So I'm trying to figure out how to make a bullet class move from character to mouse click and if it hits a monster it will do damage to a monster. I've figured out how to calculate the mouse position and character position. It has been a while since ive been in a math class.
i'm using pygame, python 3.4
A possible solution could be to find the slope of the line between the point of origin(where you are shooting the bullet from) and the location of the mouse click. If you are storing the bullet's x and y values you can then use the slope to change those values every clock tick depending on the speed of the bullet or however you've got it working.
Ex. If the slope of the line is 2/5, every tick you change the bullet's y by 2 and the bullet's x by 5.
I think this may work, or at least may be close to what you are looking for.
Related
Say I had a turtle moving forward until it touches black, and if it does, it turns by 90 degrees. How would I go about programming this in python? How can I make turtle check for a certain color?
I don't believe python-turtle has color detection, instead another way you can try is to stop and turn 90 degrees when the turtle has moved forward for a certain amount.
Similar stackoverflow question:
("Is there a way to check if turtle is touching a color?")
I am making a scrolling background type of game, kind of like Mario. I have a character that walks on the ground and can go left or right, and I want to introduce a flying eyeball that is suspended in the sky that follows the character's movements. I have an eyeball png (the eye of chuthulhu from Terraria). All I want it to do is rotate based on where the character is, and seem to stare at it (the next step is to have it shoot lasers at the character). How would I do this? Thanks in advance.
You could use the PyGame function pygame.transform.rotate() or pygame.transform.rotozoom() to pre-create rotated versions of your eyeball.
It sounds like the eyeball will pass over the top of the player when the player changes walking directions (since it's always following). So simply comparing the difference in sideways-position between the player and the eyeball should be enough to determine which of the pre-rotated eyeball images to choose.
If the eyeball's X co-ordinate is a long way from the player, then a slight angle is needed. As the player gets closer to having the eyeball above them, the angle should change to the point where the eye is looking straight down. This corresponds to the difference between the eyeball-X and player-X being small (tending towards zero).
Maybe even a simple mapping table between X-difference and sprite-image would be enough.
Im fairly new to python. I creating a game similar to asteroids, and so far I've gotten the spaceship to move around with the arrow keys. can someone explain what i would do to make the spaceship rotate in the direction its moving? thanks in advance!
Each of your sprites should have velocity attributes. If your velocity is negative, turn one way. If your velocity is positive, turn the other. Because velocity indicates the direction of movement, this can be used to determine angular direction.
To rotate your ship's image you could use pygame.transform.rotate(). Just pass in negative numbers to rotate clockwise and positive to rotate counter-clockwise. As far as the rotating mechanic itself, it can simply be a variable that changes as the player turns. For example: every time the player hits the button to turn right, the rotation variable decreases by 5. Then simply feed that rotation variable into pygame's rotate function.
Edit: As far as figuring out how to manage handling sprite rotation in conjunction with movement, I'd suggest reading the following: PYGAME making a sprite move in the direction it is facing
Thanks for taking the time to read this.
Right now I'm making a really basic tile based game. The map is a large amount of 16x16 tiles, and the character image is 16x16 as well. My character has its own class that is an extension of the sprite class, and the x and y position is saved in terms of the tile position.
To note I am fairly inexperienced with pygame.
My question is, I am planning to have character movement restricted to one tile at a time, and I'm not sure how to make it so that, even if the player hits the directional key dozens of time quickly, (WASD or arrow keys) it will only move from tile to tile at a certain speed. How could I implement this generally with pygame? (Similar to game movement of like Pokemon or NexusTk). One movement would result in a player being in a tile. They couldn't stop halfway between tiles for example.
Thanks for your time! Ryan
You store your characters location as a grid coordinate. So if he's at (2,0) he is rendered at (32,0). The game then animates him moving between tiles, but, he's either on one or the other. While in the move state, you render an (x,y) offset between 0 to tilewidth.
It sounds like you want one move per keypress, if time elapsed / animation has completed. So:
On keypress, toggle to: animating state
Set destination tile coordinate
draw offset, between 0 and tilewidth, depending on time elapsed. offset = (elapsed_ms / 1000.) * tile_w would scale between 0 to 16 if time is less<= 1 second.
Once time elapsed is >= animation length (I chose 1000. above), switch to stationary state.
If keypress happens while in animation state, ignore it.
Pygame example: using numpy for map array.
I'm currently making a 2D side-scrolling run'n'jump platform game in PyGame. Most of the stuff is working OK and very well in fact - I am exploiting the fast pyGame Sprite objects & groups.
What I'm interested to know is how people usually deal with Rects for scrolling games. I obviously have a level that is much bigger than visible area, and the player, enemies, bullets etc each have their own (x,y) coordinates which describe where they are in the level.
But now, since we use the "spriteGroup.draw(surface)" call, it will not display them in the right spot unless each objects Rects have been adjusted so that the right part displays on the screen. In other words, everytime a player/enemy/bullet/whatever else is updated, the Camera information needs to be passed, so that their Rect can be updated.
Is this the best method to use? It works but I don't really like passing the camera information to every single object at every update to offset the Rects.
Obviously the ideal method (I think) is to use Rects with "real" coordinates, blit everything to a buffer as big as the level, and then just blit the visible part to the screen, but in practice that slows the game down A LOT.
Any comments/insight would be appreciated.
Thanks
You could extend de Sprite.Group so it recives the camera information.
Then do one of these options:
A. Override the update method so it updates the on-screen coordinates of every sprite.
B. Override the draw method so it updates the on-screen coordinates of every sprite and then calls its parent draw method.
I think A it's easier and cleaner.
I don't really like passing the camera information to every single
object at every update to offset the Rects.
Camera may be global, or, a member of a global Game() class instance. Then your sprite class's draw method doesn't need an argument.
You can override draw yourself, so it does:
dest = game.camera.topleft + self.rect.topleft
screen.blit( self.surface, dest )
This keeps the bullet's rect in world-coordinates, yet blits using screen-coordinates.
One method I found is to keep track of a scrollx and a scrolly. Then, just add scrollx and scroll y to the coordinates when you move the rectangles.
You can have a 2 variables level_landlevel_d which see where you are in the level, Then check which sprites are in the visible area
level_d+height and level_l+width,
and draw them on the screen.
The simple way to do it is like that:
Create a CameraX and CameraY variables, and when you blit objects on the screen use this:
blit(surface, (x -CameraX, y -CameraY))
any object that gets affected by the camera should be drawn like that, but keep in mind that there are objects that you may want to remain uneffected (like health bars or status windows)
just keep in mind everytime you want to move camera do this
#Move Camera Right
CameraX += 10
#Move Camera Left
CameraX -= 10
#Move Camera Down
CameraY += 10
#Move Camera Up
CameraY -= 10
Just keep in mind that if they get negative values they may not work correctly, also you must probably define some limits (you dont want your camera to move over the limits of your map