How to delay an event in Pygame without delaying all other functions? - pygame

I have this game where a balloon needs to explode every 3 seconds, but the explosion needs to be delayed for about 1 second (right now, it's almost immediate). I have the balloon every 3 seconds part down, but I'm having trouble on the delay part. If I use sleep or wait, all the other animations I have going on stop, and that's not what I want. Does anyone have any tips?

Here's a complete example. I highly recommend using object-oriented programming, pygame sprites and sprite groups. These sprites have a timer attribute which is decreased by the delta time, dt, each frame. When the time of a balloon is up, it is removed from the containing sprite groups balloon.kill() and an explosion instance is added instead. The explosion also has a timer and removes itself, self.kill(), when the timer is below 0. (Press a mouse button to add more balloons.)
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
# Images. Balloon = blue, explosion = orange.
BALLOON_IMAGE = pg.Surface((50, 50), pg.SRCALPHA)
pg.draw.circle(BALLOON_IMAGE, pg.Color('steelblue2'), (25, 25), 25)
EXPLOSION_IMAGE = pg.Surface((80, 80), pg.SRCALPHA)
pg.draw.circle(EXPLOSION_IMAGE, pg.Color('sienna1'), (40, 40), 40)
class Balloon(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = BALLOON_IMAGE
self.rect = self.image.get_rect(center=pos)
self.timer = 3
def update(self, dt):
self.timer -= dt
class Explosion(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = EXPLOSION_IMAGE
self.rect = self.image.get_rect(center=pos)
self.timer = 1
def update(self, dt):
self.timer -= dt
if self.timer <= 0:
self.kill()
balloons = pg.sprite.Group(Balloon((300, 300)))
all_sprites = pg.sprite.Group(balloons)
done = False
while not done:
dt = clock.tick(30) / 1000
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
balloon = Balloon(event.pos)
balloons.add(balloon)
all_sprites.add(balloon)
all_sprites.update(dt)
for balloon in balloons:
if balloon.timer <= 0:
balloon.kill()
all_sprites.add(Explosion(balloon.rect.center))
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()

pygame.time.get_ticks() gives current time in milliseconds.
You can set (3s = 3000ms)
next_baloon = pygame.time.get_ticks() + 3*1000
and in every loop you have to check if it is time to start ballon
if next_baloon <= pygame.time.get_ticks():
start_ballon()
next_baloon = pygame.time.get_ticks() + 3*1000
next_explosion = pygame.time.get_ticks() + 1*1000
if next_explosion <= pygame.time.get_ticks():
explode_ballon()

Related

How can i move the Instances of the game on shifted y axis? [duplicate]

I'm a beginner programmer who is starting with python and I'm starting out by making a game in pygame.
The game basically spawns circles at random positions and when clicked, it gives you points.
Recently I've hit a roadblock when I want to spawn multiple instances of the same object (in this case circles) at the same time.
I've tried stuff like sleep() and some other code related to counters, but it always results in the next circle spawned overriding the previous one (i.e the program spawns circle 1, but when circle 2 comes in, circle 1 disappears).
Does anyone know a solution to this? I would really appreciate your help!
import pygame
import random
import time
pygame.init()
window = pygame.display.set_mode((800,600))
class circle():
def __init__(self, color, x, y, radius, width,):
self.color = color
self.x = x
self.y = y
self.radius = radius
self.width = width
def draw(self, win, outline=None):
pygame.draw.circle(win, self.color, (self.x, self.y, self.radius, self.width), 0)
run=True
while run:
window.fill((0, 0, 0))
pygame.draw.circle(window, (255, 255, 255), (random.randint(0, 800),random.randint(0, 600)), 20, 20)
time.sleep(1)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run=False
pygame.quit()
quit()
It does not work that way. time.sleep, pygame.time.wait() or pygame.time.delay is not the right way to control time and gameplay within an application loop. The game does not respond while you wait. The application loop runs continuously. You have to measure the time in the loop and spawn the objects according to the elapsed time.
pygame.Surface.fill clears the entire screen. Add the newly created objects to a list. Redraw all of the objects and the entire scene in each frame.
See also Time, timer event and clock
You have 2 options. Use pygame.time.get_ticks() to measure the time. Define a time interval after which a new object should appear. Create an object when the point in time is reached and calculate the point in time for the next object:
object_list = []
time_interval = 500 # 500 milliseconds == 0.1 seconds
next_object_time = 0
while run:
# [...]
current_time = pygame.time.get_ticks()
if current_time > next_object_time:
next_object_time += time_interval
object_list.append(Object())
Minimal example:
repl.it/#Rabbid76/PyGame-TimerSpawnObjects
import pygame, random
pygame.init()
window = pygame.display.set_mode((300, 300))
class Object:
def __init__(self):
self.radius = 50
self.x = random.randrange(self.radius, window.get_width()-self.radius)
self.y = random.randrange(self.radius, window.get_height()-self.radius)
self.color = pygame.Color(0)
self.color.hsla = (random.randrange(0, 360), 100, 50, 100)
object_list = []
time_interval = 200 # 200 milliseconds == 0.2 seconds
next_object_time = 0
run = True
clock = pygame.time.Clock()
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
current_time = pygame.time.get_ticks()
if current_time > next_object_time:
next_object_time += time_interval
object_list.append(Object())
window.fill(0)
for object in object_list[:]:
pygame.draw.circle(window, object.color, (object.x, object.y), round(object.radius))
object.radius -= 0.2
if object.radius < 1:
object_list.remove(object)
pygame.display.flip()
pygame.quit()
exit()
The other option is to use the pygame.event module. Use pygame.time.set_timer() to repeatedly create a USEREVENT in the event queue. The time has to be set in milliseconds. e.g.:
object_list = []
time_interval = 500 # 500 milliseconds == 0.1 seconds
timer_event = pygame.USEREVENT+1
pygame.time.set_timer(timer_event, time_interval)
Note, in pygame customer events can be defined. Each event needs a unique id. The ids for the user events have to be between pygame.USEREVENT (24) and pygame.NUMEVENTS (32). In this case pygame.USEREVENT+1 is the event id for the timer event.
Receive the event in the event loop:
while run:
for event in pygame.event.get():
if event.type == timer_event:
object_list.append(Object())
The timer event can be stopped by passing 0 to the time argument of pygame.time.set_timer.
Minimal example:
repl.it/#Rabbid76/PyGame-TimerEventSpawn
import pygame, random
pygame.init()
window = pygame.display.set_mode((300, 300))
class Object:
def __init__(self):
self.radius = 50
self.x = random.randrange(self.radius, window.get_width()-self.radius)
self.y = random.randrange(self.radius, window.get_height()-self.radius)
self.color = pygame.Color(0)
self.color.hsla = (random.randrange(0, 360), 100, 50, 100)
object_list = []
time_interval = 200 # 200 milliseconds == 0.2 seconds
timer_event = pygame.USEREVENT+1
pygame.time.set_timer(timer_event, time_interval)
run = True
clock = pygame.time.Clock()
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == timer_event:
object_list.append(Object())
window.fill(0)
for object in object_list[:]:
pygame.draw.circle(window, object.color, (object.x, object.y), round(object.radius))
object.radius -= 0.2
if object.radius < 1:
object_list.remove(object)
pygame.display.flip()
pygame.quit()
exit()

Trying to display an image and move it on a timer, but only while the camera the image is on [duplicate]

I've been searching for some good tutorial about making simple sprite animation from few images in Python using Pygame. I still haven't found what I'm looking for.
My question is simple: how to make an animated sprite from few images (for an example: making few images of explosion with dimensions 20x20px to be as one but animated)
Any good ideas?
There are two types of animation: frame-dependent and time-dependent. Both work in similar fashion.
Before the main loop
Load all images into a list.
Create three variable:
index, that keeps track on the current index of the image list.
current_time or current_frame that keeps track on the current time or current frame since last the index switched.
animation_time or animation_frames that define how many seconds or frames should pass before switching image.
During the main loop
Increment current_time by the amount of seconds that has passed since we last incremented it, or increment current_frame by 1.
Check if current_time >= animation_time or current_frame >= animation_frame. If true continue with 3-5.
Reset the current_time = 0 or current_frame = 0.
Increment the index, unless if it'll be equal or greater than the amount of images. In that case, reset index = 0.
Change the sprite's image accordingly.
A full working example
import os
import pygame
pygame.init()
SIZE = WIDTH, HEIGHT = 720, 480
BACKGROUND_COLOR = pygame.Color('black')
FPS = 60
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
def load_images(path):
"""
Loads all images in directory. The directory must only contain images.
Args:
path: The relative or absolute path to the directory to load images from.
Returns:
List of images.
"""
images = []
for file_name in os.listdir(path):
image = pygame.image.load(path + os.sep + file_name).convert()
images.append(image)
return images
class AnimatedSprite(pygame.sprite.Sprite):
def __init__(self, position, images):
"""
Animated sprite object.
Args:
position: x, y coordinate on the screen to place the AnimatedSprite.
images: Images to use in the animation.
"""
super(AnimatedSprite, self).__init__()
size = (32, 32) # This should match the size of the images.
self.rect = pygame.Rect(position, size)
self.images = images
self.images_right = images
self.images_left = [pygame.transform.flip(image, True, False) for image in images] # Flipping every image.
self.index = 0
self.image = images[self.index] # 'image' is the current image of the animation.
self.velocity = pygame.math.Vector2(0, 0)
self.animation_time = 0.1
self.current_time = 0
self.animation_frames = 6
self.current_frame = 0
def update_time_dependent(self, dt):
"""
Updates the image of Sprite approximately every 0.1 second.
Args:
dt: Time elapsed between each frame.
"""
if self.velocity.x > 0: # Use the right images if sprite is moving right.
self.images = self.images_right
elif self.velocity.x < 0:
self.images = self.images_left
self.current_time += dt
if self.current_time >= self.animation_time:
self.current_time = 0
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
self.rect.move_ip(*self.velocity)
def update_frame_dependent(self):
"""
Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
"""
if self.velocity.x > 0: # Use the right images if sprite is moving right.
self.images = self.images_right
elif self.velocity.x < 0:
self.images = self.images_left
self.current_frame += 1
if self.current_frame >= self.animation_frames:
self.current_frame = 0
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
self.rect.move_ip(*self.velocity)
def update(self, dt):
"""This is the method that's being called when 'all_sprites.update(dt)' is called."""
# Switch between the two update methods by commenting/uncommenting.
self.update_time_dependent(dt)
# self.update_frame_dependent()
def main():
images = load_images(path='temp') # Make sure to provide the relative or full path to the images directory.
player = AnimatedSprite(position=(100, 100), images=images)
all_sprites = pygame.sprite.Group(player) # Creates a sprite group and adds 'player' to it.
running = True
while running:
dt = clock.tick(FPS) / 1000 # Amount of seconds between each loop.
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.velocity.x = 4
elif event.key == pygame.K_LEFT:
player.velocity.x = -4
elif event.key == pygame.K_DOWN:
player.velocity.y = 4
elif event.key == pygame.K_UP:
player.velocity.y = -4
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
player.velocity.x = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_UP:
player.velocity.y = 0
all_sprites.update(dt) # Calls the 'update' method on all sprites in the list (currently just the player).
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pygame.display.update()
if __name__ == '__main__':
main()
When to chose which
Time-dependent animation allows you to play the animation at the same speed, no matter how slow/fast the frame-rate is or slow/fast your computer is. This allows your program to freely change the framerate without affecting the animation and it'll also be consistent even if the computer cannot keep up with the framerate. If the program lags the animation will catch up to the state it should've been as if no lag had happened.
Although, it might happen that the animation cycle don't synch up with the framerate, making the animation cycle seem irregular. For example, say that we have the frames updating every 0.05 second and the animation switch image every 0.075 second, then the cycle would be:
Frame 1; 0.00 seconds; image 1
Frame 2; 0.05 seconds; image 1
Frame 3; 0.10 seconds; image 2
Frame 4; 0.15 seconds; image 1
Frame 5; 0.20 seconds; image 1
Frame 6; 0.25 seconds; image 2
And so on...
Frame-dependent can look smoother if your computer can handle the framerate consistently. If lag happens it'll pause in its current state and restart when the lag stops, which makes the lag more noticeable. This alternative is slightly easier to implement since you just need to increment current_frame with 1 on each call, instead of dealing with the delta time (dt) and passing it to every object.
Sprites
Result
You could try modifying your sprite so that it swaps out its image for a different one inside update. That way, when the sprite is rendered, it'll look animated.
Edit:
Here's a quick example I drew up:
import pygame
import sys
def load_image(name):
image = pygame.image.load(name)
return image
class TestSprite(pygame.sprite.Sprite):
def __init__(self):
super(TestSprite, self).__init__()
self.images = []
self.images.append(load_image('image1.png'))
self.images.append(load_image('image2.png'))
# assuming both images are 64x64 pixels
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(5, 5, 64, 64)
def update(self):
'''This method iterates through the elements inside self.images and
displays the next one each tick. For a slower animation, you may want to
consider using a timer of some sort so it updates slower.'''
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
def main():
pygame.init()
screen = pygame.display.set_mode((250, 250))
my_sprite = TestSprite()
my_group = pygame.sprite.Group(my_sprite)
while True:
event = pygame.event.poll()
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
# Calling the 'my_group.update' function calls the 'update' function of all
# its member sprites. Calling the 'my_group.draw' function uses the 'image'
# and 'rect' attributes of its member sprites to draw the sprite.
my_group.update()
my_group.draw(screen)
pygame.display.flip()
if __name__ == '__main__':
main()
It assumes that you have two images called image1.png and image2.png inside the same folder the code is in.
You should have all your sprite animations on one big "canvas", so for 3 20x20 explosion sprite frames you will have 60x20 image. Now you can get right frames by loading an area of the image.
Inside your sprite class, most likely in update method you should have something like this (hardcoded for simplicity, I prefer to have separate class to be responsible for picking the right animation frame). self.f = 0 on __init__.
def update(self):
images = [[0, 0], [20, 0], [40, 0]]
self.f += 1 if self.f < len(images) else 0
self.image = your_function_to_get_image_by_coordinates(images[i])
For an animated Sprite a list of images (pygame.Surface objects) must be generated. A different picture of the list is displayed in each frame, just like in the pictures of a movie. This gives the appearance of an animated object.
One way to get a list of images is to load an animated GIF (Graphics Interchange Format). Unfortunately, PyGame doesn't offer a function to load the frames of an animated GIF. However, there are several Stack Overflow answers that address this issue:
How can I load an animated GIF and get all of the individual frames in PyGame?
How do I make a sprite as a gif in pygame?
Pygame and Numpy Animations
One way is to use the popular Pillow library (pip install Pillow). The following function loads the frames of an animated GIF and generates a list of pygame.Surface objects:
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
Create a pygame.sprite.Sprite class that maintains a list of images. Implement an update method that selects a different image in each frame.
Pass the list of images to the class constructor. Add an index attribute that indicates the index of the current image in the list. Increase the index in the Update method. Reset the index if it is greater than or equal to the length of the image list (or use the modulo (%) operator). Get the current image from the list by subscription:
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
if self.image_index >= len(self.images):
self.image_index = 0
self.image = self.images[self.image_index]
See also Load animated GIF and Sprite
Example GIF (from Animated Gifs, Animated Image):
Minimal example: repl.it/#Rabbid76/PyGame-SpriteAnimation
import pygame
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
self.image = self.images[self.image_index % len(self.images)]
self.rect.x -= 5
if self.rect.right < 0:
self.rect.left = pygame.display.get_surface().get_width()
pygame.init()
window = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()
ground = window.get_height() * 3 // 4
gifFrameList = loadGIF('stone_age.gif')
animated_sprite = AnimatedSpriteObject(window.get_width() // 2, ground, gifFrameList)
all_sprites = pygame.sprite.Group(animated_sprite)
run = True
while run:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
window.fill((127, 192, 255), (0, 0, window.get_width(), ground))
window.fill((255, 127, 64), (0, ground, window.get_width(), window.get_height() - ground))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()

Change colour of sprite rect from group

I have a group of rects, they display in a row. I want them to change their colour when they have been clicked, until they are clicked again
I have this code so far to create the sprites:
class DrawableRect(pygame.sprite.Sprite):
def __init__(self,color,width,height,value=0):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.value = value
self.x = 0
self.y = 0
def change_value(self,color,value):
self.image.fill(color)
self.value=value
def DrawRects(start_x, start_y, rect_spacing, colour_list):
current_x_pos = start_x
for rect_num in range(0,8):
rect = DrawableRect(colour_list[rect_num], boxW, boxH)
rect.rect.x = current_x_pos
rect.rect.y = start_y
current_x_pos = current_x_pos + rect.rect.width + rect_spacing
rects.add(rect)
rects.draw(screen)
The idea of the app is for each rectangle to represent a bit, and when pressed it alternates between 0 and 1, the makeup of each bit displays the decimal equivalent somewhere.
I read that groups are unordered therefore indexing wouldn't work, is that true?
Here's an example I've modified to suit your purposes. I have a bunch of sprites (coloured rectangles) in a sprite group and I change* the colour of any sprite that collides with the mouse pointer when a mouse button is pressed.
Here's the code, you're probably most interested in the change_color() method and the MOUSEBUTTONUP event handling code.
import random
import pygame
screen_width, screen_height = 640, 480
def get_random_position():
"""return a random (x,y) position in the screen"""
return (random.randint(0, screen_width - 1), #randint includes both endpoints.
random.randint(0, screen_height - 1))
color_list = ["red", "orange", "yellow", "green", "cyan", "blue", "blueviolet"]
colors = [pygame.color.Color(c) for c in color_list]
class PowerUp(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
width, height = 64, 32
self.image = pygame.Surface([width, height])
self.clicked = False # track whether we've been clicked or not
# initialise color
self.color = random.choice(colors)
self.image.fill(self.color)
# Fetch the rectangle object that has the dimensions of the image
self.rect = self.image.get_rect()
# then move to a random position
self.update()
def update(self):
#move to a random position
self.rect.center = get_random_position()
def random_color(self):
# randomise color
self.clicked = not self.clicked
if self.clicked:
color = random.choice(colors)
else:
color = self.color
self.image.fill(color)
if __name__ == "__main__":
pygame.init()
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Sprite Color Switch Demo')
clock = pygame.time.Clock() #for limiting FPS
FPS = 60
exit_demo = False
pygame.key.set_repeat(300, 200)
#create a sprite group to track the power ups.
power_ups = pygame.sprite.Group()
for _ in range(10):
power_ups.add(PowerUp()) # create a new power up and add it to the group.
# main loop
while not exit_demo:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_demo = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
exit_demo = True
elif event.key == pygame.K_SPACE:
power_ups.update()
elif event.type == pygame.MOUSEBUTTONUP:
# check for collision
for p in power_ups:
if p.rect.collidepoint(event.pos): # maybe use event?
p.random_color()
screen.fill(pygame.Color("black")) # use black background
power_ups.draw(screen)
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
Let me know if you have any questions. Obviously this doesn't do row alignment of the sprites, I think you have a handle on that. I would suggest that you have all of your screen drawing operations in one place so your code can be clearer.
*The new colour is randomised from a short list, so there's a 14% chance it won't change from the starting colour.

pygame position error

First of all ,I loaded a picture of the ship and initialized its location. thereafter I add bullet to my program. After that, I found that no matter how I debug it, it can't be in the right place.
# 1. - import library
import pygame,sys
from pygame.locals import *
from pygame.sprite import Sprite
class Player(Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load('image/pig.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
class Bullet(Sprite):
def __init__(self, player):
super().__init__()
self.rect = pygame.Rect(0, 0, bullet_width, bullet_height )
self.color = bullet_color
self.rect.center = player.rect.center
self.rect.left = player.rect.right
# 2. - Initialize the game
pygame.init()
width,height = 800,600
screen = pygame.display.set_mode((width,height))
keys = [False,False,False,False]
playerpos = [0,288]
bullet_width = 15
bullet_height = 6
bullet_color = (200, 200 , 0)
player = Player()
bullet = Bullet(player)
grass = pygame.image.load("image/bg.bmp")
# 4. - keep looping through
while True:
# 5. - clear the screen before drawing it again.
screen.fill(0)
# 6. - Draw the screen elements.
screen.blit(grass,(0,0))
screen.blit(player.image, playerpos)
pygame.draw.rect(screen, bullet.color, bullet.rect)
# 7. - update the screen
pygame.display.flip()
# 8. - loop through the events
for event in pygame.event.get():
# check if the event is the X button.
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
and why bullet appear in top-left
enter image description here
I hope bullet appear in ship's right side,but I can't do it if I don't use coordinate(x,y),how can I do it?
You are drawing the ship in a position unrelated to its rect's position, using playerpos. You need to make the link the ship's position linked to its rect, so that the bullet can access it:
# 1. - import library
import pygame,sys
from pygame.locals import *
from pygame.sprite import Sprite
class Player(Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load('image/pig.bmp')
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
class Bullet(Sprite):
def __init__(self, player):
super().__init__()
self.rect = pygame.Rect(0, 0, bullet_width, bullet_height )
self.color = bullet_color
self.rect.center = player.rect.center
self.rect.left = player.rect.right
# 2. - Initialize the game
pygame.init()
width,height = 800,600
screen = pygame.display.set_mode((width,height))
keys = [False,False,False,False]
bullet_width = 15
bullet_height = 6
bullet_color = (200, 200 , 0)
player = Player()
player.rect.topleft = [0,288]
bullet = Bullet(player)
grass = pygame.image.load("image/bg.bmp")
# 4. - keep looping through
while True:
# 5. - clear the screen before drawing it again.
screen.blit(grass, (0, 0))
# 6. - Draw the screen elements.
screen.blit(player.image, player.rect.topleft)
pygame.draw.rect(screen, bullet.color, bullet.rect)
# 7. - update the screen
pygame.display.flip()
# 8. - loop through the events
for event in pygame.event.get():
# check if the event is the X button.
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
This is because a surface's get_rect() method has no idea where the surface is going to be blitted on to another surface, so it just gives its position as (0, 0). get_rect() is only useful for obtaining a surface's dimensions.

Space invaders clone issue

i am working on something like Space Invaders since i just started to learn programing i try to keep it simple, what i want is enemy ships coming from top of the screen and then settling in one line.I managed to make them coming from top at some speed but i dont know how to make them stop at a line,for example at y = 40.The code is below:
# Sprites vjezba.py
import pygame
# Define colors
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
green = (0,0,255)
# Define screen size
SCREEN_WIDTH = 420
SCREEN_HEIGHT = 400
# Classes
class Square(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20,20])
self.image.fill(red)
self.rect = self.image.get_rect()
def update(self):
pos = pygame.mouse.get_pos()
self.rect.x = pos[0]
self.rect.y = pos[1]
class Enemies(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20,20])
self.image.fill(black)
self.rect = self.image.get_rect()
def update(self):
speed_y = 1
self.rect.y += speed_y
# Initialize pygame
pygame.init()
# Initialize screen
screen = pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
# Set the clock
clock = pygame.time.Clock()
# Create sprites lists
square_list = pygame.sprite.Group()
enemies_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
# Create sprites
#--- Enemies sprites
diff_x = 0
diff_y = 0
for i in range(10):
enemies = Enemies()
enemies.rect.x = 20 + diff_x
diff_x += 40
enemies.rect.y = 20 - diff_y
diff_y += 20
enemies_list.add(enemies)
all_sprites_list.add(enemies)
# --- Square sprite
square = Square()
square.rect.x = 200
square.rect.y = 370
square_list.add(square)
all_sprites_list.add(square)
# -------Main Loop----------
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
all_sprites_list.update()
screen.fill(white)
all_sprites_list.draw(screen)
pygame.display.flip()
clock.tick(40)
pygame.quit()
At the moment, your update() for the Enemies looks like this:
def update(self):
speed_y = 1
self.rect.y += speed_y
This has two obvious flaws:
The speed is set locally, then discarded again at the end of the method; and
It doesn't know anything about position.
To fix this, I suggest making speed_y an instance attribute:
def __init__(self):
...
self.speed_y = 1
Allowing the setting of a target position
def set_target(y_pos):
self.y_target = y_pos
And using this information in update, for example:
def update(self):
self.rect.y += self.speed_y
if self.rect.y >= self.y_target:
self.speed_y = 0
This is a very basic example that just stops at the target y (and only works in one dimension), but hopefully gives you an idea of how to control the movement of your Enemies.