I have a piece of code that is supposed to place 1000 squares on screen, none overlapping.
But when I run it, I just get a bunch of squares where some of them ARE overlapping, any idea where I went wrong?
import time, pygame, ctypes, random
class Block(pygame.sprite.Sprite):
def __init__(self, color, width, height):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
white = (255,255,255)
black = (0, 0, 0)
user32 = ctypes.windll.user32
sw = user32.GetSystemMetrics(0)
sh = user32.GetSystemMetrics(1)
Bloqs = {}
#Bloq atributes: Position (upper left), Size, Color, Genetics
pygame.init()
all_sprites_list = pygame.sprite.Group()
def Collision(bloq):
global all_sprites_list
hit = pygame.sprite.spritecollide(bloq, all_sprites_list, True)
if len(hit) == 0:
return False
if len(hit) > 0:
return True
def InitializeSim():
global Bloqs
global white
global black
global sw
global sh
global all_sprites_list
size = sw, sh
screen = pygame.display.set_mode(size, pygame.FULLSCREEN )
screen.fill(white)
count = 0
while count < 1000:
size = 10
pos = random.seed()
posx = random.randint(0, sw-size)
posy = random.randint(0, sh-size)
#pygame.draw.rect(screen, color, (x,y,width,height), thickness)
CurrentBloq = "bloq" + str(count)
Bloqs[CurrentBloq]={}
Bloqs[CurrentBloq]["position"] = (sw, sh)
bloq = Block(black, size, size)
bloq.rect.x = posx
bloq.rect.y = posy
Bloqs[CurrentBloq]["sprite"] = bloq
all_sprites_list.add(bloq)
all_sprites_list.draw(screen)
pygame.display.update()
while Collision(bloq) == True:
all_sprites_list.remove(bloq)
posx = random.randint(0, sw-size)
posy = random.randint(0, sh-size)
bloq.rect.x = posx
bloq.rect.y = posy
all_sprites_list.add(bloq)
all_sprites_list.draw(screen)
pygame.display.update()
count += 1
InitializeSim()
time.sleep(5)
pygame.quit()
Your code seems pretty complex for what you are trying to do...
approach it as a whole however feels natural for you, but when generating the blocks, I would follow something more along the lines of:
for i in range(numberofblocksyouwant):
while true:
create a block at a random x,y pos
if block collides with any existing blocks:
remove the block you just created
else:
break
For every block you want, this approach would keep recreating each block until it picks a random x,y that does not end up colliding with any other blocks.
However, if your blocks fill up the screen and make doing this impossible, the nested while loop will never end.
Hope that helps, let me know if that doesn't make sense.
To build upon Max's answer:
You would probably want a system to abort if there are to many iterations without success.
I would write it:
for i in range(numberofblocksyouwant):
while true:
numberofattempts = 0
create a block at a random x,y pos
if block collides with any existing blocks:
remove the block you just created
numberofattempts += 1
if numberofattempts > 1000:
return "took too many attempts"
else:
break
Related
This question is really difficult to ask, but I know you guys here at Stack Overflow are the brightest minds.
I'm totally blinded by why this issue happens (I'm fairly at Python and Pygame, so any suggestions on how to improve the code will be received with the love of improving my skills).
What I'm creating:
It's really a gimmick project, I have a little 2.5" screen (PiTFT) attached to a Raspberry Pi and the code is creating a typewriter effect with a moving cursor in front of the text as it's being written.
Challenge 1 was that every time you move a sprite in pygame, you must redraw everything, otherwise you will see a trail, and since the cursor is moving in front of the text, the result would look like this:
I managed to solve this issue by blackening / clearing the screen. But then I lost all the previously written letters.
So I created a list (entireword), which I'm populing with all the previously written characters. I use this list every time I cycle through the loop to redraw all the previous written text.
So now:
As you can see, the text looks funny.
It's supposed to read:
[i] Initializing ...
[i] Entering ghost mode ... []
I've been spending hours and hours getting to this point - and the code ALMOST works perfectly! The magic happens in the function print_screen(), but WHAT in my code is causing the text to include a letter from the other line in the end? :>
Help is GREATLY appreciated <3
Here's the entire code:
import pygame
import time
import os
import sys
from time import sleep
from pygame.locals import *
positionx = 10
positiony = 10
entireword = []
entireword_pos = 10
counter = 0
entire_newline = False
#Sets the width and height of the screen
WIDTH = 320
HEIGHT = 240
speed = 0.05
#Importing the external screen
os.putenv('SDL_FBDEV', '/dev/fb1')
os.putenv('SDL_MOUSEDRV', 'TSLIB')
os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
#Initializes the screen - Careful: all pygame commands must come after the init
pygame.init()
#Sets mouse cursor visibility
pygame.mouse.set_visible(False)
#Sets the screen note: must be after pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
# initialize font; must be called after 'pygame.init()' to avoid 'Font not Initialized' error
myfont = pygame.font.SysFont("monospace", 18)
#Class
class cursors(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill((0,255,0))
self.rect = self.image.get_rect()
self.rect.center = (positionx + 10, positiony + 10)
def update(self):
self.rect.x = positionx + 10
self.rect.y = positiony
#Functions
#Prints to the screen
def print_screen(words, speed):
rel_speed = speed
for char in words:
#speed of writing
if char == ".":
sleep(0.3)
else:
sleep(rel_speed)
#re-renders previous written letters
global entireword
# Old Typewriter functionality - Changes position of cursor and text a newline
#Makes sure the previous letters are rendered and not lost
#xx is a delimter so the program can see when to make a newline and ofcourse ignore writing the delimiter
entireword.append(char)
if counter > 0:
loopcount = 1
linecount = 0 # This is to which line we are on
for prev in entireword:
if prev == 'xx':
global linecount
global positiony
global loopcount
linecount = linecount + 1
positiony = 17 * linecount
loopcount = 1
if prev != 'xx': #ignore writing the delimiter
pchar = myfont.render(prev, 1, (255,255,0))
screen.blit(pchar, (loopcount * 10, positiony))
loopcount = loopcount + 1
if char != 'xx':
# render text
letter = myfont.render(char, 1, (255,255,0))
#blits the latest letter to the screen
screen.blit(letter, (positionx, positiony))
# Appends xx as a delimiter to indicate a new line
if entire_newline == True:
entireword.append('xx')
global entire_newline
entire_newline = False
global positionx
positionx = positionx + 10
all_sprites.update()
all_sprites.draw(screen)
pygame.display.flip()
screen.fill((0,0,0)) # blackens / clears the screen
global counter
counter = counter + 1
#Positions cursor at new line
def newline():
global positionx
global positiony
positionx = 10
positiony = positiony + 17
all_sprites = pygame.sprite.Group()
cursor = cursors()
all_sprites.add(cursor)
#Main loop
running = True
while running:
global speed
global entire_newline
words = "[i] Initializing ..."
entire_newline = True
newline()
print_screen(words,speed)
words = "[i] Entering ghost mode ..."
entire_newline = True
newline()
print_screen(words,speed)
#Stops the endless loop if False
running = False
sleep(10)
Sorry if I don't answer your question directly, because your code is too confusing for me now, so I took the liberty to rewrite your code to get done what you want.
The idea is to have two sprites:
the cursor, which is a) displayed on the screen and b) keeps track of what text to write and where
the board, which is basically just a surface that the text is rendered on
Note how all the writing logic is on the Cursor class, and we have a nice, simple and dumb main loop.
import pygame
import os
#Sets the width and height of the screen
WIDTH = 320
HEIGHT = 240
#Importing the external screen
os.putenv('SDL_FBDEV', '/dev/fb1')
os.putenv('SDL_MOUSEDRV', 'TSLIB')
os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
#Initializes the screen - Careful: all pygame commands must come after the init
pygame.init()
clock = pygame.time.Clock()
#Sets mouse cursor visibility
pygame.mouse.set_visible(False)
#Sets the screen note: must be after pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
class Board(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((WIDTH, HEIGHT))
self.image.fill((13,13,13))
self.image.set_colorkey((13,13,13))
self.rect = self.image.get_rect()
self.font = pygame.font.SysFont("monospace", 18)
def add(self, letter, pos):
s = self.font.render(letter, 1, (255, 255, 0))
self.image.blit(s, pos)
class Cursor(pygame.sprite.Sprite):
def __init__(self, board):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill((0,255,0))
self.text_height = 17
self.text_width = 10
self.rect = self.image.get_rect(topleft=(self.text_width, self.text_height))
self.board = board
self.text = ''
self.cooldown = 0
self.cooldowns = {'.': 12,
'[': 18,
']': 18,
' ': 5,
'\n': 30}
def write(self, text):
self.text = list(text)
def update(self):
if not self.cooldown and self.text:
letter = self.text.pop(0)
if letter == '\n':
self.rect.move_ip((0, self.text_height))
self.rect.x = self.text_width
else:
self.board.add(letter, self.rect.topleft)
self.rect.move_ip((self.text_width, 0))
self.cooldown = self.cooldowns.get(letter, 8)
if self.cooldown:
self.cooldown -= 1
all_sprites = pygame.sprite.Group()
board = Board()
cursor = Cursor(board)
all_sprites.add(cursor, board)
text = """[i] Initializing ...
[i] Entering ghost mode ...
done ...
"""
cursor.write(text)
#Main loop
running = True
while running:
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
all_sprites.update()
screen.fill((0, 0, 0))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
Use the pygame.event module. Use pygame.time.set_timer() to repeatedly create a USEREVENT in the event queue. The time has to be set in milliseconds. e.g.:
typewriter_event = pygame.USEREVENT+1
pygame.time.set_timer(typewriter_event, 100)
Add a new letter to the text, when the timer event occurs:
while run:
for event in pygame.event.get():
# [...]
if event.type == typewriter_event:
text_len += 1
See also Typewriter
Minimal example:
repl.it/#Rabbid76/PyGame-Typewriter
import pygame
pygame.init()
window = pygame.display.set_mode((500, 150))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
background = pygame.Surface(window.get_size())
ts, w, h, c1, c2 = 50, *window.get_size(), (32, 32, 32), (64, 64, 64)
tiles = [((x*ts, y*ts, ts, ts), c1 if (x+y) % 2 == 0 else c2) for x in range((w+ts-1)//ts) for y in range((h+ts-1)//ts)]
for rect, color in tiles:
pygame.draw.rect(background, color, rect)
text = 'Hello World'
text_len = 0
typewriter_event = pygame.USEREVENT+1
pygame.time.set_timer(typewriter_event, 100)
text_surf = None
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == typewriter_event:
text_len += 1
if text_len > len(text):
text_len = 0
text_surf = None if text_len == 0 else font.render(text[:text_len], True, (255, 255, 128))
window.blit(background, (0, 0))
if text_surf:
window.blit(text_surf, text_surf.get_rect(midleft = window.get_rect().midleft).move(40, 0))
pygame.display.flip()
pygame.quit()
exit()
I would like individual cars to drive across the screen from left to right with a certain time interval.It should be an endless loop. It is ended by program end
With my code, they all start at the same time. In addition, rect.y changes from the default value 300 to 0.
import pygame
import random
WIDTH = 800
HEIGHT = 600
FPS = 30
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
class Car(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.images = []
for i in range(5):
img = pygame.image.load(f"Bilder/Gegenstaende/quer_auto_{i}.png")
self.images.append(img)
self.image = self.images[random.randrange(0, 5)]
self.rect = self.image.get_rect()
self.rect.x = 100
self.rect.y = 300
self.last = pygame.time.get_ticks()
self.delay = 5000
def update(self):
self.rect.x += 5
current = pygame.time.get_ticks()
if current - self.last > self.delay:
self.last = current
self.image = self.images[random.randrange(0, 5)]
self.rect = self.image.get_rect()
self.rect.x = 100
background = pygame.image.load("Bilder/starfield.png")
background_rect = background.get_rect()
cars = pygame.sprite.Group()
for i in range(3):
m = Car()
cars.add(m)
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
cars.update()
screen.fill((250,250,250))
screen.blit(background,background_rect)
cars.draw(screen)
pygame.display.flip()
pygame.quit()
(Assuming you want these cars to be robots) First create variable and lets name them car_move_right and car_move_left . If you want the car to move towards the right at the beginning of the game, set the car_move_right to True and the other variable to False, and vice versa. Then in the main loop, add an if statement like this:
(Taking carX to be X-coordinate of car)
if car_move_right:
carX += ai_move_speed
if carX == WINDOWWIDTH or carX > WINDOWWIDTH:
car_move_right = False
car_move_left = True
if car_move_left:
carX -= ai_move_speed
if carX == 0 or carX < 0:
car_move_left = False
car_move_right = True
Please note: I had written this code for robot movement which also included going up and down. Not the cleanest and best, but I think it would work for you.
rect.y changes to 0 because you reset the rect, and default rect's x and y values are 0.
if current - self.last > self.delay:
self.last = current
self.image = self.images[random.randrange(0, 5)]
self.rect = self.image.get_rect() ##<--- here
self.rect.x = 100
Also you should consider storing your car's position in a python variable, since self.rect.x can only store integers.
For the timer thing, you should move your update function outside of your car class since it does not have any information about other cars and it needs it.
Here is an example implementation.
import pygame
WIDTH = 800
HEIGHT = 600
FPS = 30
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
class Car(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 50)).convert()
self.rect = self.image.get_rect()
self.rect.x = 100
self.rect.y = 300
def finished(self):
return self.rect.x >= WIDTH - self.rect.width
class Driver:
def __init__(self, cars):
self.cars = cars
self.currentCar = 0
self.delay = 1000
self.current = pygame.time.get_ticks()
self.last = pygame.time.get_ticks()
self.timePassed = False
def updateCar(self, car):
if self.timePassed:
car.rect.x += 1 #5
def runTimer(self):
self.current = pygame.time.get_ticks()
self.timePassed = False
if self.current - self.last > self.delay:
self.timePassed = True
def Run(self):
self.runTimer()
car = self.cars.sprites()[self.currentCar]
if not car.finished():
self.updateCar(car)
else:
self.current = pygame.time.get_ticks()
self.last = pygame.time.get_ticks()
self.currentCar += 1
def allFinished(self):
return self.currentCar >= len(self.cars)
cars = pygame.sprite.Group()
for i in range(3):
m = Car()
cars.add(m)
driver = Driver(cars)
while True:
if not driver.allFinished():
driver.Run()
#btw, no need to fill if you have background image the size of window
screen.fill((250,250,250))
#screen.blit(background,background_rect)
cars.draw(screen)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
Create 10 car classes. Give them a different name, like car1, car2, etc.
Let's focus on car1 for now. Let car1X represent the x-coordinate of car1.
Now for the speed of movement. If you want each car to have the same speed, just create a variable named ai_move_speed. Now, if you want the speed to differ, then instead of ai_move_speed, make 10 variables and name these variables as ai1_move_speed, ai2_move_speed, etc. For now, set these variables to an integer value of 2.
For the movement of left to right, create a variable called car1_move_right and set it to True.
As each car will go from left to right, then die, We can simply add this code to our main loop :
if car1_move_right:
car1X += ai_move_speed
Now once the game is run, car1 will go from its x-coordinate towards the left side. Repeat this process for the other cars.
But if you want the cars to go back to their original position if they go out of the boundary or die, then just add this line of code at the end of the above code:
if carX == 800:
carX = 100
Now so far we fixed movement. Now if you want the cars to start 1 after the other, delete the entire code from before. Now you can customize when a car starts. For car1 let's simply create a variable and call this variable c1_time. Set it to 5000 for now. Now I want to introduce you to a pygame function called pygame.time.get_ticks(). It gets the number of milliseconds since pygame.init() has been called in milliseconds. Remember the c1_time? We set it to an integer value of 5000 because 1000 milliseconds is 1 second, so car1 will start moving after 5 seconds after the interpreter reads pygame.init().
Now create this variable : time_init and store this code inside it : pygame.time.get_ticks(). After that create an if statement as so :
if car1_move_right:
if time_init >= c1_time:
car1X += ai_move_speed
if car1X == 800:
car1X = 100
Now what this above code does is that 5 seconds after the game starts, it will start moving car1. If car1 goes out of boundary it gets it back again. Repeat these steps for the other cars. This is the simplest and bug-free way I could do it.
PS - Feel free to change any variable name. Just make sure to change it everywhere in the code.
PPS - Please read the entire thing. Also upvote if you found this helpful cuz I spent a lot of time on this.
I want to restart where my player is when the player touches a wall, but before I do that, I want to give them a warning then reset position. I can't do either, though. I recently asked a similar question, and although I got a very good and helpful answer, it wouldn't work. Thank you anyway, Rabbid76. This is my code:
def touch_walls(player_pos):
if x-20 < 0:
#give warning not to touch sides
#reset player position
elif x+20 > 800:
#give warning not to touch sides
#reset player position
If anyone finds a solution, please tell me.
You can call a function to draw a "Don't touch walls" text.
`
def touch_walls(player_pos):
global playerPos, blit_font_time
x = player_pos[0]
if x-20 < 0 or x+20 > 800:
#make a text varible
#reset player position
playerPos = (50, 0)
blit_font_time = 60 # set this to as long as you wish
def blit_font():
text = pygame.font.SysFont('Arial', 50)
warning_label = text.render('Don\'t Touch Walls', True, (255, 255, 255)) #You can modify the text or the color anyway you want
center = (screen.get_width()/2 - warning_label.get_width()/2, screen.get_height()/2 - warning_label.get_height()/2)
screen.blit(warning_label, center) #Blit the text at the center of the screen
`
The whole thing will look like this:
`
import pygame
pygame.init()
playerPos = (-60, 50) # Assume playerPos is a varible that contains the player's position
screen = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
blit_font_time = 0
def touch_walls(player_pos):
global playerPos, blit_font_time
x = player_pos[0]
if x-20 < 0 or x+20 > 800:
#make a text varible
#reset player position
playerPos = (50, 0)
blit_font_time = 60 # set this to as long as you wish
def blit_font():
text = pygame.font.SysFont('Arial', 50)
warning_label = text.render('Don\'t Touch Walls', True, (255, 255, 255)) #You can modify the text or the color anyway you want
center = (screen.get_width()/2 - warning_label.get_width()/2, screen.get_height()/2 - warning_label.get_height()/2)
screen.blit(warning_label, center) #Blit the text at the center of the screen
run = True
while run:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
run = False
screen.fill((20, 20, 20))
touch_walls(playerPos)
if blit_font_time > 0:
blit_font_time -= 1
blit_font()
pygame.display.update()
pygame.quit()
`
I am creating tetris using pygame. i want to use collision detection so that when the shape in play comes into contact with any other previously played shapes, i can stop the shape, as per the logic of tetris. i came across pixel perfect collision using masks. i have followed some tutorials online, however the pixel detection returns true every time a new shape comes into play, not when any shapes collide. sorry in advance for the long code, its the bare minimum for the code to actually and still containing the game element of it. i think there is something wrong with my approach which is causing this error. I basically have a function that everytime the shape in play comes into contact with the 'floor' that shape is held in that position and a new shape is created. i think ive overcomplicated it, in turn creating this error. thanks in advance
import pygame
import sys
import shapelogic
pygame.init()
screensize = width, height = 800, 595
screen = pygame.display.set_mode(screensize)
background_image =pygame.image.load("/Users/marceason/PycharmProjects/Tetris/Wooden_background.jpg").convert_alpha()
myshape = 0
stop_movement = 0
blit_count = 0
stored_shapes = pygame.sprite.Group()
stored_shapes_with_coords = []
extra_blit_required = False
index = 0
count = 0
listofshapes = []
class shapemanager():
def __init__(self):
self.listofshapes = []
def create_another_instance(self):
global count
count += 1
string = "Shape_{0},".format(count)
another_shape = Shape(string)
self.listofshapes.append(another_shape)
global index
object = self.listofshapes[index]
index += 1
return object
def load_shape(self):
shape = self.create_another_instance()
shape.load_shapes()
class Shape(pygame.sprite.Sprite):
def __init__(self, name):
pygame.sprite.Sprite.__init__(self)
self.name = name
self.x = 50
self.y = 100
self.move_event = pygame.USEREVENT + 1
self.reached_bottom_event = pygame.USEREVENT + 2
self.one_sec_timer = 1000
self.half_sec_timer = 500
self.reachbottomflag = False
self.movement_possible = True
self.image = pygame.image.load(
"/Users/marceason/PycharmProjects/Tetris/Tetris_Shapes/Green_Shape_1_Position_1.png")
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect()
def move_shape(self):
if self.movement_possible:
key_input = pygame.key.get_pressed()
if key_input[pygame.K_LEFT]:
self.x -= 16
if key_input[pygame.K_RIGHT]:
self.x += 16
if not self.reachbottomflag:
if key_input[pygame.K_DOWN]:
self.y += 16
def reachbottom(self):
if self.y >= 560:
self.reachbottomflag = True
def no_movement_possible(self):
self.movement_possible = False
def assign_shape():
global myshape
global stop_movement
myshape = sl.create_another_instance()
pygame.time.set_timer(myshape.move_event, myshape.one_sec_timer)
stop_movement = pygame.time.set_timer(myshape.reached_bottom_event, myshape.half_sec_timer)
def blit_used_shapes():
global screen
global blit_count
blit_count = len(stored_shapes_with_coords)
local_count = 0
while local_count < blit_count:
screen.blit(stored_shapes_with_coords[local_count][0], (stored_shapes_with_coords[local_count][1], stored_shapes_with_coords[local_count][2]))
local_count += 1
sl = shapemanager()
##### HERE IS THE PIXEL DETECTION #####
result = pygame.sprite.spritecollide(myshape, stored_shapes, False, pygame.sprite.collide_mask)
## Main loop ##
assign_shape()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
screen.blit(background_image, (0, 0))
screen.blit(myshape.image, (myshape.x, myshape.y))
myshape.move_shape()
key_input = pygame.key.get_pressed()
if key_input[pygame.K_SPACE]:
myshape.rotate_shape()
myshape.reachbottom()
if myshape.reachbottomflag:
if event.type == myshape.reached_bottom_event:
myshape.no_movement_possible()
stored_shape_tuple = [myshape.image, myshape.x, myshape.y]
stored_shapes_with_coords.append(stored_shape_tuple)
stored_shapes.add(myshape)
extra_blit_required = True
assign_shape()
####### PIXEL DETECTION IS HERE IN FOR LOOP ####
if result:
print("this should only execute when two shapes touch!!")
if extra_blit_required:
blit_used_shapes()
pygame.display.update()
The issue is that you are not updating the sprites rect attribute. The sprites rects all have position (0, 0) (since you do not set it in the call to self.image.get_rect()) and as a result the masks will all overlap and collide.
If you read the docs for pygame.sprite.collide_mask you will note that it says that your sprites need to have mask and rect attributes. You have a rect in your sprite and you set it in the __init__(), but you do not keep it updated when you move the sprite. You just change the x and y attributes without adjusting the rect position. The reason that the collide_mask wants a rect is that it uses that to determine the offset parameter for the pygame.mask.Mask.overlap() call that it uses. The important thing to realize is that masks themselves do not have a position, they need the rects to determine the relative positions of the masks.
This is similar to images/surfaces not having a position and needing a rect to track that for them.
On a separate issue, the way you are blit'ing the sprites to the screen makes no sense. You are not using the abilities of the sprite groups to draw and worse you are keeping the image, x and y of the sprite in a separate list and not containing it in the sprite itself. You should go look at some examples of pygame sprite based code. There are lots of examples out there.
Ill show you my code first(Outside of main loop):
START_BAT_COUNT = 10
BAT_IMAGE_PATH = os.path.join( 'Sprites', 'Bat_enemy', 'Bat-1.png' )
bat_image = pygame.image.load(BAT_IMAGE_PATH).convert_alpha()
bat_image = pygame.transform.scale(bat_image, (80, 70))
class Bat(pygame.sprite.Sprite):
def __init__(self, bat_x, bat_y, bat_image, bat_health, bat_immune):
pygame.sprite.Sprite.__init__(self)
self.bat_health = bat_health
self.bat_immune = bat_immune
self.image = bat_image
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
self.rect.topleft = (bat_x, bat_y)
self.bat_x = bat_x
self.bat_y = bat_y
def update(self):
self.bat_x += 500
all_bats = pygame.sprite.Group()
for i in range(START_BAT_COUNT):
bat_x = (random.randint(0, 500))
bat_y = (random.randint(0, 500))
bat_health = 5
bat_immune = False
new_bat = Bat(bat_x, bat_y, bat_image, bat_health, bat_immune)
all_bats.add(new_bat)
Inside main loop:
all_bats.update()
all_bats.draw(display)
In update() I increase the value of bat_x by 500 every time the code is read, and I know the value of bat_x increases as I have tested this by printing the values of bat_x and watching them increase. My question is, is there a way to increase bat_x, and have that actually move my bat? As of now, the variable increases but the bat doesn't move. Thanks
What are the dimensions of your display? If you are moving the bat 500 pixels in the x direction then it will immediately fly off the screen once it starts moving. Also, your bat might not be moving because you didn't update the position of its rectangle.
In the lines
def update(self):
self.bat_x += 500
try
def update(self):
self.rect.move_ip(500, 0)
where move_ip moves the rectangle in-place and will increase the bat's x coordinate by 500 each time it updates.