Pygame breaking code, creating a wall of bricks [duplicate] - pygame

This question already has answers here:
How do I detect collision in pygame?
(5 answers)
How to detect collisions between two rectangular objects or images in pygame
(1 answer)
Closed 2 years ago.
This is my first time using pygame and I apologize for possible misunderstandings and 'silly' questions. I am developing a breaking game, consisting of a ball ,a paddle and a wall of bricks. So far I ve the ball, and that s fine. I am trying to implement my code in order to get the wall, but I am missing something and it doesn t show up on the screen when I run it. Could anyone help me? The bricks are 50x60, 3 rows. Thank you in advance. (If anyone would also recommend something about creating the paddle and making the ball stick to it, that would be highly appreciated.)
Here is my code so far:
""""BREAKING GAME"""
#Import and initialize pygame
import pygame as pg
pg.init()
#Set the colour of the background and store the ball data
backgroundcolour = (50,50,50)
randomcolour=(205,55,0)
ballimg = pg.image.load("ball.gif")
ballimage = ballimg.get_rect()
#Set the frame
xmax = 800
ymax = 800
screen = pg.display.set_mode((xmax,ymax))
#Starting values
horizontalposition = 400. #pixels (unit f length of computer)
verticalposition = 400. #pixels
v_x = 400. #pixels
v_y = 300. #pixels
#Set the clock of the computer
t0 = float(pg.time.get_ticks())/1000.
# Create wall of bricks
position_Bricks_x=[0,50,100,150,200,250,300,350,400,450,500,550,600,650,700,750]
position_Bricks_y = [16,32,48]
i = 0
j = 0
#Infinite loop
running = True
while running:
t = float(pg.time.get_ticks())/1000.
dt = min(t-t0, 0.1)
t0 = t
# Motion of the ball
horizontalposition = horizontalposition+v_x*dt
verticalposition = verticalposition+v_y*dt
#Bounce the ball on the edges of the screen
if horizontalposition > xmax:
v_x=-abs(v_x)
elif horizontalposition < 0:
v_x= abs(v_x)
if verticalposition > ymax:
v_y = -abs(v_y)
elif verticalposition<0:
v_y = abs(v_y)
# Draw the frame
screen.fill(backgroundcolour)
ballimage.centerx = int(horizontalposition)
ballimage.centery = int(verticalposition)
screen.blit(ballimg,ballimage)
while i < len(position_Bricks_x):
if j < len(position_Bricks_y):
pg.draw.rect(screen,randomcolour,[position_Bricks_x[i],position_Bricks_y[j],50,16])
j = j + 1
else:
j=0
i=i+1
pg.display.update()
pg.display.flip()
# Event handling
pg.event.pump()
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
Quit pygame
pg.quit()
print "Ready"

Related

Pygame square not showing up because of sprites [duplicate]

This question already has answers here:
Pygame Drawing a Rectangle
(6 answers)
Closed 5 months ago.
I try to print a square for use as a hitbox because the collision detection doesn't work on images. But when I try to draw a test square in setup it doesn't appear. I have tried moving the command, and changing it but nothing worked. And that is only for the square. The images appear and move perfectly. I am pretty sure it has something to do with the sprites because without them everything works perfectly.
import pygame
import sys
pygame.init()
fps = 30
fpsclock=pygame.time.Clock()
window = pygame.display.set_mode((600, 600))
x = 275
y = 375
BulletX = x + 10
BulletY = y - 15
color = (250,210,240)
ship_img = pygame.image.load('spaceship.png')
ship = pygame.transform.scale(ship_img,(32,32))
bullet_img = pygame.image.load('bullet (2).png')
bullet = pygame.transform.scale(bullet_img,(12,12))
# main application loop
run = True
while run:
# limit frames per second
fpsclock.tick(fps)
# event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
key_input = pygame.key.get_pressed() #key inputs
if key_input[pygame.K_LEFT]:
x -= 5
if key_input[pygame.K_RIGHT]:
x += 5
# clear the display
window.fill(0)
window.blit(ship,(x,y))
pygame.draw.rect(window,color,pygame.rect(200,200,30,30))
window.blit(bullet,(BulletX,BulletY))
BulletY = BulletY - 20
if(BulletY <= -10):
BulletY = y - 10
BulletX = x + 10
# update the display
pygame.display.flip()
pygame.quit()
exit()
The only problem with your code is a lowercase 'r' instead of of uppercase one. Change the appropriate line to:
pygame.draw.rect(window, color, pygame.Rect(200,200,30,30) )
and have fun implementing the collision.

Pyton - Pygame - stuck refreshing blitting image on screen [duplicate]

This question already has answers here:
Faster version of 'pygame.event.get()'. Why are events being missed and why are the events delayed?
(1 answer)
Why is my PyGame application not running at all?
(2 answers)
Closed 1 year ago.
Hi there and thank you for your time reading this.
This is related to the project I'm making. It's a reaction test game. Basically, Arcade buttons with LEDs light up, and players need to press them to score points. Whack-a-Mole style.
The game is timed, 30 seconds. But instead of using a numerical timer, I'm using a progress bar moving across the screen to indicate the remaining time instead.
image below:
game screenshot
I added this as an image blit in the code, but it doesn't refresh correctly. You can see it only at the start of the game, and when players press a button.
It needs to be constantly blitting across the screen.
Maybe I'm just missing something or my indentation is wrong?
Would really appreciate any inputs on this.
Main game loop code is below:
# MAIN GAME SEQUENCE CODE ---------------------------------------------------------------------------------------------
# Setup Pygame refresh rate to 120 fps
clock.tick(60)
while game_running:
# Idle Screen
idle_scrn()
# Instructions
inst_seq()
# GAME PLAY SECTION --------
score = 0
time_Out = 0
leds.off()
start_Time = pygame.time.Clock()
start = int(time.time())
time_move = -500
random_num = random.randint(0, 11)
leds.on(random_num)
print(random_num)
while time_Out != 30:
screen.blit(Timebar, (time_move,1000))
time_move += 50
pygame.display.update()
for event in pygame.event.get():
print("For Event started, Game screen started")
screen.fill((255,255,255))
screen.blit(Game_screen[6], (0,0))
score_textback = score_fontback.render("00", 3, (199,199,199))
score_text = score_font.render(str(score), 3, (255,37,24))
ctr = 1110
if score >= 10:
ctr -= 155
center_pos = (ctr, 580)
score_rect = score_text.get_rect(center = center_pos)
screen.blit(score_textback, (645, 390))
screen.blit(score_text, score_rect)
if event.type == pygame.JOYBUTTONDOWN:
print("If for event JOYBUTTONDOWN")
if event.button == random_num:
B = event.button
print(B, " button pressed, CORRECT")
leds.off()
butt_Sound.play()
random_num = random.randint(0, 11)
leds.on(random_num)
score += 1
pygame.display.update()
current_Time = int(time.time())
time_Out = current_Time - start
#pygame.display.update()
#print("TIMER: ", time_Out)
#print(type(start_Time))
#print(current_Time)
#print(type(current_Time))
#pygame.display.update()
# FINAL SCORE ------------------------
final_Score()
exit()
The image is Timebar. in the code, we move it 50 pixels across the screen in every refresh.
Thank you in advance.
Here's a minimal example, perhaps you'll find it useful:
import pygame
pygame.init()
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
fps = 60
clock = pygame.time.Clock()
progress_width = 0 # initialse progress tracker
total_time = 0
target_time = 10_000 # ten seconds in milliseconds
finished = False
while not finished:
# Handle Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
finished = True
elif event.type == pygame.KEYDOWN:
progress_width = 0 # reset progress
total_time = 0
# Update Game State
dt = clock.tick(fps) # limit FPS and return time since last call
total_time += dt
progress_width += width * dt / target_time # scale bar width
progress_rect = pygame.Rect(0, height-20, int(progress_width), 20)
# Draw Background
screen.fill(pygame.Color("black"))
# Draw Sprites
pygame.draw.rect(screen, pygame.Color("red"), progress_rect)
# Update Display
pygame.display.flip()
# Display the elapsed time in the title bar
pygame.display.set_caption(f"Simple Progress {total_time:,d} ms")
pygame.quit()
It calculates the time elapsed and updates the progress bar width. It takes ten seconds to fill the screen width and pressing a key resets the progress.
Your main loop should look something like:
Handle Events
Update Game State
Draw sprites
Update Screen
If you're trying to update the screen or handle events in multiple places, things get confusing pretty quickly.

Pygame unable to create a function which will make the snake eat the food and also close the game and also increase snake size

Pygame unable to create a function which will make the snake eat the food and also close the game.I want to write a funtion which can make the snake eat the food and increase its length.I have made a funtion which has drawn the circle and the rectangle.
from random import randrange
import pygame
from pygame import Color, Surface, event, image, key
import random
import math
pygame.init()
icon = pygame.image.load(r"D:\\icon.png")
blue=(0,0,255)
red =(255,0,0)
yellow = (255,255,0)
screen_size = (720,600)
title = 'Snake Game'
vel = 0
vel_1 = 0
x = random.randrange(100,690)
y = randrange(50,550)
x_enemy = random.randrange(100,690)
y_enemy = randrange(50,550)
screen = pygame.display.set_mode(screen_size)
caption = pygame.display.set_caption(title)
def snake(surface,color,dim):
pygame.draw.rect(surface,color,dim)
def food(surface,color,center,radius):
pygame.draw.circle(surface,color,center,radius)
score = 0
running = True
while running:
dim = (x,y,30,30)
centre = (80,80)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
vel = -0.5
vel_1 = 0
if keys[pygame.K_RIGHT]:
vel = 0.5
vel_1 = 0
if keys[pygame.K_UP]:
vel_1 = -0.5
vel = 0
if keys[pygame.K_DOWN]:
vel_1 = 0.5
vel = 0
if keys[pygame.K_ESCAPE]:
running = False
if x >= 690 :
running = False
if x <= 0 :
running = False
if y >= 570:
running = False
if y <= 0 :
running = False
x += vel
y += vel_1
screen.fill((255, 255, 255))
snake(screen,blue,dim)
food(screen,red,[x_enemy,y_enemy],7)
pygame.display.update()
Firstly, you should read about pygame.Rect.colliderect. It's about collision so you can use it for snake eating the food.
Arrays(x-axis array and y-axis array), can be used for snake length. (In Python can be used Lists instead of Arrays) In this arrays, every array's element contains one position of square and this position represents square's topleft(x,y). I already drew a sketch about it that might be more expressive.
(the meaning of "durum" is status)

pygame the next surface does not move as expected path

I'm new to pygame, and I'm trying to practice skill with 'Plants and Zombies', but here comes a problem when I run the code: the next bullet does not move to the edge of the screen, it ends at a point at which the previous bullet collide with a zombie. I can NOT find out where is the problem, hope someone can help me out. Just run main.py, click on a top menu(weapon), right click on any point of a grass, u'll know the problem.
project directory:
helper.py:
import os
from PIL import Image
import pygame
current_dir = os.getcwd()
def get_path(image_name):
return os.path.join(current_dir, "resource", image_name)
def get_image_size(image_name):
with Image.open(get_path(image_name)) as im:
return im.size
def load_image_source(image_name, with_bullet=False):
if with_bullet:
bullet_name = "bullet_"+image_name.replace("shooter_", "")
return pygame.image.load(get_path(image_name)), pygame.image.load(get_path(bullet_name))
else:
return pygame.image.load(get_path(image_name))
def load_all_shooters():
weapon = {"selected": [], "unselected": []}
shooter_dir = os.path.join(current_dir, "resource")
for shooter in os.listdir(shooter_dir):
if "shooter" in shooter:
if "selected" in shooter:
weapon["selected"].append(shooter)
else:
weapon["unselected"].append(shooter)
weapon["selected"] = sorted(weapon["selected"])
weapon["unselected"] = sorted(weapon["unselected"])
return weapon
def get_nearest_position(source_list, target_number):
return min(source_list, key=lambda x: abs(x - target_number))
config.py:
LINES = 5
ZOMBIE_SPEED_X = 1
ZOMBIE_REFRESH_TIME = 3000
BULLET_REFRESH_TIME = 1000
BULLET_SPEED = 3
SHOOTER_SIZE = (50, 50)
main.py:
import pygame
import sys
import random
from ZombiesVSPlants.common.helper import get_nearest_position, load_image_source, load_all_shooters, get_image_size, get_path, get_path
from ZombiesVSPlants.config.config import BULLET_SPEED, BULLET_REFRESH_TIME, ZOMBIE_REFRESH_TIME, SHOOTER_SIZE, ZOMBIE_SPEED_X, LINES
pygame.init()
# top weapon menu
menu_height = 60
# get background grass and other resource path and size...
background_grass_path = get_path("background_grass.png")
zombie_path = get_path("enemy_zombie.png", )
single_line_height = get_image_size("background_grass.png")[1]
zombie_size = get_image_size("enemy_zombie.png")
# screen size
screen_height = LINES*single_line_height+menu_height
screen_width = 800
# background colour, zombie speed
background_color = 255, 255, 255
ZOMBIE_SPEED = [-ZOMBIE_SPEED_X, 0]
# others
LINES_LIST = [i for i in range(1, LINES+1)]
zombie_start_x = screen_width-zombie_size[0]
zombie_start_y = (single_line_height-zombie_size[1])/2
shooter_centered_position__list_y = [line*single_line_height+zombie_start_y+menu_height for line in range(5)]
# resource boom
boom = load_image_source("boom.png")
# dragging and other global variables
dragging = False
mouse_follow = None
mouse_follow_rect = None
added_shooters = []
shooter_bullets = []
bullets_rect = []
collide_zombies = []
collide_bullets = []
# screen size
screen = pygame.display.set_mode((screen_width, screen_height))
# load top weapon surface
res = load_all_shooters()
menu_start_position = 5, 5
menu_shooters = [load_image_source(unselected_shooter, with_bullet=True) for unselected_shooter in res["unselected"]]
menu_shooters_selected = [load_image_source(selected_shooter) for selected_shooter in res["selected"]]
menu_shooters_rect = [pygame.Rect(menu_start_position[0]+55*i, menu_start_position[1], SHOOTER_SIZE[0], SHOOTER_SIZE[1]) for i in range(len(menu_shooters))]
# background grass surface
grass = load_image_source(background_grass_path)
grass_rect = [pygame.Rect(0, i * single_line_height+menu_height, screen_width, single_line_height) for i in range(LINES)]
# the very first zombie surface
zombie = load_image_source(zombie_path)
zombies_rect = [pygame.Rect(zombie_start_x, zombie_start_y+menu_height, zombie_size[0], zombie_size[1])]
# ZOMBIE_REFRESH_TIME
NEW_ZOMBIE_EVENT = pygame.USEREVENT+1
pygame.time.set_timer(NEW_ZOMBIE_EVENT, ZOMBIE_REFRESH_TIME)
# BULLET_REFRESH_TIME
NEW_BULLET_EVENT = pygame.USEREVENT+2
pygame.time.set_timer(NEW_BULLET_EVENT, BULLET_REFRESH_TIME)
while 1:
screen.fill(background_color)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# left click on a top menu(weapon), dragging is enabled
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
for i in range(len(menu_shooters)):
if menu_shooters_rect[i].collidepoint(event.pos):
dragging = not dragging
mouse_follow = menu_shooters[i]
# right click when dragging, new weapon will be set on a point
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
x = event.pos[0]
if event.pos[1] > menu_height and dragging:
dragging = not dragging
y = get_nearest_position(shooter_centered_position__list_y, event.pos[1])
added_shooters.append([mouse_follow[0], x, y])
shooter_bullets.append([x, y, mouse_follow[1]])
# spawn new bullet
if event.type == NEW_BULLET_EVENT:
for j in range(len(shooter_bullets)):
bullets_rect.append([shooter_bullets[j][2], pygame.Rect(shooter_bullets[j][0], shooter_bullets[j][1], 15, 15)])
# spawn new zombie
if event.type == NEW_ZOMBIE_EVENT:
# random in roads that new zombies will appear
new_zombies_count = random.randint(1, LINES)
new_zombies_lines = random.sample(LINES_LIST, new_zombies_count)
# add to zombies list
for line in new_zombies_lines:
new_zombie_rect = pygame.Rect(zombie_start_x, line * single_line_height + zombie_start_y + menu_height, zombie_size[0], zombie_size[1])
zombies_rect.append(new_zombie_rect)
# blit top weapons menu
for i in range(len(menu_shooters)):
menu_rect = menu_shooters_rect[i]
screen.blit(menu_shooters[i][0], menu_rect)
# blit selected weapon if mouse hover on a weapon menu
for i in range(len(menu_shooters)):
if menu_shooters_rect[i].collidepoint(pygame.mouse.get_pos()):
screen.blit(menu_shooters_selected[i], menu_shooters_rect[i])
# blit background grass
for r in grass_rect:
screen.blit(grass, r)
# blit all the weapons on the grass
for new in added_shooters:
shooter_rect = pygame.Rect(new[1], new[2], 50, 50)
screen.blit(new[0], shooter_rect)
# blit bullets
for j in range(len(bullets_rect)):
bullets_rect[j][1].x += 1
screen.blit(bullets_rect[j][0], bullets_rect[j][1])
# blit zombies
for i in range(len(zombies_rect)):
zombies_rect[i].x -= ZOMBIE_SPEED_X
screen.blit(zombie, zombies_rect[i])
# blit weapon follows mouse move position
if dragging and mouse_follow[0]:
pos_follow_mouse = pygame.mouse.get_pos()
mouse_follow_rect = pygame.Rect(pos_follow_mouse[0], pos_follow_mouse[1], 50, 50)
screen.blit(mouse_follow[0], mouse_follow_rect)
# collide between zombie and bullet
for i in range(len(bullets_rect)):
for j in range(len(zombies_rect)):
if bullets_rect[i][1].colliderect(zombies_rect[j]):
print("collide!")
screen.blit(boom, zombies_rect[j])
collide_bullets.append(bullets_rect[i])
collide_zombies.append(zombies_rect[j])
bullets_rect = [i for i in bullets_rect if i not in collide_bullets]
zombies_rect = [j for j in zombies_rect if j not in collide_zombies]
pygame.display.flip()
I now got a compromise like solution, when need to remove surface in a collide between 2 rects in 2 lists, just draw the 2 lists in 2 separate for loop and remove the collided rect in another for loop, the demo code would be:
# draw bullets
for b in bullets_rect:
b_r = b[1]
b_r.x += BULLET_SPEED
screen.blit(b[0], b_r)
# draw zombies
for z in zombies_rect:
z.x += -ZOMBIE_SPEED_X
screen.blit(zombie, z)
# when collide, use list.remove to remove collided rect
for i, j in itertools.product(bullets_rect, zombies_rect):
b_r = i[1]
z_r = j
if z_r.contains(b_r):
# when collide, remove the collided rect
screen.blit(boom, z_r)
bullets_rect.remove(i)
zombies_rect.remove(j)
FYI.

Moving a Sprite in the direction of an angle in Pygame [duplicate]

This question already has answers here:
How to turn the sprite in pygame while moving with the keys
(1 answer)
Image rotation while moving
(2 answers)
Closed 2 years ago.
Im trying to move a sprite in the direction of an angle in pygame, using the left & right arrow keys to change the direction of the sprite but when I press the up key, the sprite just moves right. I have 2 variables that take speed and a velocity calculation and adds them together (vel_x & vel_y), I then add this to the position (orientation) of the sprite but it isnt following the sprite orientation when it moves forward (if keybd_tupl[K_UP]).
import pygame
import random
import math
from pygame.locals import *
window_wid = 800
window_hgt = 600
frame_rate = 50
delta_time = 1 / frame_rate
STATE_READY = 2
def game_loop_inputs():
# look in the event queue for the quit event
quit_ocrd = False
for evnt in pygame.event.get():
if evnt.type == QUIT:
quit_ocrd = True
return quit_ocrd
def game_loop_update(circle_hitbox):
# start by assuming that no collisions have occurred
circle_hitbox["col"] = False
# return the new state of the rotating line and the circle hitbox
return circle_hitbox
def game_loop_render(circle_hitbox, window_sfc):
# clear the window surface (by filling it with black)
window_sfc.fill( (0,0,0) )
# draw the circle hitbox, in red if there has been a collision or in white otherwise
if circle_hitbox["col"]:
#pygame.draw.circle(window_sfc, (255, 0, 0), circle_hitbox["pos"], circle_hitbox["rad"])
rotated_damage = pygame.transform.rotate(circle_hitbox["damage"], circle_hitbox["angle"])
window_sfc.blit(rotated_damage, circle_hitbox["pos"])
else:
#pygame.draw.circle(window_sfc, (255, 255, 255), circle_hitbox["pos"], circle_hitbox["rad"])
rotated_image = pygame.transform.rotate(circle_hitbox["sprite"], circle_hitbox["angle"])
window_sfc.blit(rotated_image, circle_hitbox["pos"])
# update the display
pygame.display.update()
def main():
# initialize pygame
pygame.init()
# create the window and set the caption of the window
window_sfc = pygame.display.set_mode( (window_wid, window_hgt) )
pygame.display.set_caption('"Toy" for the MDA Exercise')
# create a clock
clock = pygame.time.Clock()
# this is the initial game state
game_state = STATE_READY
#####################################################################################################
# these are the initial game objects that are required (in some form) for the core mechanic provided
#####################################################################################################
# this game object is a circulr
circle_hitbox = {}
circle_hitbox["pos"] = (window_wid // 2, window_hgt // 2)
circle_hitbox["rad"] = 30
circle_hitbox["col"] = False
circle_hitbox["sprite"] = pygame.image.load("cars_racer_{}.png".format(random.randint(1, 3)))
circle_hitbox["damage"] = pygame.image.load("cars_racer_red.png")
circle_hitbox["crash"] = pygame.image.load("explosion.png")
circle_hitbox["damaged"] = False
circle_hitbox["angle"] = 0
speed = 10.0
vel_x = speed * math.cos(circle_hitbox["angle"] * (math.pi / 180))
vel_y = speed * math.sin(circle_hitbox["angle"] * (math.pi / 180))
# the game loop is a postcondition loop controlled using a Boolean flag
closed_flag = False
while not closed_flag:
#####################################################################################################
# this is the "inputs" phase of the game loop, where player input is retrieved and stored
#####################################################################################################
closed_flag = game_loop_inputs()
keybd_tupl = pygame.key.get_pressed()
if keybd_tupl[K_UP]:
circle_hitbox["pos"] = (circle_hitbox["pos"][0] + vel_x, circle_hitbox["pos"][1] + vel_y)
print(vel_y)
if keybd_tupl[K_LEFT]:
circle_hitbox["angle"] = (circle_hitbox["angle"] + 10.0)
if keybd_tupl[K_RIGHT]:
circle_hitbox["angle"] = (circle_hitbox["angle"] - 10.0)
#####################################################################################################
# this is the "update" phase of the game loop, where the changes to the game world are handled
#####################################################################################################
circle_hitbox = game_loop_update(circle_hitbox)
#####################################################################################################
# this is the "render" phase of the game loop, where a representation of the game world is displayed
#####################################################################################################
game_loop_render(circle_hitbox, window_sfc)
# enforce the minimum frame rate
clock.tick(frame_rate)
if __name__ == "__main__":
main()
It just isnt working & I dont know why.
You have to calculate the vel_x and vel_y in the while loop.
while not closed_flag:
closed_flag = game_loop_inputs()
keybd_tupl = pygame.key.get_pressed()
if keybd_tupl[K_UP]:
circle_hitbox["pos"] = (circle_hitbox["pos"][0] + vel_x, circle_hitbox["pos"][1] + vel_y)
print(vel_y)
if keybd_tupl[K_LEFT]:
circle_hitbox["angle"] -= 1.0
if keybd_tupl[K_RIGHT]:
circle_hitbox["angle"] += 1.0
# `math.radians` can be used instead of `* (math.pi / 180)`
vel_x = speed * math.cos(math.radians(circle_hitbox["angle"]))
vel_y = speed * math.sin(math.radians(circle_hitbox["angle"]))
Also, pass the negative angle to pygame.transform.rotate in the game_loop_render function:
rotated_damage = pygame.transform.rotate(circle_hitbox["damage"], -circle_hitbox["angle"])
The rotation probably still doesn't look right (I'm using some replacement images and they don't rotate correctly). Take a look at this answer if you want to know how to rotate pygame sprites and images around their center in pygame.