I am attempting to create a bullet for my 2d shooter game.
I have created the bullet and it is displayed on the screen when the user presses the left mouse button, however I must now make it move.
Each bullet is added to the bullet group.
What would be the easiest way to update the position of the bullet?
This is the while loop. GameClass.Game.getevent is called, which states that if lmb is pressed, then the code below it will be run.
while play:
display.fill(WHITE)
GameClass.Game.getevent(player1)
platforms.draw(display)
sprites.draw(display)
bullets.draw(display)
pygame.display.update()
The following is part of a different file. The shoot function is part of the 'player' class, which has been cut off due to irrelevance.
def shoot(self):
bullet=Bullet(5,self.bullets,self.x,self.y)
self.bullets.add(bullet)
class Bullet(pygame.sprite.Sprite):
def __init__(self,speed,bullets,x,y):
super().__init__()
self.speed=speed
self.image=pygame.Surface((10,10))
self.rect=self.image.get_rect()
self.bullets=bullets
self.x=x
self.y=y
Bullet.movebullet(self)
def movebullet(self):
self.rect.center=((self.x+self.speed),self.y)
What would be the best way of updating the position of each individual bullet in the group?
Here's a complete solution. The player has a direction attribute which I change to 'left' or 'right' when the player presses one of the corresponding keys. When a bullet is created, I pass the player.direction to the bullet instance and then set its image and velocity depending on the direction.
In order to move the sprites, I add the velocity to the position (which are lists in this example) and finally I update the rect because it's needed for the blitting and collision detection. Actually, I'd use pygame.math.Vector2s for the pos and velocity, but I'm not sure if you are familiar with vectors.
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
screen_rect = screen.get_rect()
PLAYER_IMG = pg.Surface((30, 50))
PLAYER_IMG.fill(pg.Color('dodgerblue1'))
BULLET_IMG = pg.Surface((16, 8))
pg.draw.polygon(BULLET_IMG, pg.Color('sienna1'), [(0, 0), (16, 4), (0, 8)])
BULLET_IMG_LEFT = pg.transform.flip(BULLET_IMG, True, False)
class Player(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = PLAYER_IMG
self.rect = self.image.get_rect(center=pos)
self.velocity = [0, 0]
self.pos = [pos[0], pos[1]]
self.direction = 'right'
def update(self):
self.pos[0] += self.velocity[0]
self.pos[1] += self.velocity[1]
self.rect.center = self.pos
class Bullet(pg.sprite.Sprite):
def __init__(self, pos, direction):
super().__init__()
if direction == 'right':
self.image = BULLET_IMG
self.velocity = [9, 0]
else:
self.image = BULLET_IMG_LEFT
self.velocity = [-9, 0]
self.rect = self.image.get_rect(center=pos)
self.pos = [pos[0], pos[1]]
def update(self):
# Add the velocity to the pos to move the sprite.
self.pos[0] += self.velocity[0]
self.pos[1] += self.velocity[1]
self.rect.center = self.pos # Update the rect as well.
# Remove bullets if they're outside of the screen area.
if not screen_rect.contains(self.rect):
self.kill()
def main():
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
bullets = pg.sprite.Group()
player = Player((100, 300))
all_sprites.add(player)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1:
bullet = Bullet(player.rect.center, player.direction)
bullets.add(bullet)
all_sprites.add(bullet)
elif event.type == pg.KEYDOWN:
if event.key == pg.K_d:
player.velocity[0] = 5
player.direction = 'right'
elif event.key == pg.K_a:
player.velocity[0] = -5
player.direction = 'left'
elif event.type == pg.KEYUP:
if event.key == pg.K_d and player.velocity[0] > 0:
player.velocity[0] = 0
elif event.key == pg.K_a and player.velocity[0] < 0:
player.velocity[0] = 0
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
Related
The following code attempts; unsuccessfully, to move a small graphic together with its mask. The graphic (car.png) moves as intended when the keyboard input indicates forward and backward. However, when the keyboard input indicates a rotation, the car graphic disappears and the place-holder triangle appears. The place-holder triangle subsequently behaves as the car graphic (with its mask) is supposed to behave.
import math
import pygame as pg
from pygame.math import Vector2
class Player(pg.sprite.Sprite):
def __init__(self, pos=(420, 420)):
super(Player, self).__init__()
self.image = pg.Surface((70, 50), pg.SRCALPHA)
pg.draw.polygon(self.image, (50, 120, 180), ((0, 0), (0, 50), (70, 25)))
self.original_image = self.image
self.rect = self.image.get_rect(center=pos)
# Instead we could load a picture of a car
self.image = pg.image.load("car.png").convert_alpha()
self.mask = pg.mask.from_surface(self.image)
self.position = Vector2(pos)
self.direction = Vector2(1, 0) # A unit vector pointing rightward.
self.speed = 2
self.angle_speed = 0
self.angle = 0
def update(self):
if self.angle_speed != 0:
# Rotate the direction vector and then the image.
self.direction.rotate_ip(self.angle_speed)
self.angle += self.angle_speed
self.image = pg.transform.rotate(self.original_image, -self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
# Update the position vector and the rect.
self.position += self.direction * self.speed
self.rect.center = self.position
def main():
pg.init()
screen = pg.display.set_mode((1280, 720))
player = Player((420, 420))
playersprite = pg.sprite.RenderPlain((player))
clock = pg.time.Clock()
done = False
while not done:
clock.tick(60)
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_UP:
player.speed += 1
elif event.key == pg.K_DOWN:
player.speed -= 1
elif event.key == pg.K_LEFT:
player.angle_speed = -4
elif event.key == pg.K_RIGHT:
player.angle_speed = 4
elif event.type == pg.KEYUP:
if event.key == pg.K_LEFT:
player.angle_speed = 0
elif event.key == pg.K_RIGHT:
player.angle_speed = 0
playersprite.update()
screen.fill((30, 30, 30))
playersprite.draw(screen)
pg.display.flip()
if __name__ == '__main__':
main()
pg.quit()
See How do I rotate an image around its center using PyGame?. You don't need the triangle at all. original_image needs to be the car:
class Player(pg.sprite.Sprite):
def __init__(self, pos=(420, 420)):
super(Player, self).__init__()
self.original_image = pg.image.load("car.png").convert_alpha()
self.image = self.original_image
self.rect = self.image.get_rect(center=pos)
self.mask = pg.mask.from_surface(self.image)
self.position = Vector2(pos)
self.direction = Vector2(1, 0) # A unit vector pointing rightward.
self.speed = 2
self.angle_speed = 0
self.angle = 0
I'm new to Pygame and trying to learn about sprites and collision detection. I found some code and tried to add some functionality to it.
The basic idea is that I have a polygon which can be rotated in place. When the user presses SPACEBAR, the polygon fires a projectile which can bounce around the frame. If the projectile hits the polygon again, I would like to quite the program
First of all, here is the code
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((32, 32))
self.image.fill((0, 0, 0))
self.image.set_colorkey((0, 0, 0))
self.fire_from = (36, 20)
pygame.draw.polygon(self.image, pygame.Color('dodgerblue'), ((0, 0), (32, 16), (0, 32)))
self.org_image = self.image.copy()
self.angle = 0
self.direction = pygame.Vector2(1, 0)
self.rect = self.image.get_rect(center=(200, 200))
self.pos = pygame.Vector2(self.rect.center)
def update(self, events, dt):
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
bullet = Projectile(self.fire_from, self.direction.normalize())
self.groups()[0].add(bullet)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]:
self.angle += 3
if pressed[pygame.K_RIGHT]:
self.angle -= 3
self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
self.image = pygame.transform.rotate(self.org_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
class Projectile(pygame.sprite.Sprite):
def __init__(self, pos, direction):
super().__init__()
self.image = pygame.Surface((8, 8))
self.image.fill((0, 0, 0))
self.image.set_colorkey((0, 0, 0))
pygame.draw.circle(self.image, pygame.Color('orange'), (4, 4), 4)
self.rect = self.image.get_rect(center=pos)
self.direction = direction
self.pos = pygame.Vector2(self.rect.center)
self.max_bounce = 10
def update(self, events, dt):
#print(self.pos)
# Bounding box of the screen
screen_r = pygame.display.get_surface().get_rect()
# where we would move next
next_pos = self.pos + self.direction * dt
# we hit a wall
if not screen_r.contains(self.rect):
# after 10 hits, destroy self
self.max_bounce -= 1
if self.max_bounce == 0:
return self.kill()
# horizontal reflection
if next_pos.x > screen_r.right or next_pos.x < screen_r.left:
self.direction.x *= -1
# vertical reflection
if next_pos.y > screen_r.bottom or next_pos.y < screen_r.top:
self.direction.y *= -1
# move after applying reflection
next_pos = self.pos + self.direction * dt
# set the new position
self.pos = next_pos
self.rect.center = self.pos
def main():
pygame.init()
screen = pygame.display.set_mode((500, 500))
tank = Player()
sprites = pygame.sprite.Group()
sprites.add(tank)
#print(tank.groups()[0])
clock = pygame.time.Clock()
dt = 0
running = True
while running:
#print(tank.groups()[0])
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
sprites.update(events, dt)
screen.fill((30, 30, 30))
sprites.draw(screen)
pygame.display.update()
## ALWAYS DETECTS A COLLISION, WHY?
if len(tank.groups()[0])>1:
if pygame.sprite.spritecollideany(tank, tank.groups()[0]):
running = False
dt = clock.tick(60)
if __name__ == '__main__':
main()
I gather here that the Player class (i.e. my tank) itself has a sprite groups, to which it adds each projectile as its fired. Furthermore, the projectile originates from within the rectangle for the polygon (hence it always initially collides)
I would like to only add the projectile to the sprite group if it has made at least 1 bounce, is that possible? Or... is there a better way to do this?
Any help or pointers please?
Thanks
Null
The tank collides with itself, because it is a member of tank.groups()[0]:
if pygame.sprite.spritecollideany(tank, tank.groups()[0]):
Add a Group that contains just the bullets:
class Player(pygame.sprite.Sprite):
def __init__(self):
# [...]
self.bullets = pygame.sprite.Group()
def update(self, events, dt):
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
bullet = Projectile(self.fire_from, self.direction.normalize())
self.groups()[0].add(bullet)
self.bullets.add(bullet)
# [...]
Use this Group for the collision test:
def main():
# [...]
while running:
# [...]
pygame.display.update()
if pygame.sprite.spritecollideany(tank, tank.bullets):
running = False
dt = clock.tick(60)
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
Code:
def main():
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
player.update()
enemy.update(player)
#player.rect.clamp_ip(border_rect)
screen.fill(BACKGROUND_COLOR)
screen.blit(player.image, player.rect)
screen.blit(enemy.image, enemy.rect)
pygame.display.update()
class Mob(pygame.sprite.Sprite):
def __init__(self, position):
super(Mob, self).__init__()
self.image = pygame.Surface((32, 32))
self.image.fill(pygame.Color('red'))
self.rect = self.image.get_rect(center=position)
self.position = pygame.math.Vector2(position)
self.speed = 3
def hunt_player(self, player):
player_position = player.rect.center
direction = player_position - self.position
velocity = direction.normalize() * self.speed
self.position += velocity
self.rect.center = self.position
def update(self, player):
self.hunt_player(player)
class Player(pygame.sprite.Sprite):
def __init__(self, position):
super(Player, self).__init__()
self.image = pygame.Surface((40, 40))
self.image.fill(pygame.Color('blue'))
self.rect = self.image.get_rect(center=position)
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
self.speed = 6
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
self.velocity.x = -self.speed
elif keys[pygame.K_d]:
self.velocity.x = self.speed
else:
self.velocity.x = 0
if keys[pygame.K_w]:
self.velocity.y = -self.speed
elif keys[pygame.K_s]:
self.velocity.y = self.speed
else:
self.velocity.y = 0
self.position += self.velocity
self.rect.center = self.position
player = Player(position=(350, 220))
enemy = Mob(position=(680, 400))
startscreen()
main()
Here is a 'Chase' style game which I've been dabbling over the past few months.
Could anyone help me with creating a border for my sprite? I've managed to use the clamp_ip() method but it only stops the image from leaving the screen and not the actual sprite so I've took it out. Any help would be much appreciated.
The actual position of the player sprite is stored in the self.position attribute, but calling player.rect.clamp_ip(border_rect) only affects the self.rect attribute and the position will still be changed each frame.
I'd check if the player is outside of the screen area with the pygame.Rect.contains method, if yes, call clamp_ip and set the player.position to the new player.rect.center.
if not border_rect.contains(player.rect):
player.rect.clamp_ip(border_rect)
player.position = pygame.math.Vector2(player.rect.center)
I am having trouble displaying my proper screens in the right order. I first want the Title screen, which is red. Then, if I click the Play Button, I want to switch to the Difficulty Screen, which has Easy and Hard Buttons. If I click the easy button, I want my game to go to main game, which I think I have done by passing in pong4.main() into my action parameter for the button.
My problem is that I'm running the main game first instead of the Title Screen. I never do hit the title screen. Then, once the game of pong is finished, I'm also getting a font
import pygame
import os
import pongtry4
WHITE = (255, 255, 255)
GREY = (200, 200, 200)
BLACK = (0, 0, 0)
screen = pygame.display.set_mode((800, 400))
pygame.init()
###############################
class Button():
def __init__(self, txt, location, action, bg=WHITE, fg=BLACK, size=(80, 30), font_name="Segoe Print", font_size=16):
self.color = bg # the static (normal) color
self.bg = bg # actual background color, can change on mouseover
self.fg = fg # text color
self.size = size
self.font = pygame.font.SysFont(font_name, font_size)
self.txt = txt
self.txt_surf = self.font.render(self.txt, 1, self.fg)
self.txt_rect = self.txt_surf.get_rect(center=[s//2 for s in self.size])
self.surface = pygame.surface.Surface(size)
self.rect = self.surface.get_rect(center=location)
self.call_back_ = action
def draw(self):
self.mouseover()
self.surface.fill(self.bg)
self.surface.blit(self.txt_surf, self.txt_rect)
screen.blit(self.surface, self.rect)
def mouseover(self):
self.bg = self.color
pos = pygame.mouse.get_pos()
if self.rect.collidepoint(pos):
self.bg = GREY # mouseover color
def call_back(self):
self.call_back_()
def my_great_function():
print("Great! " * 5)
def my_fantastic_function():
print("Fantastic! " * 4)
def mousebuttondown(button):
pos = pygame.mouse.get_pos()
if button.rect.collidepoint(pos):
button.call_back()
#########################
class SceneBase:
def __init__(self):
self.next = self
def ProcessInput(self, events, pressed_keys):
print("uh-oh, you didn't override this in the child class")
def Update(self):
print("uh-oh, you didn't override this in the child class")
def Render(self, screen):
print("uh-oh, you didn't override this in the child class")
def SwitchToScene(self, next_scene):
self.next = next_scene
def Terminate(self):
self.SwitchToScene(None)
def run_game(width, height, fps, starting_scene):
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
active_scene = starting_scene
while active_scene != None:
pressed_keys = pygame.key.get_pressed()
# Event filtering
filtered_events = []
for event in pygame.event.get():
quit_attempt = False
if event.type == pygame.QUIT:
quit_attempt = True
elif event.type == pygame.KEYDOWN:
alt_pressed = pressed_keys[pygame.K_LALT] or \
pressed_keys[pygame.K_RALT]
if event.key == pygame.K_ESCAPE:
quit_attempt = True
elif event.key == pygame.K_F4 and alt_pressed:
quit_attempt = True
if quit_attempt:
active_scene.Terminate()
else:
filtered_events.append(event)
active_scene.ProcessInput(filtered_events, pressed_keys)
active_scene.Update()
active_scene.Render(screen)
active_scene = active_scene.next
pygame.display.flip()
clock.tick(fps)
# The rest is code where you implement your game using the Scenes model
class TitleScene(SceneBase):
def __init__(self):
SceneBase.__init__(self)
#Create buttons and font instances here
self.play_button = Button("Play", (60, 30), self.SwitchToScene(DifficultyScene()))
self.my_font = pygame.font.SysFont("Moyko", 50)
def ProcessInput(self, events, pressed_keys):
for event in events:
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
# Move to the next scene when the user pressed Enter
self.SwitchToScene(DifficultyScene())
if event.type == pygame.KEYUP:
print("You are hitting up!")
print(self.next)
if event.type == pygame.MOUSEBUTTONDOWN:
mousebuttondown(self.play_button)
def Update(self):
pass
def Render(self, screen):
# For the sake of brevity, the title scene is a blank red screen
screen.fill((255, 0, 0))
#Just Draw the Text Here
#myfont = pygame.font.SysFont(("Moyko"), 50)
textImage = self.my_font.render("Anime Pong", True, (0, 255, 0))
screen.blit(textImage, (100,100))
#Just draw the button here
self.play_button.draw()
def my_great_function():
print("Great! " * 5)
def my_fantastic_function():
print("Fantastic! " * 4)
class DifficultyScene(SceneBase):
def __init__(self):
SceneBase.__init__(self)
self.easy_button = Button("Easy", (60, 30), pongtry4.main())
self.hard_button = Button("Hard", (120, 60), my_fantastic_function)
def ProcessInput(self, events, pressed_keys):
for event in events:
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
# Move to the next scene when the user pressed Enter
self.SwitchToScene(GameScene())
if event.type == pygame.KEYUP:
print("You are hitting up!")
print(self.next)
if event.type == pygame.MOUSEBUTTONDOWN:
mousebuttondown(self.easy_button)
mousebuttondown(self.hard_button)
def Update(self):
pass
def Render(self, screen):
# The game scene is just a blank blue screen
screen.fill((255, 0, 255))
self.easy_button.draw()
self.hard_button.draw()
class GameScene(SceneBase):
def __init__(self):
SceneBase.__init__(self)
def ProcessInput(self, events, pressed_keys):
for event in events:
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
# Move to the next scene when the user pressed Enter
self.SwitchToScene(DifficultyScene())
if event.type == pygame.KEYUP:
print("You are hitting up!")
print(self.next)
if event.type == pygame.MOUSEBUTTONDOWN:
mousebuttondown(self.play_button)
def Update(self):
pass
def Render(self, screen):
# The game scene is just a blank blue screen
screen.fill((0, 0, 255))
run_game(800, 400, 60, TitleScene())
Below is also my pongTry4 Main Game Model
import pygame
from pygame.locals import *
import math
import random
########Colors######
RED = (255,0,0)
WHITE = (255, 255, 255)
GREEN = (0,255,0)
BLACK = (0, 0 , 0)
####################
game_mode = "Easy"
class Pong(object):
def __init__(self, screen_size):
#screenSize is a tuple (XLen, YLen)
self.screen_size = screen_size
self.XCenter = screen_size[0] // 2
self.YCenter = screen_size[1] // 2
self.rad = 10
#Create the surface for the Pong. #Drawn from top left corner
self.rect = pygame.Rect(self.XCenter-self.rad,
self.YCenter-self.rad,
self.rad*2,
self.rad*2)
self.color = GREEN
#direction and speed
self.direction = [-1, -1]
self.speedX = 4
self.speedY = 2
#Pong Hitting left edge results in a loss
#Pong Hitting right edge results in a win
self.hit_left_edge = False
self.hit_right_edge = False
def update(self, player_paddle, ai_paddle):
self.XCenter += self.speedX * self.direction[0]
self.YCenter += self.speedY * self.direction[1]
#update the center of the rectangle
self.rect.center = (self.XCenter, self.YCenter)
#Make sure the ball does not go past the bottom/top of screen
if self.rect.top <= 0:
self.direction[1] = 1
elif self.rect.bottom >= self.screen_size[1] - 1:
self.direction[1] = -1
#Tells us if the right or left edge has been hit
#This will tell us if someone has scored or not
if self.rect.left <= 0:
self.hit_left_edge = True
elif self.rect.right >= self.screen_size[0] - 1:
self.hit_right_edge = True
#Change the direction of pong based on where it hits player paddle
if self.rect.colliderect(player_paddle.rect):
relative_IntersectionY = player_paddle.YCenter - self.YCenter
normal_IntersectionY = relative_IntersectionY // (player_paddle.height //2)
bounce_angle = normal_IntersectionY * (math.pi * 5 // 12)
#constrains the speed of the ball
if self.speedX >= 10 or self.speedY >= 10:
self.speedX -= random.randint(4, 7)
self.speedY -= random.randint(4, 7)
self.speedX += random.randint(1, 3)
self.speedY += random.randint(1, 3)
print(self.speedX, self.speedY)
self.direction[0] = math.cos(bounce_angle)
self.direction[1] = -1*math.sin(bounce_angle)
#Change the direction of pong baesd on where it hits AI Paddle
if self.rect.colliderect(ai_paddle.rect):
relative_IntersectionY = ai_paddle.YCenter - self.YCenter
normal_IntersectionY = relative_IntersectionY // (ai_paddle.height // 2)
bounce_angle = normal_IntersectionY * (math.pi * 5 //12)
if self.speedX >= 10 or self.speedY >= 10:
self.speedX -= random.randint(4, 7)
self.speedY -= random.randint(4, 7)
self.speedX += random.randint(1,2)
self.speedY += random.randint(1,2)
print(self.speedX, self.speedY)
self.direction[0] = -1 * math.cos(bounce_angle)
self.direction[1] = -1 * math.sin(bounce_angle)
def draw(self, screen):
pygame.draw.circle(screen, self.color, self.rect.center, self.rad, 0)
pygame.draw.circle(screen, BLACK, self.rect.center, self.rad, 1)
class Paddle(object):
def __init__(self, screen_size, XCenter, YCenter, height, width, color):
self.screen_size = screen_size
self.XCenter = XCenter
self.YCenter = YCenter
self.height = height
self.width = width
self.color = color
#Create the paddle surface on the sides of the screen
self.rect = pygame.Rect(0, self.YCenter - self.height//2, self.width, self.height)
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect, 0)
pygame.draw.rect(screen, BLACK, self.rect, 1)
class PlayerPaddle(Paddle):
def __init__(self, screen_size, XCenter, YCenter, height, width, color):
super().__init__(screen_size, XCenter, YCenter, height, width, color)
self.speed = 5
self.direction = 0
def draw(self, screen):
super().draw(screen)
def update(self):
self.YCenter += self.direction * self.speed
self.rect.center = (self.XCenter, self.YCenter)
#ensures the paddle doesn't go off the screen
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom > self.screen_size[1]:
self.rect.bottom = self.screen_size[1]
class AIPaddle(Paddle):
def __init__(self, screen_size, XCenter, YCenter, height, width, color):
super().__init__(screen_size, XCenter, YCenter, height, width, color)
self.speed = 4
def draw(self, screen):
super().draw(screen)
def update(self, pong):
#If the pong is above the paddle, move the paddle towards it
#If the pong is below the paddle, move the paddle towards it
if pong.rect.top < self.rect.top:
self.YCenter -= self.speed
elif pong.rect.bottom > self.rect.bottom:
self.YCenter += self.speed
#update the AI Paddle's center coordinates
self.rect.center = (self.XCenter, self.YCenter)
################################################
def main():
pygame.init()
screen_size = (1200, 800)
screen = pygame.display.set_mode(screen_size)
clock = pygame.time.Clock()
pong = Pong(screen_size)
ai_paddle = AIPaddle(screen_size, screen_size[0] - 5, screen_size[1]//2, 100, 10, WHITE)
player_paddle = PlayerPaddle(screen_size, 5, screen_size[1]//2, 100, 10, WHITE)
running = True
while running:
#fps limiting/reporting phase
clock.tick(64)
#event handling phase
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_UP:
player_paddle.direction = -1
elif event.key == K_DOWN:
player_paddle.direction = 1
if event.type == KEYUP:
if event.key == K_UP and player_paddle.direction == -1:
player_paddle.direction = 0
elif event.key == K_DOWN and player_paddle.direction == 1:
player_paddle.direction = 0
#object updating phase
ai_paddle.update(pong)
player_paddle.update()
pong.update(player_paddle, ai_paddle)
#CODE TASK: make some text on the screen over everything else saying you lost/won, and then exit on keypress
#CODE BONUS: allow restarting of the game (hint: you can recreate the Pong/Paddle objects the same way we made them initially)
if pong.hit_left_edge:
print("You Won")
running = False
elif pong.hit_right_edge:
print("you lose")
running = False
#rendering phase
screen.fill((100,100,100))
ai_paddle.draw(screen)
player_paddle.draw(screen)
pong.draw(screen)
pygame.display.flip()
pygame.quit()
is there a problem when I'm running main(), or running run_game(), or is it more of a problem of passing in main() into one of the parameters of my button if it is clicked? Thanks
Buttons in most frameworks expect callback - it means function name without () and parameters - so you need pong4.main instead of pong4.main()
If you use pong4.main() then you get something like
result = pong4.main()
Button(..., result)
so it executes pong4.main() as first.
EDIT: You have the same problem in
Button("Play", (60, 30), self.SwitchToScene(DifficultyScene()))
You have to create function and use it button
def function():
self.SwitchToScene(DifficultyScene())
Button("Play", (60, 30), function)
or you can use lambda to create noname function
Button("Play", (60, 30), lambda:self.SwitchToScene(DifficultyScene()) )