Pygame Reset game - pygame

I need some help with reseting a game I made. I've got the main loop going and the collision detection working. I'm trying to get an instant restart on the game, one that just resets the score and gets going again - I don't want it to have any user input before it restarts the game again.
MoveAsteroids() simply moves asteroids across the screen which the player has to avoid. It's also the function where score is incremented by 1 each time an asteroid is dodged.
def game_loop():
global score
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
spaceship.change = -5
elif event.key == pygame.K_DOWN:
spaceship.change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
spaceship.change = 0
spaceship.y += spaceship.change
if spaceship.y > window_height - spaceship.height: # Creating borders on the window
spaceship.y = window_height - spaceship.height
elif spaceship.y < 0:
spaceship.y = 0
window.blit(bg_img, (0, 0))
MoveAsteroids()
CollisionDetection()
Score_display("Score: " + str(score * 100), white)
pygame.display.update()
def CollisionDetection():
global score
spaceship_rect = pygame.Rect(spaceship.x, spaceship.y, spaceship.width, spaceship.height)
for x in range(1, 5):
rect = pygame.Rect(asteroids[x].x, asteroids[x].y, asteroids[x].width, asteroids[x].height)
if spaceship_rect.colliderect(rect):
pass
# The part I need help with is this line of code just above^. .colliderect() returns true when a collision happens.

If I get you right you just want to reset the game. Just do
def CollisionDetection():
global score
spaceship_rect = pygame.Rect(spaceship.x, spaceship.y, spaceship.width, spaceship.height)
for x in range(1, 5):
rect = pygame.Rect(asteroids[x].x, asteroids[x].y, asteroids[x].width, asteroids[x].height)
if spaceship_rect.colliderect(rect):
score = 0
// here you reset your spaceship.x and y to the normal state
you could also have a look at sprites. It makes collision detection easier and is nice for larger games with it's groups.

Related

NameError: name 'event' is not defined [duplicate]

I am making a game in pygame 1.9.2.
It's a faily simple game in which a ship moves between five columns of bad guys who attack by moving slowly downward. I am attempting to make it so that the ship moves left and right with the left and right arrow keys. Here is my code:
keys=pygame.key.get_pressed()
if keys[K_LEFT]:
location-=1
if location==-1:
location=0
if keys[K_RIGHT]:
location+=1
if location==5:
location=4
It works too well. The ship moves too fast. It is near impossible to have it move only one location, left or right. How can i make it so the ship only moves once every time the key is pressed?
You can get the events from pygame and then watch out for the KEYDOWN event, instead of looking at the keys returned by get_pressed()(which gives you keys that are currently pressed down, whereas the KEYDOWN event shows you which keys were pressed down on that frame).
What's happening with your code right now is that if your game is rendering at 30fps, and you hold down the left arrow key for half a second, you're updating the location 15 times.
events = pygame.event.get()
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
location -= 1
if event.key == pygame.K_RIGHT:
location += 1
To support continuous movement while a key is being held down, you would have to establish some sort of limitation, either based on a forced maximum frame rate of the game loop or by a counter which only allows you to move every so many ticks of the loop.
move_ticker = 0
keys=pygame.key.get_pressed()
if keys[K_LEFT]:
if move_ticker == 0:
move_ticker = 10
location -= 1
if location == -1:
location = 0
if keys[K_RIGHT]:
if move_ticker == 0:
move_ticker = 10
location+=1
if location == 5:
location = 4
Then somewhere during the game loop you would do something like this:
if move_ticker > 0:
move_ticker -= 1
This would only let you move once every 10 frames (so if you move, the ticker gets set to 10, and after 10 frames it will allow you to move again)
pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is 1, otherwise 0. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while True:
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x -= speed
if keys[pygame.K_RIGHT]:
x += speed
if keys[pygame.K_UP]:
y -= speed
if keys[pygame.K_DOWN]:
y += speed
This code can be simplified by subtracting "left" from "right" and "up" from "down":
while True:
keys = pygame.key.get_pressed()
x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * speed
y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * speed
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN event occurs once every time a key is pressed. KEYUP occurs once every time a key is released. Use the keyboard events for a single action or movement:
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x -= speed
if event.key == pygame.K_RIGHT:
x += speed
if event.key == pygame.K_UP:
y -= speed
if event.key == pygame.K_DOWN:
y += speed
See also Key and Keyboard event
Minimal example of continuous movement: replit.com/#Rabbid76/PyGame-ContinuousMovement
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(0, 0, 20, 20)
rect.center = window.get_rect().center
vel = 5
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
print(pygame.key.name(event.key))
keys = pygame.key.get_pressed()
rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel
rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel
rect.centerx = rect.centerx % window.get_width()
rect.centery = rect.centery % window.get_height()
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect)
pygame.display.flip()
pygame.quit()
exit()
Minimal example for a single action: replit.com/#Rabbid76/PyGame-ShootBullet
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
tank_surf = pygame.Surface((60, 40), pygame.SRCALPHA)
pygame.draw.rect(tank_surf, (0, 96, 0), (0, 00, 50, 40))
pygame.draw.rect(tank_surf, (0, 128, 0), (10, 10, 30, 20))
pygame.draw.rect(tank_surf, (32, 32, 96), (20, 16, 40, 8))
tank_rect = tank_surf.get_rect(midleft = (20, window.get_height() // 2))
bullet_surf = pygame.Surface((10, 10), pygame.SRCALPHA)
pygame.draw.circle(bullet_surf, (64, 64, 62), bullet_surf.get_rect().center, bullet_surf.get_width() // 2)
bullet_list = []
run = True
while run:
clock.tick(60)
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
bullet_list.insert(0, tank_rect.midright)
for i, bullet_pos in enumerate(bullet_list):
bullet_list[i] = bullet_pos[0] + 5, bullet_pos[1]
if bullet_surf.get_rect(center = bullet_pos).left > window.get_width():
del bullet_list[i:]
break
window.fill((224, 192, 160))
window.blit(tank_surf, tank_rect)
for bullet_pos in bullet_list:
window.blit(bullet_surf, bullet_surf.get_rect(center = bullet_pos))
pygame.display.flip()
pygame.quit()
exit()
import pygame
pygame.init()
pygame.display.set_mode()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit(); #sys.exit() if sys is imported
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_0:
print("Hey, you pressed the key, '0'!")
if event.key == pygame.K_1:
print("Doing whatever")
In note that K_0 and K_1 aren't the only keys, to see all of them, see pygame documentation, otherwise, hit tab after typing in
pygame.
(note the . after pygame) into an idle program. Note that the K must be capital. Also note that if you don't give pygame a display size (pass no args), then it will auto-use the size of the computer screen/monitor. Happy coding!
I think you can use:
pygame.time.delay(delayTime)
in which delayTime is in milliseconds.
Put it before events.
Try this:
keys=pygame.key.get_pressed()
if keys[K_LEFT]:
if count == 10:
location-=1
count=0
else:
count +=1
if location==-1:
location=0
if keys[K_RIGHT]:
if count == 10:
location+=1
count=0
else:
count +=1
if location==5:
location=4
This will mean you only move 1/10 of the time. If it still moves to fast you could try increasing the value you set "count" too.
The reason behind this is that the pygame window operates at 60 fps (frames per second) and when you press the key for just like 1 sec it updates 60 frames as per the loop of the event block.
clock = pygame.time.Clock()
flag = true
while flag :
clock.tick(60)
Note that if you have animation in your project then the number of images will define the number of values in tick(). Let's say you have a character and it requires 20 sets images for walking and jumping then you have to make tick(20) to move the character the right way.
Just fyi, if you're trying to ensure the ship doesn't go off of the screen with
location-=1
if location==-1:
location=0
you can probably better use
location -= 1
location = max(0, location)
This way if it skips -1 your program doesn't break
make something like this, but based on time delay. i call my function first time immediately and then lunch timer, and while button is pressed i call it every button_press_delta seconds
from time import time
before main loop:
button_press_delta = 0.2
right_button_pressed = 0
while not done:
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
if not right_button_pressed:
call_my_function()
right_button_pressed = 1
right_button_pressed_time_start = time()
if right_button_pressed:
right_button_pressed_time = (
time() - right_button_pressed_time_start)
if right_button_pressed_time > button_press_delta:
call_my_function()
right_button_pressed_time_start = time()
else:
right_button_pressed = 0
You should use clock.tick(10) as stated in the docs.
all of the answers above are too complexicated i would just change the variables by 0.1 instead of 1
this makes the ship 10 times slower
if that is still too fast change the variables by 0.01
this makes the ship 100 times slower
try this
keys=pygame.key.get_pressed()
if keys[K_LEFT]:
location -= 0.1 #or 0.01
if location==-1:
location=0
if keys[K_RIGHT]:
location += 0.1 #or 0.01
if location==5:
location=4
To slow down your game, use pygame.clock.tick(10)

Why is the sprite not moving? [duplicate]

This question already has answers here:
Why is my PyGame application not running at all?
(2 answers)
Closed 1 year ago.
I am currently programming a pygame game where you move a spaceship around the screen. Currently, I have got to the part where I made the spaceship and tried to make it move. However, when I try to move the spaceship around, the spaceship doesn't move!
Here is my current code:
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 500))
screen.fill((255, 255, 255))
class Spaceship(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("C:/eqodqfe/spaceship.png")
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
self.rect.center = (self.x, self.y)
spaceship = Spaceship(screen, 400, 400)
screen.blit(spaceship.image, spaceship.rect)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_a]:
spaceship.x -= 5
elif key[pygame.K_d]:
spaceship.x += 5
elif key[pygame.K_w]:
spaceship.y += 5
elif key[pygame.K_s]:
spaceship.y -= 5
spaceship.update()
pygame.display.update()
What is wrong with my current code?
You have to draw the Sprties in the application loop:
clock = pygame.time.Clock()
running = True
while running:
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_a]:
spaceship.x -= 5
elif key[pygame.K_d]:
spaceship.x += 5
elif key[pygame.K_w]:
spaceship.y -= 5
elif key[pygame.K_s]:
spaceship.y += 5
# update the position of the object
spaceship.update()
# clear the display
screen.fill((255, 255, 255))
# draw the object
screen.blit(spaceship.image, spaceship.rect)
# update the display
pygame.display.update()
# limit frames per second
clock.tick(60)
The typical PyGame application loop has to:
handle the events by either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by either pygame.display.update() or pygame.display.flip()
limit frames per second to limit CPU usage
Furthermore I suggest to use a pygame.sprite.Group:
pygame.sprite.Group.draw() and pygame.sprite.Group.update() are methods which are provided by pygame.sprite.Group.
The former delegates the to the update mehtod of the contained pygame.sprite.Sprites - you have to implement the method. See pygame.sprite.Group.update():
Calls the update() method on all Sprites in the Group [...]
The later uses the image and rect attributes of the contained pygame.sprite.Sprites to draw the objects - you have to ensure that the pygame.sprite.Sprites have the required attributes. See pygame.sprite.Group.draw():
Draws the contained Sprites to the Surface argument. This uses the Sprite.image attribute for the source surface, and Sprite.rect. [...]
spaceship = Spaceship(screen, 400, 400)
all_sprites = pygame.sprite.Group()
all_sprites.add(spaceship)
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_a]:
spaceship.x -= 5
elif key[pygame.K_d]:
spaceship.x += 5
elif key[pygame.K_w]:
spaceship.y += 5
elif key[pygame.K_s]:
spaceship.y -= 5
all_sprites.update()
screen.fill((255, 255, 255))
all_sprites.draw(screen)
pygame.display.update()

pygame - Key inputs not working in if not syntax

So recently I have been working on a project with pygame and I was starting work on my character that you could control. The player can move with the arrow keys but cannot stop when there is no keys being pressed. My solution to the was for pygame to test if the user is not pressing left, right, up, or down then the players speed would go to zero. But for some reason when I don't have and keys pressed the player speed does still not stop. I am wondering what is wrong with my if statement. Thanks for reading this and helping!
The if statement code is this:
if event.key != K_LEFT and event.key != K_RIGHT and event.key != K_DOWN and event.key != K_UP:
playerSpeed = 0
This is the full code for the movment:
#Keypress-player movement
elif event.type == KEYDOWN:
if event.key != K_LEFT and event.key != K_RIGHT and event.key != K_DOWN and event.key != K_UP:
playerSpeed = 0
if event.key == K_LEFT:
direction = LEFT
playerSpeed = .2
elif event.key == K_RIGHT:
direction = RIGHT
playerSpeed = .2
elif event.key == K_DOWN:
direction = DOWN
playerSpeed = .2
elif event.key == K_UP:
playerSpeed = .2
direction = UP
if direction == UP:
if canMoveUp == 'true':
newPlayer = {'x':coords[0]['x'], 'y':coords[0]['y']-playerSpeed}
elif direction == DOWN:
if canMoveDown == 'true':
newPlayer = {'x':coords[0]['x'], 'y':coords[0]['y']+playerSpeed}
elif direction == LEFT:
if canMoveLeft == 'true':
newPlayer = {'x':coords[0]['x']-playerSpeed, 'y':coords[0]['y']}
elif direction == RIGHT:
if canMoveRight == 'true':
newPlayer = {'x':coords[0]['x']+playerSpeed, 'y':coords[0]['y']}
You need to completely rethink your approach. There are 2 good ways of doing key-based input.
1) Have a flag for each key, set it on KEYDOWN, and unset it on KEYUP.
2) Use the currently-pressed keys dictionary that Pygame provides.
Then you can say stuff like "if keys["UP"]:". This lets you use more than one key at a time, and makes the logic simpler.

A blank black window opens in pygame

When I run this code it shows a blank black window and it says x is not defined.
import pygame,sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((800,500))
screen.fill((255,255,255))
#basic stuff
pygame.draw.line(screen,(0,0,0),(500,0),(500,500))
pygame.draw.rect(screen, (0,255,0), (20,50,460,420))
#pygame.draw.line(screen, (0,0,0), (500,0),(500,500))
#pygame.draw.line(screen, (0,0,0), (500,500),(0,500))
#draw
while 1:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
x = int(pos[0]//20)
y = int(pos[1]//20)
j = int(x*20+20)
l = int(y*20+20)
print(x+1,' ',y+1)
if x > 2 and y > 3 and x < 24 and y < 24:
pygame.quit()
its not the color. it dose not draw any lines tough i gave the command
myfont = pygame.font.SysFont("monospace", 20)
label = myfont.render("Allameh helli 3 stock exchange group",1,0,0,0))
screen.blit(label, (30, 10))
What are my error(s) here that prevent me from making the screen white and raising that error?
You need to add this line in your while loop but not in your for loop :
screen.fill([255, 255, 255])
and this line of code outside and after the while loop:
pygame.quit()
You have not defined x nor y yet. You will need to redefine those variables, including pos to prevent the error. The error is that your if statement:
if x > 2 and y > 3 and x < 24 and y < 24:
pygame.quit()
was not in line with the one above it. The program then could not see what x or y was, raising the error. Your while loop is fine by the way. I hope this helps you!

Smooth movement of player in pygame

I'm using the pygame library. The following is pseudo code for my event handling for the player:
#generates multiple events for keys that are held down
pygame.key.set_repeat(30,30)
for event in pygame.event.get()
nextPos = currentPos
if(keyUp):
if event.key == w :
key_w = false
#do the same for s, a and d
if(keyDown):
if event.key == w:
key_w = true
#same for s,a and d
if(key_w):
#update nextPos
#do same for key_s, key_a and key_d
currentPos = nextPos
The problem is that sometimes when I move my mouse on the screen, and I'm pressing a key at the same time, while processing the events of the mouse, the events of the key are queued up, and these multiple keypresses are executed together, so that the player seems to jump a huge distance.
This problem is not caused if I don't move the mouse at all.
Update to my answer:
I checked my game code to see how I handle keys every frame and it seems that I don't get key information from the events but use pygame.key.get_pressed():
for event in pygame.event.get():
if event.type == pygame.QUIT:
gl.loop_main_loop = False # exit main loop and terminate
keys = pygame.key.get_pressed()
for key, state in enumerate(keys):
if (key in self.key_handlers) and state:
self.key_handlers[key]() # call key handler proc
That means that I only process each relevant key once per frame. The mouse can be read the way I describe below.
Just remember to use delta time in move vector calculation if your game doesn't have fixed frame rate.
Maybe the better idea is to during each process all keyboard event first and build your own key status representation, i.e. a structure which tell you which keys important to you (e.g. WSAD) are up or down. When all events have been processed in that frame, run you movement code using your key status data.
Do not use mousemotion events to track your mouse but read the position and buttons directly using pygame.mouse.get_pos() and pygame.mouse.get_pressed().
Your movement code should also take into account the fact that your game runs at variable frame rate (unless you forced pygame to keep the frame rate constant) and use time delta in your move vector calculations.
I use the following method...
I initialize the cooridinate variables...
x = 300
y = 300
pX = 0
pY = 0
In this case, x and y are the actual coordinates used by the player sprite, and pX and pY are used by the event handler.
Then I use the following code in the event handler...
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
pX -= 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
pX += 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
pY -= 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
pY += 2
if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
pX += 2
if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
pX -= 2
if event.type == pygame.KEYUP and event.key == pygame.K_UP:
pY += 2
if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
pY -= 2
Finally in the main game loop where the player's coordinates are handled, I put...
x += pX
y += pY
Maybe an event queue is not the best solution here, and instead, say, polling once per frame would be better?
I would not use pygame.event.get()
In my opinion, the best input for player movement pygame.key.get_pressed()
I would format it like this:
while True:
keys = pygame.key.get_pressed()
if keys[K_a]:
player.pos.x -= 10
if keys[K_d]:
player.pos.x += 10
if keys[K_w]:
player.pos.y -= 10
if keys[K_s]:
player.pos.y += 10
This way the system will check for pressed down keys on every frame.
I can't test right now sadly but do this
CODE:
import pygame, sys
clock = pygame.time.Clock()
playerX,playerY = 100,100 # Change 100 to the starting point you want
playerXc,playerYc = 0,0
while True:
playerX += playerXc
playerY += playerYc
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Keydown Events
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
playerYc = 1 # Change value to the speed you would like also change it to -1 if it goes wrong direction
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerXc = -1 # Change value to the speed you would like to change and set it to 1 if it goes the wrong direction
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
playerYc = -1 # Change value to the speed you would like also change it to 1 if it goes the wrong direction
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
playerXc = 1 # Change value to the speed you would like to change and set it to -1 if it goes the wrong direction
# Keyup Events
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
playerXc = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_w:
playerYc = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_s:
playerYc = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_d:
playerXc = 0
pygame.display.update()
clock.tick(60) # Change 60 to the framerate you would like so it runs smoother or the opposite.