Determining a collision of an arching projectile with another sprite in Pygame - python

In pygame I have a projectile being shot from one character sprite to another which I would like to determine whether there is a collision or not. That is a collision between a shot projectile and another character I will call TRUMP. I have found an equation in a tutorial that is the best example of an arching trajectory that I can accomplish. If that equation could be helped it would be awesome.
def fireshell(self, elapsedTime):
fire = True
FPS = 60 # frames per second setting
fpsClock = pg.time.Clock()
print("fire", self.pos.x, self.pos.y)
fireX = int(self.pos.x)
fireY = int(self.pos.y)
print("fireX", fireX, "fireY", fireY, "elapsed time", elapsedTime)
power = elapsedTime*.0005
x = int(self.pos.x)
y = int(self.pos.y) - 100
while fire:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
quit()
pg.draw.circle(self.screen, RED, (x, y), 5)
x -= int(-(elapsedTime*6))
y += int((((x - fireX)*0.015)**2) - ((elapsedTime*2)/(12 - elapsedTime )))
print("X:", x,"Y:", y)
if y > HEIGHT or x > WIDTH:
fire = False
pg.display.update()
self.clock.tick(20)
My character sprite who I would like to check for collisions with the projectile is here:
class TRUMP(pg.sprite.Sprite):
def __init__(self, spritesheet, all_sprites, mudballGroup, jetsGroup):
pg.sprite.Sprite.__init__(self)
self.spritesheet = spritesheet
self.all_sprites = all_sprites
self.mudballGroup = mudballGroup
self.jetsGroup = jetsGroup
self.current_frame2 = 0
self.last_update2 = 0
self.load_images()
self.image = self.TRUMP_fingers_l
self.rect = self.image.get_rect()
self.rect.center = (WIDTH *3/4), (589)
self.rect.centerx = (WIDTH *3/4)
self.rect.centery = 589
self.rect.centerx = (WIDTH*5/6)
self.rect.centery = 589
self.pos = vec((WIDTH/2), (HEIGHT/2))
self.vel = vec(0, 0)
self.acc = vec(0, 0)
self.dir = 0

To get a ballistic trajectory, you can just add a GRAVITY constant to the y-value of the velocity vector each frame.
For the collision detection you can use pygame.sprite.spritecollide again (you already know how that works).
Here's a complete example:
import sys
import pygame as pg
GRAVITY = 3
class Player(pg.sprite.Sprite):
def __init__(self, pos, color):
super().__init__()
self.image = pg.Surface((50, 30))
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2()
def update(self):
self.pos += self.vel
self.rect.center = self.pos
class Projectile(pg.sprite.Sprite):
def __init__(self, pos, color, target):
super().__init__()
self.image = pg.Surface((7, 5))
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
direction = target - self.pos # Vector to the target.
# Normalize, then scale direction to adjust the speed.
self.vel = direction.normalize() * 33
def update(self):
self.pos += self.vel
self.vel.y += GRAVITY
self.rect.center = self.pos
if self.rect.y > 580:
self.kill()
class Game:
def __init__(self):
self.fps = 30
self.screen = pg.display.set_mode((800, 600))
pg.display.set_caption('Ballistic trajectory')
self.clock = pg.time.Clock()
self.bg_color = pg.Color(90, 120, 100)
self.green = pg.Color('aquamarine2')
self.blue = pg.Color(30, 90, 150)
self.font = pg.font.Font(None, 30)
self.player = Player((100, 300), self.green)
self.player2 = Player((400, 300), self.blue)
self.all_sprites = pg.sprite.Group(self.player, self.player2)
self.projectiles = pg.sprite.Group()
self.collisions = 0
self.done = False
def run(self):
while not self.done:
self.handle_events()
self.run_logic()
self.draw()
self.clock.tick(self.fps)
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
if event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1:
proj = Projectile(
self.player.rect.center, pg.Color('sienna2'), event.pos)
self.projectiles.add(proj)
self.all_sprites.add(proj)
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
self.player.vel.x = -3
if event.key == pg.K_d:
self.player.vel.x = 3
if event.key == pg.K_w:
self.player.vel.y = -3
if event.key == pg.K_s:
self.player.vel.y = 3
if event.type == pg.KEYUP:
if event.key == pg.K_a and self.player.vel.x == -3:
self.player.vel.x = 0
if event.key == pg.K_d and self.player.vel.x == 3:
self.player.vel.x = 0
if event.key == pg.K_w and self.player.vel.y == -3:
self.player.vel.y = 0
if event.key == pg.K_s and self.player.vel.y == 3:
self.player.vel.y = 0
def run_logic(self):
self.all_sprites.update()
hits = pg.sprite.spritecollide(self.player2, self.projectiles, True)
for collided_sprite in hits:
self.collisions += 1
def draw(self):
self.screen.fill(self.bg_color)
self.all_sprites.draw(self.screen)
txt = self.font.render('Collisions {}'.format(self.collisions), True, self.green)
self.screen.blit(txt, (20, 20))
pg.display.flip()
if __name__ == '__main__':
pg.init()
game = Game()
game.run()
pg.quit()
sys.exit()

Related

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

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

Shooting tank bullet in python/pygame

I'm working on python project right now using pygame library and I need help with this project I make. I want my tank to shoot bullets and so those bullets ricochet from the walls. What is the best way possible to do this?
I'm sorry that my code looks so messy, I've been watching different youtube tutorials and they all do differently.
Here is my code
import pygame
pygame.init()
# ======================= Variables =======================
# ------------------------ Screen -------------------------
screenWidth = 1060
screenHeight = 798
screenSize = (screenWidth, screenHeight)
display = pygame.display.set_mode((screenWidth, screenHeight))
pygame.display.set_caption("Tank game")
bg = pygame.image.load("sprites/background/background1.png")
bg = pygame.transform.scale(bg, (screenWidth, screenHeight))
# ------------------------ Player -------------------------
# ------------------------ Enemy -------------------------
# ----------------------- Other ---------------------------
red = (155, 0, 0)
clock = pygame.time.Clock()
fps = 60
# ========================= Clases ========================
class player(pygame.sprite.Sprite):
def __init__(self, location, angle, vel, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("sprites/player/player_tank.png")
self.x = x
self.y = y
self.vel = vel
self.angle = angle
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
if self.angle == 360:
self.angle = 0
def rotate(self):
rot_image = pygame.transform.rotate(self.image, self.angle)
rot_rect = rot_image.get_rect(center=self.rect.center)
return rot_image, rot_rect
def moving_after_angle_change(self):
x = round(math.cos(math.radians(self.angle + 90)), 1) * self.vel
y = round(math.sin(math.radians(self.angle - 90)), 1) * self.vel
return x, y
class enemy(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, end):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("sprites/enemy/enemy_tank.png")
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.y, self.end]
self.vel = 5
def draw(self, display):
self.move()
display.blit(self.image, (self.x, self.y))
def move(self):
if self.vel > 0:
pass
# Bullet
bullet = pygame.image.load("sprites/bullet/bullet.png")
bullet = pygame.transform.scale(bullet, (16, 16))
bullet_x = 0
bullet_y = 480
bullet_x_change = 0
bullet_y_change = 10
bullet_state = 'ready'
# ======================= Functions =======================
def redrawGameWindow():
display.blit(bg, (0, 0))
display.blit(player_tank.image, player_tank.rect)
display.blit(enemy_tank.image, (enemy_tank.x, enemy_tank.y))
#display.blit(bullet, (player_tank.x + 160, player_tank.y + 100))
pygame.display.flip()
def fireBullet(x, y):
global bullet_state
bullet_state = 'fire'
display.blit(bullet, (x + 16, y + 10))
player_location = [70, 570]
player_angle = 270
player_angle_change = 0
player_vel = 0
player_x_change = 0
player_y_change = 0
player_tank_x_change_store = 0
player_tank_y_change_store = 0
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
player_vel = 2
elif event.key == pygame.K_DOWN:
player_vel = -2
elif event.key == pygame.K_LEFT:
player_angle_change = 2
elif event.key == pygame.K_RIGHT:
player_angle_change = -2
if event.key == pygame.K_SPACE:
display.blit(bullet, (player_tank.x + 160, player_tank.y + 100))
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
player_vel = 0
elif event.key == pygame.K_DOWN:
player_vel = 0
elif event.key == pygame.K_LEFT:
player_angle_change = 0
elif event.key == pygame.K_RIGHT:
player_angle_change = 0
player_angle += player_angle_change
player_tank = player(player_location, player_angle, player_vel, player_x_change, player_y_change)
enemy_tank = enemy(800, 170, 64, 64, 700)
player_tank.image, player_tank.rect = player_tank.rotate()
player_tank.x_change, player_tank.y_change = player_tank.moving_after_angle_change()
player_tank_x_change_store += player_tank.x_change
player_tank_y_change_store += player_tank.y_change
player_tank.rect.centerx += player_tank_x_change_store
player_tank.rect.centery += player_tank_y_change_store
# Bullet movement
if bullet_state == "fire":
fireBullet(player_tank.x, bullet_y)
bullet_y -= bullet_y_change
redrawGameWindow()
pygame.quit()
quit()
One way to do this is to make the bullets velocity flip when it hits a wall. Now I'm assuming the walls are the edge of the screen so what you need to do is in the loop, check if the bullet is about to hit a wall (the edge of the screen) and if it is, flip its x_change and y_change. So something like this:
if bullet_y <= 0:
bullet_y_change *= -1
bullet_y = 0
if bullet_y >= screenHeight:
bullet_y_change *= -1
bullet_y = screenHeight
if bullet_x <= 0:
bullet_x_change *= -1
bullet_x = 0
if bullet_x >= screenWidth:
bullet_x_change *= 1
bullet_x = screenWidth
Here's a full example, based on an old answer:
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))
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:
self.groups()[0].add(Projectile(self.rect.center, self.direction.normalize()))
pressed = pygame.key.get_pressed()
if pressed[pygame.K_a]:
self.angle += 3
if pressed[pygame.K_d]:
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.lives = 15
def update(self, events, dt):
# 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 hall
if not screen_r.contains(self.rect):
# after 15 hits, destroy self
self.lives -= 1
if self.lives == 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))
sprites = pygame.sprite.Group(Player())
clock = pygame.time.Clock()
dt = 0
while True:
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()
dt = clock.tick(60)
if __name__ == '__main__':
main()
See how using the Vector2 class makes this kind of tasks very easy to solve.
Also, look at the proper usage of the Sprite class. Each Sprite minds its own business: the Player class handles rotating the player and creating projectiles, Projectile handles moving the projectiles and bouncing of the wall.

pygame making the sprite go upwards and downwards

I am trying to make the sprite move up and down by using the arrow keys but it schemes to only be moving slightly upwards and slightly downwards: there is a speed for the x and y axis and also a position. There are also two functions which are draw and update (which gets the new xpos and the new ypos). here is my code
import pygame
import random
import sys
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock() # A clock to limit the frame rate.
pygame.display.set_caption("this game")
class Background:
picture = pygame.image.load("C:/images/cliff.jpg").convert()
picture = pygame.transform.scale(picture, (1280, 720))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
class player_first:
picture = pygame.image.load("C:/aliens/ezgif.com-crop.gif")
picture = pygame.transform.scale(picture, (200, 200))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
self.speed_x = 0
self.speed_y = 0
self.rect = self.picture.get_rect()
def update(self):
self.xpos =+ self.speed_x
self.ypos =+ self.speed_y
def draw(self): #left right
#screen.blit(pygame.transform.flip(self.picture, True, False), self.rect)
screen.blit(self.picture, (self.xpos, self.ypos))
class Bullet_player_1(pygame.sprite.Sprite):
picture = pygame.image.load("C:/aliens/giphy.gif").convert_alpha()
picture = pygame.transform.scale(picture, (100, 100))
def __init__(self):
self.xpos = 360
self.ypos = 360
self.speed_x = 0
super().__init__()
self.rect = self.picture.get_rect()
def update(self):
self.xpos += self.speed_x
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
#self.screen.blit(pygame.transform.flip(self.picture, False, True), self.rect)
def is_collided_with(self, sprite):
return self.rect.colliderect(sprite.rect)
player_one_bullet_list = pygame.sprite.Group()
player_one = player_first(0, 0)
cliff = Background(0, 0)
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_w:
player_one.speed_y = -5
print("up")
elif event.key == pygame.K_s:
player_one.speed_y = 5
print("down")
elif event.key == pygame.K_SPACE:
bullet_player_one = Bullet_player_1
bullet_player_one.ypos = player_one.ypos
bullet_player_one.xpos = player_one.xpos
bullet_player_one.speed_x = 14
player_one_bullet_list.add(bullet_player_one)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_d and player_one.speed_x > 0:
player_one.speed_x = 0
elif event.key == pygame.K_a and player_one.speed_x < 0:
player_one.speed_x = 0
player_one.update()
cliff.draw()
player_one.draw()
player_one_bullet_list.update()
for bullet_player_one in player_one_bullet_list:
bullet_player_one.draw()
pygame.display.flip()
clock.tick(60)
You've written self.xpos =+ self.speed_x (which is interpret as self.xpos = +self.speed_x) instead of self.xpos += self.speed_x. So you're not adding the speed to the position, you're overwriting it.

How do I make an enemy follow the player in Pygame?

So, I'm a beginner to Python and Pygame and would like some help. I'm trying to make a game similar to Asteroids and I've made most of this program by looking around at other examples on the internet. However, I'm stuck on this problem: how do I get an enemy sprite to follow the player sprite? I've googled how to do so and tried implementing the same thing on my code but the sprite just stays in one place and doesn't follow the player. I've used the vector stuff to create the player sprite and I still barely understand how that works. I'm sort of on a tight schedule so I don't have time to thoroughly understand this stuff but I intend to later. Sorry if I haven't explained my code properly but I'm still trying to understand how Pygame works and most of this code is basically just copied.
import random, math, pygame, time, sys
from pygame.locals import *
from pygame.math import Vector2
######Setting up Variables
class settings:
fps = 30
windowwidth = 590
windowheight = 332
class ship:
HEALTH = 3
SPEED = 4
SIZE = 25
class colours:
black = (0, 0, 0)
white = (255, 255, 255)
###########################
######################################################################################
class Player(pygame.sprite.Sprite):
def __init__(self,image_file , pos=(0,0)):
super(Player, self).__init__()
self.image = pygame.image.load(image_file)
self.image = pygame.transform.scale(self.image, (25,25))
self.original_image = self.image
self.rect = self.image.get_rect(center=pos)
self.position = Vector2(pos)
self.direction = Vector2(1, 0)
self.speed = 0
self.angle_speed = 0
self.angle = 0
def update(self):
if self.angle_speed != 0:
self.direction.rotate_ip(self.angle_speed)
self.angle += self.angle_speed
self.image = pygame.transform.rotate(self.original_image, -self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
self.position += self.direction * self.speed
self.rect.center = self.position
class Enemy(pygame.sprite.Sprite):
def __init__(self, image_file, pos=(0,0)):
super(Enemy, self).__init__()
self.image = pygame.image.load(image_file)
self.image = pygame.transform.scale(self.image, (25, 25))
self.original_image = self.image
self.rect = self.image.get_rect(center=pos)
self.speed = 1
def move_towards_player(self, Player):
dx, dy = self.rect.x - Player.rect.x, self.rect.y - Player.rect.y
dist = math.hypot(dx, dy)
dx, dy = dx/dist, dy/dist
self.rect.x += dx * self.speed
self.rect.y += dy * self.speed
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
def main():
pygame.init()
screen = pygame.display.set_mode((settings.windowwidth, settings.windowheight))
pygame.display.set_caption('Final Game')
background = Background('space.jpg',[0,0])
global player, enemy
player = Player('SpaceShip.png',[200,100])
playersprite = pygame.sprite.RenderPlain((player))
enemy = Enemy('Enemy Hexagon.png',[300,150])
enemysprite = pygame.sprite.RenderPlain((enemy))
fpsClock = pygame.time.Clock()
intro = True
while intro == True:
myFont = pygame.font.SysFont('freesansbold.ttf', 75)
otherFont = pygame.font.SysFont('freesansbold.ttf', 30)
SurfaceFont = myFont.render("Space Destroyer", True, (colours.white))
SurfaceFont2 = otherFont.render("Press Space to Start", True, (colours.white))
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_SPACE:
intro= False
screen.blit(SurfaceFont,(50,50))
screen.blit(SurfaceFont2,(125,125))
pygame.display.flip()
screen.blit(background.image, background.rect)
while intro == False:
fpsClock.tick(settings.fps)
for event in pygame.event.get():
enemy.rect.x
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_UP:
player.speed += 4
if event.key == K_LEFT:
player.angle_speed = -4
if event.key == K_RIGHT:
player.angle_speed = 4
if player.position.y < 0:
player.position = (player.position.x ,332)
elif player.position.y > settings.windowheight:
player.position = (player.position.x, 0)
elif player.position.x < 0:
player.position = (590, player.position.y)
elif player.position.x > settings.windowwidth:
player.position = (0, player.position.y)
elif event.type == KEYUP:
if event.key == K_LEFT:
player.angle_speed = 0
if event.key == K_RIGHT:
player.angle_speed = 0
if event.key == K_UP:
player.speed = 0
screen.fill(colours.white)
screen.blit(background.image, background.rect)
enemysprite.draw(screen)
enemysprite.update()
playersprite.draw(screen)
playersprite.update()
pygame.display.update()
playersprite.update()
pygame.display.flip()
if __name__ == '__main__': main()
You never called move_towards_player. Try adding this:
...
enemysprite.draw(screen)
enemysprite.update()
playersprite.draw(screen)
playersprite.update()
enemy.move_towards_player(player)
...

Pygame - Collisions With Floor/Walls

Hello I am currently making a survival shooter but cannot find any way on how to do my collisions! I am trying to make the player collide with the floors but with no success. Here is an image of the map (I want to collide with moon blocks):
http://i.stack.imgur.com/R2apz.jpg
Here is an image of moon blocks with no Background:
http://i.stack.imgur.com/W9H2m.png
And finally here is my code:
import pygame
import random
gravity = .5
jump_time = 2000
x = 0
y = 0
# Player
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, gravity):
# Player dimensions and position
self.gravity = gravity
# Player image and animation
self.images = []
self.images.append(pygame.image.load('images/player.png'))
self.images.append(pygame.image.load('images/player2.png'))
#~ self.images.append(pygame.image.load('ball1.png'))
#~ self.images.append(pygame.image.load('ball2.png'))
self.maxImage = len(self.images)
self.currentImage = 0
#~ self.rect = pygame.Rect(x, y, 80, 80)
self.rect = self.images[0].get_rect()
self.rect.x = x
self.rect.y = y
self.timeTarget = 10
self.timeNum = 1
self.velX = 0
self.velY = 0
# Jump and gravity
self.vSpeed = 3
self.jumpForce = 15
self.maxVspeed = 3
self.isJumping = False
# Jump inputs
def handle_events(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if not self.isJumping:
self.isJumping = True
elif event.key == pygame.K_a:
self.velX = -5
elif event.key == pygame.K_d:
self.velX = +5
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_a, pygame.K_d):
self.velX = 0
# PLayer updates
def update(self, ground):
keys = pygame.key.get_pressed()
# Jumping
self.vSpeed += gravity
if self.vSpeed > self.maxVspeed:
self.vSpeed = self.maxVspeed
self.rect.y += self.vSpeed
if self.rect.y >= ground.y:
self.vSpeed = 0
self.rect.y = ground.y
self.isJumping = False
if keys[pygame.K_SPACE]:
if not self.isJumping:
self.isJumping = True
if self.isJumping:
if pygame.time.get_ticks() < jump_time:
self.isJumping == True
else:
self.isJumping = False
self.vSpeed -= self.jumpForce
#print "isJumping:", self.isJumping
# Animations
if self.timeNum == self.timeTarget:
self.currentImage += 1
if self.currentImage >= self.maxImage:
self.currentImage = 0
self.timeNum = 0
self.rect.centerx += self.velX
self.rect.centery += self.velY
# Screen wrap
if self.rect.right > 1280:
self.rect.left = 0
elif self.rect.left < 0:
self.rect.right = 1280
# Player rendering
def render(self, surface):
surface.blit(self.images[self.currentImage], self.rect)
#----------------------------------------------------------------------
class Zombie():
def __init__(self, x, y):
self.image = pygame.image.load('images/zombie.png')
#~ self.image = pygame.image.load('ball2.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.direction_left = True
def update(self, surface_rect):
if self.direction_left:
self.rect.x -= 1
if self.rect.left <= surface_rect.left:
self.direction_left = not self.direction_left
else:
self.rect.x += 1
if self.rect.right >= surface_rect.right:
self.direction_left = not self.direction_left
def render(self, surface):
surface.blit(self.image, self.rect)
#----------------------------------------------------------------------
class Background():
def __init__(self):
self.image = pygame.image.load('images/arena2.jpg')
#~ self.image = pygame.image.load('background.jpg')
self.rect = self.image.get_rect()
def render(self, surface):
surface.blit(self.image, self.rect)
#----------------------------------------------------------------------
class Game():
def __init__(self):
pygame.init()
# A few variables
self.gravity = .50
self.ground = pygame.Rect(0, 640, 1280, 80)
# Screen
size = (1280, 720)
self.screen = pygame.display.set_mode(size)
pygame.display.set_caption('Moon Survival!')
# Moon / Background
self.moon = Background()
# Zombies
self.zombies = []
for i in range(10):
self.zombies.append( Zombie(random.randint(0,1280), random.randint(0,720)) )
# Player
self.player = Player(25, 320, self.gravity)
# Font for text
self.font = pygame.font.SysFont(None, 72)
# Pause - center on screen
self.pause_text = self.font.render("PAUSE", -1, (255,0,0))
self.pause_rect = self.pause_text.get_rect(center = self.screen.get_rect().center)
def run(self):
clock = pygame.time.Clock()
# "state machine"
RUNNING = True
PAUSED = False
GAME_OVER = False
# Game loop
while RUNNING:
# (all) Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
RUNNING = False
elif event.key == pygame.K_p:
PAUSED = not PAUSED
# Player/Zomies events
if not PAUSED and not GAME_OVER:
self.player.handle_events(event)
# (all) Movements / Updates
if not PAUSED and not GAME_OVER:
self.player.update(self.ground)
for z in self.zombies:
z.update(self.screen.get_rect())
# (all) Display updating
self.moon.render(self.screen)
for z in self.zombies:
z.render(self.screen)
self.player.render(self.screen)
if PAUSED:
self.screen.blit(self.pause_text, self.pause_rect)
pygame.display.update()
# FTP
clock.tick(100)
# --- the end ---
pygame.quit()
#---------------------------------------------------------------------
Game().run()
Any help will be greatly appreciated, thank you.
I made a very similar game for PyWeek #17 called "Miner".
Here's a screenshot: http://media.pyweek.org/dl/17/powrtoch/miner_ss.png (you can see the similarity!)
You can find the relevant code on GitHub here: https://github.com/marcusmoller/pyweek17-miner/blob/master/miner/engine.py#L202-L220:
def checkCollision(self, sprite, xVel, yVel):
for x in range(len(level.levelStructure)):
for y in range(len(level.levelStructure[x])):
block = level.levelStructure[x][y]
if block is not None:
if pygame.sprite.collide_rect(sprite, block):
if xVel < 0:
sprite.rect.x = block.rect.x + block.rect.w
if xVel > 0:
sprite.rect.x = block.rect.x - sprite.rect.w
if yVel < 0:
sprite.rect.y = block.rect.y + block.rect.h
if yVel > 0 and not sprite.onGround:
sprite.onGround = True
sprite.rect.y = block.rect.y - sprite.rect.h
You could do something like this using collide_rect:
# See if the Sprite block collides with anything in the Ground block_list
for block in groundBlocks:
if(collide_rect(player, block)):
# do not fall
else:
# fall
where all Block you can walk on are in the groundBlocks list.

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