I started making this snakes game and I ran into a struggle. I want that when the snake reaches the end of one side it will come from the other side, if it reaches the end of left side it will come out of the right side and if it reaches the up end it will come out from the bottom. I'll really appreciate it if someone could maybe show me how to do that.
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
segment_width = 15
segment_height = 15
segment_margin = 3
x_change = segment_width + segment_margin
y_change = 0
class Segment(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([segment_width, segment_height])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
pygame.init()
screen = pygame.display.set_mode([1200, 800])
pygame.display.set_caption('Snakes')
allspriteslist = pygame.sprite.Group()
snake_segments = []
for i in range(3):
x = 250 - (segment_width + segment_margin) * i
y = 30
segment = Segment(x, y)
snake_segments.append(segment)
allspriteslist.add(segment)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = (segment_width + segment_margin) * -1
y_change = 0
if event.key == pygame.K_RIGHT:
x_change = (segment_width + segment_margin)
y_change = 0
if event.key == pygame.K_UP:
x_change = 0
y_change = (segment_height + segment_margin) * -1
if event.key == pygame.K_DOWN:
x_change = 0
y_change = (segment_height + segment_margin)
old_segment = snake_segments.pop()
allspriteslist.remove(old_segment)
x = snake_segments[0].rect.x + x_change
y = snake_segments[0].rect.y + y_change
segment = Segment(x, y)
snake_segments.insert(0, segment)
allspriteslist.add(segment)
screen.fill(BLACK)
allspriteslist.draw(screen)
pygame.display.flip()
clock.tick(5)
pygame.quit()
You can use if to check position and move to other side
x = snake_segments[0].rect.x + x_change
y = snake_segments[0].rect.y + y_change
if x < screen_rect.left:
x += screen_rect.width
elif x + segment_width + segment_margin > screen_rect.right:
x -= screen_rect.width
if y < screen_rect.top:
y += screen_rect.height
elif y + segment_height + segment_margin > screen_rect.bottom:
y -= screen_rect.height
segment = Segment(x, y)
But problem is that segments doesn't fill screen ideally - sometimes you should display part of segment on one side and rest on other side. You have to add method draw() to Segment which will check if you have to draw segment on both sides and draw two segments - first on one side and second on other side.
def draw(self, screen):
# draw oryginal segment
screen_rect = screen.get_rect()
screen.blit(self.image, self.rect)
# draw second segment on other side
# left - right
if self.rect.left < screen_rect.left:
temp_rect = self.rect.copy()
temp_rect.x += screen_rect.width
screen.blit(self.image, temp_rect)
elif self.rect.right > screen_rect.right:
temp_rect = self.rect.copy()
temp_rect.x -= screen_rect.width
screen.blit(self.image, temp_rect)
# top - bottom
if self.rect.top < screen_rect.top:
temp_rect = self.rect.copy()
temp_rect.y += screen_rect.height
screen.blit(self.image, temp_rect)
elif self.rect.bottom > screen_rect.bottom:
temp_rect = self.rect.copy()
temp_rect.y -= screen_rect.height
screen.blit(self.image, temp_rect)
But it means that you have to manually execut this function because group.draw() runs directly screen.blit(self.image, self.rect)
for x in allspriteslist:
x.draw(screen)
Full code
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
segment_width = 15
segment_height = 15
segment_margin = 3
x_change = segment_width + segment_margin
y_change = 0
class Segment(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([segment_width, segment_height])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def draw(self, screen):
screen_rect = screen.get_rect()
screen.blit(self.image, self.rect)
if self.rect.left < screen_rect.left:
temp_rect = self.rect.copy()
temp_rect.x += screen_rect.width
screen.blit(self.image, temp_rect)
elif self.rect.right > screen_rect.right:
temp_rect = self.rect.copy()
temp_rect.x -= screen_rect.width
screen.blit(self.image, temp_rect)
if self.rect.top < screen_rect.top:
temp_rect = self.rect.copy()
temp_rect.y += screen_rect.height
screen.blit(self.image, temp_rect)
elif self.rect.bottom > screen_rect.bottom:
temp_rect = self.rect.copy()
temp_rect.y -= screen_rect.height
screen.blit(self.image, temp_rect)
pygame.init()
screen = pygame.display.set_mode((1200, 800))
screen_rect = screen.get_rect()
pygame.display.set_caption('Snakes')
allspriteslist = pygame.sprite.Group()
snake_segments = []
for i in range(3):
x = 250 - (segment_width + segment_margin) * i
y = 30
segment = Segment(x, y)
snake_segments.append(segment)
allspriteslist.add(segment)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = (segment_width + segment_margin) * -1
y_change = 0
if event.key == pygame.K_RIGHT:
x_change = (segment_width + segment_margin)
y_change = 0
if event.key == pygame.K_UP:
x_change = 0
y_change = (segment_height + segment_margin) * -1
if event.key == pygame.K_DOWN:
x_change = 0
y_change = (segment_height + segment_margin)
old_segment = snake_segments.pop()
allspriteslist.remove(old_segment)
x = snake_segments[0].rect.x + x_change
y = snake_segments[0].rect.y + y_change
if x < screen_rect.left:
x += screen_rect.width
elif x + segment_width + segment_margin > screen_rect.right:
x -= screen_rect.width
if y < screen_rect.top:
y += screen_rect.height
elif y + segment_height + segment_margin > screen_rect.bottom:
y -= screen_rect.height
segment = Segment(x, y)
snake_segments.insert(0, segment)
allspriteslist.add(segment)
screen.fill(BLACK)
#allspriteslist.draw(screen)
for x in allspriteslist:
x.draw(screen)
pygame.display.flip()
clock.tick(5)
pygame.quit()
Related
I drive a car using the key buttons. It works too. I would like
in addition, when the car is at a standstill, turn the wheels without the car turning. If I then drive forwards / backwards, the car should start moving in the direction of the turned wheels. Like in real life. But in my code, the car is moving when i move the wheels.There is something wrong with the if Condition?
import pygame
import sys
import math
pygame.init()
cell_size = 40
cell_number = 20
breite = int(cell_size * cell_number )
hoehe = int( cell_size * cell_number )
screen = pygame.display.set_mode((breite,hoehe))
clock = pygame.time.Clock()
class MyCar(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(auto_img,(30,66))#.convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (x,y)
self.rect.x = x
self.rect.y = y
self.driving_angle = 0
self.speed = 5
self.links = False
self.rechts = False
self.vor = False
self.zurueck = False
self.steering_angle = 0
def update(self):
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.links = True
elif event.key == pygame.K_RIGHT:
self.rechts = True
elif event.key == pygame.K_UP:
self.vor = True
elif event.key == pygame.K_DOWN:
self.zurueck = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.links = False
elif event.key == pygame.K_RIGHT:
self.rechts = False
elif event.key == pygame.K_UP:
self.vor = False
elif event.key == pygame.K_DOWN:
self.zurueck = False
if self.vor or self.zurueck:
dx = math.cos(math.radians(self.driving_angle))
dy = math.sin(math.radians(self.driving_angle))
if self.vor:
self.rect.y -= int(self.speed * dx)
self.rect.x -= int(self.speed * dy)
elif self.zurueck:
self.rect.y += int(self.speed * dx)
self.rect.x += int(self.speed * dy)
if self.links:
self.steering_angle -=1
self.steering_angle=min(self.steering_angle,120)
elif self.rechts:
self.steering_angle +=-1
self.steering_angle=max(self.steering_angle,-120)
if self.rechts:
self.driving_angle += self.steering_angle
while self.driving_angle < 0:
self.driving_angle += 360
elif self.links:
self.driving_angle -= self.steering_angle
while self.driving_angle > 359:
self.driving_angle -= 360
def blitRotateCenter(image, left, top, angle):
rotated_image = pygame.transform.rotate(image, angle)
new_rect = rotated_image.get_rect(center = image.get_rect(center = (left, top)).center)
screen.blit(rotated_image, new_rect)
return new_rect
auto_img = pygame.image.load("Bilder/car.png").convert_alpha()
auto = MyCar(breite/2,hoehe-100)
auto_sprite = pygame.sprite.Group()
auto_sprite.add(auto)
while True:
clock.tick(10)
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
auto.update()
new_auto_rect = blitRotateCenter(auto.image, *auto.rect.center, auto.driving_angle)
auto.rect=new_auto_rect
pygame.display.flip()
You have to change steering_angle when you press LEFT and RIGHT. However you have to change driving_angle when you drive forward or backward:
class MyCar(pygame.sprite.Sprite):
# [...]
def update(self):
# [...]
if self.vor:
self.rect.y -= int(self.speed * dx)
self.rect.x -= int(self.speed * dy)
elif self.zurueck:
self.rect.y += int(self.speed * dx)
self.rect.x += int(self.speed * dy)
if self.links:
self.steering_angle += 0.1
self.steering_angle=min(self.steering_angle, 30)
elif self.rechts:
self.steering_angle -= 0.1
self.steering_angle=max(self.steering_angle,-30)
if self.vor:
self.driving_angle += self.steering_angle
while self.driving_angle < 0:
self.driving_angle += 360
elif self.zurueck:
self.driving_angle -= self.steering_angle
while self.driving_angle > 359:
self.driving_angle -= 360
I suggest to use pygame.key.get_pressed() instead of the keyboard events:
(See How can I make a sprite move when key is held down)
class MyCar(pygame.sprite.Sprite):
# [...]
def update(self):
keys = pygame.key.get_pressed()
move = keys[pygame.K_UP] - keys[pygame.K_DOWN]
stear = keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]
self.steering_angle = max(-2, min(2, self.steering_angle - stear * 0.2))
self.rect.y -= int(math.cos(math.radians(self.driving_angle)) * move * self.speed)
self.rect.x -= int(math.sin(math.radians(self.driving_angle)) * move * self.speed)
self.driving_angle += (self.steering_angle * move) % 360
When I run my code, it instantly opens then closes the pygame window, however when I delete the player.update() code it works. I can't seem to find what is wrong with the update function in my player class
"""Dot Game"""
#Imports
import pygame, sys
from game import Game
g = Game()
while g.running:
g.curr_menu.display_menu()
g.game_loop()
#Constants
WIDTH, HEIGHT = 1280, 720
TITLE = "Dot."
background = pygame.image.load('BG.png')
background = pygame.transform.scale(background, (WIDTH, HEIGHT))
#pygame initialization
pygame.init()
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption(TITLE)
#fps
FPS = 60
fpsclock = pygame.time.Clock()
#colors
bgc = (247, 226, 222)
pc = (152, 193, 217)
pc2 = (61, 90, 128) #dark
ec = (119, 2, 26) #dark
ec2 = (220, 66, 73)
#accel
x_change = 0
y_change = 0
accel_x = 0
accel_y = 0
max_speed = 10
display_width, display_height = pygame.display.get_surface().get_size()
x = display_width * 0.45
y = display_height * 0.8
#Player Class
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.x = int(x)
self.y = int(y)
self.radius = 32
self.width = 2
self.color = pc
self.color2 = pc2
self.velX = 0
self.velY = 0
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.a_pressed = False
self.d_pressed = False
self.w_pressed = False
self.s_pressed = False
self.attack_animation = False
self.sprites = []
self.sprites.append(pygame.image.load('0000.png'))
self.sprites.append(pygame.image.load('0001.png'))
self.sprites.append(pygame.image.load('0002.png'))
self.sprites.append(pygame.image.load('0003.png'))
self.current_sprite = 0
self.image = self.sprites[self.current_sprite]
self.rect = self.image.get_rect()
self.rect.topleft = [x,y]
self.acceleration = 0.4
self.friction = 0.92 # = 1 is no friction
def attack(self):
self.attack_animation = True
def update(self,speed):
if self.attack_animation == True:
self.current_sprite += speed
if int(self.current_sprite) >= len(self.sprites):
self.current_sprite = 1
self.attack_animation = False
self.image = self.sprites[int(self.current_sprite)]
if self.left_pressed:
if self.velX > -max_speed:
self.velX -= self.acceleration
if self.right_pressed:
if self.velX < max_speed:
self.velX += self.acceleration
if self.up_pressed:
if self.velY > -max_speed:
self.velY -= self.acceleration
if self.down_pressed :
if self.velY < max_speed:
self.velY += self.acceleration
self.x += self.velX
self.y += self.velY
self.velX *= self.friction
self.velY *= self.friction
player.attack()
class Enemy:
def __init__(self, x, y):
self.x = int(x)
self.y = int(y)
self.radius = 32
self.color = ec
self.color2 = ec2
self.vel = 3
self.hitbox = (self.x -20, self.y -20, 40, 40)
self.points = [(self.x -10, self.y +14), (self.x, self.y -6), (self.x +10, self.y +14)]
self.points2 = [(self.x -20, self.y +20), (self.x, self.y -20), (self.x +20, self.y +20)] # L U R
def draw(self, win):
pygame.draw.polygon(win, self.color, self.points2)
pygame.draw.polygon(win, self.color2, self.points)
self.hitbox = (self.x -20, self.y -20, 40, 40)
#pygame.draw.rect(win, ec2, self.hitbox, 2)
#Player Initialization
moving_sprites = pygame.sprite.Group()
player = Player(WIDTH/2, HEIGHT/2)
enemy = Enemy(WIDTH/2, HEIGHT/2)
moving_sprites.add(player)
#Main Loop
collide = False
while not collide:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.left_pressed = True
elif event.key == pygame.K_a:
player.left_pressed = True
elif event.key == pygame.K_RIGHT:
player.right_pressed = True
elif event.key == pygame.K_d:
player.right_pressed = True
elif event.key == pygame.K_UP:
player.up_pressed = True
elif event.key == pygame.K_w:
player.up_pressed = True
elif event.key == pygame.K_DOWN:
player.down_pressed = True
elif event.key == pygame.K_s:
player.down_pressed = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.left_pressed = False
elif event.key == pygame.K_a:
player.left_pressed = False
elif event.key == pygame.K_RIGHT:
player.right_pressed = False
elif event.key == pygame.K_d:
player.right_pressed = False
elif event.key == pygame.K_UP:
player.up_pressed = False
elif event.key == pygame.K_w:
player.up_pressed = False
elif event.key == pygame.K_DOWN:
player.down_pressed = False
elif event.key == pygame.K_s:
player.down_pressed = False
x_change += accel_x # Accelerate.
if abs(x_change) >= max_speed: # If max_speed is exceeded.
# Normalize the x_change and multiply it with the max_speed.
x_change = x_change/abs(x_change) * max_speed
y_change += accel_y # Accelerate.
if abs(y_change) >= max_speed: # If max_speed is exceeded.
# Normalize the x_change and multiply it with the max_speed.
y_change = y_change/abs(y_change) * max_speed
#Draw
win.blit(background,(0,0))
enemy.draw(win)
moving_sprites.draw(win)
#update
#player.update()
pygame.display.update()
moving_sprites.update(0.12)
fpsclock.tick(FPS)
The update method has a speed argument.
def update(self,speed):
Therefore you need to pass the speed to the update method:
player.update()
speed = 1 # just for example
player.update(speed)
This question already has an answer here:
How do I get the snake to grow and chain the movement of the snake's body?
(1 answer)
Closed 1 year ago.
I'm new to python and only now the basics, I'm trying to make a snake game but I can't seem to figure out how to make my snake grow 1 extra square each time it eats an apple. My reasoning is that I keep a list of all the old positions but only show the last one on the screen, and each time the snakes eats another apple it shows 1 extra old positions making the snake 1 square longer.
This is my code:
import pygame
from random import randint
WIDTH = 400
HEIGHT = 300
dis = pygame.display.set_mode((WIDTH,HEIGHT))
white = (255,255,255)
BACKGROUND = white
blue = [0,0,255]
red = [255,0,0]
class Snake:
def __init__(self):
self.image = pygame.image.load("snake.bmp")
self.rect = self.image.get_rect()
self.position = (10,10)
self.direction = [0,0]
self.positionslist = [self.position]
self.length = 1
pygame.display.set_caption('Snake ')
def draw_snake(self,screen):
screen.blit(self.image, self.position)
def update(self):
self.position = (self.position[0] + self.direction[0],self.position[1] + self.direction[1])
self.rect = (self.position[0],self.position[1],5, 5 )
self.positionslist.append(self.position)
if self.position[0]< 0 :
self.position = (WIDTH,self.position[1])
elif self.position[0] > WIDTH:
self.position = (0,self.position[1])
elif self.position[1] > HEIGHT:
self.position = (self.position[0],0)
elif self.position[1] < 0 :
self.position = (self.position[0],HEIGHT)
class Food:
def __init__(self):
self.image = pygame.image.load("appel.png")
self.rect = self.image.get_rect()
apple_width = -self.image.get_width()
apple_height = -self.image.get_height()
self.position = (randint(0,WIDTH+apple_width-50),randint(0,HEIGHT+apple_height-50))
self.rect.x = self.position[0]
self.rect.y = self.position[1]
def draw_appel(self,screen):
screen.blit(self.image, self.position)
def eat_appel (self, snake):
if self.rect.colliderect(snake.rect) == True:
self.position = (randint(0,WIDTH),randint(0,HEIGHT))
self.rect.x = self.position[0]
self.rect.y = self.position[1]
snake.length += 1
def main():
game_over = False
while not game_over:
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
snake = Snake()
food = Food()
while True:
screen.fill(BACKGROUND)
font = pygame.font.Font('freesansbold.ttf', 12)
text = font.render(str(snake.length), True, red, white)
textRect = text.get_rect()
textRect.center = (387, 292)
screen.blit(text,textRect)
snake.update()
#snake.update_list()
snake.draw_snake(screen)
food.draw_appel(screen)
food.eat_appel(snake)
pygame.display.flip()
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
snake.direction = [0,1]
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
snake.direction = [1,0]
if event.key == pygame.K_LEFT:
snake.direction = [-1,0]
if event.key == pygame.K_UP:
snake.direction = [0,-1]
if event.key == pygame.K_DOWN:
snake.direction = [0,1]
if __name__ == "__main__":
main()
This can have multiple reasons. Firstly, I saw you tried to increase the length of the snake by typing snake.length += 1, which may work (probably won't because the module pygame allows the snake to hover around, but not like the loop or conditional statements). One of my tips would be, to increase the length of the snake by using the idea of adding the score with your present snake.length every time (because once your score is 1 by eating an apple, your snake.length would be 2. And it increases with the score). This is my code (a few modifications might be needed):
import pygame
import time
import random
pygame.init()
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
orange = (255, 165, 0)
width, height = 600, 400
game_display = pygame.display.set_mode((width, height))
pygame.display.set_caption("Snake Mania")
clock = pygame.time.Clock()
snake_size = 10
snake_speed = 15
message_font = pygame.font.SysFont('ubuntu', 30)
score_font = pygame.font.SysFont('ubuntu', 25)
def print_score(score):
text = score_font.render("Score: " + str(score), True, orange)
game_display.blit(text, [0,0])
def draw_snake(snake_size, snake_pixels):
for pixel in snake_pixels:
pygame.draw.rect(game_display, white, [pixel[0], pixel[1], snake_size, snake_size])
def run_game():
game_over = False
game_close = False
x = width / 2
y = height / 2
x_speed = 0
y_speed = 0
snake_pixels = []
snake_length = 1
target_x = round(random.randrange(0, width - snake_size) / 10.0) * 10.0
target_y = round(random.randrange(0, height - snake_size) / 10.0) * 10.0
while not game_over:
while game_close:
game_display.fill(black)
game_over_message = message_font.render("Game Over!", True, red)
game_display.blit(game_over_message, [width / 3, height / 3])
print_score(snake_length - 1)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
game_over = True
game_close = False
if event.key == pygame.K_2:
run_game()
if event.type == pygame.QUIT:
game_over = True
game_close = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_speed = -snake_size
y_speed = 0
if event.key == pygame.K_RIGHT:
x_speed = snake_size
y_speed = 0
if event.key == pygame.K_UP:
x_speed = 0
y_speed = -snake_size
if event.key == pygame.K_DOWN:
x_speed = 0
y_speed = snake_size
if x >= width or x < 0 or y >= height or y < 0:
game_close = True
x += x_speed
y += y_speed
game_display.fill(black)
pygame.draw.rect(game_display, orange, [target_x, target_y, snake_size, snake_size])
snake_pixels.append([x, y])
if len(snake_pixels) > snake_length:
del snake_pixels[0]
for pixel in snake_pixels[:-1]:
if pixel == [x, y]:
game_close = True
draw_snake(snake_size, snake_pixels)
print_score(snake_length - 1)
pygame.display.update()
if x == target_x and y == target_y:
target_x = round(random.randrange(0, width - snake_size) / 10.0) * 10.0
target_y = round(random.randrange(0, height - snake_size) / 10.0) * 10.0
snake_length += 1
clock.tick(snake_speed)
pygame.quit()
quit()
run_game()
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.
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.