while not done:
# [...]
for ball in ball_list:
# [...]
if right_score == 0:
message_wait("RIGHT PLAYER HAS WON!!", white, 300, 200, font, game_win)
update_and_wait(5)
quit()
elif left_score == 0:
message_wait("LEFT PLAYER HAS WON!!", white, 300, 200, font, game_win)
update_and_wait(5)
quit()
I am making a game in pygame. In this game, the background image is large. On the screen, player only sees about 1/20th of the background image. I want, when player presses the left, right, up or down arrow keys, the background image moves respectively, but, it stops moving when player reaches the end of the image. I have no idea how to do this.
My code up to this point :-
import pygame
FPS = 60
screen = pygame.display.set_mode((1000, 1000))
bg = pygame.image.load('map.png')
clock = pygame.time.Clock()
while True:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
Thanks in Advance :-
Get the sice of the background and the screen by get_size():
screen_size = screen.get_size()
bg_size = bg.get_size()
Define the initial start of the background in range [0, bg_size[0]-screen_size[0]]. e.g. center of the background:
bg_x = (bg_size[0]-screen_size[0]) // 2
Get the list of the key states by pygame.key.get_pressed():
keys = pygame.key.get_pressed()
Change bg_x dependent on the state of left and right:
if keys[pygame.K_LEFT]:
bg_x -= 10
if keys[pygame.K_RIGHT]:
bg_x += 10
Clamp bg_x to the range [0, bg_size[0]-screen_size[0]]:
bg_x = max(0, min(bg_size[0]-screen_size[0], bg_x))
blit the background at -bg_x on the screen:
screen.blit(bg, (-bg_x, 0))
See the example:
import pygame
FPS = 60
screen = pygame.display.set_mode((1000, 1000))
bg = pygame.image.load('map.png')
screen_size = screen.get_size()
bg_size = bg.get_size()
bg_x = (bg_size[0]-screen_size[0]) // 2
bg_y = (bg_size[1]-screen_size[1]) // 2
clock = pygame.time.Clock()
while True:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
bg_x -= 10
if keys[pygame.K_RIGHT]:
bg_x += 10
if keys[pygame.K_UP]:
bg_y -= 10
if keys[pygame.K_DOWN]:
bg_y += 10
bg_x = max(0, min(bg_size[0]-screen_size[0], bg_x))
bg_y = max(0, min(bg_size[1]-screen_size[1], bg_y))
screen.blit(bg, (-bg_x, -bg_y))
pygame.display.flip()
I am coding a simple dodging kinda game in pygame, hopefully I will develop it to build something like Asteroids.
I have used .collidelist() to recognize collision with my randomly generated "asteroids". But when the player goes under or above the asteroid, a collision is detected.
# -------------------- COLLISION --------------------
collision = player_rect.collidelist(objects)
if collision != -1:
lives -= 1
if lives >= 0:
gameLoop()
else:
pygame.quit()
quit()
My asteroids only seem to be moving in the vertical direction, not horizontal even though I have changed their horizontal value.
for x in random_x_pos:
random_y_pos[random_x_pos.index(x)] += object_y_vel[random_x_pos.index(x)]
x += object_x_vel[random_x_pos.index(x)]
Here is the rest of my code:
import pygame, random
from pygame.locals import *
pygame.init()
pygame.display.set_caption('Dodge')
#icon = pygame.image.load('icon.png')
#pygame.display.set_icon(icon)
# -------------------- Colours --------------------
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
green = (0,155,0)
blue = (0,0,255)
pink = (233,30,98)
# -------------------- Variables --------------------
display_width = 600
display_height = 600
FPS = 60
lives = 3
clock = pygame.time.Clock()
gameDisplay = pygame.display.set_mode((display_width, display_height))
# -------------------- Actual Game --------------------
def gameLoop():
global lives
# -------------------- Player --------------------
player_dim = 20
x_pos = ((display_width / 2) - player_dim)
y_pos = ((display_height / 2) - player_dim)
vel = 5
player_rect = pygame.draw.rect(gameDisplay, pink, (x_pos, y_pos, player_dim, player_dim))
# -------------------- Random Objects --------------------
object_dimensions = 30
amount_of_objects = 10
random_x_pos, random_y_pos, object_x_vel, object_y_vel, objects = [], [], [], [], []
for int in range(amount_of_objects):
x, y, x_vel, y_vel = random.randint(0, display_width), random.randint(0, display_height), random.randint(-5,5), random.randint(-5,5)
rect1 = pygame.draw.rect(gameDisplay, white, (x, y, 30, 30))
again = rect1.colliderect(player_rect)
while again:
x, y = random.randint(0, display_width), random.randint(0, display_height)
rect1 = pygame.draw.rect(gameDisplay, white, (x, y, 30, 30))
again = rect1.colliderect(player_rect)
random_x_pos.append(x)
random_y_pos.append(y)
object_x_vel.append(x_vel)
object_y_vel.append(y_vel)
# -------------------- Event Handling --------------------
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
pygame.quit()
quit()
if keys[pygame.K_UP] and y_pos > 0:
y_pos -= vel
if keys[pygame.K_DOWN] and (y_pos + player_dim) < display_height:
y_pos += vel
if keys[pygame.K_LEFT] and x_pos > 0:
x_pos -= vel
if keys[pygame.K_RIGHT] and (x_pos + player_dim) < display_width:
x_pos += vel
for x in random_x_pos:
random_y_pos[random_x_pos.index(x)] += object_y_vel[random_x_pos.index(x)]
x += object_x_vel[random_x_pos.index(x)]
# -------------------- COLLISION --------------------
collision = player_rect.collidelist(objects)
if collision != -1:
lives -= 1
if lives >= 0:
gameLoop()
else:
pygame.quit()
quit()
gameDisplay.fill(black)
player_rect = pygame.draw.rect(gameDisplay, pink, (x_pos, y_pos, player_dim, player_dim))
for obj in random_x_pos:
y = random_y_pos[random_x_pos.index(obj)]
var = pygame.draw.rect(gameDisplay, white, (obj, y, object_dimensions, object_dimensions))
objects.append(var)
pygame.display.update()
clock.tick(FPS)
gameLoop()
In the for obj in random_x_pos: loop, you're appending new rects to the objects lists like crazy. You don't move and draw these old rects, so you get thousands of invisible rects pretty quickly which are still used for the collision detection.
You have to restructure the code. I suggest to create a list of rects together with their velocities.
objects = []
for i in range(amount_of_objects):
rect = pygame.Rect(random.randint(0, display_width), random.randint(0, display_height), 30, 30)
velocity = [random.randint(-5,5), random.randint(-5,5)]
# Put the rect and the velocity into a list and append it to the objects.
objects.append([rect, velocity])
Update the rect positions in a for loop. You can do the collision detection at the same time.
collision = False
for rect, velocity in objects:
rect.x += velocity[0]
rect.y += velocity[1]
if player_rect.colliderect(rect):
collision = True
if collision:
lives -= 1
# etc.
Draw the rects like so:
for rect, velocity in objects:
pygame.draw.rect(gameDisplay, white, rect)
One of your problems lies in this code fragment:
for x in random_x_pos:
random_y_pos[random_x_pos.index(x)] += object_y_vel[random_x_pos.index(x)]
x += object_x_vel[random_x_pos.index(x)]
In this loop, x is the loop variable which changes in every cycle of the loop. The line x += object_x_vel[random_x_pos.index(x)] has no effect on the code because this is immediately followed by the next loop iteration in which x is assigned to the next value of random_x_pos.
Instead, you could try something like this:
for i in range(len(random_x_pos)):
random_y_pos[i] += object_y_vel[i]
random_x_pos[i] += object_x_vel[i]
Notice, however, that there are other flaws in your code. For example, you assign the python internal int to a loop variable and hence override it. This can lead to unwanted behaviour.
I have to move the rectangular object straight through the pygame window. I have tried some code with pygame. The code is
import pygame
from itertools import cycle
pygame.init()
screen = pygame.display.set_mode((300, 300))
s_r = screen.get_rect()
player = pygame.Rect((100, 100, 50, 50))
timer = pygame.time.Clock()
movement = "straight"
x = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise
if movement == 'straight':
x += 50
screen.fill(pygame.color.Color('Black'))
pygame.draw.rect(screen, pygame.color.Color('Grey'), player)
pygame.display.flip()
timer.tick(25)
Here the image didnt moves. What I need is that the image must be moved in a straight way.
x is adding, but that does not affect player, which actually affects the drawing of the rectangle.
import pygame
from itertools import cycle
pygame.init()
screen = pygame.display.set_mode((300, 300))
s_r = screen.get_rect()
timer = pygame.time.Clock()
movement = "straight"
x = 0
player = pygame.Rect((x, 100, 50, 50))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise
if movement == 'straight':
x += 10
player = pygame.Rect((x, 100, 50, 50))
if x >= 300:
x = 0
screen.fill(pygame.color.Color('Black'))
pygame.draw.rect(screen, pygame.color.Color('Grey'), player)
pygame.display.flip()
timer.tick(25)
You need to adjust the player rectangle each time you change x. From http://www.pygame.org/docs/ref/rect.html, you can see that the first two arguments are "left" and "top". So, if you want to the rectangle to move from left to right, you'll want something like this:
player = pygame.Rect((100 + x, 100, 50, 50))
pygame.draw.rect(screen, pygame.color.Color('Grey'), player)
import pygame
BLACK = pygame.color.Color('Black')
GREY = pygame.color.Color('Grey')
pygame.init()
screen = pygame.display.set_mode((300, 300))
screen_rect = screen.get_rect()
timer = pygame.time.Clock()
movement = "straight"
player = pygame.Rect(0, 100, 50, 50) # four aguments in place of tuple (,,,)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if movement == 'straight':
player.x += 10
if player.x >= 300: # check only when `player.x` was changed
player.x = 0
screen.fill(BLACK)
pygame.draw.rect(screen, GREY, player)
pygame.display.flip()
timer.tick(25)
BTW:
don't use raise to exit program.
use readable variable - not s_r but screen_rect
you don't need x - you have player.x
you can create rectangle only once
remove repeated empty lines when you add code to question