Image appearing on the screen, but not moving with key events - python

The image is appearing on the screen, but I cannot move it with the w, s, a, d keys in my program. How do I fix this?
import pygame, sys
from pygame.locals import *
pygame.init()
black = (0,0,0)
spriteLoc = ('sprite.png')
#backgroundLoc = ('background.png')
clock = pygame.time.Clock()
pygame.key.set_repeat(30,30)
pygame.display.set_caption('Focus.')
screen = pygame.display.set_mode((800,600))
sprite = pygame.image.load(spriteLoc).convert_alpha()
#background = pygame.image.load(backgroundLoc).convert_alpha()
#bgx,bgy = (0,0)
class Player():
def __init__(self,x,y,image):
self.x = x
self.y = y
self.image = image
# self.posx = posx
# self.posy = posy
def playerEvents(self):
global posx
global posy
posx = 0
posy = 0
if event.type == KEYDOWN:
if pygame.key == K_w:
posy -= 5
elif pygame.key == K_s:
posy += 5
elif pygame.key == K_a:
posx -= 5
elif pygame.key == K_d:
posx += 5
if event.type == KEYUP:
if pygame.key == K_w:
posy = 0
elif pygame.key == K_s:
posy = 0
elif pygame.key == K_a:
posx = 0
elif pygame.key == K_d:
posx = 0
self.x = self.x + posx
self.y = self.y + posy
#screen.blit(background,(bgx,bgy))
screen.blit(self.image,(self.x, self.y))
me = Player(50,50,sprite)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
screen.fill(black)
me.playerEvents()
clock.tick(60)
pygame.display.flip()
When I made the posx and posy globals positive and either pressed any key or moved the mouse over the window, the sprite moved down-right. Making them negative moved them in the opposite direction. As you can see by the code that's commented out, I tried to use a background image to see if that made a difference. I've searched, researched, commented out possible problem areas, and rearranged everything. I appreciate your help!

You should change pygame.key to event.key in your playerEvents method.

Related

How to use time.Time() to control projectile fire rate

I'm trying to use time.Time() to control the fire rate of my projectiles, but after putting in the time logic, my player can no longer shoot any projectiles at all. How can I make it so that my player only fires once every half a second or so?
The following is a workable example;
main game module
import pygame
from constants import *
from player import Player
from Projectile import Projectiles
import time
pygame.init()
screen = pygame.display.set_mode([500, 500])
pygame.display.set_caption('Labyrinth')
# Spawn player
player = Player(50, 50)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(player)
projectile_list = pygame.sprite.Group()
clock = pygame.time.Clock()
done = False
# ----- Event Loop
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == ord('a'):
player.changespeed(-3, 0)
elif event.key == ord('d'):
player.changespeed(3, 0)
elif event.key == ord('w'):
player.changespeed(0, -3)
elif event.key == ord('s'):
player.changespeed(0, 3)
elif event.key == pygame.K_LEFT:
projectile = Projectiles(player.rect.x, player.rect.y, -5, 0)
elif event.key == pygame.K_RIGHT:
projectile = Projectiles(player.rect.x, player.rect.y, 5, 0)
elif event.key == pygame.K_UP:
projectile = Projectiles(player.rect.x, player.rect.y, 0, -5)
elif event.key == pygame.K_DOWN:
projectile = Projectiles(player.rect.x, player.rect.y, 0, 5)
try:
if projectile:
if time.Time() - last_shot > player.fire_rate:
projectile_list.add(projectile)
last_shot = time.Time()
except:
pass
elif event.type == pygame.KEYUP:
if event.key == ord('a'):
player.changespeed(3, 0)
elif event.key == ord('d'):
player.changespeed(-3, 0)
elif event.key == ord('w'):
player.changespeed(0, 3)
elif event.key == ord('s'):
player.changespeed(0, -3)
# ----- Game Logic
all_sprites_list.update()
projectile_list.update()
screen.fill(GREEN)
all_sprites_list.draw(screen)
projectile_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
player module
from constants import *
import pygame
import time
from datetime import datetime, timedelta
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([15, 15])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.fire_rate = 1
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
projectile module
import pygame
from constants import *
class Projectiles(pygame.sprite.Sprite):
def __init__(self, x, y, x_speed, y_speed):
super().__init__()
self.image = pygame.Surface([4, 4])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.x_speed = x_speed
self.y_speed = y_speed
def update(self):
self.rect.x += self.x_speed
self.rect.y += self.y_speed
constants module defines a few colours. Any help is much appreciated!
Well, strictly speaking, the answer is that you have time.Time() in a try block, and it should be time.time() (all lowercase). This throws an exception, so any time time.Time() - last_shot > player.fire_rate is evaluated, the try block isn't run. This would have been more apparent if you had caught the exception and thrown an error message rather than just passing.
There likely are further issues, but a more in-depth analysis of your code is difficult, as I don't see you initializing last_shot anywhere, nor player.fire_rate. The "minimal complete example" standard isn't just for the answerers, but for the asker as well. Basic debugging in isolating the issue as much as possible.
As another note, your while loop appears to contain nothing but a for loop, making it redundant. If you're doing that to just have the program run through the loop over and over again until the appropriate time, then time.sleep() would be probably be a better way to do that.
A try with a bare except is an anti-pattern and should almost never be used, because it hides all errors in the try clause and makes the code hard to debug. I'd remove it and rearrange the event handling code.
When an arrow key gets pressed, only change the velocity vector depending on the key instead of creating new projectile instances. Then check again if any of the arrow keys were pressed and if the timer is finished, create a projectile instance and pass the current velocity vector.
import pygame as pg
from pygame.math import Vector2
BULLET_IMG = pg.Surface((9, 9))
BULLET_IMG.fill(pg.Color('aquamarine2'))
class Projectile(pg.sprite.Sprite):
def __init__(self, pos, vel):
super().__init__()
self.image = BULLET_IMG
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(vel)
def update(self):
self.rect.move_ip(self.vel)
def main():
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
projectiles = pg.sprite.Group()
previous_time = pg.time.get_ticks()
speed = 12
vel = Vector2(speed, 0)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
# Only change the velocity vector.
if event.key == pg.K_LEFT:
vel = Vector2(-speed, 0)
elif event.key == pg.K_RIGHT:
vel = Vector2(speed, 0)
elif event.key == pg.K_UP:
vel = Vector2(0, -speed)
elif event.key == pg.K_DOWN:
vel = Vector2(0, speed)
# If an arrow keys was pressed, create a new projectile.
if event.key in (pg.K_LEFT, pg.K_RIGHT, pg.K_UP, pg.K_DOWN):
current_time = pg.time.get_ticks()
# We're ready to fire when 500 ms have passed.
if current_time - previous_time > 500:
previous_time = current_time
# Now create the projectile instance and pass
# the position and the velocity.
projectiles.add(Projectile(pg.mouse.get_pos(), vel))
projectiles.update()
screen.fill((30, 30, 30))
projectiles.draw(screen)
pg.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
pg.quit()

Why isnt the #continue part in the program working?

It should call events() function and restart the whole process by displaying the block on the screen again, why isn't it working?
I tried breaking out of gameover(), tried calling pygame.display.update() but nothing seems to work [This is my 1st python game ever, so I may have been a little messy in typing my code]. Can anyone help me solve the problem?
import pygame
import time
pygame.init()
global display_height
global display_width
display_height = 800
display_width = 800
class slither(object):
def __init__(self,top):
self.top=top
self.x = display_height/2
self.y = display_width/2
self.x_change = 0
self.y_change = 0
self.gameOver = False
self.gameLoop = False
self.FPS=30
self.brick_size=10
self.black = (0,0,0)
self.white = (255,255,255)
self.red = (255,0,0)
self.font = pygame.font.SysFont(None, 30)
self.clock = pygame.time.Clock()
self.events()
self.message('',(0,0,0))
self.gameover()
def create_move(self, a, b):
pygame.draw.rect(screen, self.black , [a,b,self.brick_size,self.brick_size])
def message(self, msg, color):
screen_text=self.font.render(msg, True, color)
screen.blit(screen_text, [display_height/2, display_width/2])
pygame.display.update()
def events(self):
while self.gameLoop == False:
screen.fill(self.white)
self.create_move(self.x,self.y)
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.const=True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.x_change = -self.brick_size
self.y_change = 0
elif event.key == pygame.K_RIGHT:
self.x_change = self.brick_size
self.y_change = 0
elif event.key == pygame.K_UP:
self.y_change = -self.brick_size
self.x_change = 0
elif event.key == pygame.K_DOWN:
self.y_change = self.brick_size
self.x_change = 0
if self.x_change == -self.brick_size:
self.x -= self.brick_size
y=self.y
self.create_move(self.x, y)
elif self.x_change == self.brick_size:
self.x += self.brick_size
y=self.y
self.create_move(self.x, y)
if self.y_change == -self.brick_size:
self.y -= self.brick_size
x=self.x
self.create_move(x, self.y)
elif self.y_change == self.brick_size:
self.y += self.brick_size
x=self.x
self.create_move(x, self.y)
if self.x == display_height or self.x < 0 or self.y == display_width or self.y < 0 :
self.gameover()
pygame.display.update()
self.clock.tick(30)
def gameover(self):
while self.gameOver == False:
screen.fill((255, 255, 255))
self.message('Game over, Press any to continue or W to quit ', self.black)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
screen.fill(self.white)
self.message('Game Over, You lose', self.black)
time.sleep(2)
pygame.quit()
quit()
else:
self.events() #continue
screen=pygame.display.set_mode((display_height,display_width))
pygame.display.set_caption('Snake')
slither(0).events()
pygame.quit()
quit()
EDIT: I SOLVED IT, THANKS.
This is all I had to change.
Basically, because the block was still out of the screen, hence the gameover() used to get executed again, so when I brought the block back onto the screen, it worked.
else: #continue
self.x=display_height/2
self.y=display_width/2
self.events()

Block cannot move

I am trying to move this rectangle to make Pong. I had it working before but I messed up the code.
Could anyone help me make it move and possibly make my code look cleaner?
Again, I made it move, but the problem seems to be in the Update method.
Possibly the ScreenSide parameter???...
import pygame, sys, random
from pygame.locals import *
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((800, 600))
rectImg1 = 'Rect.jpg'
rectImg2 = 'Rect2.jpg'
RIGHT = "RIGHT"
LEFT = "LEFT"
WHITE = (255,255,255)
FPS = 30
PADDLE_SPEED = 5
BALL_SPEED = 10
fpsClock = pygame.time.Clock()
xPos = 0
yPos = 0
leftY = 20
rightY = 20
class Paddle(pygame.sprite.Sprite):
def __init__(self, screenSide):
pygame.sprite.Sprite.__init__(self)
self.screenSide = screenSide
if self.screenSide == LEFT:
self.image = pygame.image.load(rectImg1).convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = 20
self.rect.y = 20
def update(self):
if self.screenSide == LEFT:
self.y = leftY
allSpritesGroup = pygame.sprite.Group()
paddle = Paddle(LEFT)
allSpritesGroup.add(paddle)
#code to make it move
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if paddle.screenSide == LEFT:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
paddle.y += PADDLE_SPEED
elif event.key == pygame.K_w:
paddle.y -= PADDLE_SPEED
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y == 0
screen.fill((255,255,255))
allSpritesGroup.draw(screen)
allSpritesGroup.update()
pygame.display.flip()
fpsClock.tick(FPS)
pygame.quit()
Just a guess but your problem might be in:
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y == 0
This looks more like a comparison and if not then you're setting the y to 0 whenever you let go of a key.
Also, You're right about the update function:
def update(self):
if self.screenSide == LEFT:
self.y = leftY
You're constantly setting the y to 20 so it won't move since every time it updates its moved to 20.
Your event handling is broken. The KEYDOWN and KEYUP events are outside of the event loop because of this line if paddle.screenSide == LEFT:. You also need to update paddle.rect.y not paddle.y and you should do that in the class not with global variables. I'd give the paddles a self.y_speed attribute which you set in the event loop and then use it to update the self.rect.y position each frame in the update method. And remove the screenSide checks and just pass the image and position to the sprites during the instantiation.
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
screen_rect = screen.get_rect()
rectImg1 = pygame.Surface((30, 50))
rectImg1.fill((20, 20, 120))
rectImg2 = pygame.Surface((30, 50))
rectImg2.fill((120, 10, 20))
WHITE = (255,255,255)
FPS = 30
PADDLE_SPEED = 5
fpsClock = pygame.time.Clock()
class Paddle(pygame.sprite.Sprite):
def __init__(self, image, pos):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect(topleft=pos)
self.y_speed = 0
def update(self):
self.rect.y += self.y_speed
allSpritesGroup = pygame.sprite.Group()
paddle = Paddle(rectImg1, (20, 20))
paddle2 = Paddle(rectImg2, (750, 20))
allSpritesGroup.add(paddle, paddle2)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
paddle.y_speed = PADDLE_SPEED
elif event.key == pygame.K_w:
paddle.y_speed = -PADDLE_SPEED
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
paddle.y_speed = 0
allSpritesGroup.update()
screen.fill(WHITE)
allSpritesGroup.draw(screen)
pygame.display.flip()
fpsClock.tick(FPS)

Pygame creating multiple objects instead of moving only one

I'm trying to move a single image around the screen in Pygame using methods controlled by the keyboard, but it appears to be creating duplicates in those positions instead of moving the original image. Why is this happening, given that the image is created before entering the main loop?
Here is my code:
import pygame, sys
from pygame.locals import *
pygame.init()
FPS = 30
fpsClock = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((600, 500), 0, 32)
pygame.display.set_caption('Animation')
posx = 10
posy = 10
class Hero():
def __init__(self):
self.x = posx
self.y = posy
def appearance(self):
return pygame.image.load('C:\\Users\\admin\\Desktop\\right.png')
def move_right(self):
self.x += 25
return self.x
def move_left(self):
self.x -= 25
return self.x
def move_up(self):
self.y -= 25
return self.y
def move_down(self):
self.y += 25
return self.y
new_hero = Hero() #create a Hero
item = new_hero.appearance() #create one reference
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
posx = new_hero.move_left()
elif event.key == pygame.K_RIGHT:
posx = new_hero.move_right()
elif event.key == pygame.K_UP:
posy = new_hero.move_up()
elif event.key == pygame.K_DOWN:
posy = new_hero.move_down()
DISPLAYSURF.blit(item, (posx, posy))
pygame.display.update()
fpsClock.tick(FPS)
You forgot to put in code to delete all the past images.
This is the basic layout of a pygame project. You should ALWAYS (if you do not have a background image) fill the screen with white after updating.
white = 255, 255, 255
while True:
DISPLAYSURF.fill(white)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
pygame.display.update()

Increasing Pygame Image size after collision?

So I'm just learning how to work with classes and getting them to work between each different class. I'm trying to design a game where the user moves around and picks up food and each time the user picks up a piece of food the size of the character increases. I've done something similar before but now that there are classes involved I seem to have a hard time finding which class this should be part of. I added within the sprite update method that if it collides with a cherry then the size of the player should increase by 5 pixels each time. using the code :
self.Player.surface = pygame.transform.scale(self.Player.surface, (pwidth+5, pheight+5))
self.rect = self.Player.surface.get_rect()
Each time the game runs the player size doesn't change and for some reason the game no longer ends after the player has eaten a certain amount of cherries so I was just wondering if I was using a wrong method of changing the size of the player perhaps there may be an easier way to do so? Heres the rest of the code incase it helps at all.
import pygame, glob, random, time
from pygame.locals import *
from LabelClass import *
# CONSTANTS
WIDTH = 400 # Window width
HEIGHT = 400 # Window height
BLACK = (0,0,0) # Colors
WHITE = (255,255,255)
BACKGR = BLACK # Background Color
FOREGR = WHITE # Foreground Color
FPS = 40 # Frames per second
pwidth = 40
pheight = 40
class Food:
def __init__(self,screen,centerx,centery):
self.screen = screen
self.surface = pygame.image.load('cherry.png')
self.rect = self.surface.get_rect()
self.rect.centerx = centerx
self.rect.centery = centery
def draw(self):
self.screen.blit(self.surface,self.rect)
#pygame.display.update([self.rect])
class Player:
def __init__(self, screen, centerx,
centery, speed, backcolor):
self.surface = pygame.image.load('player.png')
self.rect = self.surface.get_rect()
self.rect.centerx = centerx
self.rect.centery = centery
self.speed = speed
self.screen = screen
self.backcolor = backcolor
self.dir = ''
def draw(self):
self.screen.blit(self.surface,self.rect)
#pygame.display.update([self.rect])
def move(self):
if self.dir != '':
if self.dir == 'd' and self.rect.bottom < HEIGHT:
self.rect.top += self.speed
if self.dir == 'u' and self.rect.top > 0:
self.rect.top -= self.speed
if self.dir == 'l' and self.rect.left > 0:
self.rect.left -= self.speed
if self.dir == 'r' and self.rect.right < WIDTH:
self.rect.right += self.speed
def jump(self,top,left):
self.rect.top = top
self.rect.left = left
class SpritesGame:
def __init__(self,screen):
self.screen = screen
screen.fill(BLACK)
pygame.display.update()
music_file = getRandomMusic()
pygame.mixer.music.load(music_file)
pygame.mixer.music.play(-1,0.0)
self.music = True
self.Foods = [ ]
self.Eaten = 0
for i in range(20):
self.Foods.append(
Food(self.screen,
WIDTH*random.randint(1,9)//10,
HEIGHT*random.randint(1,9)//10))
for f in self.Foods:
f.draw()
self.Player = Player(screen,WIDTH//2,HEIGHT//2,6,BLACK)
self.PickUpSound = pygame.mixer.Sound('pickup.wav')
self.PlaySound = True
self.startTime = time.clock()
self.endTime = -1
self.Won = False
def update(self):
self.screen.fill(BLACK)
pickedUp = False
for f in self.Foods[:]:
if self.Player.rect.colliderect(f.rect):
self.Foods.remove(f)
self.Foods.append(Food(self.screen,WIDTH*random.randint(1,9)//10,HEIGHT*random.randint(1,9)//10))
pickedUp = True
self.Eaten += 1
self.Player.surface = pygame.transform.scale(self.Player.surface, (pwidth+5, pheight+5))
self.rect = self.Player.surface.get_rect()
#self.rect.center = center
print self.Eaten
if pickedUp and self.PlaySound:
self.PickUpSound.play()
for f in self.Foods:
f.draw()
if self.Eaten == 40:
self.Won = True
self.endTime = time.clock()
self.Player.move()
self.Player.draw()
pygame.display.update()
def toggleMusic(self):
self.music = not self.music
if self.music:
pygame.mixer.music.play(-1,0.0)
else:
pygame.mixer.music.stop()
def run(self):
stop = False
while not stop:
for event in pygame.event.get():
if event.type == QUIT:
stop = True
if event.type == KEYDOWN: # Keeps moving as long as key down
if event.key == K_LEFT or event.key == ord('a'):
self.Player.dir = 'l'
if event.key == K_RIGHT or event.key == ord('d'):
self.Player.dir = 'r'
if event.key == K_UP or event.key == ord('w'):
self.Player.dir = 'u'
if event.key == K_DOWN or event.key == ord('s'):
self.Player.dir = 'd'
if event.type == KEYUP:
if event.key == ord('q'):
stop = True
if event.key == K_ESCAPE:
stop = True
if event.key == K_LEFT or event.key == ord('a'): # End repetition.
self.Player.dir = ''
if event.key == K_RIGHT or event.key == ord('d'):
self.Player.dir = ''
if event.key == K_UP or event.key == ord('w'):
self.Player.dir = ''
if event.key == K_DOWN or event.key == ord('s'):
self.Player.dir = ''
if event.key == ord('x'):
top = random.randint(0,
HEIGHT - self.Player.rect.height)
left = random.randint(0,
WIDTH - self.Player.rect.width)
self.Player.jump(top,left)
if event.key == ord('m'):
self.toggleMusic()
if event.key == ord('p'):
self.PlaySound = not self.PlaySound
mainClock.tick(FPS)
self.update()
if self.Won:
stop = True # END OF WHILE
if self.Won:
self.screen.fill(BLACK)
pygame.display.update()
msg = (str((int(self.endTime)
-int(self.startTime)))
+" seconds to finish. Hit Q.")
L2 = Label(display,WIDTH//2,HEIGHT*7//8,26,msg,WHITE,BLACK)
L2.draw()
stop = False
while not stop:
for event in pygame.event.get():
if event.type == KEYUP:
if event.key == ord('q'):
stop = True
pygame.event.get()
pygame.mixer.music.stop()
def getRandomMusic():
mfiles = glob.glob("*.wav")
mfiles.append(glob.glob("*.mid"))
r = random.randint(0,len(mfiles)-1)
return mfiles[r]
def OpeningScreen(screen):
screen.fill(BLACK)
pygame.display.update()
L1 = Label(display,WIDTH//2,HEIGHT*7//8,26,"Hit Q to Quit, P to Play.",WHITE, BLACK)
L1.draw()
# Properly initiate pygame
pygame.init()
# pygame.key.set_repeat(INT,INT)
# Set the clock up
mainClock = pygame.time.Clock()
# Initialize Display
display = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption('Sprites and Sounds V06')
OpeningScreen(display)
stop = False
while not stop:
for event in pygame.event.get():
if event.type == QUIT:
stop = True
if event.type == KEYUP:
if event.key == ord('p'):
game = SpritesGame(display)
game.run()
OpeningScreen(display)
if event.key == ord('q'):
stop = True
pygame.quit()
Surface.get_rect() will always return a rect starting at (0,0), and you also are modifying SpritesGame.rect. I think you should change
self.rect = self.Player.surface.get_rect()
to
self.Player.rect.inflate_ip(5, 5)

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