I'm new to Pygame and I'm trying to move my sprite on my background image.
My sprite is not re appearing after it moves? Any ideas?
This is most of the program without some screens.
I have been trying to get this to work for many hours,
#dependencies
import pygame as P
import random as R
def welcome(screen):
#load background
bg = P.image.load("space-wallpaper.jpg")
screen.blit(bg,[0,0])
#set fonts etc
font = P.font.Font("Space_Age.ttf",60)
width, height = screen.get_size()
#play button
message = "PLAY "
text = font.render(message,1,[255 , 0, 0])
rect = text.get_rect()
x, y = text.get_size()
rect = rect.move((width - x)/2, (height - y)/2)
screen.blit(text,rect)
#high_score button
message = "HIGH SCORE "
text = font.render(message,1,[255 , 0, 0])
rect = text.get_rect()
x, y = text.get_size()
rect = rect.move((width - x)/2, (height - y)/2 +100)
screen.blit(text,rect)
def play_button(screen):
"""launch welcome screen.
"""
#welcome screen play button
font = P.font.Font("Space_Age.ttf",60)
message = "PLAY "
play_x,play_y = font.size(message)
play_text = font.render(message,1,[255 , 0, 0])
width, height = 800,600
screen.blit(play_text,[(width - play_x)/2, (height - play_y)/2])
play_rect = play_text.get_rect().move((width - play_x)/2, (height - play_y)/2)
P.display.flip()
return(play_rect)
def welcome_background(screen):
# Welcome screen background
bg = P.image.load("space-wallpaper.jpg")
screen.blit(bg,[0,0])
P.display.update()
def high_score_screen(screen):
"""opens the highscore screen"""
high_score_bg = P.image.load("bg_game.jpg")
screen.blit(high_score_bg,[0,0])
P.display.update()
def splash_screen(screen):
"""loads the first screen in the game with a 3 sec wait"""
splash_image = P.image.load('splash.jpg')
screen.blit(splash_image,[0,0])
P.display.update()
P.time.wait(2001)
def play_game(screen):
"""loads the play game screen"""
game_bg = P.image.load("bg_game.jpg")
screen.blit(game_bg,[0,0])
P.display.update()
def move_right(screen,x_cord,flagship):
dist = 20
play_game(screen)
x_cord = x_cord + dist
print(x_cord)
screen.blit(flagship,[x_cord])
P.display.update()
def key_detection(screen,flagship,x_cord):
key = P.key.get_pressed()
if key[P.K_RIGHT]:
move_right(screen,x_cord,flagship)
#move_right()
elif key[P.K_LEFT]:
print("left")
class Sprite():
def __init__(self,screen):
""" The constructor of the class """
self.flagship = P.image.load("sprite2.png")
self.x = 0
self.y = 0
def display(self,screen):
#screen.blit(self.sprite,[self.x,self.y]) changed by geoff
screen.blit(self.flagship,[self.x,self.y])
P.display.update()
_init_
# dependencies
from mods import *
import pygame as P
#initialise pygame
P.init()
def main():
# parameters to control pygame basics
screen_size = width, height = 800,600 #sixe of playing screen
P.display.set_caption('Space Smasher!')
screen = P.display.set_mode(screen_size)
clock = P.time.Clock() # timer used to control rate of looping
loop_rate = 20 #number of times per second does loop
play = True #control the playing of the actual game
splash_screen(screen)
welcome(screen)
P.display.flip()
rect_play = play_button(screen)
flagship = Sprite(screen)
while play:
key_detection(screen,flagship.image,flagship.x)
# for event in P.event.poll(): changed by geoff
event = P.event.poll() #did the player do something?
if event.type == P.QUIT:
play = False
if event.type == P.MOUSEBUTTONDOWN:
player_position = P.mouse.get_pos()
if rect_play.collidepoint(player_position):
play_game(screen)
flagship.display(screen)
P.quit()
if __name__ == '__main__':
main()
You are not calling either of your functions or your classes anywhere. You need a while loop that is similarly structured to this:
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
#Do your movements
With the following imports at the top:
import pygame, sys
from pygame.locals import *
Here is an example of moving an object with the keys:
import pygame, sys
from pygame.locals import *
pygame.init()
WIDTH=1439
HEIGHT=791
DISPLAYSURF = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Hello Pygame World!')
pygame.key.set_repeat(1, 10)
circx, circy = 200, 150
CIRWIDTH=20
while True: # main game loop
if pygame.key.get_pressed()[pygame.K_UP]:
circy-=5
if pygame.key.get_pressed()[pygame.K_DOWN]:
circy+=5
if pygame.key.get_pressed()[pygame.K_RIGHT]:
circx+=5
if pygame.key.get_pressed()[pygame.K_LEFT]:
circx-=5
try:
for event in pygame.event.get():
if event.type == QUIT or event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
pygame.quit()
sys.exit()
except AttributeError:
pass
DISPLAYSURF.fill((0, 0, 0))
pygame.draw.circle(DISPLAYSURF, (158, 219, 222), (circx, circy), CIRWIDTH)
pygame.display.flip()
Main loop should be similar to:
while True:
# events - check keyboad and mouse and change player direction or speed
# move - move sprite with speed and direction
# check collison
# draw background, all objects and all sprites
# clock - to keep constant speed - FPS (Frames Per Seconds)
So you have to move sprites in every loop and draw them.
Related
I am starting to write a game but whenever I run my code it takes 2 minutes to boot up and even then some methods are not working. The main ones that's not working are quitting pygame and drawGameScene().
My code is:
import os, random
from pygame import *
init()
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 20)
scalefactor = 2
FPS = 60
screenWidth = round(224 * scalefactor)
screenHeight = round(298 * scalefactor)
size = screenWidth, screenHeight
screen = display.set_mode(size)
button = 0
RED = (255, 0, 0)
BLUE = (0,0,255)
STATEGAME = 1
STATEQUIT = 3
curState = STATEGAME
titleFont = font.SysFont("Times New Roman",45)
def drawText(words, screen,position, color, font):
text = font.render(words, False, color)
textSize = text.get_size()
position[0] = position[0] - textSize[0]//2
position[1] = position[1] - textSize[1]//2
#centers the text
screen.blit(text,position)
def gameRun():
while curState != STATEQUIT:
if curState == STATEGAME:
drawGameScene()
eventCheck()
updater()
def eventCheck():
for evnt in event.get():
if evnt.type == QUIT:
curState == STATEQUIT
def updater():
pass
def drawGameScene():
draw.rect(screen,RED,(0,0,screenWidth,screenHeight))
drawText("High Score", screen, [0,0], BLUE, titleFont)
display.update
gameRun()
display.flip()
no error messages are given
Please Help, It's for a project
For the quitting pygame:
You should use the code as below:
for events in event.get():
if events.type == QUIT:
pygame.quit()
exit() #this is from sys module
This way, your pygame is quitted at the first place. So, you don't need anything about curstate, etc.
Also, you need to use while True statement to repeat the blitting process.
Full code:
import os, random
from pygame import *
from sys import exit
init()
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 20)
scalefactor = 2
FPS = 60
screenWidth = round(224 * scalefactor)
screenHeight = round(298 * scalefactor)
size = screenWidth, screenHeight
screen = display.set_mode(size)
button = 0
RED = (255, 0, 0)
BLUE = (0,0,255)
titleFont = font.SysFont("Times New Roman",45)
def drawText(words,screen,position,color,font):
text = font.render(words, False, color)
textSize = text.get_size()
position[0] = position[0] - textSize[0]//2
position[1] = position[1] - textSize[1]//2
#centers the text
screen.blit(text,position)
def gameRun():
drawGameScene()
eventCheck()
updater()
def eventCheck():
for events in event.get():
if events.type == QUIT:
quit()
exit()
def updater():
pass
def drawGameScene():
draw.rect(screen,RED,(0,0,screenWidth,screenHeight))
drawText("High Score", screen, [0,0], BLUE, titleFont)
#display.update()
while True:
gameRun()
display.flip()
I have a single battery image appearing once here and it moves from right to left then goes away. I want batteries constantly coming and going until the player hits one of them.
My question is how do I get the batteries to keep on coming until a player hits it? I want them to appear maybe 100 units apart.
from pygame import *
import os
import random
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 0)
init()
#set screen size
size = width, height = 800, 600
screen = display.set_mode(size)
#set fonts
fontGame=font.SysFont("Times New Roman", 30)
fontBack=font.SysFont("Ariel", 30)
fontTitle=font.SysFont("Ariel", 100)
fontResearch=font.SysFont ("Times New Roman", 18)
#set button and page to 0
button = 0
page=0
#setting colours
BLACK = (0, 0, 0)
RED = (255,0,0)
GREEN = (0, 255, 0)
BLUE = (106,186,232)
#loading image
backgroundPic=image.load("Background.jpg")
backgroundGame=image.load("gameBackground.jpg")
backgroundGame=transform.scale(backgroundGame,(800,600))
battery=image.load("Battery.png")
battery=transform.scale(battery,(100,100))
backgroundx=0
playerPic=image.load("player.png")
playerPic=transform.scale(playerPic,(70,70))
batteryx=[]
#defining what is going to be shown on the screen
def drawScene(screen, button,page,locationx,locationy):
global batteryx
mx, my = mouse.get_pos() #will get where the mouse is
#if the user does nothing
if page==0:
draw.rect(screen, BLACK, (0,0, width, height))
screen.fill(BLACK)
rel_backgroundx= backgroundx % backgroundGame.get_rect().width
screen.blit(backgroundGame, (rel_backgroundx - backgroundGame.get_rect().width,0))
if rel_backgroundx < width:
screen.blit (backgroundGame, (rel_backgroundx,0))
screen.blit(playerPic,(locationx,locationy))
screen.blit(battery,(batteryx,420))
batteryx-=1
display.flip()
return page
#def collision (battery, playerPic):
#if battery.colliderect(playerPic):
#return True
#return False
running = True
myClock = time.Clock()
KEY_LEFT= False
KEY_RIGHT= False
KEY_UP= False
KEY_DOWN= False
locationx=0
jumping=False
accel=20
onGround= height-150
locationy=onGround
batteryx=random.randrange(50,width,10)
# Game Loop
while running:
button=0
print (KEY_LEFT, KEY_RIGHT)
for evnt in event.get(): # checks all events that happen
if evnt.type == QUIT:
running=False
if evnt.type == MOUSEBUTTONDOWN:
mx,my=evnt.pos
button = evnt.button
if evnt.type== KEYDOWN:
if evnt.key==K_LEFT:
KEY_LEFT= True
KEY_RIGHT= False
if evnt.key==K_RIGHT:
KEY_RIGHT= True
KEY_LEFT= False
if evnt.key==K_UP and jumping==False:
jumping=True
accel=20
if evnt.key== K_DOWN:
KEY_DOWN= True
KEY_UP= False
if evnt.type==KEYUP:
if evnt.key==K_LEFT:
KEY_LEFT= False
if evnt.key==K_RIGHT:
KEY_RIGHT= False
if evnt.key==K_DOWN:
KEY_DOWN=False
if KEY_LEFT== True:
locationx-=10
backgroundx+=10
if KEY_RIGHT== True:
locationx+=10
backgroundx-=10
if jumping==True:
locationy-=accel
accel-=1
if locationy>=onGround:
jumping=False
locationy=onGround
#player cannot move off screen
if locationx<0:
locationx=0
if locationx>400:
locationx=400
#if collision(battery, playerPic)==True:
#screen.fill(BLACK)
page=drawScene(screen,button,page,locationx,locationy)
myClock.tick(60) # waits long enough to have 60 fps
if page==6: #if last button is clicked program closes
running=False
quit()
Create a list of rects which serve as the positions of the batteries. Use for loops to update the rects and blit the battery image at the rects. Remove rects that have left the screen and append new rects to create new batteries
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
BG_COLOR = pg.Color('gray12')
battery_image = pg.Surface((30, 50))
battery_image.fill(pg.Color('sienna1'))
# Append pygame.Rect objects to this list.
batteries = []
batteries.append(battery_image.get_rect(topleft=(700, 100)))
battery_speed = -5
battery_timer = 40
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# A simple frame based timer.
battery_timer -= 1
if battery_timer <= 0:
battery_timer = 40
# After 40 frames a new rect gets appended to the list.
batteries.append(battery_image.get_rect(topleft=(700, 100)))
temp_list = []
# Iterate over the rects to update them.
for battery_rect in batteries:
battery_rect.x += battery_speed
# Rects with x <= 50 won't be appended to the temp_list.
if battery_rect.x > 50:
temp_list.append(battery_rect)
# Assign the list with the remaining rects to the batteries variable.
batteries = temp_list
# Blit everything.
screen.fill(BG_COLOR)
for battery_rect in batteries:
screen.blit(battery_image, battery_rect)
pg.display.flip()
clock.tick(30)
pg.quit()
I'm making a basic game where I have a surface and everytime I click on the surface it moves 5 pixels to the right. The program is working just fine without the checkCollide(event) function, but when I put the that condition it doesn't move. What is wrong?
My code until now is this
import pygame, sys
from pygame.locals import *
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300,300))
def checkCollide(event):
k = 0
a,b = event.pos
x = P1[0].get_rect()
if x.collidepoint(a,b):
return True
return False
CP1 = [(150, 150)
,(155, 150)
,(160, 150)
,(165, 150)
,(170, 150)
,(175, 150)
,(180, 150)
,(185, 150)
,(190, 150)]
statp1_1 = 0
WHITE = (255,255,255)
DISPLAYSURF.fill(WHITE)
while True: # the main game loop
P1 = [pygame.image.load('PAzul.png'),CP1[statp1_1],statp1_1]
DISPLAYSURF.blit(P1[0], P1[1])
e = pygame.event.get()
for event in e:
if event.type == MOUSEBUTTONUP:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
statp1_1 +=1
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
Thank you
Check your logic in these lines of your function:
x = P1[0][0].get_rect()
if x.collidepoint(a,b):
return True
return False
Your code hinges on this bit:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
So you're never evaluating this piece to be true.
I just realized what was wrong. When I do x = P1[0].get_rect() it creates a surface with topleft at (0,0).
What I needed to do was change the position of the rectangle using x.topleft = P1[1]
I've got some tips for you. First store the rect in the P1 list (it contains only the image and the rect in the following example, but maybe you could also add the statp1_1 index to it). Now we can just move this rect, if the user clicks on it (in the example I set the topleft attribute to the next point). Read the comments for some more tips. One thing you need to fix is to prevent the game from crashing when the statp1_1 index gets too big.
import sys
import pygame
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300, 300))
WHITE = (255, 255, 255)
# Don't load images in your while loop, otherwise they have to
# be loaded again and again from your hard drive.
# Also, convert loaded images to improve the performance.
P1_IMAGE = pygame.image.load('PAzul.png').convert() # or .convert_alpha()
# Look up `list comprehension` if you don't know what this is.
CP1 = [(150+x, 150) for x in range(0, 41, 5)]
statp1_1 = 0
# Now P1 just contains the image and the rect which stores the position.
P1 = [P1_IMAGE, P1_IMAGE.get_rect(topleft=CP1[statp1_1])]
clock = pygame.time.Clock() # Use this clock to limit the frame rate.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
if P1[1].collidepoint(event.pos):
print('clicked')
statp1_1 += 1
# Set the rect.topleft attribute to CP1[statp1_1].
P1[1].topleft = CP1[statp1_1]
DISPLAYSURF.fill(WHITE)
DISPLAYSURF.blit(P1[0], P1[1]) # Blit image at rect.topleft.
pygame.display.update()
clock.tick(30) # Limit frame rate to 30 fps.
So I'm really new to programming and I'm working on a game that is sort of like Cookie Clicker, but with a twist (Mining). It is made in python/pygame. Anyways I have an image of a boulder and I want to add a rock to my inventory in the game every time i click on it.
Someone helped me out setting up the point_collide in my class. I will confess and say I don't fully understand how it works but its supposed to detect if my mouse is on a non-transparent part of my rock image.
I want the game to only give you a rock if your clicking on the NON-transparent parts of the boulder image I have blitted to the middle of the screen.
Short Question: How can I setup the game to register clicks only on my masked image?
PS: I know it'd be better to learn the fundamentals of programming first, but I have learned so much just by diving straight into a project (it keeps me going and alot more fun then reading a book).
Link to code: https://www.refheap.com/88634
The Code:
import pygame, sys
from pygame.locals import *
from datetime import datetime
if (__name__ == "__main__"):
pygame.init()
pygame.font.init()
pygame.display.set_caption("Miner Click")
clock = pygame.time.Clock()
screen = pygame.display.set_mode((960,600))
width = 960
height = 600
GREEN = (0,255,0)
RED = (255,0,0)
BLUE = (0,0,255)
BLACK = (0,0,0)
WHITE = (255,255,255)
BROWN = (84,27,1)
GREY = (198,198,198)
greenbg = pygame.image.load("greenbg.jpg").convert()
rockbutton = pygame.image.load("rockbutton.png").convert_alpha()
woodbutton = pygame.image.load("woodbutton.png").convert_alpha()
pygame.mouse.set_visible(True)
pick = pygame.image.load("pick.png").convert_alpha()
axe = pygame.image.load("axesmall.png").convert_alpha()
rockwidth = 544
rockheight = 274
clicks = 0
wood = 0
stonefont = pygame.font.SysFont("verdana", 29, True)
woodfont = pygame.font.SysFont("verdana", 29, True)
clicktext = stonefont.render('Rock: ' +str(clicks), 2, (GREY))
woodtext = woodfont.render('Wood: ' +str(wood), 2, (BROWN))
boxsize = clicktext.get_rect()
RocksX = 125
WoodX = 113
class Rock(pygame.sprite.Sprite):
def __init__(self, color = BLUE, width = 544, height = 274):
super(Rock, self ).__init__()
self.image = pygame.Surface((width, height))
self.set_properties()
self.image.fill(color)
def set_properties(self):
self.rect = self.image.get_rect()
self.origin_x = self.rect.centerx
self.origin_y = self.rect.centery
def set_position(self, x, y):
self.rect.x = 250
self.rect.y = 230
def set_image(self, filename = None):
if (filename != None):
self.image = pygame.image.load(filename).convert_alpha()
def point_collide(self, point):
x, y = point
x -= self.rect.x
y -= self.rect.y
try:
return self.mask.get_at((x,y))
except IndexError:
return False
#below is my clueless attempt at getting it to work
def checkForCursorPressed(x,y):
if pygame.mouse.get_pressed() and pygame.mouse.get_pos() == (x,y):
clicks+=1
coordfont = pygame.font.SysFont("verdana", 12, True)
rock_group = pygame.sprite.Group()
rock = Rock()
rock.set_image("rock.png")
rock.set_position(width/2, height/2)
rock_group.add(rock)
while True:
clock.tick(60)
screen.fill((255,255,255))
screen.blit(greenbg, (0,0))
x,y = pygame.mouse.get_pos()
coords = x,y
now = datetime.now()
date = '%s/%s/%s' % (now.month, now.day, now.year)
label = coordfont.render("Coordinates: "+str(coords), 1, (GREY))
date = coordfont.render("Date: "+str(date), 1, (GREY))
screen.blit(date, (650,10))
screen.blit(label, (790, 10))
screen.blit(rockbutton, (25,25))
screen.blit(woodbutton, (25,100))
clicktext = stonefont.render(' ' +str(clicks), 2, (GREY))
woodtext = woodfont.render(' ' +str(wood), 2, (BROWN))
screen.blit(clicktext, [RocksX,38])
screen.blit(woodtext, [139,WoodX])
rock_group.draw(screen)
screen.blit(pick, (x-10,y-50))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit()
pygame.display.update()
#in case i need the below again
#if x>249 and x<(795) and y>210 and y<(484):
Clicking will create a MOUSEBUTTONDOWN event, so you should be able to deal with clicks within your event-processing loop, e.g.:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
click_position = event.pos
if rock.point_collide(click_position):
print('Clicked within the rock')
clicks += 1
# Any other events that have to happen
# when the rock is clicked
I also don't understand how point_collide() works and I get an AttributeError: 'Rock' does not have attribute 'mask'.
So I would use an other possibility to detect if one clicked on non-transparent parts of the image, using colorkey.
The colorkey defines the transparent color when blitting. In my case it's white:
def set_image(self, filename = None):
...
#sets colorkey to white, depends on the image
self.image.set_colorkey((255,255,255))
New version of point_collide():
def point_collide(self, point):
x, y = point
x -= self.rect.x
y -= self.rect.y
#detects if click hits the image
if 0 <= x < self.image.get_width():
if 0 <= y < self.image.get_height():
#detects if color at clicking position != colorkey-color(transparent)
if self.image.get_at((x,y))[0:3] != self.image.get_colorkey()[0:3]:
return True
return False
How to get mouse events has been answered yet.
Ok I got it working :)
If anyone else is trying to do something similar I'll explain here.
Put the below in your code (this solves the problem 'Rock has no attribute mask' error I got)
self.mask = pygame.mask.from_surface(self.image)
Here is where I put it in my code (in my set_image def)
def set_image(self, filename = None):
if (filename != None):
self.image = pygame.image.load(filename).convert_alpha()
self.mask = pygame.mask.from_surface(self.image)
Now combine this code with Marius and it works perfectly!
I'm trying to make a function when the mouse button is up, it changes the picture of the ghosts to one single image.
Problem being, I have no idea what to call upon (Hence the ??? in the script). It's hard because the ghosts are created via a loop. Can anyone possibly help?
Maybe i need to change the ghosts into sprites? could you help with that too?
import pygame
import random
import sys
class Ball:
def __init__(self,X,Y,imagefile):
self.velocity = [3,3]
self.ball_image = pygame.image.load (imagefile). convert() ### i want this image to change
self.ball_boundary = self.ball_image.get_rect (center=(X,Y))
self.sound = pygame.mixer.Sound ('Thump.wav')
if __name__ =='__main__':
width = 800
height = 600
background_colour = 0,0,0
GHOST_IMAGE = ["images/blue-right.png", "images/red-right.png", "images/orange-right.png", "images/pink-right.png"]
GHOST_IMAGETWO = ["images/blue-left.png", "images/red-left.png", "images/orange-left.png", "images/pink-left.png"]
pygame.init()
frame = pygame.display.set_mode((width, height))
pygame.display.set_caption("Bouncing Ball animation")
num_balls = 4
ball_list = []
for i in range(num_balls):
ball_list.append( Ball(random.randint(0, width),random.randint(0, height), (GHOST_IMAGE[i]) ))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.MOUSEBUTTONUP:
??? = pygame.image.load("images/vulnerable.png").convert() ###i know that this is where and what i need to change it to, but dont know what instance name to call upon.
frame.fill(background_colour)
for ball in ball_list:
if ball.ball_boundary.left < 0 or ball.ball_boundary.right > width:
ball.sound.play()
ball.velocity[0] = -1 * ball.velocity[0]
if ball.ball_boundary.top < 0 or ball.ball_boundary.bottom > height:
ball.sound.play()
ball.velocity[1] = -1 * ball.velocity[1]
ball.ball_boundary = ball.ball_boundary.move (ball.velocity)
frame.blit (ball.ball_image, ball.ball_boundary)
pygame.display.flip()
One way is to just iterate over the ball_list and change each ball:
elif event.type == pygame.MOUSEBUTTONUP:
image = pygame.image.load("images/vulnerable.png").convert()
for ball in ball_list:
ball.ball_image = image
Another way would be implement the image-changing behaviour directly in the Ball class:
class Ball:
def __init__(self,X,Y,imagefile):
self.vulnerable = False
self.velocity = [3,3]
self.normal_ball_image = pygame.image.load (imagefile). convert()
self.v_ball_image = pygame.image.load("images/vulnerable.png").convert()
self.ball_image = self.normal_ball_image
self.ball_boundary = self.ball_image.get_rect (center=(X,Y))
self.sound = pygame.mixer.Sound ('Thump.wav')
def toggle(self):
self.vulnerable = not self.vulnerable
self.ball_image = self.v_ball_image if self.vulnerable else self.normal_ball_image
And in your loop:
elif event.type == pygame.MOUSEBUTTONUP:
for ball in ball_list:
ball.toggle()