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Closed 10 years ago.
Can anyone help me I'm trying to get my space background to work on the game but it I can't seem to do it, can anyone spot something I can't or see where I am going wrong. I have merged two of my codes so I am unsure where I have gone wrong but have tried fix it, but just get a blur.
import pygame, random, time
import os,sys,random
import pygame
from pygame.locals import *
pygame.init()
#set up the graphics window
size = [800, 595]
screen = pygame.display.set_mode(size, 0)
screenrect = screen.get_rect()
pygame.display.set_caption("Mathsvaders")
clock = pygame.time.Clock()
# set some variables
done = False
life = 3
aliens = pygame.sprite.Group()
allsprites = pygame.sprite.Group()
bombs = pygame.sprite.Group()
green = [0, 255, 0]
white = [255, 255, 255]
def disp(phrase, loc, screen, color): # func to display text
s = font.render(phrase, True, color)
screen.blit(s, loc)
def draw_star(star): # drawing a star
# you only need to change a pixel, so use set_at, not draw.line
screen.set_at((star[0], star[1]), (255, 255, 255))
star[0] -= 1
if star[0] < 0:
star[0] = screen.get_width()
star[1] = random.randint(0, screen.get_height())
# creating list of stars, used multi-line for loop for readability
stars = []
for i in range(200):
x = random.randint(0, screen.get_width())
y = random.randint(0, screen.get_height())
stars.append([x,y])
# drawing stars
for star in stars:
draw_star(star)
screen.fill((0,0,0))
pygame.display.flip()
clock.tick(22)
# create a timer to control how often the screen updates
clock = pygame.time.Clock()
fps = 100
# loads images to use in the game which link in with my classes(further down)
cannon = pygame.image.load("spaceship.png").convert()
cannon.set_colorkey(white)
blast = pygame.image.load("blast.png").convert_alpha()
boom = pygame.image.load("expl.png").convert_alpha()
bomb = pygame.image.load("missile_player.png").convert_alpha()
back = pygame.image.load("rsz_space.png").convert()
enemy = pygame.image.load("sii.png").convert_alpha()
lives2 = pygame.image.load("alien2.png").convert()
lives2.set_colorkey(white)
lives3 = pygame.image.load("alien3.png").convert()
lives3.set_colorkey(white)
lives1 = pygame.image.load("alien1.png").convert()
lives1.set_colorkey(white)
# (Classes)
# the explosion class
class Explosion(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = boom
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.count = 6
def update(self):
self.count -= 1
if self.count < 1:
self.kill()
class scoreClass:
def __init__(self):
self.value = 0
# set a font, default font size 28
self.font = pygame.font.Font(None, 28)
def update(self):
text = self.font.render("Score: %s" % self.value, True, (green))
textRect = text.get_rect()
textRect.centerx = screenrect.centerx
screen.blit(text, textRect)
class Msg:
def __init__(self, words):
# set a font, default font size 28
self.font = pygame.font.Font(None, 28)
self.text = self.font.render(words, True, (green))
self.textRect = self.text.get_rect()
def update(self):
self.textRect.centerx = screenrect.centerx
self.textRect.centery = screenrect.centery
screen.blit(self.text, self.textRect)
# the invader class
class Pi(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
aliens.add(self)
self.image = enemy
self.rect = self.image.get_rect()
self.rect.left = x
self.rect.top = y
self.speed = 1
def update(self):
self.rect.right += self.speed
if self.rect.right >= (screenrect.right -5):
self.speed = -1
self.rect.top += self.rect.height
if self.rect.left <= (screenrect.left +5):
self.speed = 1
self.rect.top += self.rect.height
if self.rect.top > screenrect.bottom:
self.kill()
i = random.randrange(200)
j = self.rect.centerx
if i == 1:
laser_bomb = Bomb(j, self.rect.bottom)
allsprites.add(laser_bomb)
aliens.add(laser_bomb)
class Gun(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = cannon
self.rect = self.image.get_rect()
self.rect.bottom = screenrect.bottom
self.rect.centerx = screenrect.centerx
self.speed=0
def update(self):
self.rect.centerx += self.speed
if self.rect.right >= screenrect.right:
self.rect.centerx = 0
if self.rect.right <= 0:
self.rect.right = screenrect.right
# bomb class
class Bomb(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bomb
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
bombs.add(self)
def update(self):
self.rect.centery +=1
# the laser blast class
class Blast(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = blast
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.top = (player.rect.top + 5)
self.rect.centerx = player.rect.centerx
self.speed = 0
def update(self):
if self.speed == 0:
self.rect.centerx = player.rect.centerx
self.rect.top -= self.speed
# function to make a sheet of invaders
def invade():
for j in range(10, 240, 120):
for i in range(5):
aliens.add(Pi((i*70)+10, j))
def gameover():
message = Msg("Game Over")
message.update()
player.kill()
shot.kill()
pre-game window
invade()
message = Msg("Press a key to play.")
allsprites.add(aliens)
key = True
while key:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
for item in (aliens):
item.kill()
key = False
allsprites.update()
allsprites.draw(screen)
message.update()
# set the loop to 40 cycles per second
clock.tick(fps)
# update the display
pygame.display.flip()
# Main Game Starts Here
score = scoreClass()
player = Gun()
shot = Blast()
invade()
allsprites.add(player, aliens, shot)
while done==False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
if life <= 0:
gameover()
else:
# shoots laser missile
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
if shot.speed == 0:
shot.speed = 5
#laser.play()
if event.key == pygame.K_LEFT:
player.speed = -3
if event.key == pygame.K_RIGHT:
player.speed = 3
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.speed = 0
if event.key == pygame.K_RIGHT:
player.speed = 0
hit = pygame.sprite.spritecollide(shot, aliens, 1)
if len(hit) > 0:
explosion1 = Explosion(shot.rect.centerx, shot.rect.top)
score.value += 100
shot.kill()
#explode.play()
shot = Blast()
allsprites.add(shot, explosion1)
hit2 = pygame.sprite.spritecollide(player, aliens, 1)
if len(hit2) > 0:
life -= 1
#explode.play()
explosion2 = Explosion(player.rect.centerx, player.rect.centery)
allsprites.add(explosion2)
player.kill()
shot.kill()
if life > 0:
ready = Msg("Push Harder !!.")
ready.update()
allsprites.update()
allsprites.draw(screen)
score.update()
pygame.display.flip()
for item in bombs:
item.kill()
while 1:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
break
player = Gun()
shot = Blast()
allsprites.add(player, shot)
if shot.rect.top <= screenrect.top:
shot.kill()
shot = Blast()
allsprites.add(shot)
if life == 2:
men = lives2
if life == 1:
men = lives1
if life == 3:
men = lives3
if life > 0:
screen.blit(men, (0,0))
allsprites.update()
allsprites.draw(screen)
score.update()
# set the loop to "fps" cycles per second
clock.tick(fps)
# update the display
pygame.display.flip()
# close pygame
pygame.quit()
You are erasing the screen after drawing the stars. Change:
# drawing stars
for star in stars:
draw_star(star)
screen.fill((0,0,0))
pygame.display.flip()
to:
screen.fill((0,0,0))
# drawing stars
for star in stars:
draw_star(star)
pygame.display.flip()
Related
I am stuck on how to write my collision function in my player class. Also should I put my collision check function in my player class or should it be in my bullet class? I honestly don't know. I mean common sense says my bullet should have the collision check function in it, just because I want the top of my bullet checking if it hits a falling cement block sprite, but I don't know.... I would appreciate an answer on how to code my collision function. This would really help me out. My collision function is right below my shoot function in my player class.
My code:
import pygame
pygame.init()
#screen settings
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("AutoPilot")
screen.fill((255, 255, 255))
#fps
FPS = 120
clock = pygame.time.Clock()
#load images
bg = pygame.image.load('background/street.png').convert_alpha() # background
bullets = pygame.image.load('car/bullet.png').convert_alpha()
debris_img = pygame.image.load('debris/cement.png')
#define game variables
shoot = False
#player class
class Player(pygame.sprite.Sprite):
def __init__(self, scale, speed):
pygame.sprite.Sprite.__init__(self)
self.bullet = pygame.image.load('car/bullet.png').convert_alpha()
self.bullet_list = []
self.speed = speed
#self.x = x
#self.y = y
self.moving = True
self.frame = 0
self.flip = False
self.direction = 0
#load car
self.images = []
img = pygame.image.load('car/car.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width()) * scale, (int(img.get_height()) * scale)))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
self.update_time = pygame.time.get_ticks()
self.movingLeft = False
self.movingRight = False
self.rect.x = 465
self.rect.y = 325
#draw car to screen
def draw(self):
screen.blit(self.image, (self.rect.centerx, self.rect.centery))
#move car
def move(self):
#reset the movement variables
dx = 0
dy = 0
#moving variables
if self.movingLeft and self.rect.x > 33:
dx -= self.speed
self.flip = True
self.direction = -1
if self.movingRight and self.rect.x < 900:
dx += self.speed
self.flip = False
self.direction = 1
#update rectangle position
self.rect.x += dx
self.rect.y += dy
#shoot
def shoot(self):
bullet = Bullet(self.rect.centerx + 18, self.rect.y + 30, self.direction)
bullet_group.add(bullet)
#def collision(self):
#write code here
#bullet class
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction):
pygame.sprite.Sprite.__init__(self)
self.speed = 5
self.image = bullets
self.rect = self.image.get_rect()
self.rect.center = (x,y)
self.direction = direction
def update(self):
self.rect.centery -= self.speed
#check if bullet has gone off screen
if self.rect.top < 1:
self.kill()
#debris class
class Debris(pygame.sprite.Sprite):
def __init__(self, x, y, scale, speed):
pygame.sprite.Sprite.__init__(self)
self.scale = scale
self.x = x
self.y = y
self.speed = speed
self.vy = 0
self.on_ground = True
self.move = True
self.health = 4
self.max_health = self.health
self.alive = True
#load debris
self.image = debris_img
self.rect = self.image.get_rect()
self.rect.center = (x,y)
######################CAR/DEBRIS##########################
player = Player(1,5)
debris = Debris(300,15,1,5)
##########################################################
#groups
bullet_group = pygame.sprite.Group()
debris_group = pygame.sprite.Group()
debris_group.add(debris)
#game runs here
run = True
while run:
#draw street
screen.blit(bg, [0, 0])
#update groups
bullet_group.update()
bullet_group.draw(screen)
debris_group.update()
debris_group.draw(screen)
#draw car
player.draw()
player.move()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#check if key is down
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.key == pygame.K_a:
player.movingLeft = True
if event.key == pygame.K_d:
player.movingRight = True
if event.key == pygame.K_SPACE:
player.shoot()
shoot = True
#check if key is up
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.movingLeft = False
if event.key == pygame.K_d:
player.movingRight = False
#update the display
pygame.display.update()
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
I suggest reading How do I detect collision in pygame?. Use pygame.sprite.spritecollide() for the collision detection. Set the dokill argument True. So the bullets gat automatically destroyed.
The following code is base on one of your previous questions: Check collision of bullet sprite hitting cement block sprite
class Car(pygame.sprite.Sprite):
# [...]
def collision(self, debris_group):
for debris in debris_group:
if pygame.sprite.spritecollide(debris, bullet_group, True):
debris.health -= 1
if debris.health <= 0:
debris.kill()
My game has a sprite which can move left and right and shoot bullets. However, if I shoot out too many bullets (about 50 or so), my game starts lagging a lot. My sprite doesn't move fluently anymore and the game doesn't work well. So I think the problem to this is that all the bullets created are continuing to be run outside my screen. That's why I would like to know how to set a range limit to my bullet. Once past that limit it disappears and out of the program so my game won't lag. However, I am open to other suggestions like if there is a way to make my game no lag without setting a range limit. I have separated my game into 2 .py files a main.py and a Sprite1.py which I import to my main.
Here's my Sprite1.py file:
import pygame
import sys
import os
import time
from pygame import mixer
from pygame.locals import *
def showStartScreen(surface):
show = True
while (show == True):
background = pygame.image.load(os.path.join('images', 'Starting_scr.png'))
# rect = surface.get_rect()
surface.blit(background, (0,0))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
show = False
class Player(pygame.sprite.Sprite):
def __init__(self, all_sprites):
pygame.sprite.Sprite.__init__(self)
self.movex = 0
self.movey = 0
self.frame = 0
self.images = []
self.imagesleft = []
self.imagesright = []
self.direction = "right"
# self.rect = self.image.get_rect(center=pos)
self.alpha = (0,0,0)
self.ani = 4 # animation cycles
self.all_sprites = all_sprites
self.add(self.all_sprites)
self.bullet_timer = .1
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesright.append(img)
self.image = self.imagesright[0]
self.rect = self.image.get_rect()
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img = pygame.transform.flip(img, True, False)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesleft.append(img)
self.image = self.imagesleft[0]
self.rect = self.image.get_rect()
def control(self,x,y):
'''
control player movement
'''
self.movex += x
self.movey -= y
def update(self, dt):
'''
Update sprite position
'''
self.rect.x = self.rect.x + self.movex
self.rect.y = self.rect.y + self.movey
# moving left
if self.movex < 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesleft[self.frame//self.ani]
self.direction = "left"
# moving right
if self.movex > 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesright[self.frame//self.ani]
self.direction = "right"
# self.rect.center = pygame.mouse.get_pos()
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.bullet_timer -= dt # Subtract the time since the last tick.
if self.bullet_timer <= 0:
self.bullet_timer = 0 # Bullet ready.
if keys: # Left mouse button.
# Create a new bullet instance and add it to the groups.
if self.direction == "right":
Bullet([self.rect.x + self.image.get_width(), self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
else:
Bullet([self.rect.x, self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
self.bullet_timer = .1 # Reset the timer.
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.sound = pygame.mixer.music.play()
self.pos = pygame.math.Vector2(pos)
self.vel = pygame.math.Vector2(750, 0)
self.direction = direction
def update(self, dt):
# Add the velocity to the position vector to move the sprite
if self.direction == "right":
#self.vel = pygame.math.Vector2(750, 0)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.pos += self.vel * dt
else:
#self.vel = pygame.math.Vector2(-750, 0)
BULLET_IMG = pygame.image.load(os.path.join('images','fireball.png'))
self.image = pygame.transform.flip(BULLET_IMG, True, False)
self.rect = self.image.get_rect()
self.pos -= self.vel * dt
#print(self.pos)
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0:
self.kill()
And this is my main.py file:
import pygame
import os
import sys
import time
from pygame import mixer
import Sprite1
'''
Setup
'''
pygame.init()
width = 960
height = 720
fps = 40 # frame rate
#ani = 4 # animation cycles
clock = pygame.time.Clock()
pygame.display.set_caption('B.S.G.!!!')
surface = pygame.display.set_mode((width, height))
#pygame.mixer.music.load('.\\sounds\\Fairy.mp3')
#pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.load('.\\sounds\\Fireball.wav')
#direction = "right"
all_sprites = pygame.sprite.Group()
player = Sprite1.Player(all_sprites)
player.rect.x = 50
player.rect.y = 500
steps = 10 # how fast to move
Sprite1.showStartScreen(surface)
'''
Main loop
'''
main = True
while main == True:
background = pygame.image.load(os.path.join('images', 'Bg.png'))
surface.blit(background, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
main = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(-steps,0)
#direction = "left"
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(steps,0)
#direction = "right"
if event.key == pygame.K_UP or event.key == ord('w'):
player.rect.y -= 100
#player.rect.y -= 10
#player.movey == 10
#player.movey == -10
#time.sleep(1)
#player.control(0,-steps)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(steps,0)
#direction = "left"
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(-steps,0)
#direction = "right"
if event.key == pygame.K_UP or event.key == ord('w'):
player.rect.y += 100
#player.movey == -10
if event.key == ord('q'):
pygame.quit()
sys.exit()
main = False
# dt = time since last tick in milliseconds.
dt = clock.tick(60) / 1000
all_sprites.update(dt)
player.update(dt)
all_sprites.draw(surface) #refresh player position
pygame.display.flip()
P.S.: don't mind how my sprite jumps, I just wrote it that way for now. I will be making him actually jump later on with gravity. Thanks beforehand.
You already check if the bullets leave the screen at the top:
if self.rect.bottom <= 0:
self.kill()
You could change it to
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.kill()
to kill the sprite if it is not at the screen at all.
But your problem is actually this:
def update(self, dt):
# Add the velocity to the position vector to move the sprite
if self.direction == "right":
#self.vel = pygame.math.Vector2(750, 0)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.pos += self.vel * dt
else:
#self.vel = pygame.math.Vector2(-750, 0)
BULLET_IMG = pygame.image.load(os.path.join('images','fireball.png'))
self.image = pygame.transform.flip(BULLET_IMG, True, False)
self.rect = self.image.get_rect()
self.pos -= self.vel * dt
...
Here you're loading the fireball.png image once for every instance of the Bullet class
every frame. You aim for 60 fps, so when there are 50 Bullet instances you try to load the file 300 times per second from your disk.
Instead, you should load the image once at startup.
Here's how it could look like:
class Bullet(pygame.sprite.Sprite):
IMAGE = None
FLIPPED_IMAGE = None
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
# cache images
if not Bullet.IMAGE:
Bullet.IMAGE = pygame.image.load(os.path.join('images','fireball.png'))
Bullet.FLIPPED_IMAGE = pygame.transform.flip(Bullet.IMAGE, True, False)
if direction == "right":
self.vel = pygame.math.Vector2(750, 0)
self.image = Bullet.IMAGE
else:
self.vel = pygame.math.Vector2(-750, 0)
self.image = Bullet.FLIPPED_IMAGE
# suspicious... Should use the Sound class instead
# self.sound = pygame.mixer.music.play()
self.pos = pygame.math.Vector2(pos)
self.rect = self.image.get_rect(center=pos)
def update(self, dt):
# Add the velocity to the position vector to move the sprite
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.kill()
Also, you should only use pygame.mixer.music.play() for playing background music (since you can only play one file at once with music.play()). For sound effects, better use the Sound class.
You can check if the bullet is in the screen and remove it if it isn't.
for bullet in bullets[:]:
if not surface.get_rect().collidepoint(bullet.pos):
#remove the bullet
Alternatively, you can remove it after a set amount of time. Under your __init__ method of the bullet class, you can add start = time.time() to record when it spawns.
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.sound = pygame.mixer.music.play()
self.pos = pygame.math.Vector2(pos)
self.vel = pygame.math.Vector2(750, 0)
self.direction = direction
self.start = time.time()
Then in your main loop make a variable now = time.time() to keep track of the current time. You can determine how long you bullet has been around by taking away spawn time, which is self.start from now
def kill(self, now, lifetime):
if now - self.start > lifetime:
#remove bullet
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)
...
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I was working on a movement animations since I saw a youtuber explaining how to do it, but I'm getting this error:
TypeError: argument 1 must be pygame.Surface, not list
My code is about 500 lines.
# Pygame Template - skeleton for a new pygame project
import pygame
import random
import os
from os import path
vec = pygame.math.Vector2
width = 800
height = 600
FPS = 60
POWERUP_TIME = 5000
title = 'Parkourse'
# Player properties
player_acceleration = 0.5
player_friction = -0.12
player_gravity = 0.8
player_jump = 10
# Starting platforms
platforms_list = [(0,height-40,width,50), # Ground
(0,0,800,10), # Top
(0,0,10,600), # Left Border
(790,height-400,10,600),# Right Border
(250,height - 160,width-200,10), # Floor 1
(0,height - 280,width-200,10), # Floor 2
(250,height - 400,width-100,10)] # Floor 3
# Define Colors
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
# set up assets folders
game_folder = os.path.dirname(__file__)
image_folder = os.path.join(game_folder, "Image")
sound_folder = os.path.join(game_folder, "Sound")
# Initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption(title)
clock = pygame.time.Clock()
# Load all game graphics
background = pygame.image.load(path.join(image_folder, "background.png")).convert()
background_rect = background.get_rect()
no_mvmt_0 = pygame.image.load(path.join(image_folder,"no_mvmt_0.png")).convert()
no_mvmt_1 = pygame.image.load(path.join(image_folder,"no_mvmt_1.png")).convert()
running_0 = pygame.image.load(path.join(image_folder,"running_0.png")).convert()
running_1 = pygame.image.load(path.join(image_folder,"running_1.png")).convert()
jumping_0 = pygame.image.load(path.join(image_folder,"jumping_0.png")).convert()
mini_no_mvmt = pygame.transform.scale(no_mvmt_0, (25,48))
mini_no_mvmt.set_colorkey(white)
scissors = pygame.image.load(path.join(image_folder,"scissors.png")).convert()
mob_left = pygame.image.load(path.join(image_folder,"mob_left.png")).convert()
power_upper_image = {}
power_upper_image['shield_0'] = pygame.image.load(path.join(image_folder,"shield_upper_0.png")).convert()
power_upper_image['shield_1'] = pygame.image.load(path.join(image_folder,"shield_upper_1.png")).convert()
power_upper_image['shield_2'] = pygame.image.load(path.join(image_folder,"shield_upper_2.png")).convert()
power_upper_image['life'] = pygame.image.load(path.join(image_folder,"life_upper.png")).convert()
power_upper_image['power'] = pygame.image.load(path.join(image_folder,"power.png")).convert()
explosion_animation = {}
explosion_animation['normal']=[]
explosion_animation['small']=[]
explosion_animation['player']=[]
for explosion in range(5):
explose = 'explosion_{}.png'.format(explosion)
image = pygame.image.load(path.join(image_folder, explose)).convert()
image.set_colorkey(white)
image.set_colorkey(black)
image_normal = pygame.transform.scale(image, (80,80))
explosion_animation['normal'].append(image_normal)
image_small = pygame.transform.scale(image, (30, 30))
explosion_animation['small'].append(image_small)
death = 'dying_{}.png'.format(explosion)
image = pygame.image.load(path.join(image_folder, death)).convert()
image.set_colorkey(white)
explosion_animation['player'].append(image)
#Load all game sounds
scream_sound = []
for scream in ["slightscream_0.wav", "slightscream_1.wav", "slightscream_2.wav",
"slightscream_3.wav", "slightscream_4.wav", "slightscream_5.wav",
"slightscream_6.wav", "slightscream_7.wav", "slightscream_8.wav",
"slightscream_9.wav", "slightscream_10.wav", "slightscream_11.wav",
"slightscream_12.wav", "slightscream_13.wav", "slightscream_14.wav"]:
scream_sound.append(pygame.mixer.Sound(path.join(sound_folder,scream)))
shoot_sound = pygame.mixer.Sound(path.join(sound_folder,"shoot.wav"))
shield = pygame.mixer.Sound(path.join(sound_folder,"shield.wav"))
life = pygame.mixer.Sound(path.join(sound_folder,"life.wav"))
special_power = pygame.mixer.Sound(path.join(sound_folder,"special_power.wav"))
death_sound = pygame.mixer.Sound(path.join(sound_folder,"death.ogg"))
explosion_sound = []
for sound in ["explosion.wav", "explosion_2.wav"]:
explosion_sound.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
pygame.mixer.music.load(path.join(sound_folder,"gameplay.ogg"))
pygame.mixer.music.set_volume(0.6)
font_name = pygame.font.match_font('arial')
def draw_text (surf, text,color,size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
def newmob():
m = Mobs()
all_sprites.add(m)
mobs.add(m)
def draw_shield_bar(screen, x,y,percentage):
if percentage < 0:
percentage = 0
bar_lenght = 100
bar_height = 10
fill = (percentage / 100) * bar_lenght
outline_rect = pygame.Rect(x,y,bar_lenght,bar_height)
fill_rect = pygame.Rect(x,y,fill, bar_height)
pygame.draw.rect(screen, green, fill_rect)
pygame.draw.rect(screen, black, outline_rect, 2) # 2 is the the number of pixels
# of how wide you want the outline
# of the rectangle to be
def draw_lives (surface, x, y, lives, image):
for i in range(lives):
image_rect = image.get_rect()
image_rect.x = x + 30 * i
image_rect.y = y
surface.blit(image, image_rect)
score = 0
def show_game_over_screen():
screen.blit(background, background_rect)
draw_text(screen, "Dang..!",red,100, width/2, 200)
draw_text(screen, "Score: " + str(score),blue,30, width/2, 330)
draw_text(screen, "Press any key to retry",blue,30, width/2, 390)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
def show_start_screen():
screen.blit(background, background_rect)
draw_text(screen,"Parkourse!", green, 100, width/2, 200)
draw_text(screen, "Use the arrow keys to move, S to fire, and space to Jump",blue,30, width/2, 330)
draw_text(screen, "Press any key to begin",blue,30, width/2, 390)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
class Player (pygame.sprite.Sprite):
# Sprite for the player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.load_movement_images()
self.image = self.standing_frame[0]
self.rect = self.image.get_rect()
self.pos = vec(50,500)
self.vel = vec(0,0)
self.acc = vec(0,0)
self.shield = 100
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_timer = pygame.time.get_ticks()
self.running = False
self.jumping = False
self.current_frame = 0
self.last_update = 0
def load_movement_images(self):
self.standing_frame = [no_mvmt_0, no_mvmt_1]
self.running_frame_right = [running_0,running_1]
self.running_frame_left = []
for frame in self.standing_frame:
frame.set_colorkey(white)
for frame in self.running_frame_right:
self.running_frame_left.append(pygame.transform.flip(frame,True,False)) # True is horizontaly, False is vertically
frame.set_colorkey(white)
self.jumping_frame = jumping_0
self.jumping_frame.set_colorkey(white)
def animate(self):
now = pygame.time.get_ticks()
if not self.jumping and not self.running:
if now - self.last_update > 350:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_frame)
self.image = self.standing_frame
def jump(self):
# Jump only if standing on a Platform
self.rect.x +=1
hits = pygame.sprite.spritecollide(player,platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = - player_jump
def update(self):
self.animate()
# timeout for powerups
if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.pos = vec(30, 400)
self.acc = vec(0,player_gravity)
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT] or keystate[pygame.K_a]:
self.acc.x = -player_acceleration
if keystate[pygame.K_RIGHT] or keystate[pygame.K_d]:
self.acc.x = player_acceleration
if keystate[pygame.K_SPACE]:
player.jump()
# apply friction
self.acc.x += self.vel.x * player_friction
# equations of motions
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
# wrap around the sides of the screen
if self.pos.x > 750:
self.pos.x = 750
if self.pos.x <= 0:
self.pos.x = 25
self.rect.midbottom = self.pos
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
def shoot(self):
if self.power == 1:
bullet = Bullet(self.pos.x + 5, self.pos.y - 20)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.power >= 2:
bullet1 = Bullet(self.pos.x + 5, self.pos.y - 20)
bullet2 = Bullet(self.pos.x + 35, self.pos.y -20)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.pos = vec(0, 6000)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = scissors
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.image = pygame.transform.scale(scissors, (30,15))
self.rect.bottom = y
self.rect.centerx = x
self.speedx = 10
def update(self):
self.rect.x += self.speedx
# kill if it moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
class Mobs(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = mob_left
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.x = random.randrange(0,800)
self.rect.y = 530
self.speedx = 2
def update(self):
self.rect.x -= self.speedx
if self.rect.right < 0:
self.rect.x = 800
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size, frame):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_animation[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = frame
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_animation[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_animation[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class Normal_Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield_0','shield_1','shield_2'])
self.image = power_upper_image[self.type]
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.center = center
class Special_Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['life','power'])
self.image = power_upper_image[self.type]
self.rect = self.image.get_rect()
self.image.set_colorkey(white)
self.rect.center = center
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((w, h))
self.image.fill(black)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
pygame.mixer.music.play(loops=-1) # loops = -1 means that pygame will restart the song when it's finished
# Game loop
running = True
new_game = True
game_over = False
while running:
if new_game:
show_start_screen()
new_game = False
all_sprites = pygame.sprite.Group()
platforms = pygame.sprite.Group()
for plat in platforms_list:
p = Platform (*plat)
all_sprites.add(p)
platforms.add(p)
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
for i in range(1):
newmob()
score = 0
if game_over:
show_game_over_screen()
game_over = False
all_sprites = pygame.sprite.Group()
platforms = pygame.sprite.Group()
for plat in platforms_list:
p = Platform (*plat)
all_sprites.add(p)
platforms.add(p)
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
for i in range(1):
newmob()
score = 0
# Keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
player.shoot()
# Updates
all_sprites.update()
# check if player hits a platform - only if falling
if player.vel.y > 0:
hits = pygame.sprite.spritecollide(player,platforms,False)
if hits:
player.pos.y = hits[0].rect.top
player.vel.y = 0
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
for hit in hits:
score += 1
random.choice(explosion_sound).play()
expl = Explosion(hit.rect.center, 'normal', 50)
all_sprites.add(expl)
if random.random() > 0.75:
power = Normal_Power(hit.rect.center)
all_sprites.add(power)
powerups.add(power)
if random.random() > 0.90:
lives = Special_Power(hit.rect.center)
all_sprites.add(lives)
powerups.add(lives)
newmob()
# check to see if the mob hit the player
hits = pygame.sprite.spritecollide(player, mobs,True)
for hit in hits:
random.choice(explosion_sound).play()
player.shield -= 25
newmob()
expl = Explosion(hit.rect.center, 'small', 50)
all_sprites.add(expl)
if player.shield <= 0:
death_sound.play()
death_animation = Explosion(player.rect.center, 'player', 100)
all_sprites.add(death_animation)
player.hide()
player.lives -= 1
player.shield = 100
else:
random.choice(scream_sound).play()
# check if the player hit a powerup
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield_0':
player.shield += 5
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'shield_1':
player.shield += 20
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'shield_2':
player.shield += 20
if player.shield >= 100:
player.shield = 100
shield.play()
if hit.type == 'life':
player.lives += 1
if player.lives >= 3:
player.lives = 3
life.play()
if hit.type == 'power':
special_power.play()
player.powerup()
# if the player died and the explosion finished playing
if player.lives == 0 and not death_animation.alive():
game_over = True
# Draw / Render
screen.fill(white)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen,str(score),red,30, width/ 2, 30)
draw_text(screen,"Score:",red,30, width / 2, 3)
draw_shield_bar(screen,90,20, player.shield)
draw_lives(screen,95,40,player.lives, mini_no_mvmt)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()
quit()
The error is caused by a sprite in your all_sprites group that has a list as its self.image attribute. I've just printed the sprites before the all_sprites.draw(screen) line
for sprite in all_sprites:
print(sprite, sprite.image)
and it was the player sprite which had a list as its image.
<Player sprite(in 1 groups)> [<Surface(40x25x32 SW)>, <Surface(40x25x32 SW)>]
In the load_movement_images method you define self.standing_frame as a list of two images/pygame.Surfaces and in __init__ you set self.image to the first item of that list. But in the animate method you set self.image to the whole list instead of the active image self.image = self.standing_frame and that leads to the error.
class Player (pygame.sprite.Sprite):
# Sprite for the player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.load_movement_images()
# self.image is the first image in the
# self.standing_frame list.
self.image = self.standing_frame[0]
# ...
def load_movement_images(self):
self.standing_frame = [no_mvmt_0, no_mvmt_1]
# ...
def animate(self):
now = pygame.time.get_ticks()
if not self.jumping and not self.running:
if now - self.last_update > 350:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_frame)
# Here you set the self.image to the self.standing_fram list instead one image.
self.image = self.standing_frame
# It should be:
# self.image = self.standing_frame[self.current_frame]
Hello I am currently making a survival shooter but cannot find any way on how to do my collisions! I am trying to make the player collide with the floors but with no success. Here is an image of the map (I want to collide with moon blocks):
http://i.stack.imgur.com/R2apz.jpg
Here is an image of moon blocks with no Background:
http://i.stack.imgur.com/W9H2m.png
And finally here is my code:
import pygame
import random
gravity = .5
jump_time = 2000
x = 0
y = 0
# Player
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, gravity):
# Player dimensions and position
self.gravity = gravity
# Player image and animation
self.images = []
self.images.append(pygame.image.load('images/player.png'))
self.images.append(pygame.image.load('images/player2.png'))
#~ self.images.append(pygame.image.load('ball1.png'))
#~ self.images.append(pygame.image.load('ball2.png'))
self.maxImage = len(self.images)
self.currentImage = 0
#~ self.rect = pygame.Rect(x, y, 80, 80)
self.rect = self.images[0].get_rect()
self.rect.x = x
self.rect.y = y
self.timeTarget = 10
self.timeNum = 1
self.velX = 0
self.velY = 0
# Jump and gravity
self.vSpeed = 3
self.jumpForce = 15
self.maxVspeed = 3
self.isJumping = False
# Jump inputs
def handle_events(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if not self.isJumping:
self.isJumping = True
elif event.key == pygame.K_a:
self.velX = -5
elif event.key == pygame.K_d:
self.velX = +5
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_a, pygame.K_d):
self.velX = 0
# PLayer updates
def update(self, ground):
keys = pygame.key.get_pressed()
# Jumping
self.vSpeed += gravity
if self.vSpeed > self.maxVspeed:
self.vSpeed = self.maxVspeed
self.rect.y += self.vSpeed
if self.rect.y >= ground.y:
self.vSpeed = 0
self.rect.y = ground.y
self.isJumping = False
if keys[pygame.K_SPACE]:
if not self.isJumping:
self.isJumping = True
if self.isJumping:
if pygame.time.get_ticks() < jump_time:
self.isJumping == True
else:
self.isJumping = False
self.vSpeed -= self.jumpForce
#print "isJumping:", self.isJumping
# Animations
if self.timeNum == self.timeTarget:
self.currentImage += 1
if self.currentImage >= self.maxImage:
self.currentImage = 0
self.timeNum = 0
self.rect.centerx += self.velX
self.rect.centery += self.velY
# Screen wrap
if self.rect.right > 1280:
self.rect.left = 0
elif self.rect.left < 0:
self.rect.right = 1280
# Player rendering
def render(self, surface):
surface.blit(self.images[self.currentImage], self.rect)
#----------------------------------------------------------------------
class Zombie():
def __init__(self, x, y):
self.image = pygame.image.load('images/zombie.png')
#~ self.image = pygame.image.load('ball2.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.direction_left = True
def update(self, surface_rect):
if self.direction_left:
self.rect.x -= 1
if self.rect.left <= surface_rect.left:
self.direction_left = not self.direction_left
else:
self.rect.x += 1
if self.rect.right >= surface_rect.right:
self.direction_left = not self.direction_left
def render(self, surface):
surface.blit(self.image, self.rect)
#----------------------------------------------------------------------
class Background():
def __init__(self):
self.image = pygame.image.load('images/arena2.jpg')
#~ self.image = pygame.image.load('background.jpg')
self.rect = self.image.get_rect()
def render(self, surface):
surface.blit(self.image, self.rect)
#----------------------------------------------------------------------
class Game():
def __init__(self):
pygame.init()
# A few variables
self.gravity = .50
self.ground = pygame.Rect(0, 640, 1280, 80)
# Screen
size = (1280, 720)
self.screen = pygame.display.set_mode(size)
pygame.display.set_caption('Moon Survival!')
# Moon / Background
self.moon = Background()
# Zombies
self.zombies = []
for i in range(10):
self.zombies.append( Zombie(random.randint(0,1280), random.randint(0,720)) )
# Player
self.player = Player(25, 320, self.gravity)
# Font for text
self.font = pygame.font.SysFont(None, 72)
# Pause - center on screen
self.pause_text = self.font.render("PAUSE", -1, (255,0,0))
self.pause_rect = self.pause_text.get_rect(center = self.screen.get_rect().center)
def run(self):
clock = pygame.time.Clock()
# "state machine"
RUNNING = True
PAUSED = False
GAME_OVER = False
# Game loop
while RUNNING:
# (all) Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
RUNNING = False
elif event.key == pygame.K_p:
PAUSED = not PAUSED
# Player/Zomies events
if not PAUSED and not GAME_OVER:
self.player.handle_events(event)
# (all) Movements / Updates
if not PAUSED and not GAME_OVER:
self.player.update(self.ground)
for z in self.zombies:
z.update(self.screen.get_rect())
# (all) Display updating
self.moon.render(self.screen)
for z in self.zombies:
z.render(self.screen)
self.player.render(self.screen)
if PAUSED:
self.screen.blit(self.pause_text, self.pause_rect)
pygame.display.update()
# FTP
clock.tick(100)
# --- the end ---
pygame.quit()
#---------------------------------------------------------------------
Game().run()
Any help will be greatly appreciated, thank you.
I made a very similar game for PyWeek #17 called "Miner".
Here's a screenshot: http://media.pyweek.org/dl/17/powrtoch/miner_ss.png (you can see the similarity!)
You can find the relevant code on GitHub here: https://github.com/marcusmoller/pyweek17-miner/blob/master/miner/engine.py#L202-L220:
def checkCollision(self, sprite, xVel, yVel):
for x in range(len(level.levelStructure)):
for y in range(len(level.levelStructure[x])):
block = level.levelStructure[x][y]
if block is not None:
if pygame.sprite.collide_rect(sprite, block):
if xVel < 0:
sprite.rect.x = block.rect.x + block.rect.w
if xVel > 0:
sprite.rect.x = block.rect.x - sprite.rect.w
if yVel < 0:
sprite.rect.y = block.rect.y + block.rect.h
if yVel > 0 and not sprite.onGround:
sprite.onGround = True
sprite.rect.y = block.rect.y - sprite.rect.h
You could do something like this using collide_rect:
# See if the Sprite block collides with anything in the Ground block_list
for block in groundBlocks:
if(collide_rect(player, block)):
# do not fall
else:
# fall
where all Block you can walk on are in the groundBlocks list.