My enemy AI isn't detecting collisions. I have been using the code that I use for my player collision detection. I tweaked it to fit the enemy, however it isn't working:
class Enemy(Entity):
def __init__(self, x, y,player):
pygame.sprite.Sprite.__init__(self)
self.image = Surface((32, 32))
self.xvel = 0
self.yvel = 0
self.image.fill(Color("#FF0000")) #Enemy is red
self.onGorund = False
#Enemy is 32 * 32 pixels
self.image.convert()
self.rect = Rect(x, y, 32, 32)
self.counter = 0 #counter variable
self.player = player
def move(self, speed = 5): # chase movement
if self.rect.x > self.player.rect.x: # Movement along x direction
self.rect.x -= speed
elif self.rect.x < self.player.rect.x:
self.rect.x += speed
if self.rect.y < self.player.rect.y: # Movement along y direction
self.rect.y += speed
elif self.rect.y > self.player.rect.y:
self.rect.y -= speed
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, Player_class):
pygame.quit()
sys.exit()
if xvel > 0:
self.rect.right = p.rect.left
print ("collide right")
if xvel < 0:
self.rect.left = p.rect.right
print ("collide left")
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0:
self.rect.top = p.rect.bottom
def update(self, platforms):
if up:
if self.onGround: self.yvel -= 10 #only jump if player is on the ground
if down:
pass
if running:
self.xvel = 12
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 #only accelerate with gravity if in the air
if self.yvel > 100: self.yvel = 100 #terminal velocity = 100
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel #falls or jumps
self.collide(self.xvel, 0, platforms) #creates collisions along the x axis
self.rect.top += self.yvel #creates collisions along the y axis
self.onGround = False; #assumes that the player is in the air
# do y-axis collisions
self.collide(0, self.yvel, platforms)
I have been trying to make the window close whenever the enemy touches the player, problem being, if the enemy doesn't know that it's touching the player, it can't close the window. Please ask if more code is required.
There are a few things that need to be changed.
In the move method you should set the velocity (self.xvel and self.yvel) instead of moving the rect directly.
Then call the move method in the update method, move the rect of the sprite and handle the collisions. Also, you need to call the update method in the main function now instead of move and pass the platforms list:
enemy_list.draw(screen)
for e in enemy_list:
e.update(platforms)
In the collide method you check if one of the platforms is the player instance:
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, Player_class):
pygame.quit()
sys.exit()
However, the player sprite isn't in this list, so it can't collide.
The enemy actually has a reference to the player (self.player) so you can just do this to check if they collide:
if pygame.sprite.collide_rect(self, self.player):
or:
if self.rect.colliderect(self.player.rect):
Here's a complete example (I took the code from your previous question and tried to improve a few more things):
import sys
import pygame
from pygame.locals import *
win_height = 750 #height of window is 750 pixles
win_width = 1050 #height of window is 1050 pixels
half_win_width = int(win_width / 2) #will be used to centre camera
half_win_height = int(win_height / 2)
display = (win_width, win_height) #creates the window as 500*500 pixels
depth = 32 #prevents infinate recursion
flags = 0 #message to Les: I don't really know what this does, however I have seen it in many places being used, therefore I assumed that it was important
camera_slack = 30 #how many pixels the player can move before the camera moves with them
pygame.init()
def main(): #main game function
global cameraX, cameraY
pygame.init()
screen = pygame.display.set_mode(display, flags, depth)
pygame.display.set_caption("Super Castlevania Man")
timer = pygame.time.Clock()
move_cameraX = 0
move_cameraY = 0
up = down = left = right = running = False
background = pygame.Surface((32,32)) #the background takes up space on the screen
background.convert()
background.fill(pygame.Color("#000000")) #background is black
entities = pygame.sprite.Group()
player = Player_class(32, 32*15) #the player is 32*32 pixels large
platforms = []
x = y = 0
level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P E P",
"P P",
"P PPPPPPPPP P",
"P P",
"P P",
"P P",
"P PPPPPPPP P",
"P P",
"P PPPP P",
"P PPPPPP P",
"P PPPPPPP P",
"P P",
"P PPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P PPPPPPPPPPP P",
"P P",
"P P",
"P P",
"P P",
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
]
#builds the level
for row in level:
for col in row:
if col == "P":
p = Platform(x, y) #makes P a solid object
platforms.append(p)
entities.add(p)
if col == "E":
e = Exit_block(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
entities.add(player)
enemy = Enemy(60, 200, player) #Spawns enemy
enemy_list = pygame.sprite.Group() #creates an enemy group
enemy_list.add(enemy) #Add an enemy to the group
while 1:
timer.tick(60) #makes game run at 60 frames per second
for e in pygame.event.get(): #shortens event to e
if e.type == QUIT:
return
if e.type == KEYDOWN and e.key == K_ESCAPE:
return
if e.type == KEYDOWN and e.key == K_UP:
up = True
move_cameraY = -10
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
move_cameraY = 10
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
move_cameraX = -10
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
move_cameraX = 10
if e.type == KEYDOWN and e.key == K_SPACE:
running = True
if e.type == KEYUP and e.key == K_UP:
up = False
move_cameraY = 0
if e.type == KEYUP and e.key == K_DOWN:
down = False
move_cameraY = 0
if e.type == KEYUP and e.key == K_RIGHT:
right = False
move_cameraX = 0
if e.type == KEYUP and e.key == K_LEFT:
left = False
move_cameraX = 0
if e.type == KEYUP and e.key == K_RIGHT:
right = False
# Update the game.
for e in enemy_list:
e.update(platforms)
player.update(up, down, left, right, running, platforms)
# Draw everything.
for y in range(32): #draws the background
for x in range(32):
screen.blit(background, (x * 32, y * 32))
entities.draw(screen)
enemy_list.draw(screen)
pygame.display.flip() # You need only one flip or update call per frame.
class Entity(pygame.sprite.Sprite): #makes player a sprite
def __init__(self):
pygame.sprite.Sprite.__init__(self) #sets sprite to initiate
class Player_class(Entity): #defines player class
def __init__(self, x, y): #x is the player x coordinate, y is the player y coordinate
Entity.__init__(self) #the player is an entity
self.xvel = 0 #how fast the player is moving left and right
self.yvel = 0 #how fast the player is moving up and down
self.onGround = False #assumes the player is in the air
self.image = pygame.Surface((32,32)) #the player is 32*32 pixels
self.image.fill(pygame.Color("#0000FF")) #makes the player blue
self.rect = pygame.Rect(x, y, 32, 32)
self.x = x
self.y = y
def update(self, up, down, left, right, running, platforms):
if up:
if self.onGround:
self.yvel -= 10 #only jump if player is on the ground
if down:
pass
if running:
self.xvel = 12
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 #only accelerate with gravity if in the air
if self.yvel > 100: self.yvel = 100 #terminal velocity = 100
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel #falls or jumps
self.collide(self.xvel, 0, platforms) #creates collisions along the x axis
self.rect.top += self.yvel #creates collisions along the y axis
self.onGround = False; #assumes that the player is in the air
# do y-axis collisions
self.collide(0, self.yvel, platforms)
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, Exit_block):
pygame.quit()
sys.exit()
if xvel > 0:
self.rect.right = p.rect.left
if xvel < 0:
self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = pygame.Surface((32, 32))
self.image.fill(pygame.Color("#FFFFFF"))
self.rect = pygame.Rect(x, y, 32, 32)
class Exit_block(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image.fill(pygame.Color("#FF7700"))#exit block is orange
class Enemy(Entity):
def __init__(self, x, y,player):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((32, 32))
self.xvel = 0
self.yvel = 0
self.image.fill(pygame.Color("#FF0000")) #Enemy is red
self.rect = pygame.Rect(x, y, 32, 32)
self.player = player
def move(self, speed=5): # chase movement
if self.rect.x > self.player.rect.x: # Movement along x direction
self.xvel = -speed
elif self.rect.x < self.player.rect.x:
self.xvel = speed
if self.rect.y < self.player.rect.y: # Movement along y direction
self.yvel = speed
elif self.rect.y > self.player.rect.y:
self.yvel = -speed
def collide(self, xvel, yvel, platforms):
# Check if the enemy collides with the player.
if self.rect.colliderect(self.player.rect):
pygame.quit()
sys.exit()
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if xvel > 0:
self.rect.right = p.rect.left
if xvel < 0:
self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
if yvel < 0:
self.rect.top = p.rect.bottom
def update(self, platforms):
self.move() # Set the velocity.
self.rect.left += self.xvel
self.collide(self.xvel, 0, platforms) #creates collisions along the x axis
self.rect.top += self.yvel #creates collisions along the y axis
self.collide(0, self.yvel, platforms)
if __name__ == "__main__":
main()
pygame.quit()
Related
import pygame
import os
import random
import time
import json
from pygame import joystick
pygame.font.init()
pygame.init()
WIDTH, HEIGHT = 1920, 1000
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("space invaders")
WHITE = (255, 255, 255)
#load images
RED_SPACE_SHIP = pygame.transform.scale(pygame.image.load(os.path.join("Assets", "pixel_ship_red_small.png")), (125, 100))
GREEN_SPACE_SHIP = pygame.transform.scale(pygame.image.load(os.path.join("Assets", "pixel_ship_green_small.png")), (125, 100))
BLUE_SPACE_SHIP = pygame.transform.scale(pygame.image.load(os.path.join("Assets", "pixel_ship_blue_small.png")), (125, 100))
#player
YELLOW_SPACE_SHIP = pygame.transform.rotate(pygame.transform.scale(pygame.image.load(os.path.join("Assets", "spaceship_yellow.png")), (154, 121)), 180)
#lasers
RED_LASER = pygame.image.load(os.path.join("Assets", "pixel_laser_red.png"))
BLUE_LASER = pygame.image.load(os.path.join("Assets", "pixel_laser_blue.png"))
GREEN_LASER = pygame.image.load(os.path.join("Assets", "pixel_laser_green.png"))
#player laser
YELLOW_LASER = pygame.image.load(os.path.join("Assets", "pixel_laser_yellow.png"))
#background
BG = pygame.transform.scale(pygame.image.load(
os.path.join('Assets', 'space.png')), (WIDTH, HEIGHT))
class Laser():
def __init__(self, x, y, img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window):
window.blit(self.img, (self.x, self.y))
def move(self, vel):
self.y += vel
def off_screen(self, height):
return not(self.y <= height and self.y >= 0)
def collision(self, obj):
return collide(self, obj)
class Ship:
COOLDOWN = 30
def __init__(self, x, y, health = 100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 10
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self, x, y, health = 100):
super().__init__(x, y, health)
self.ship_img = YELLOW_SPACE_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x + 26, self.y - 57, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def move_lasers(self, vel, objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.healthbar(window)
def healthbar(self, window):
pygame.draw.rect(window, (255, 0, 0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width()* (self.health/self.max_health),10))
class Enemy(Ship):
COLOR_MAP = {
"red": (RED_SPACE_SHIP, RED_LASER),
"green": (GREEN_SPACE_SHIP, GREEN_LASER),
"blue": (BLUE_SPACE_SHIP, BLUE_LASER)
}
def __init__(self, x, y, color, health = 100):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 3, self.y + 20, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def collide(obj1, obj2):
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) != None
def main():
run = True
FPS = 60
level = 0
lives = 5
lost = False
lost_count = 0
main_font = pygame.font.SysFont("comicsans", 75)
lost_font = pygame.font.SysFont("comicsans", 500)
enemies = []
wave_length = 5
player_vel = 7
laser_vel = 7
enemy_vel = 1
player = Player(WIDTH // 2, 650)
clock = pygame.time.Clock()
def redraw_window():
WIN.blit(BG, (0,0))
#draw text
level_label = main_font.render(f"Level: {level}", 1, WHITE)
lives_label = main_font.render(f"Lives: {lives}", 1, WHITE)
WIN.blit(lives_label, (10, 10))
WIN.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
player.draw(WIN)
for enemy in enemies:
enemy.draw(WIN)
if lost:
lost_label = lost_font.render("You Lost!", 1, (WHITE))
WIN.blit(lost_label, (WIDTH/2 - lost_label.get_width()/2, HEIGHT / 2 - lost_label.get_height() / 2))
pygame.display.update()
joysticks = []
for i in range(pygame.joystick.get_count()):
joysticks.append(pygame.joystick.Joystick(i))
for joystick in joysticks:
pygame.joystick.init()
print(pygame.joystick.get_init())
with open(os.path.join("ps4_keys.json"), 'r+') as file:
button_keys = json.load(file)
# 0: Left analog horizonal, 1: left analog verticle, 2: right analog horizonal
# 3: right analog verticle, 4: left Triger, 5: Right Trigger
analog_keys = {0:0, 1:0, 2:0, 3:0, 4:-1, 5:-1}
while run:
clock.tick(FPS)
redraw_window()
if lives <= 0 or player.health <= 0:
lost = True
lost_count += 1
if lost:
if lost_count > FPS * 3:
run = False
else:
continue
if len(enemies) == 0:
level += 1
wave_length += 5
for i in range(wave_length):
enemy = Enemy(random.randrange(100, WIDTH-100), random.randrange(-1500, -100), random.choice(["red", "blue", "green"]))
enemies.append(enemy)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.JOYAXISMOTION:
analog_keys[event.axis] = event.value
print(analog_keys)
if abs(analog_keys[0]) > .4:
if analog_keys[0] < -.7:
player.x -= 7
else:
continue
if analog_keys[0] < .7:
player.x += 7
for enemy in enemies[:]:
enemy.move(enemy_vel)
enemy.move_lasers(laser_vel, player)
if random.randrange(0, 120) == 1:
enemy.shoot()
if collide(enemy, player):
player.health -= 10
enemies.remove(enemy)
elif enemy.y + enemy.get_height() > HEIGHT:
lives -= 1
enemies.remove(enemy)
player.move_lasers(-laser_vel, enemies)
def main_menu():
title_font = pygame.font.SysFont("comicsans", 150)
run = True
while run:
WIN.blit(BG, (0,0))
title_label = title_font.render("Click the mouse to begin...", 1, WHITE)
WIN.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, HEIGHT / 2 - title_label.get_height() / 2))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
main()
pygame.quit()
main_menu()
^^^
so this is my code (here is the JSON file as well):
{
"x": 0,
"circle": 1,
"square": 2,
"triangle": 3,
"share": 4,
"PS": 5,
"options": 6,
"left_stick_click": 7,
"right_stick_click": 8,
"L1": 9,
"R1": 10,
"up_arrow": 11,
"down_arrow": 12,
"left_arrow": 13,
"right_arrow": 14,
"touchpad": 15
}
I'm trying to make the player be controlled by the controller left joystick and it returns no errors but my player does not move and it is printing true from the print(pygame.joystick.get_init()) and printing the joystick amounts from: print(analog_keys) but the player does not move. Any idea why?
Do not use the JOYAXISMOTION event. The event does not occur continuously, it only occurs once when the axis changes.
Use pygame.joystick.Joystick.get_axis to get the current position of the axis and move the player depending on the axis:
def main():
# [...]
while run:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if joysticks:
joystick = joysticks[0]
axis_x, axis_y = (joystick.get_axis(0), joystick.get_axis(1))
if abs(axis_x) > 0.1:
player.x += round(7 * axis_x)
if abs(axis_y) > 0.1:
player.y += round(7 * axis_y)
# [...]
Minimal example:
import pygame
from pygame.locals import *
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
x, y = window.get_rect().center
if pygame.joystick.get_count() > 0:
joystick = pygame.joystick.Joystick(0)
joystick.init()
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
axis_x, axis_y = (joystick.get_axis(0), joystick.get_axis(1))
if abs(axis_x) > 0.1:
x = (x + round(7 * axis_x)) % window.get_width()
if abs(axis_y) > 0.1:
y = (y + round(7 * axis_y)) % window.get_height()
window.fill(0)
pygame.draw.circle(window, (255, 0, 0), (x, y), 10)
pygame.display.flip()
clock.tick(60)
pygame.quit()
exit()
I am creating an Asteroids type game using Pygame and am having trouble firing projectiles. I have a sprite group for the projectile object and some code to add the projectile.
if pressed[pygame.K_SPACE]:
projectiles.add(Projectile(player.rect.x, player.rect.y, player.direction))
Problem is when I press space in game to fire the projectile I get the error "add() argument after * must be an iterable, not int".
I have a very similar statement for adding asteroids when the game first starts without any issues so I'm not really sure what the problem is. I'll leave the rest of the code below. The add statement giving issues is in the main function near the bottom. Any help is appreciated.
#Import Modules
import pygame
import math
import random
#Movement Function
def calculate_new_xy(old_xy,speed,direction):
new_x = old_xy[0] + (speed*math.cos(direction))
new_y = old_xy[1] + (speed*math.sin(direction))
return new_x, new_y
#Collision Function
def isColliding(x, y, xTo, yTo, size):
if x > xTo - size and x < xTo + size and y > yTo - size and y < yTo + size:
return True
return False
#Draw Text Function
def drawText(msg, color, x, y, s, center=True):
screen_text = pygame.font.SysFont("Impact", s).render(msg, True, color)
if center:
rect = screen_text.get_rect()
rect.center = (x, y-50)
else:
rect = (x, y)
display.blit(screen_text, rect)
#Initialize Variables
#Colors
white = (255, 255, 255)
black = (0, 0, 0)
#Display Height/Width
display_width = 800
display_height = 600
#Asteroid Class
class Asteroid(pygame.sprite.Sprite):
#Initialize values
def __init__(self, pos=(0, 0)):
#Initialize sprite class
pygame.sprite.Sprite.__init__(self)
#Asteroid sprite
self.asteroid = pygame.image.load("asteroid.png").convert()
self.image = self.asteroid
#Rectangle
self.rect = self.image.get_rect()
self.rect.center = pos
#Initialize random starting angle
self.angle = random.randint(0, 360)
#Asteroid random Speed
self.speed = random.randint(2, 3)
#Asteroid random direction
self.direction = math.radians(random.randrange(0, 360, 3))
#Update asteroid object
def update(self):
#Constantly rotate asteroid
self.angle -= 3 % 360
#Get image angle and position
self.image = pygame.transform.rotate(self.asteroid, self.angle*-1)
#Use rectangle to get center of image
#Save ship's current center.
x, y = self.rect.center
#Replace old rect with new rect.
self.rect = self.image.get_rect()
#Put the new rect's center at old center.
self.rect.center = (x, y)
#Move Asteroid
self.rect.center = calculate_new_xy(self.rect.center,self.speed,self.direction)
#Screen Border
#Moves the asteroid to the opposite side of the screen if they go outside the border
if self.rect.x > display_width:
self.rect.x = -20
elif self.rect.x < -20:
self.rect.x = display_width
elif self.rect.y > display_height:
self.rect.y = -20
elif self.rect.y < -20:
self.rect.y = display_height
#Projectile Class
class Projectile(pygame.sprite.Sprite):
#Initialize values
def _init_(self,x,y,direction):
self.x = x
self.y = y
self.dir = direction
self.ttl = 30
#Update projectile object
def update(self):
#Changing direction
self.x += projectilespd * math.cos(self.direction)
self.y += projectilespd * math.sin(self.direction)
#Draw projectile
pygame.draw.circle(display, white, (self.x,self.y),1)
#Screen Border
if self.x > display_width:
self.x = 0
elif self.x < 0:
self.x = display_width
elif self.y > display_height:
self.y = 0
elif self.y < 0:
self.y = display_height
self.ttl -= 1
#Player Class
class Player(pygame.sprite.Sprite):
#Initialize ship sprite, angle lines, and rectangle
def __init__(self, pos=(0, 0), size=(200, 200)):
#Player sprite
self.ship = pygame.image.load("ship.png").convert()
self.image = self.ship
#Rectangle
self.rect = self.image.get_rect()
self.rect.center = pos
#Initialize angle
self.angle = 0
#Initialize direction
self.direction = 0
#Update player object
def update(self):
#Rotation
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]: self.angle -= 3 % 360
if pressed[pygame.K_RIGHT]: self.angle += 3 % 360
#Get image angle and position
self.image = pygame.transform.rotate(self.ship, self.angle*-1)
#Use rectangle to get center of image
#Save ship's current center.
x, y = self.rect.center
#Replace old rect with new rect.
self.rect = self.image.get_rect()
#Put the new rect's center at old center.
self.rect.center = (x, y)
#Convert angle to radians
self.direction = math.radians(self.angle-90)
#Increase speed if Up is pressed
if pressed[pygame.K_UP]: self.speed = 5
else: self.speed = 0
#Move Ship
self.rect.center = calculate_new_xy(self.rect.center,self.speed,self.direction)
#Screen Border
#Moves the player to the opposite side of the screen if they go outside the border
if self.rect.x > display_width:
self.rect.x = -50
elif self.rect.x < -50:
self.rect.x = display_width
elif self.rect.y > display_height:
self.rect.y = -50
elif self.rect.y < -50:
self.rect.y = display_height
#Main Function
def main(gameState):
#Player starting position
player = Player(pos=(400, 300))
#Asteroid group
asteroids = pygame.sprite.Group()
#Projectile group
projectiles = pygame.sprite.Group()
#Create asteroids
for x in range(8):
asteroids.add(Asteroid(pos=(100 + (x*120), 100 + (x*20))))
while True:
for event in pygame.event.get():
#closes game
if event.type == pygame.QUIT:
done = True
pygame.quit()
exit()
#Game Menu
while gameState == "Menu":
#Fill background
display.fill((0,0,0))
#Display menu text
drawText("ASTEROIDS", white, display_width / 2, display_height / 2, 150)
drawText("Press any key to START", white, display_width / 2, display_height / 2 + 120, 40)
#Check game start or end
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
gameState = "Playing"
pygame.display.update()
#Low frame rate for menu
clock.tick(5)
#Get key inputs
pressed = pygame.key.get_pressed()
#Fill background
display.fill(black)
#Check for player collision with asteroid
for asteroid in asteroids:
if gameState != "Game Over":
if isColliding(player.rect.x, player.rect.y, asteroid.rect.x, asteroid.rect.y, 30):
gameState = "Game Over"
#Update and draw player if not game over
if gameState != "Game Over":
#Update player
player.update()
#Draw player
display.blit(player.image, player.rect)
#Update asteroids
asteroids.update()
#Draw asteroids
asteroids.draw(display)
#Fire Projectiles
if pressed[pygame.K_SPACE]:
projectiles.add(Projectile(player.rect.x, player.rect.y, player.direction))
#Update projectiles
projectiles.update()
#Draw projectiles
projectiles.draw(display)
#Display Game Over and restart option
if gameState == "Game Over":
drawText("GAME OVER", white, display_width / 2, display_height / 2, 150)
drawText("Press R to restart", white, display_width / 2, display_height / 2 + 120, 40)
if pressed[pygame.K_r]:
main(gameState = "Playing")
#Makes updates to the game screen
pygame.display.update()
#Frame rate
clock.tick(60)
#Initialize Game
if __name__ == '__main__':
#initialize pygame
pygame.init()
#initialize display settings
display = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Asteroids')
#initialize game clock
clock = pygame.time.Clock()
#start main function
main(gameState = "Menu")
The issue is not the pygame.sprite.Group.add operation, but the obejct you want to add is not a pygame.sprite.Sprite object, because the object is not constructed at all.
You missed to the super call in the constructor of Projectile. Furthermore the name of the constructor has to be __init__ rather _init_:
class Projectile(pygame.sprite.Sprite):
#Initialize values
def __init__(self,x,y,direction):
super.__init__()
self.x = x
self.y = y
self.dir = direction
self.ttl = 30
I am creating a basic 2d overhead view game, and am currently working to make the character "face" the mouse as I move it.
Here is my code so far:
class Player(pygame.sprite.Sprite):
def __init__(self,x,y):
super(Player,self).__init__()
self.image=player_image
self.original_image=self.image
self.rect=self.image.get_rect(center=(x,y))
self.change_x=0
self.change_y=0
self.speed=7.5
self.inventory={'wood':0}
def changespeed(self,x,y):
self.change_x+=x
self.change_y+=y
def update(self,rect):
player.rotate()
self.rect.x+=self.change_x
self.rect.y+=self.change_y
screen.blit(self.image,(rect.x,rect.y))
def check(self):
global tick
if pygame.mouse.get_pressed()[0]:
for tree in resources:
tree_rect=tree.rect
if self.rect.colliderect(tree_rect) and tick>=9:
self.inventory['wood']+=1
tick=0
def rotate(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
rel_x, rel_y = mouse_x - self.rect.x, mouse_y -self.rect.y
angle = (180 / math.pi) * -math.atan2(rel_y, rel_x)
self.image = pygame.transform.rotate(self.original_image, int(angle))
self.rect = self.image.get_rect(center=(self.rect.x,self.rect.y))
To do this, I followed this answer. It supposedly calculated the vector between the mouse and the player, and turned the character around toward the mouse each step, but for me the sprite wobbled around when the mouse moved, and turned invisible.
Full code:
import pygame
from pygame.locals import *
import sys
import math
import pygame.gfxdraw
import random
pygame.init()
black=(0,0,0)
white=(255,255,255)
forest=(34,139,34)
red=(255,0,0)
blue=(0,0,255)
green=(0,255,0)
light_green=(0,120,0)
dark_green=(0,90,0)
skin=(255,224,189)
yellow=(255,255,0)
wood_image=pygame.image.load('./assets/images/wood.png')
stone_image=pygame.image.load('./assets/images/stone.png')
player_image=pygame.image.load('./assets/images/player.png')
tick=0
def terminate():
pygame.quit()
sys.exit()
def drawTextcenter(text,font,screen,x,y,color):
textobj=font.render(text,True,color)
textrect=textobj.get_rect(center=(x,y))
screen.blit(textobj,textrect)
def drawText(text, font, surface, x, y,color):
textobj=font.render(text, 1, color)
textrect=textobj.get_rect()
textrect.topleft=(x, y)
surface.blit(textobj, textrect)
class Button(object):
global screen_width,screen_height,screen
def __init__(self,x,y,width,height,text_color,background_color,text):
self.rect=pygame.Rect(x,y,width,height)
self.x=x
self.y=y
self.width=width
self.height=height
self.text=text
self.text_color=text_color
self.background_color=background_color
self.angle=0
def check(self):
return self.rect.collidepoint(pygame.mouse.get_pos())
def draw(self):
pygame.draw.rect(screen, self.background_color,(self.rect),0)
drawTextcenter(self.text,font,screen,self.x+self.width/2,self.y+self.height/2,self.text_color)
pygame.draw.rect(screen,self.text_color,self.rect,3)
class Bar(object):
def __init__(self,x,y,length,color):
self.rect=pygame.Rect(x,y,length,17.5)
self.image=pygame.draw.rect(screen,white,(self.rect),)
self.x=x
self.y=y
self.width=100
self.height=17.5
self.color=color
self.multiplier=length/100
def draw(self,num):
rect=pygame.Rect(self.x,self.y,num*self.multiplier,self.height)
pygame.draw.rect(screen,self.color,self.rect,3)
pygame.draw.rect(screen,self.color,rect,0)
class Player(pygame.sprite.Sprite):
def __init__(self,x,y):
super(Player,self).__init__()
self.image=player_image
self.original_image=self.image
self.rect=self.image.get_rect(center=(x,y))
self.change_x=0
self.change_y=0
self.speed=7.5
self.inventory={'wood':0}
def changespeed(self,x,y):
self.change_x+=x
self.change_y+=y
def update(self,rect):
self.rotate(camera)
self.rect.x += self.change_x
self.rect.y += self.change_y
rect = camera.apply(self)
screen.blit(self.image, rect)
def check(self):
global tick
if pygame.mouse.get_pressed()[0]:
for tree in resources:
tree_rect=tree.rect
if self.rect.colliderect(tree_rect) and tick>=9:
self.inventory['wood']+=1
tick=0
def rotate(self,camera):
mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_x -= camera.state.x
mouse_y -= camera.state.y
rel_x, rel_y = mouse_x - self.rect.centerx, mouse_y -self.rect.centery
angle = -math.degrees(math.atan2(rel_y, rel_x))
self.image = pygame.transform.rotate(self.original_image, angle)
self.rect = self.image.get_rect(center=self.rect.center)
class Tree(pygame.sprite.Sprite):
def __init__(self,x,y):
super(Tree,self).__init__()
self.rect=pygame.Rect(x,y,100,100)
self.rect.x=x
self.rect.y=y
def update(self,rect):
pygame.gfxdraw.filled_circle(screen,rect.x,rect.y,80,light_green)
pygame.gfxdraw.aacircle(screen,rect.x,rect.y,80,light_green)
class Rock(pygame.sprite.Sprite):
def __init__(self):
pass
class Camera(object):
def __init__(self,camera_func,width,height):
self.camera_func=camera_func
self.state=pygame.Rect(0,0,width,height)
def apply(self,target):
return target.rect.move(self.state.topleft)
def update(self,target):
self.state=self.camera_func(self.state,target.rect)
def complex_camera(camera, target_rect):
l, t = target_rect.center
_,_,w,h = camera
l,t,_,_ = -l+screen_width/2, -t+screen_height/2, w, h
l = min(0, l)
l = max(-(camera.width-screen_width), l)
t = max(-(camera.height-screen_height), t)
t = min(0, t)
return pygame.Rect(l, t, w, h)
clock=pygame.time.Clock()
font=pygame.font.SysFont(None,40)
screen_width=1440
screen_height=800
screen=pygame.display.set_mode([screen_width,screen_height])
pygame.display.set_caption('Survival')
total_level_width=screen_width*5
total_level_height=screen_height*5
camera = Camera(complex_camera, total_level_width, total_level_height)
player=Player(random.randint(100,7900),random.randint(100,5900))
friendlies=pygame.sprite.Group()
friendlies.add(player)
player_health_bar=Bar(125,15,200,green)
player_health=100
player_food_bar=Bar(437.5,15,200,red)
player_food=100
player_thirst_bar=Bar(750,15,200,blue)
player_thirst=100
player_energy_bar=Bar(1100,15,200,yellow)
player_energy=100
resources=pygame.sprite.Group()
wood=False
inventory={}
for i in range(1000):
tree=Tree(random.randint(100,7900),random.randint(100,5900))
resources.add(tree)
done1=False
while not done1:
screen.fill(black)
font=pygame.font.SysFont(None, 90)
text_width,text_height=font.size('Survival')
drawText('Survival', font, screen, (screen_width/2-text_width/2), (screen_height / 2-375),white)
font=pygame.font.SysFont(None, 40)
start_button=Button(screen_width/2-125,650,250,50,white,black,'Start')
start_button.draw()
back_button=Button(screen_width/2-125,725,250,50,white,black,'Back')
back_button.draw()
pygame.display.flip()
done2=False
while not done2:
for event in pygame.event.get():
if event.type==QUIT:
terminate()
elif event.type==pygame.MOUSEBUTTONDOWN:
if start_button.check()==True:
done3=False
pause_back=False
while not done3:
tick+=1
for event in pygame.event.get():
if event.type==pygame.QUIT:
terminate()
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_a:
player.changespeed(-(player.speed), 0)
elif event.key==pygame.K_d:
player.changespeed(player.speed, 0)
elif event.key==pygame.K_w:
player.changespeed(0, -(player.speed))
elif event.key==pygame.K_s:
player.changespeed(0, player.speed)
elif event.key==pygame.K_p:
font=pygame.font.SysFont(None, 90)
text_width,text_height=font.size('Paused')
drawText('Paused', font, screen, (screen_width / 2-(text_width/2)), (screen_height / 2-375),white)
resume_button=Button(screen_width/2-125,650,250,50,white,black,'Resume')
resume_button.draw()
back_button.draw()
pygame.display.flip()
back=False
while not back:
for event in pygame.event.get():
if event.type==QUIT:
terminate()
elif event.type==pygame.MOUSEBUTTONDOWN:
if resume_button.check()==True:
back=True
elif back_button.check()==True:
done3=True
done2=True
pause_back=True
back=True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.changespeed(player.speed, 0)
elif event.key == pygame.K_d:
player.changespeed(-(player.speed), 0)
elif event.key == pygame.K_w:
player.changespeed(0, player.speed)
elif event.key == pygame.K_s:
player.changespeed(0, -(player.speed))
camera.update(player)
if player.rect.x<0:
player.rect.x=0
if player.rect.right>total_level_width:
player.rect.right=total_level_width
if player.rect.y<0:
player.rect.y=0
if player.rect.bottom>total_level_height:
player.rect.bottom=total_level_height
screen.fill(dark_green)
player.update(camera)
for resource in resources:
resource.update(camera.apply(resource))
player_health_bar.draw(player_health)
player_food_bar.draw(player_food)
player_thirst_bar.draw(player_thirst)
#player_endergy_bar.draw(player_energy)
font=pygame.font.SysFont(None, 40)
drawText('Health:',font,screen,20,10,green)
drawText('Food:',font,screen,350,10,red)
drawText('Thirst:',font,screen,650,10,blue)
#drawText('Energy:', font, screen, 975, 10, yellow)
pygame.draw.rect(screen,forest,(50,675,100,100))
pygame.draw.rect(screen,forest,(175,675,100,100))
pygame.draw.rect(screen,forest,(300,675,100,100))
#player.check()
for item in player.inventory:
if item=='wood' and player.inventory['wood']>0:
wood=True
if wood:
screen.blit(wood_image,(62.5,687.5))
drawTextcenter(str(player.inventory['wood']),font,screen,100,735,black)
pygame.display.flip()
clock.tick(100)
if pause_back==True:
break
if pause_back==True:
break
screen.fill(black)
font=pygame.font.SysFont(None, 90)
text_width,text_height=font.size("Game Over")
drawText('Game Over', font, screen, (screen_width/2-text_width/2), (screen_height / 2-200),white)
font=pygame.font.SysFont(None, 40)
retry_button=Button(screen_width/2-125,650,250,50,white,black,'Retry')
retry_button.draw()
back_button.draw()
pygame.display.flip()
back=False
while not back:
for event in pygame.event.get():
if event.type==QUIT:
terminate()
elif event.type==pygame.MOUSEBUTTONDOWN:
if retry_button.check()==True:
back=True
if back_button.check()==True:
back=True
done2=True
done3=True
elif back_button.check()==True:
done2=True
done1=True
I haven't checked out your complete program because it's too much code, but I can see a mistake in the Player class. You're assigning the (self.rect.x,self.rect.y) (the top left) coordinates to the center of the new rect in the rotate method, but you have to assign the center coords of the previous rect.
self.rect = self.image.get_rect(center=(self.rect.x,self.rect.y))
Change the line above to:
self.rect = self.image.get_rect(center=self.rect.center)
Here's a minimal, complete example:
import math
import pygame as pg
class Player(pg.sprite.Sprite):
def __init__(self, pos):
super(Player,self).__init__()
x, y = pos
self.image = pg.Surface((50, 30), pg.SRCALPHA)
pg.draw.polygon(
self.image,
pg.Color('dodgerblue1'),
((1, 1), (49, 15), (1, 29)))
self.original_image = self.image
self.rect=self.image.get_rect(center=(x,y))
self.change_x=0
self.change_y=0
self.speed=7.5
self.inventory={'wood':0}
def changespeed(self,x,y):
self.change_x+=x
self.change_y+=y
def update(self):
self.rotate()
self.rect.x+=self.change_x
self.rect.y+=self.change_y
def rotate(self):
mouse_x, mouse_y = pg.mouse.get_pos()
rel_x, rel_y = mouse_x - self.rect.x, mouse_y -self.rect.y
angle = (180 / math.pi) * -math.atan2(rel_y, rel_x)
self.image = pg.transform.rotate(self.original_image, angle)
# rect.x and .y are the topleft coords, but you need the to
# pass the center coordinates of the previous rect to the new one.
self.rect = self.image.get_rect(center=self.rect.center)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
player = Player((300, 200))
all_sprites.add(player)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_d:
player.change_x = 4
elif event.key == pg.K_a:
player.change_x = -4
elif event.type == pg.KEYUP:
if event.key == pg.K_d:
player.change_x = 0
elif event.key == pg.K_a:
player.change_x = 0
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
The problem is caused by the camera. You have to apply the camera offset to the mouse position as well.
Here's a simple solution. First, pass the camera instead of the rect to the player.update method.
player.update(camera)
Pass it to the rotate method as well.
def update(self, camera):
self.rotate(camera)
self.rect.x += self.change_x
self.rect.y += self.change_y
rect = camera.apply(self)
screen.blit(self.image, rect)
In the rotate method you have to subtract the camera position from the mouse position to get the world coordinates.
def rotate(self, camera):
mouse_x, mouse_y = pygame.mouse.get_pos()
# Subtract the camera offset from the mouse position.
mouse_x -= camera.state.x
mouse_y -= camera.state.y
# Use the center coordinates of the rect.
rel_x, rel_y = mouse_x - self.rect.centerx, mouse_y -self.rect.centery
angle = -math.degrees(math.atan2(rel_y, rel_x))
self.image = pygame.transform.rotate(self.original_image, angle)
# Set the new center to the previous center coords.
self.rect = self.image.get_rect(center=self.rect.center)
I also had to modify the complex_camera function, because it should work with the center coordinates.
def complex_camera(camera, target_rect):
# The camera works with the center instead of
# the topleft coordinates now.
l, t = target_rect.center
_,_,w,h = camera
l,t,_,_ = -l+screen_width/2, -t+screen_height/2, w, h
l = min(0, l)
l = max(-(camera.width-screen_width), l)
t = max(-(camera.height-screen_height), t)
t = min(0, t)
return pygame.Rect(l, t, w, h)
I have two sprites in my game. The zombie sprite works perfectly, moving in all directions at a velocity of 1.0. My player sprite however, despite moves more slowly in the positive x/y direction, despite all values in all directions being 2.25.
For the life of me I can't seem to see what is wrong here.
Full working code:
import pygame
import random
import sys
import itertools
import math
import time
from datetime import datetime
from librarymodified import *
from pygame.locals import *
# prints text using the supplied font
def print_text(font, x, y, text, color=(255,255,255)):
imgText = font.render(text, True, color)
DISPLAYSURF.blit(imgText, (x,y))
# MySprite class extends pygame.sprite.Sprite
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.times_hit = 0
self.direction = 0
self.velocity = Point(0.0,0.0)
# times_hit property
def _get_times_hit(self): return self.times_hit
def _set_times_hit(self, hits): self.times_hit += hits
number_hits_taken = property(_get_times_hit, _set_times_hit)
#X property
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
X = property(_getx,_setx)
#Y property
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y = value
Y = property(_gety,_sety)
#position property
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0,0,width,height)
self.columns = columns
#try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
#update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
#build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
#Point class
class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y
#X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
#Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}"
def calc_velocity(direction, vel = 1.0):
velocity = Point(0, 0)
if direction == 0: # North
velocity.y = -vel
elif direction == 2: # East
velocity.x = vel
elif direction == 4: # south
velocity.y = vel
elif direction == 6: # west
velocity.x = -vel
return velocity
def reverse_direction(sprite):
if sprite.direction == 0:
sprite.direction = 4
elif sprite.direction == 2:
sprite.direction = 6
elif sprite.direction == 4:
sprite.direction = 0
elif sprite.direction == 6:
sprite.direction = 2
# main
pygame.init()
DISPLAYSURF = pygame.display.set_mode((800,600))
pygame.display.set_caption("Collision Detection")
font = pygame.font.SysFont(None, 36)
fpsclock = pygame.time.Clock()
fps = 30
# create sprite groups
zombie_group = pygame.sprite.Group()
player_group = pygame.sprite.Group()
health_group = pygame.sprite.Group()
# create player sprite
player = MySprite(DISPLAYSURF)
player.load("farmer walk.png", 96, 96, 8)
player.position = (80,80)
player.direction = 4
player_group.add(player)
# create zombie sprite
zombie_image = pygame.image.load("zombie walk.png").convert_alpha()
for i in range(1):
zombie = MySprite(DISPLAYSURF)
zombie.load("zombie walk.png", 96, 96, 8)
zombie.position = (random.randint(0, 700), random.randint(0, 500))
zombie.direction = random.randint(0,3) * 2
zombie_group.add(zombie)
# create health sprite
health = MySprite(DISPLAYSURF)
health.load("health.png", 32, 32, 1)
health.position = (400, 300)
health_group.add(health)
game_over = False
player_moving = False
player_health = 100
# colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 0)
YELLOW = (255, 255, 0)
##DISPLAYSURF.fill(BLACK)
##pygame.mouse.set_visible(True)
# event loop
while True:
ticks = pygame.time.get_ticks() # ms since pygame.init() called
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
# keyboard polling
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
pygame.quit()
sys.exit()
elif keys[K_UP] or keys[K_w]:
player.direction = 0
player_moving = True
elif keys[K_RIGHT] or keys[K_d]:
player.direction = 2
player_moving = True
elif keys[K_LEFT] or keys[K_a]:
player.direction = 6
player_moving = True
elif keys[K_DOWN] or keys[K_s]:
player.direction = 4
player_moving = True
else:
player_moving = False
# these things should not happen if game is over
if not game_over:
# update player sprite
player_group.update(ticks, 50)
# use player direction to calculate frame range
player.first_frame = player.direction * player.columns
player.last_frame = player.first_frame + player.columns-1
if player.frame < player.first_frame:
player.frame = player.first_frame
if not player_moving:
# stop animating when player is not moving
player.frame = player.first_frame = player.last_frame
else:
# move player in that direction
player.velocity = calc_velocity(player.direction, 1.5)
player.velocity.x *= 1.5
player.velocity.y *= 1.5
# manually move player
if player_moving:
player.X += player.velocity.x
player.Y += player.velocity.y
if player.X <0: player.X = 0
elif player.X > 700: player.X = 700
if player.Y <0: player.Y = 0
elif player.Y > 500: player.Y = 500
# update zombie sprites
zombie_group.update(ticks, 50)
# manually update zombies
for z in zombie_group:
# set zombie animation range
z.first_frame = z.direction * z.columns
z.last_frame = z.first_frame + z.columns-1
if z.frame < z.first_frame:
z.frame = z.first_frame
z.velocity = calc_velocity(z.direction)
# keep zombie on screen
z.X += z.velocity.x
z.Y += z.velocity.y
if z.X < 0 or z.X > 700 or z.Y < 0 or z.Y > 500:
reverse_direction(z)
# check for sprite collision
attacker = 0
attacker = pygame.sprite.spritecollideany(player, zombie_group)
if attacker != None:
# more precise check
if pygame.sprite.collide_rect_ratio(0.5)(player, attacker):
player_health -= 10
if attacker.X < player.X: attacker.X -= 10
elif attacker.X > player.X: attacker.X += 10
else:
attacker = None
# update health drop
health_group.update(ticks, 50)
# check for collision with health
if pygame.sprite.collide_rect_ratio(0.5)(player, health):
player_health += 30
if player_health >100: player_health = 100
health.X = random.randint(0, 700)
health.Y = random.randint(0, 500)
# is player dead?
if player_health <= 0:
game_over = True
# clear screen
DISPLAYSURF.fill((50,50,100))
# draw sprites
player_group.draw(DISPLAYSURF)
zombie_group.draw(DISPLAYSURF)
health_group.draw(DISPLAYSURF)
# draw energy bar
pygame.draw.rect(DISPLAYSURF, WHITE, (299, 555, 203, 31), 2)
pygame.draw.rect(DISPLAYSURF, GREEN, (301, 557, player_health * 2, 28))
# print zombie and player velocities for purpose of testing
print_text(font, 350, 460, "Zombie X vel: " +\
str(zombie.velocity.x) + "\nY vel: " +\
str(zombie.velocity.y))
print_text(font, 350, 500, "Player X vel: " +\
str(player.velocity.x) + "\nY vel: " +\
str(player.velocity.y))
if game_over:
print_text(font, 300, 200, "G A M E O V E R")
pygame.display.update()
fpsclock.tick(fps)
Problem
The sprite group is drawing your sprite using the sprite's rect attribute. A pygame Rect object can only hold integers, so it'll truncate all floating point numbers.
Let's say you have a x = 5.
If you add 1.1: x += 1.1 <=> x = x + 1.1 <=> x = 5 + 1.1 <=> x = 6.1 which will be truncated to x = 6. It have increased by 1.
If you subtract 1.1: x -= 1.1 <=> x = x - 1.1 <=> x = 5 - 1.1 <=> x = 3.9 which will be truncated to x = 3. It have decreased by 2.
In other words: You'll move faster in the left direction than the right (the same principle applies to negative numbers). Here's an example demonstrating it:
import pygame
pygame.init()
class Player(pygame.sprite.Sprite):
def __init__(self, group):
super(Player, self).__init__(group)
self.image = pygame.Surface((32, 32))
self.rect = self.image.get_rect()
screen = pygame.display.set_mode((100, 100))
group = pygame.sprite.Group()
player = Player(group)
clock = pygame.time.Clock()
while True:
clock.tick(10)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
x = player.rect.x + 1.1
print("Actual x:", x)
player.rect.x = player.rect.x + 1.1
print("Truncated x:", player.rect.x)
elif event.key == pygame.K_LEFT:
x = player.rect.x - 1.1
print("Actual x:", x)
player.rect.x = player.rect.x - 1.1
print("Truncated x:", player.rect.x)
screen.fill((255, 255, 255))
group.draw(screen)
pygame.display.update()
Solution
Using floating point numbers for position is great; it makes it possible to move a sprite less than a pixel every frame (if your game updates 120 times per second and you want your sprite to move only 30 pixels per second).
However, you have to compensate for the fact that the rect objects cannot hold them. The most straightforward solution is to have an attribute position which keep track of the position of the sprite in floating point precision. Then at every update change the rect to the position of the attribute. Like this:
import pygame
pygame.init()
class Player(pygame.sprite.Sprite):
def __init__(self, group):
super(Player, self).__init__(group)
self.image = pygame.Surface((32, 32))
self.rect = self.image.get_rect()
self.position = self.rect.x # Or whatever point of the rect you want the position to be.
screen = pygame.display.set_mode((100, 100))
group = pygame.sprite.Group()
player = Player(group)
clock = pygame.time.Clock()
while True:
clock.tick(10)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.position += 1.1
player.rect.x = player.position
elif event.key == pygame.K_LEFT:
player.position -= 1.1
player.rect.x = player.position
screen.fill((255, 255, 255))
group.draw(screen)
pygame.display.update()
I've only showed how this movement works in the x-axis, but it's exactly the same on the y-axis.
Ok. I think the problem is that the number of pixels that the sprite is moved each update is rounded down, so that 2.25 becomes 2 pixels and -2.25 becomes -3 pixels. Moving by a fractional number of pixels doesn't make sense I think.
If you change lines 229 - 233 to
else:
# move player in that direction
player.velocity = calc_velocity(player.direction, 2.0)
player.velocity.x *= 2.0
player.velocity.y *= 2.0
The velocity is now an integer and there would be no rounding problems. It is faster though. Is there some reason why you don't just have the velocity as an integer instead of a float squared?
I still have a problem with my software to check collisions between spaceship and asteroids. I have got no idea why I get a collision only in the top left corner of the screen.
any ideas ? any help please ?
import pygame, sys
import random
import math
from pygame.locals import KEYDOWN, K_SPACE
pygame.init()
pygame.display.set_caption("ASTROCRASH version 0.1 >>> DKR103 <<<")
clock = pygame.time.Clock()
SCREENH = 600
SCREENW = 800
SCREEN = pygame.display.set_mode((SCREENW, SCREENH))
sGRAD = math.pi/180
BLACK = (0,0,0)
WHITE = (255,255,255)
BBB = (0, 75, 230)
ASTEROIDS = []
MISSILES = []
SPACESHIPS = []
class AsteroidSprite(pygame.sprite.Sprite):
def __init__(self,posX,posY):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("img/asteroid3.png").convert()
self.rect = self.image.get_rect()
self.x = posX
self.y = posY
self.speed = 2
self.dx = random.choice([1,-1]) * self.speed * random.random()
self.dy = random.choice([1,-1]) * self.speed * random.random()
def update(self):
if self.y > SCREENH:
self.y = (0 - self.rect[3])
if self.y < (0 - self.rect[3]):
self.y = SCREENH
if self.x > SCREENW:
self.x = (0 - self.rect[2])
if self.x < (0 - self.rect[2]):
self.x = SCREENW
self.x += self.dx
self.y += self.dy
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
#load original image
self.imageMaster = pygame.image.load("img/spaceship.png")
self.imageMaster = self.imageMaster.convert()
###self.imageMaster.set_colorkey(WHITE)
#set Sprite attribute
self.image = self.imageMaster
#get Sprite rect
self.rect = self.image.get_rect()
self.rect.center = ((SCREEN.get_width()/2),(SCREEN.get_height()/2))
#initial rotation value
self.dir = 0
#ship movement speed
self.speed = 5
def rotation(self):
#set Sprite center before rotation
self.oldCenter = self.rect.center
#rotate Sprite
self.image = pygame.transform.rotate(self.imageMaster,self.dir)
self.rect= self.image.get_rect()
#set new Sprite center equal to old Center so it stays in place
self.rect.center = self.oldCenter
self.value = self.dir * math.pi / 180
def update(self):
#move
key = pygame.key.get_pressed()
if key[pygame.K_UP]:
self.rect[0] -= self.speed * math.sin(self.value)
self.rect[1] -= self.speed * math.cos(self.value)
#rotate
if key[pygame.K_LEFT]:
self.dir += 5
if self.dir > 360:
self.dir = 15
if key[pygame.K_RIGHT]:
self.dir -= 5
if self.dir < 0:
self.dir = 355
#outside SCREEN conditions
if self.rect[1] > SCREENH:
self.rect[1] = (0 - self.rect[3])
if self.rect[1] < (0 - self.rect[3]):
self.rect[1] = SCREENH
if self.rect[0] > SCREENW:
self.rect[0] = (0 - self.rect[2])
if self.rect[0] < (0 - self.rect[2]):
self.rect[0] = SCREENW
def draw(self):
SCREEN.blit(self.image,(self.rect[0],self.rect[1]))
def main():
#spaceship
spaceship = Ship()
SPACESHIPS.append(spaceship)
for i in range(8):
ASTEROIDS.append(AsteroidSprite(300,300))
runGame = True
while runGame:
clock.tick(60)
SCREEN.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runGame = False
#update asteroids
for i in range(8):
ASTEROIDS[i].update()
SCREEN.blit(ASTEROIDS[i].image,(ASTEROIDS[i].x,ASTEROIDS[i].y))
for a in ASTEROIDS:
if pygame.sprite.spritecollide(a,SPACESHIPS,0):
SCREEN.fill(BBB)
spaceship.rotation()
spaceship.update()
spaceship.draw()
print spaceship.rect[0]
pygame.display.update()
main()
pygame.quit()
The pygame.sprite.groupcollide() function finds collisions between all sprites of the two passed sprite-groups and returns a dictionary containing the collision information, as the documentation states.
Because the collision is determined by comparing the sprite.rect attribute of each sprite, every time you call an update() method of an sprite instance you need to update the position of self.rect object, instead of changing its self.x and self.y attributes.
Your Ship class is ok, because you change the self.rect object and its own .x or .y attributes. (e.g. self.rect[1] = (0 - self.rect[3])).But in your AsteroidSprite class you create a rect object in the __init__() method and only change the self.x and self.y attributes of an instance when you call the .update() method.
What you need to change:
The .update() method of the AsteroidSprite class, because you need to change the self.rect objects position, which is used for collision detection.
The if statement where you check for a collision, because pygame.sprite.groupcollide() returns a dict object, not a Boolean value.
I hope this helps you a little bit :)
Many thanks. Your answer helped me to solve the problem.
updated code:
import pygame, sys
import random
import math
from pygame.locals import KEYDOWN, K_SPACE
pygame.init()
pygame.display.set_caption("ASTROCRASH version 0.1 >>> DKR103 <<<")
clock = pygame.time.Clock()
SCREENH = 600
SCREENW = 800
SCREEN = pygame.display.set_mode((SCREENW, SCREENH))
sGRAD = math.pi/180
BLACK = (0,0,0)
WHITE = (255,255,255)
BBB = (0, 75, 230)
ASTEROIDS = []
MISSILES = []
SPACESHIPS = []
class AsteroidSprite(pygame.sprite.Sprite):
def __init__(self,posX,posY):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("img/asteroid3.png").convert()
self.rect = self.image.get_rect()
self.rect.x = posX
self.rect.y = posY
self.speed = 2
self.dx = random.choice([1,-1]) * self.speed * random.random()
self.dy = random.choice([1,-1]) * self.speed * random.random()
def update(self):
if self.rect.y > SCREENH:
self.rect.y = (0 - self.rect[3])
if self.rect.y < (0 - self.rect[3]):
self.rect.y = SCREENH
if self.rect.x > SCREENW:
self.rect.x = (0 - self.rect[2])
if self.rect.x < (0 - self.rect[2]):
self.rect.x = SCREENW
self.rect.x += self.dx
self.rect.y += self.dy
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
#load original image
self.imageMaster = pygame.image.load("img/spaceship.png")
self.imageMaster = self.imageMaster.convert()
###self.imageMaster.set_colorkey(WHITE)
#set Sprite attribute
self.image = self.imageMaster
#get Sprite rect
self.rect = self.image.get_rect()
self.rect.center = ((SCREEN.get_width()/2),(SCREEN.get_height()/2))
#initial rotation value
self.dir = 0
#ship movement speed
self.speed = 5
def rotation(self):
#set Sprite center before rotation
self.oldCenter = self.rect.center
#rotate Sprite
self.image = pygame.transform.rotate(self.imageMaster,self.dir)
self.rect= self.image.get_rect()
#set new Sprite center equal to old Center so it stays in place
self.rect.center = self.oldCenter
self.value = self.dir * math.pi / 180
def update(self):
#move
key = pygame.key.get_pressed()
if key[pygame.K_UP]:
self.rect[0] -= self.speed * math.sin(self.value)
self.rect[1] -= self.speed * math.cos(self.value)
#rotate
if key[pygame.K_LEFT]:
self.dir += 5
if self.dir > 360:
self.dir = 15
if key[pygame.K_RIGHT]:
self.dir -= 5
if self.dir < 0:
self.dir = 355
#outside SCREEN conditions
if self.rect[1] > SCREENH:
self.rect[1] = (0 - self.rect[3])
if self.rect[1] < (0 - self.rect[3]):
self.rect[1] = SCREENH
if self.rect[0] > SCREENW:
self.rect[0] = (0 - self.rect[2])
if self.rect[0] < (0 - self.rect[2]):
self.rect[0] = SCREENW
def draw(self):
SCREEN.blit(self.image,(self.rect[0],self.rect[1]))
def main():
#spaceship
spaceship = Ship()
SPACESHIPS.append(spaceship)
for i in range(8):
ASTEROIDS.append(AsteroidSprite(300,300))
runGame = True
while runGame:
clock.tick(60)
SCREEN.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runGame = False
#update asteroids
for i in range(8):
ASTEROIDS[i].update()
SCREEN.blit(ASTEROIDS[i].image,(ASTEROIDS[i].rect.x,ASTEROIDS[i].rect.y))
for a in ASTEROIDS:
if pygame.sprite.spritecollide(a,SPACESHIPS,0):
SCREEN.fill(BBB)
spaceship.rotation()
spaceship.update()
spaceship.draw()
print spaceship.rect[0]
pygame.display.update()
main()
pygame.quit()