I am trying to move this rectangle to make Pong. I had it working before but I messed up the code.
Could anyone help me make it move and possibly make my code look cleaner?
Again, I made it move, but the problem seems to be in the Update method.
Possibly the ScreenSide parameter???...
import pygame, sys, random
from pygame.locals import *
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((800, 600))
rectImg1 = 'Rect.jpg'
rectImg2 = 'Rect2.jpg'
RIGHT = "RIGHT"
LEFT = "LEFT"
WHITE = (255,255,255)
FPS = 30
PADDLE_SPEED = 5
BALL_SPEED = 10
fpsClock = pygame.time.Clock()
xPos = 0
yPos = 0
leftY = 20
rightY = 20
class Paddle(pygame.sprite.Sprite):
def __init__(self, screenSide):
pygame.sprite.Sprite.__init__(self)
self.screenSide = screenSide
if self.screenSide == LEFT:
self.image = pygame.image.load(rectImg1).convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = 20
self.rect.y = 20
def update(self):
if self.screenSide == LEFT:
self.y = leftY
allSpritesGroup = pygame.sprite.Group()
paddle = Paddle(LEFT)
allSpritesGroup.add(paddle)
#code to make it move
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if paddle.screenSide == LEFT:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
paddle.y += PADDLE_SPEED
elif event.key == pygame.K_w:
paddle.y -= PADDLE_SPEED
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y == 0
screen.fill((255,255,255))
allSpritesGroup.draw(screen)
allSpritesGroup.update()
pygame.display.flip()
fpsClock.tick(FPS)
pygame.quit()
Just a guess but your problem might be in:
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y == 0
This looks more like a comparison and if not then you're setting the y to 0 whenever you let go of a key.
Also, You're right about the update function:
def update(self):
if self.screenSide == LEFT:
self.y = leftY
You're constantly setting the y to 20 so it won't move since every time it updates its moved to 20.
Your event handling is broken. The KEYDOWN and KEYUP events are outside of the event loop because of this line if paddle.screenSide == LEFT:. You also need to update paddle.rect.y not paddle.y and you should do that in the class not with global variables. I'd give the paddles a self.y_speed attribute which you set in the event loop and then use it to update the self.rect.y position each frame in the update method. And remove the screenSide checks and just pass the image and position to the sprites during the instantiation.
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
screen_rect = screen.get_rect()
rectImg1 = pygame.Surface((30, 50))
rectImg1.fill((20, 20, 120))
rectImg2 = pygame.Surface((30, 50))
rectImg2.fill((120, 10, 20))
WHITE = (255,255,255)
FPS = 30
PADDLE_SPEED = 5
fpsClock = pygame.time.Clock()
class Paddle(pygame.sprite.Sprite):
def __init__(self, image, pos):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=pos)
self.y_speed = 0
def update(self):
self.rect.y += self.y_speed
allSpritesGroup = pygame.sprite.Group()
paddle = Paddle(rectImg1, (20, 20))
paddle2 = Paddle(rectImg2, (750, 20))
allSpritesGroup.add(paddle, paddle2)
while True:
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_s:
paddle.y_speed = PADDLE_SPEED
elif event.key == pygame.K_w:
paddle.y_speed = -PADDLE_SPEED
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y_speed = 0
allSpritesGroup.update()
screen.fill(WHITE)
allSpritesGroup.draw(screen)
pygame.display.flip()
fpsClock.tick(FPS)
Related
I decided to try and make the snake-eating dot game on my own. I can't make my pygame window stay open when I try and run what I have. How can I make it stay open?
import pygame
import time
import random
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
black = (0,0,0)
white = (255,255,255)
snake_width = 20
snake_height = 20
pygame.init()
game_width = 800
game_height = 600
gameDisplay = pygame.display.set_mode((game_width,game_height))
pygame.display.set_caption('Snake Game!')
clock = pygame.time.Clock()
class game:
def _init_(self):
snake_startx = (game_width/2)
snake_starty = (game_heiht/2)
x = thingx
y = thingy
x_change = 0
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -5
elif event.key == pygame.K_RIGHT:
x_change = 5
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
x_change = -5
elif event.key == pygame.K_UP:
x_change = 5
snake(white, thing_startx, thing_starty, snake_width,
snake_height, x_change)
pygame.display.update()
clock.tick(60)
class snake:
def _init_(self, color, thingx, thingy, thingw, thingh, things):
color = white
thingx = snake_startx
thingy = snake_starty
thingw = snake_width
thingh = snake_height
things = x_change
pygame.draw.rect(gameDisplay, white, [snake_startx,
snake_starty,
snake_width, snake_height,])
game()
pygame.quit()
quit()
Had to rewrite more than half of the code. I wouldn't suggest following what guide you were using. Furthermore if you are very beginner at the python language I wouldn't recommend looking into object orientation just yet. First learn about data types, and loops. You can still make pygame projects without object orientation, but if you know how to use OOP then still use it.
import pygame
import time
import random
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
black = (0,0,0)
white = (255,255,255)
snake_width = 20
snake_height = 20
pygame.init()
game_width = 800
game_height = 600
x_change = 0
y_change = 0
gameDisplay = pygame.display.set_mode((game_width,game_height))
pygame.display.set_caption('Snake Game!')
clock = pygame.time.Clock()
gameDisplay.fill(black)
class snake:
def __init__(self, color, thingw, thingh, movementspeedX, movementspeedY):
self.color = color
self.width = thingw
self.height = thingh
self.Xspeed = movementspeedX
self.Yspeed = movementspeedY
self.snake_startx = (game_width/2)
self.snake_starty = (game_height/2)
self.Xpos = self.snake_startx
self.Ypos = self.snake_starty
def Draw(self):
pygame.draw.rect(gameDisplay, self.color, pygame.Rect([self.Xpos, self.Ypos, self.width, self.height]))
def Update(self):
self.Xpos += self.Xspeed
self.Ypos += self.Yspeed
SnakeObject = snake(white, snake_width, snake_height, x_change, y_change)
SnakeObject.Draw()
gameRunning = True
while gameRunning:
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("QUIT")
pygame.quit()
gameRunning = False
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
SnakeObject.Xspeed = -5
SnakeObject.Yspeed = 0
elif event.key == pygame.K_RIGHT:
SnakeObject.Xspeed = 5
SnakeObject.Yspeed = 0
elif event.key == pygame.K_DOWN:
SnakeObject.Yspeed = 5
SnakeObject.Xspeed = 0
elif event.key == pygame.K_UP:
SnakeObject.Yspeed = -5
SnakeObject.Xspeed = 0
print(SnakeObject.Yspeed)
print(SnakeObject.Xspeed)
SnakeObject.Update()
SnakeObject.Draw()
pygame.display.update()
clock.tick(60)
I'm trying to move a single image around the screen in Pygame using methods controlled by the keyboard, but it appears to be creating duplicates in those positions instead of moving the original image. Why is this happening, given that the image is created before entering the main loop?
Here is my code:
import pygame, sys
from pygame.locals import *
pygame.init()
FPS = 30
fpsClock = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((600, 500), 0, 32)
pygame.display.set_caption('Animation')
posx = 10
posy = 10
class Hero():
def __init__(self):
self.x = posx
self.y = posy
def appearance(self):
return pygame.image.load('C:\\Users\\admin\\Desktop\\right.png')
def move_right(self):
self.x += 25
return self.x
def move_left(self):
self.x -= 25
return self.x
def move_up(self):
self.y -= 25
return self.y
def move_down(self):
self.y += 25
return self.y
new_hero = Hero() #create a Hero
item = new_hero.appearance() #create one reference
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
posx = new_hero.move_left()
elif event.key == pygame.K_RIGHT:
posx = new_hero.move_right()
elif event.key == pygame.K_UP:
posy = new_hero.move_up()
elif event.key == pygame.K_DOWN:
posy = new_hero.move_down()
DISPLAYSURF.blit(item, (posx, posy))
pygame.display.update()
fpsClock.tick(FPS)
You forgot to put in code to delete all the past images.
This is the basic layout of a pygame project. You should ALWAYS (if you do not have a background image) fill the screen with white after updating.
white = 255, 255, 255
while True:
DISPLAYSURF.fill(white)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
pygame.display.update()
import pygame
pygame.init()
window = pygame.display.set_mode((800,600))
pygame.display.set_caption("TEST2")
black=(0,0,0)
white=(255,255,255)
moveX,moveY=0,0
clock = pygame.time.Clock()
class Sprite:
def __init__(self,x,y):
self.x=x
self.y=y
self.width=100
self.height=110
self.i100 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite0.PNG")
self.i1 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite1.PNG")
self.i2 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite2.PNG")
self.i3 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite3.PNG")
self.i4 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite4.PNG")
self.i5 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite5.PNG")
self.i6 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite6.PNG")
self.i7 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite7.PNG")
self.i8 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite8.PNG")
self.i9 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite9.PNG")
self.i10 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite10.PNG")
self.i11 = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite11.PNG")
self.timeTarget=10
self.timeNum=0
self.currentImage=0
def update(self):
self.timeNum+=1
if(self.timeNum==self.timeTarget):
if (self.currentImage==0):
self.currentImage+=1
else:
self.currentImage=0
self.timeNum=0
self.render()
def render(self):
if (self.currentImage==0):
window.blit(self.i100, (self.x,self.y))
else:
window.blit(self.i1, (self.x,self.y))
window.blit(self.i2, (self.x,self.y))
window.blit(self.i3, (self.x,self.y))
player=Sprite(110,100)
gameLoop = True
while gameLoop:
for event in pygame.event.get():
if event.type==pygame.QUIT:
gameLoop = False
if (event.type==pygame.KEYDOWN):
if (event.key==pygame.K_LEFT):
moveX = -3
if (event.key==pygame.K_RIGHT):
moveX = 3
if (event.key==pygame.K_UP):
moveY = -3
if (event.key==pygame.K_DOWN):
moveY = 3
if (event.type==pygame.KEYUP):
if (event.key==pygame.K_LEFT):
moveX=0
if (event.key==pygame.K_RIGHT):
moveX=0
if (event.key==pygame.K_UP):
moveY=0
if (event.key==pygame.K_DOWN):
moveY=0
window.fill(black)
player.x+=moveX
player.x+=moveY
player.update()
clock.tick(50)
pygame.display.flip()
pygame.quit()
What im doing is trying to animate 11 photos into an animation with pygame. this code works but when I run it the pictures seem to almost overlap. I did window.blit for the first few images and put them under else? I feel like I rendered them wrong. also I must add im really bad at picking up what people are trying to say and best learn from examples. Thanks!
BTW: your code could look like this:
I use my images in example but there are still lines with your images.
I use timer to change images.
You can press space to pause and escape to exit.
etc.
import pygame
#----------------------------------------------------------------------
class Sprite:
def __init__(self, x, y, curren_time):
self.rect = pygame.Rect(x, y, 100, 110)
self.images = []
#for x in range(12):
for x in range(1,4):
img = pygame.image.load("ball" + str(x) +".png")
#img = pygame.image.load("C:/Users/Trevor/SkyDrive/Documents/TEST2.0/Sprite" + str(x) +".PNG")
self.images.append( img )
self.current_image = 0
self.time_num = 100 # miliseconds
self.time_target = curren_time + self.time_num
def update(self, curren_time):
if curren_time >= self.time_target:
self.time_target = curren_time + self.time_num
self.current_image += 1
if self.current_image == len(self.images):
self.current_image = 0
def render(self, window):
window.blit(self.images[self.current_image], self.rect)
#----------------------------------------------------------------------
# CONSTANS - uppercase
BLACK = (0 ,0 ,0 )
WHITE = (255,255,255)
#----------------------------------------------------------------------
# MAIN
def main():
pygame.init()
window = pygame.display.set_mode((800,600))
pygame.display.set_caption("TEST2")
move_x, move_y = 0, 0
clock = pygame.time.Clock()
curren_time = pygame.time.get_ticks()
player = Sprite(110,100, curren_time)
font = pygame.font.SysFont(None, 150)
pause_text = font.render("PAUSE", 1, WHITE)
pause_rect = pause_text.get_rect( center = window.get_rect().center ) # center text on screen
# mainloop
state_game = True
state_pause = False
while state_game:
curren_time = pygame.time.get_ticks()
# events
for event in pygame.event.get():
if event.type == pygame.QUIT:
state_game = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
state_game = False
elif event.key == pygame.K_SPACE:
state_pause = not state_pause
if event.key == pygame.K_LEFT:
move_x = -3
elif event.key == pygame.K_RIGHT:
move_x = 3
elif event.key == pygame.K_UP:
move_y = -3
elif event.key == pygame.K_DOWN:
move_y = 3
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_LEFT, pygame.K_RIGHT):
move_x = 0
elif event.key in (pygame.K_UP, pygame.K_DOWN):
move_y = 0
# moves
if not state_pause:
player.rect.x += move_x
player.rect.y += move_y
player.update(curren_time)
# draws
window.fill(BLACK)
player.render(window)
if state_pause:
window.blit(pause_text, pause_rect)
pygame.display.flip()
# FPS
clock.tick(50)
# the end
pygame.quit()
#----------------------------------------------------------------------
if __name__ == '__main__':
main()
ball1.png
ball2.png
ball3.png
By putting all those window.blit(...) calls one after another, you are drawing those three frames on top of each other. Even if your computer lagged for a second between each call, you still wouldn't see them individually because they all can't appear until pygame.display.flip() is called.
You should store the images in a list, and keep a counter like currentFrame that loops from 0 to number_of_frames-1 (or len(frames)-1). Then each frame of the game you do something like this:
class Player:
...
def draw(window):
window.blit(self.frames[self.currentFrame])
I am attempting to build a simple game with two sprites. I can't figure out how to add code that detects if a sprite is touching the other. I am also having trouble understanding the countless tutorials on this topic. If you could try and explain this to me as simply as possible that would be amazing!
import pygame
import sys
from pygame.locals import *
pygame.init()
black = (0, 0, 0)
white = (255, 255, 255)
bg = black
square = pygame.image.load('square.png')
square1 = pygame.image.load('square1.png')
screen = pygame.display.set_mode((640, 400))
UP = 'UP'
DOWN = 'DOWN'
LEFT = 'LEFT'
RIGHT = 'RIGHT'
direction = RIGHT
movex, movey, movex1, movey1 = 100, 100, 200, 200
class player1(pygame.sprite.Sprite):
"""Player 1"""
def __init__(self, xy):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('square.png')
self.rect = self.image.get_rect()
class player2(pygame.sprite.Sprite):
"""Player 2"""
def __init__(self, xy):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('square1.png')
self.rect = self.image.get_rect()
while True:
screen.fill(black)
collide = pygame.sprite.collide_mask(player1, player2)
if collide == True:
print 'collision!'
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_w:
movey -= 10
elif event.key == K_s:
movey += 10
elif event.key == K_a:
movex -= 10
elif event.key == K_d:
movex += 10
if event.key == K_UP:
movey1 -= 10
elif event.key == K_DOWN:
movey1 += 10
elif event.key == K_LEFT:
movex1 -= 10
elif event.key == K_RIGHT:
movex1 += 10
if event.type == QUIT:
pygame.quit()
sys.exit()
screen.blit(square, (movex, movey))
screen.blit(square1, (movex1, movey1))
pygame.display.update()
Some issues first:
pygame.sprite.collide_mask never returns True. It returns a point or None. So your check collide == True will never be evaluate to True
pygame.sprite.collide_mask excepts two Sprite instances, but you call it with class objects as arguments (collide_mask(player1, player2))
You only need pygame.sprite.collide_mask when you want to do pixel perfect collision detection
You actually don't use the classes player1 and player2 in the rest of your code
If you're using the Sprite class, a simply way for collision detection is to use the Group class. But since you only have two Sprites, you can simple check for an intersection of their Rects using colliderect.
I've updated your code to make use of the Sprite class:
import pygame
import sys
from pygame.locals import *
pygame.init()
black = (0, 0, 0)
white = (255, 255, 255)
screen = pygame.display.set_mode((640, 400))
class Player(pygame.sprite.Sprite):
def __init__(self, image, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image)
self.rect = self.image.get_rect(x=x, y=y)
player1, player2 = Player('square.png', 100, 100), Player('square1.png', 200, 200)
players = pygame.sprite.Group(player1, player2)
while True:
screen.fill(black)
if player1.rect.colliderect(player2.rect):
print 'collision!'
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_w:
player1.rect.move_ip(0, -10)
elif event.key == K_s:
player1.rect.move_ip(0, 10)
elif event.key == K_a:
player1.rect.move_ip(-10, 0)
elif event.key == K_d:
player1.rect.move_ip(10, 0)
if event.key == K_UP:
player2.rect.move_ip(0, -10)
elif event.key == K_DOWN:
player2.rect.move_ip(0, 10)
elif event.key == K_LEFT:
player2.rect.move_ip(-10, 0)
elif event.key == K_RIGHT:
player2.rect.move_ip(10, 0)
if event.type == QUIT:
pygame.quit()
sys.exit()
players.draw(screen)
pygame.display.update()
Collision detection is a broad topic, but this should get you started.
I'm faced with a logic error where the sprite simply doesn't move regardless of input.
My code will be below so no context is left out, it's fairly short.
Is there a better way of moving the sprite apart from the blit?
I've seen somewhere stuff about updating the sprite or some such, done quite differently to simply blitting it.
import pygame
pygame.init()
import random
import math
screen=pygame.display.set_mode([700,400])
black = ( 0, 0, 0)
white = ( 255, 255, 255)
red = ( 255, 0, 0)
player_x=350
player_y=200
player_x_vel=0
player_y_vel=0
rot_player=pygame.image
pi=math.pi
class Player(pygame.sprite.Sprite):
def __init__(self):
global player
pygame.sprite.Sprite.__init__(self)
self.pos=(350,200)
self.image=pygame.image.load("arrowtest.png").convert()
self.rect=self.image.get_rect()
screen=pygame.display.get_surface()
self.area=screen.get_rect()
self.speed=10
self.state="still"
self.reinit()
def reinit(self):
self.state="still"
self.movepos=[0,0]
def update(self):
newpos=self.rect.move(self.movepos)
if self.area.contains(newpos):
self.rect=newpos
pygame.event.pump()
def moveup(self):
self.movepos[1]-=(self.speed)
self.state="moveup"
def movedown(self):
self.movepos[1]+=(self.speed)
self.state="movedown"
def moveleft(self):
self.movepos[0]-=(self.speed)
self.state="moveleft"
def moveright(self):
self.movepos[0]+=(self.speed)
self.state="moveright"
def moveupright(self):
self.movepos[1]-=(self.speed)
self.movepos[0]+=(self.speed)
def moveupleft(self):
self.movepos[1]-=(self.speed)
self.movepos[0]-=(self.speed)
def movedownright(self):
self.movepos[1]+=(self.speed)
self.movepos[0]+=(self.speed)
def movedownleft(self):
self.movepos[1]+=(self.speed)
self.movepos[0]-=(self.speed)
def angleplayer(self):
mouse_pos=pygame.mouse.get_pos()
dx=mouse_pos[0]-player_x
dy=mouse_pos[1]-player_y
rads=math.atan2(-dy, dx)
rads %= 2*pi
angle = math.degrees(rads)
print angle
rot_player.image=pygame.transform.rotate(player.image, angle-90)
done=False
clock=pygame.time.Clock()
while done==False:
player = Player()
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
if event.type == pygame.MOUSEBUTTONDOWN:
fired_pos=pygame.mouse.get_pos()
fired=True
if event.type == pygame.KEYDOWN:
player.angleplayer()
if event.key == pygame.K_w:
player.moveup()
if event.key == pygame.K_s:
player.movedown()
if event.key == pygame.K_a:
player.moveleft()
if event.key == pygame.K_d:
player.moveright()
print "co ords", player_x,player_y
print "x vel", player_x_vel
print "y vel", player_y_vel
if event.type == pygame.KEYUP:
player.movepos=[0,0]
player.state="still"
player.angleplayer()
screen.fill(white)
screen.blit(player.image, player.pos)
clock.tick(20)
pygame.display.flip()
pygame.quit()
Thanks in advance
First of all, you are creating a new player every iteration of your main loop:
...
while done == False:
player = Player()
...
You want to create the player once, so move the creation outside the loop:
...
player = Player()
while not done:
...
Second: To get the position of the player, you use player.pos:
...
screen.blit(player.image, player.pos)
...
but you never update player.pos (it's always (350,200)), you only change self.rect:
def update(self):
newpos=self.rect.move(self.movepos)
if self.area.contains(newpos):
self.rect=newpos
pygame.event.pump()
either use player.rect to get the player position, or update player.pos accordingly:
def update(self):
newpos=self.rect.move(self.movepos)
if self.area.contains(newpos):
self.rect = newpos
self.pos = self.rect.topleft
# don't call pygame.event.pump() here. Doesn't make any sense :-)
Third, you update the player position in the update function, but you never call it. Call it before drawing the player:
...
while not done:
...
player.update()
screen.fill(white)
screen.blit(player.image, player.pos)
...
You can simplify your code alot by setting movepos directly and removing the move... functions.
working example:
import pygame
pygame.init()
colors = pygame.color.THECOLORS
screen = pygame.display.set_mode([700,400])
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.surface.Surface((32,32))
self.image.fill(colors['green'])
self.rect = self.image.get_rect().move(350, 200)
self.speed = 4
def update(self):
dx, dy = self.movepos[0] * self.speed, self.movepos[1] * self.speed
self.rect = self.rect.move(dx, dy)
done=False
clock = pygame.time.Clock()
player = Player()
while not done:
if pygame.event.get(pygame.QUIT):
break
pressed = pygame.key.get_pressed()
l, r, u, d = [pressed[k] for k in pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s]
player.movepos = -l + r, -u + d
player.update()
screen.fill(colors['white'])
screen.blit(player.image, player.rect.topleft)
pygame.display.flip()
clock.tick(60)
You have a lot of move functions. Try combining them into a simple two function class like this example:
class Puck(pygame.sprite.Sprite):
def __init__(self, image_file, speed, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
The two main controllers are the self.rect.left and self.rect.top. By changing their values, you can move the sprites like in this example.
#Name of varible# = Puck('#Image File#', [#value of self.rect.left#, value of self.rect.top]
Then you can use events to change them like:
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
exit(0)
elif event.type == pygame.KEYDOWN:
if event.key == K_UP:
random.rect.top =random.rect.top - 75
elif event.key == K_LEFT:
random.rect.left = random.rect.left - 75
elif event.key == K_DOWN:
random.rect.top = random.rect.top + 75
elif event.key == K_RIGHT:
randoml.rect.left = randoml.rect.left + 75
elif event.key == K_w:
random.rect.top = random.rect.top - 50
elif event.key == K_a:
random.rect.left = random.rect.left - 50
elif event.key == K_s:
random.rect.top = random.rect.top + 50
elif event.key == K_d:
random.rect.left = random.rect.left + 50
This should be able to move your sprite.