I am testing to move different objects on the screen but independently from each other, the problem is that when i move one object on top of another the last one disappears although i am bliting each of them constantly on the screen. Why is this happening and how can i do this better?
import pygame
from pygame.locals import *
from random import randrange
class Tst(object):
def __init__(self):
self.img=pygame.Surface((20,20))
self.img.fill((100,200,0))
self.rect=self.img.get_rect(center=(randrange(780),randrange(480)))
#pygame.draw.rect(TV,(0,0,255),self.rect,1)
TV.blit(self.img,self.rect)
def move(self):
mouse_pos=pygame.mouse.get_pos()
if pygame.mouse.get_pressed()[0]:
if self.rect.collidepoint(mouse_pos):
TV.fill((0,0,0),self.rect)
self.rect=pygame.Rect(mouse_pos[0]-10,mouse_pos[1]-10,20,20)
TV.blit(self.img,self.rect)
pygame.init()
TV=pygame.display.set_mode((800,500))
tstList=[]
for _ in range(10):
tstList.append(Tst())
while 1:
for e in pygame.event.get():
if e.type==QUIT:
pygame.quit()
for tst in tstList:
tst.move()
pygame.display.flip()
The problem is with this line:
self.rect=pygame.Rect(mouse_pos[0]-10,mouse_pos[1]-10,20,20)
Basically, they are all at the mouse position. If you give each square a name and print the name and rect to the console, you can see this. When the mouse is over a square you set are setting it to the mouse pos, and eventually all the squares are on top of one another at the mouse pos. I am not sure exactly what you are trying to do so am unable to say what you should do to change this, as it depends on what you are trying to achieve. Let me know if you need any more advice and I'll try to help.
Here is the code which prints them out:
import pygame
from pygame.locals import *
from random import randrange
class Tst(object):
def __init__(self, name):
self.name = name
self.img=pygame.Surface((20,20))
self.img.fill((100,200,0))
self.rect=self.img.get_rect(center=(randrange(780),randrange(480)))
#print self.rect
#pygame.draw.rect(TV,(0,0,255),self.rect,1)
TV.blit(self.img,self.rect)
def move(self):
mouse_pos=pygame.mouse.get_pos()
if pygame.mouse.get_pressed()[0]:
if self.rect.collidepoint(mouse_pos):
TV.fill((0,0,0),self.rect)
self.rect=pygame.Rect(mouse_pos[0]-10,mouse_pos[1]-10,20,20)
print self.name,
print self.rect
TV.blit(self.img,self.rect)
pygame.init()
TV=pygame.display.set_mode((800,500))
tstList=[]
for x in range(10):
print x
letters = "abcdefghij"
tstList.append(Tst(letters[x]))
while 1:
for e in pygame.event.get():
if e.type==QUIT:
pygame.quit()
for tst in tstList:
tst.move()
#print tst.img.get_rect()
pygame.display.flip()
Related
new to pygame just wondering how i would go about adding a background image into the game itself? this is my code so far, i've been using the bg as a way to import my image but the py file itself refuses to load up.
import pygame
import sys
from pygame.locals import *
clock = pygame.time.Clock()
screen = pygame.display.set_mode((600,500))
bg = pygame.image.load("images\space.png")
pygame.mouse.set_visible(0)
ship = pygame.image.load("images\ship.png")
ship_top = screen.get_height() - ship.get_height()
ship_left = screen.get_width()/2 - ship.get_width()/2
screen.blit(ship, (ship_left,ship_top))
shot = pygame.image.load("images\shot.png")
shoot_y = 0
pygame.display.set_caption('galaxy invaders')
while True:
clock.tick(60)
screen.fill((r,0,0))
screen.blit(bg.(0,0))
x,y = pygame.mouse.get_pos()
screen.blit(ship, (x-ship.get_width()/2, ship_top))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
shoot_y = 500
shoot_x = x
if shoot_y > 0:
screen.blit(shot, (shoot_x, shoot_y))
shoot_y -= 10
pygame.display.update()
For background I always make an image the size of my game window or smaller then before all of the images are displayed, I blit that image to 0,0.
bg = pygame.image.load("bg.png")
#INSIDE OF THE GAME LOOP
gameDisplay.blit(bg, (0, 0))
#REST OF ITEMS ARE BLIT'D TO SCREEN.
Hope this helps.
This problem can be easily solved. You will need an image the size of your screen for your background. Please remember to add pygame.init() at the beginning of your game to be able to start it and its abilities. A function for this picture can be used like this:
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
This will allow the program to load your image through this function when you call it like this:
BackGround = Background('background_image.png', [0,0])
And you will also need these two lines in your while loop:
screen.fill([255, 255, 255])
screen.blit(BackGround.image, BackGround.rect)
This will fill your screen white and put the background image over it but under your other sprites and objects.
Suggestions:
You should make another class for your other sprite (maybe the reason why the image is not appearing). An example could be like:
class Ship(pygame.sprite.Sprite):
def __init__(self, image_file, speed, location):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
You could then "activate" it like this:
ship = Ship("images\ship.png", [a, b])
Select the coordinates for a and b. You can then blit the image on to the screen like this but after your background blit statement:
screen.blit(ship.image, ship.rect)
I hope this helps you!
First of all, none of this will work because you did not initialize Pygame after importing it. Also, the pictures won't be loaded because the backslash indicates an escape seqeunce. Lastly, you should fix your indentation.
import pygame
import sys
from pygame.locals import *
pygame.init() # initialize pygame
clock = pygame.time.Clock()
screen = pygame.display.set_mode((600,500))
# os.path.join properly forms a cross-platform relative path
# by joining directory names
bg = pygame.image.load(os.path.join("images", "space.png"))
pygame.mouse.set_visible(0)
ship = pygame.image.load(os.path.join("images", "ship.png"))
ship_top = screen.get_height() - ship.get_height()
ship_left = screen.get_width()/2 - ship.get_width()/2
screen.blit(ship, (ship_left,ship_top))
shot = pygame.image.load(os.path.join("images", "space.png"))
shoot_y = 0
pygame.display.set_caption('galaxy invaders')
# fix indentation
while True:
clock.tick(60)
screen.blit(bg, (0,0))
x,y = pygame.mouse.get_pos()
screen.blit(ship, (x-ship.get_width()/2, ship_top))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
shoot_y = 500
shoot_x = x
if shoot_y > 0:
screen.blit(shot, (shoot_x, shoot_y))
shoot_y -= 10
pygame.display.update()
for some reason this python program i saw on a youtube tutorial only works sometimes. Whenever i run the code, i get an error in the program telling me the program doesnt answer. But once in a while the code suddenly works perfectly.
import pygame, sys
from sys import exit
# crosshair class
class Crosshair(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
def update(self):
self.rect.center = pygame.mouse.get_pos()
# general setup
pygame.init()
clock = pygame.time.Clock()
# create the screen
screen = pygame.display.set_mode((800,400))
pygame.display.set_caption('Runner')
background = pygame.image.load("sprites/graphics/bg.png")
background = pygame.transform.scale(background, (800, 400))
pygame.mouse.set_visible(False)
#crosshair
crosshair = Crosshair('sprites/graphics/crosshair.png')
crosshair_group = pygame.sprite.Group()
crosshair_group.add(crosshair)
# while loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit
exit()
screen.blit(background,(0,0))
crosshair_group.draw(screen)
crosshair_group.update()
clock.tick(60)
pygame.display.update()
You need to do pygame.quit() instead of pygame.quit. Missing the parentheses means that you are not actually calling the function, and the window never closes.
You are getting a not responding message when you attempt to X out the window because exit() is being called, which ends your program, including the event-handling loop. The window is left with no program controlling it or making it respond to inputs such as closing, so you get that message.
Calling the pygame.quit() function will close the window right before the program quits, so it is all taken care of.
In this game, different letters fall down from the top of the screen after a time interval and the letter will vanish while you strike the corresponding key on the keyboard. The x position of each letter is random and the falling speed will accelerate as the game progress. Game will end under a certain condition(e.g. screen height is occupied by letters). This seems a great chanllenge for me. Thus, during the first stage, my codes are simplified for same letters 'A' rather than varied letters.
The question is how to control the speed of generating each 'A' in the game. At present, it is too fast. I've tried time.sleep(5) but it also stops the falling down of each letter.
Here are the codes:
alphabet_zoo.py
import sys
import pygame
from pygame.locals import *
from settings import Settings
from letter import Letter
import game_functions as gf
from pygame.sprite import Group
def run_game():
pygame.init()
az_settings =Settings()
screen = pygame.display.set_mode((0,0), RESIZABLE)
pygame.display.set_caption("Alphabet Zoo")
letters = pygame.sprite.Group()
while True:
gf.letter_generator(az_settings ,screen, letters)
gf.check_events(letters)
letters.update()
gf.update_screen(az_settings, screen, letters)
run_game()
settings.py
def __init__(self):
self.bg_color = (0, 0, 0)
self.letter_speed_factor = 1
game_functions.py
import sys
import pygame
import time
from letter import Letter
def letter_generator(az_settings, screen, letters):
# time.sleep(5)
# This setting not only slowdowns the generating of A
# but also stops the falling down of each A for a short time.
new_letter = Letter(az_settings, screen)
letters.add(new_letter)
def check_events(letters):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
letters.empty()
def update_screen(az_settings, screen, letters):
screen.fill(az_settings.bg_color)
letters.draw(screen)
letters.update()
pygame.display.flip()
letter.py
import pygame
import random
from pygame.sprite import Sprite
class Letter(Sprite):
def __init__(self, az_settings, screen):
super().__init__()
self.screen = screen
self.az_settings = az_settings
self.image = pygame.image.load('images/A.png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = random.randint(0, self.screen_rect.right)
self.rect.top = self.screen_rect.top
self.center = float(self.rect.centerx)
def update(self):
if self.rect.bottom < self.screen_rect.bottom:
self.rect.centery += self.az_settings.letter_speed_factor
How can I achieve my goal to control the speed of generating A?
You can look into time.time() function from time module. Example:
import time
start = time.time()
sleepTime = 1
while True:
print("This is being printed meaning the program isn't stopped")
now = time.time()
if now - start > sleepTime:
print("generate A in this area. This will only happen every one second.")
start = now
Currently, I am working on a game in which you are asked a mathematical question such as 2 + 1 and numbers will fall from the top of the screen. The player has to click the right answer before it falls below the screen. However, I don't want to download images of the numbers because it would waste lots of time. Is there a way to draw or blit numbers instead? If there is, can the numbers be in a circle shape instead of a rectangle?
EDIT: I could create the numbers by displaying them as text. However, that would mean I have to create hundreds of different rectangles for each possible answer. My question then is, is there a way for me to tell Python to generate numbers and place them on a rectangle without me having to do it manually?
One solution would be to create a class in which you store the actual answer, the text surface and the rect for the collision detection. I use a pygame.sprite.Sprite subclass here, but you can do the same with a normal class. When a new question gets asked, you can just create a bunch of instances and add them to a sprite group, so that you can update them altogether in the main loop. You can use the pygame.Rect.collidepoint method for the collision detection.
import random
import pygame as pg
from pygame.math import Vector2
pg.init()
BLUE = pg.Color('dodgerblue1')
FONT = pg.font.Font(None, 42)
class Answer(pg.sprite.Sprite):
def __init__(self, pos, number):
super().__init__()
# Store the actual number, so that we can compare it
# when the user clicks on this object.
self.number = number
# Render the new text image/surface.
self.image = FONT.render(str(number), True, BLUE)
# A rect with the size of the surface, used for collision
# detection and rendering.
self.rect = self.image.get_rect(topleft=pos)
self.vel = Vector2(0, random.uniform(1, 4))
self.pos = Vector2(pos)
def update(self):
self.pos += self.vel
self.rect.center = self.pos
if self.rect.top > 480: # Screen bottom.
self.kill() # Remove the sprite from all groups.
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
if event.button == 3: # Right mouse button.
# Add 20 numbers (Answer objects).
for _ in range(20):
number = random.randrange(100)
all_sprites.add(Answer((random.randrange(620), -20), number))
elif event.button == 1: # Left mouse button.
# See if the user clicked on a number.
for answer in all_sprites:
# event.pos is the mouse position.
if answer.rect.collidepoint(event.pos):
print(answer.number)
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()
(Right click to spawn the numbers, left click to touch single numbers.)
I am currently working on a game called Table Wars, a turn based strategy game for two players. Progress has been going smoothly, until I ran into a problem with spawning units.
The program won't spawn multiple of the same unit, or respawn new ones after the old ones die.
Here is some information that may help:
Each class is stored in a variable: (redI = Red_Infantry())
All functions are stored in the main loop.
The sprite classes have hard-coded X and Y values, used when spawning units and moving units.
What should I do?
As requested, here is the class for the Red Infantry:
class Red_Infantry(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('Soldier_red.png', -1)
self.selected = 0
self.area = screen.get_rect()
self.rect.topleft = (100, 300)
self.health = 100 #Soldiers are have mediocre toughness.
self.attack_damage = 25
self.range_maximum = 20 #in pixels, this is melee range
self.range_minimum = 0
self.update()
def update(self):
if self.health <= 0:
self.kill()
and the code to spawn this unit:
if spawned_units < 3 and PHASE == 1 and TURN == 'Red':
if REDGOLD < 10:
print "Out of money! Moving to Phase 2!"
PHASE = 2
spawned_units = 0
elif event.type == KEYDOWN and event.key == K_1:
if REDGOLD >= 10 and REDCOMMAND >= 5:
Sprites.append(redI)
REDGOLD -= 10
REDCOMMAND -= 5
spawned_units = spawned_units + 1
else:
print "Not enough gold!"
This is similar style with all units. It performs correctly the first time, but not in the second, third, and so on, meaning I can only have one Soldier. Also, when that soldier dies via self.kill, it won't come back if I try to spawn it.
The part of the spawn procedure you posted doesn't create any new instances. Unless redI is declared as a new Red_Infantry somewhere else, you need to modify the code to create a new instance of Red_Infantry every time you want to spawn a soldier.
sprites.append(Red_Infantry())
To update the sprites:
for sprite in sprites:
sprite.update()
Put movement and other state changes in the update method. This is what pygame expects, but you can use a different style if you want. The main point is you must have multiple instances of Red_Infantry in order to see multiple sprites.
You could also use pygame's Group class instead of a simple list to hold the sprites.
Here's a full example that uses Group instead of list. In the example, an Enemy is spawned each time a key is pressed. Each Enemy prints its unique ID to stdout.
import sys
import random
import pygame
from pygame.locals import *
def main():
pygame.init()
screen = pygame.display.set_mode((480, 320))
enemies = pygame.sprite.Group()
while True:
for event in pygame.event.get():
if event.type == KEYDOWN:
enemies.add(Enemy(screen))
elif event.type == QUIT:
sys.exit()
enemies.update()
screen.fill(pygame.Color("black"))
enemies.draw(screen)
pygame.display.update()
class Enemy(pygame.sprite.Sprite):
def __init__(self, screen):
pygame.sprite.Sprite.__init__(self)
print "created a new sprite:", id(self)
self.image = pygame.image.load("sprite.png")
self.rect = self.image.get_rect()
self.rect.move_ip(random.randint(0, screen.get_width()),
random.randint(0, screen.get_height()))
def update(self):
self.rect.move_ip(random.randint(-3, 3), 0)
if __name__ == "__main__":
main()