All of spritesheet being displayed onto screen - python

I have a problem with my game which isn't a bug but a problem. I am using spritesheets to make my game and using a for loop to call my Platform class automaticaly. However when I try to call the the platform class it just displays the whole spritesheet. There may be an error in the class platform or level_1 but I am not sure what it is. Please can you help me if you have pygame.
An image of what is happening
import pygame
# Colours + Global constants
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
RANDOM = (12, 211, 123)
WIDTH = 800
HEIGHT = 600
SIZE = (WIDTH, HEIGHT)
# CLASSES
# Block is the common platform
Platform class:
class Platform(pygame.sprite.Sprite):
def __init__(self, display, x_screen, y_screen, x_sheet, y_sheet, height, length):
super().__init__()
self.image = pygame.image.load("tiles_spritesheet.png")
self.rect = self.image.get_rect()
display.blit(self.image, (x_screen, y_screen), (x_sheet, y_sheet, height, length))
Level_1 class:
class Level01(Level):
def __init__(self, player1, monster, display):
# Initialise level1
super().__init__()
# Level01 things
block = Block(WIDTH*3, 3, BLACK)
Level.all_things = self.all_things
self.sprites.add(player1, monster)
self.platforms.add(block)
self.all_things.add(player1, block, monster)
theLevel = [[1, HEIGHT, 0, 0],
[1, HEIGHT, WIDTH*3, 0]]
level = [[600, 400, 710, 0, 70, 70]]
for platform in theLevel:
block = Block(platform[0], platform[1], RED)
block.rect.x = platform[2]
block.rect.y = platform[3]
self.platforms.add(block)
self.all_things.add(block)
for goodPlatform in level:
platform = Platform(display, goodPlatform[0], goodPlatform[1], goodPlatform[2], goodPlatform[3], goodPlatform[4], goodPlatform[5])
self.platforms.add(platform)
self.all_things.add(platform)
main:
def main():
# Init pygame
pygame.init()
# Set screen
background = pygame.image.load("background.jpg")
backgroundRect = background.get_rect()
display = pygame.display.set_mode(background.get_size())
# Creating FPS thingy
clock = pygame.time.Clock()
# Making levels + Player
monster = Monster(30, 30, RANDOM)
player = Player()
level_1 = Level01(player, monster, display)
# Choosing level
levelList = []
levelList.append(level_1)
currentLevelNumber = 0
currentLevel = levelList[currentLevelNumber]
y_speed = -5
# Game loop
loop = True
while loop == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.move_right()
if event.key == pygame.K_LEFT:
player.move_left()
if event.key == pygame.K_UP:
player.move_up(currentLevel.platforms)
if event.key == pygame.KMOD_LSHIFT and event.key == pygame.K_RIGHT:
player.sprint()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.sprite_x_change < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.sprite_x_change > 0:
player.stop()
if event.key == pygame.KMOD_LSHIFT:
player.sprite_x_change -= 10
# Update things
#monster.jump()
if player.rect.x > 400:
player.rect.x = 400
currentLevel.scroll_x(-10)
if player.rect.x >= WIDTH:
player.rect.x = WIDTH
currentLevel.scroll(0)
if player.rect.y >= HEIGHT:
main()
if player.sprite_x_change < 0 and player.rect.x >= 120:
currentLevel.scroll_x(0)
if currentLevel.shift_x >= WIDTH *3 - 400:
currentLevel.scroll_x(0)
sprite_x_change = 0
if player.rect.left <= 120 and player.sprite_x_change < 0:
player.rect.x = 120
player.rect.left = 120
currentLevel.scroll_x(10)
'''
if player.rect.y <= 300:
if player.standing == False and player.sprite_y_change < 0:
currentLevel.scroll_y(10)
if currentLevel.shift_y > 0:
y_speed = -4
if player.standing == True and player.rect.y < 300:
y_speed = 4
print(currentLevel.shift_y)
currentLevel.scroll_y(y_speed)
'''
display.blit(background, backgroundRect)
currentLevel.drawer(display)
# Refresh screen
player.updater(currentLevel.platforms)
clock.tick(30)
pygame.display.update()
pygame.quit()
loop = False
if __name__ == "__main__":
main()

Group use self.image and self.rect to blit element so
create subsurface using pygame.Surface.subsurface and (x_sheet, y_sheet, height, length) - and assign to self.image
assign (x_screen, y_screen, height, length) to self.rect
.
class Platform(pygame.sprite.Sprite):
def __init__(self, display, x_screen, y_screen, x_sheet, y_sheet, height, length):
super().__init__()
self.tiles = pygame.image.load("tiles_spritesheet.png")
self.image = self.tiles.subsurface(pygame.Rect(x_sheet, y_sheet, height, length))
self.rect = self.image.get_rect(x=x_screen, y=y_screen)
#display.blit(self.image, self.rect)

Related

Python Snake doesn't grow [duplicate]

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()

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.

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)
...

How to make Top-Down Racing game background move in opposite direction of car

i am making a top down car racing game as project (i'm new to python) and i want to know how to make the track (that i have made a background) move, so that when the user's car is moving, the track is essentially moving in the opposite direction so it looks like you are progressing through the course of the circuit. (The camera is focused on the user's car)
Thanks
import math
import random
import pygame
pygame.mixer.pre_init(44100,16,2,4096)
pygame.init()
screen = pygame.display.set_mode((1280, 800))
rect = screen.get_rect()
clock = pygame.time.Clock()
#music
pygame.mixer.music.load("Wice.mp3")
pygame.mixer.music.set_volume(0.5)
pygame.mixer.music.play(-1)
WHITE = pygame.Color('white')
VEHICLE1 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE1.fill((130, 180, 20))
#blitting car onto 'rectangle car'
VEHICLE1 = pygame.image.load("YellowLambo.png")
screen.blit(VEHICLE1,(0,0))
pygame.display.update()
VEHICLE2 = pygame.Surface((40, 70), pygame.SRCALPHA)
VEHICLE2.fill((200, 120, 20))
#blitting computer's car
VEHICLE2 = pygame.image.load("RedLambo.png")
screen.blit(VEHICLE2,(0,0))
pygame.display.update()
BACKGROUND = pygame.Surface((1280, 800))
BACKGROUND.fill((127, 69, 2))
BACKGROUND = pygame.image.load("track.png").convert()
screen.blit(BACKGROUND,(0,0))
pygame.display.update()
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class VehicleSprite(Entity):
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 2
ACCELERATION = 0.05
TURN_SPEED = 0.000000000001
def __init__(self, image, position):
Entity.__init__(self)
self.src_image = image
self.image = image
self.rect = self.image.get_rect(center=position)
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, time):
# SIMULATION
self.speed += self.k_up + self.k_down
# To clamp the speed.
self.speed = max(-self.MAX_REVERSE_SPEED,
min(self.speed, self.MAX_FORWARD_SPEED))
# Degrees sprite is facing (direction)
self.direction += (self.k_right + self.k_left)
rad = math.radians(self.direction)
self.velocity.x = -self.speed*math.sin(rad)
self.velocity.y = -self.speed*math.cos(rad)
self.position += self.velocity
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect(center=self.position)
class Background(pygame.sprite.Sprite):
def __init__(self, image, location):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=location)
def game_loop():
background = Background(BACKGROUND, [0, 0])
bike = VehicleSprite(VEHICLE1, rect.center)
ball = VehicleSprite(VEHICLE2, rect.center)
bike_group = pygame.sprite.Group(bike)
ball_group = pygame.sprite.Group(ball)
all_sprites = pygame.sprite.Group(bike_group, ball_group)
camera = pygame.math.Vector2(0, 0)
done = False
while not done:
time = clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
# Bike Input (Player 1)
if event.key == pygame.K_d:
bike.k_right = -5
elif event.key == pygame.K_a:
bike.k_left = 5
elif event.key == pygame.K_w:
bike.k_up = 2
elif event.key == pygame.K_s:
bike.k_down = -2
elif event.key == pygame.K_ESCAPE:
done = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_d:
bike.k_right = 0
elif event.key == pygame.K_a:
bike.k_left = 0
elif event.key == pygame.K_w:
bike.k_up = 0
elif event.key == pygame.K_s:
bike.k_down = 0
camera -= bike.velocity
all_sprites.update(time)
screen.fill(WHITE)
screen.blit(background.image, background.rect)
for sprite in all_sprites:
screen.blit(sprite.image, sprite.rect.topleft+camera)
pygame.display.flip()
game_loop()
pygame.quit()
Just add the camera vector to the background.rect.topleft position as well:
screen.blit(background.image, background.rect.topleft+camera)

Pygame why isn't my collision working?

I am trying to detect when two of my sprites collide. The first thing I did was create a rectangle around my player (called player.img) then another around the trees that I want to detect (called background.treesrect). I set the coordinates of the players rectangle equal to the coordinates that update when the player moves by the user pressing keys but the players rectangle doesnt move. Then I used the sprite.colliderect(sprite) function to detect if they collide and it doesnt detect. Can someone show my why my player rectangle isnt updating and anything else that may be wrong?
EDIT I just figured out the collision by putting the function that draws the rectangle into the game loop instead of the player class but I ran into another weird problem. The rectangle moves faster than the player sprite for some reason and I cant figure out how to make the player sprite on top of the background and not show the player rectangle.
import pygame
import sys
from pygame.locals import *
#starts the program
pygame.init()
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
blue = (0, 0, 255)
green = (0, 255, 0)
yellow = (255, 255, 153)
#creates a window of 800x600
setDisplay = pygame.display.set_mode((800, 600))
pygame.display.set_caption('Menu')
img = pygame.image.load('C:\\Users\\Ben\\Documents\\sprite.png')
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.img = pygame.image.load('C:\\Users\\Ben\\Documents\\sprite.png').convert()
self.imgx = 10
self.imgy = 10
self.setDisplay = pygame.display.get_surface()
self.x = self.imgx
self.y = self.imgy
self.rect = pygame.draw.rect(setDisplay, pygame.Color(0, 0, 255), pygame.Rect(self.x, self.y, 32, 32))
def draw(self):
self.setDisplay.blit(self.img)
def load(self, filename):
self.img = pygame.image.load('C:\\Users\\Ben\\Documents\\sprite.png').convert_alpha()
class Background(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.img = pygame.image.load('C:\\Users\\Ben\\Documents\\background.png').convert()
self.img2 = pygame.image.load('C:\\Users\\Ben\\Documents\\trees1.png').convert()
self.treesx = 0
self.treesy = 70
self.treesrect = pygame.draw.rect(setDisplay, pygame.Color(0, 0, 255),pygame.Rect(self.treesx, self.treesy, 376, 100))
def draw(self):
self.setDisplay.blit(self.img)
self.setDisplay.blit(self.img2)
def load(self, filename):
self.img = pygame.image.load('C:\\Users\\Ben\\Documents\\background.png').convert_alpha()
self.img2 = pygame.image.load('C:\\Users\\Ben\\Documents\\trees1.png').convert_alpha()
def detectCollision(sprite1, sprite2):
if sprite1.colliderect(sprite2):
print("worked")
player = Player()
background = Background()
def gameLoop():
imgx = 10
imgy = 10
lead_x_change = 0
lead_y_change = 0
move_variable = 5
while True:
pygame.display.flip()
for event in pygame.event.get():
#print (event)
if event.type == QUIT:
pygame.quit()
sys.exit()
setDisplay.blit(background.img, [0, 0])
setDisplay.blit(background.img2, [0, 0])
setDisplay.blit(player.img, [player.imgx, player.imgy])
if player.rect.colliderect(background.treesrect):
print("collided")
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
lead_x_change = -move_variable
player.x -= 10
elif event.key == pygame.K_UP:
lead_y_change = -move_variable
elif event.key == pygame.K_RIGHT:
player.imgx += 10
player.x += 10
elif event.key == pygame.K_DOWN:
lead_y_change = move_variable
player.y += 10
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
lead_x_change = 0
elif event.key == pygame.K_UP:
lead_y_change = 0
elif event.key == pygame.K_RIGHT:
lead_x_change = 0
elif event.key == pygame.K_DOWN:
lead_y_change = 0
print(player.x, player.y)
player.imgx += lead_x_change
player.imgy += lead_y_change
pygame.display.flip()
pygame.display.update()
gameLoop()
#start (0, 71)
#length (376, 71)
#width (0, 168)
I think this may be due to the fact that, in the class Player, self.rect isn't right. Instead try:
self.rect = self.img.get_rect()
also, in your main loop, why are you blit-ing stuff in the event for loop?
Only put the key presses in for event in pygame.event.get()
There are other things that are very wrong in the code.
May I recommend this excellent tutorial for making games with sprites in pygame.

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