Reputation: 43
I need to make the balls in this code move around randomly. I am not sure what I am doing wrong. I am new to programming and this may be badly coded so any help would be appreciated. Right now the code makes a character in the middle of the screen that you can move up or down and it makes one ball in the top left corner of the screen that does not move. I want multiple balls on the screen and eventually I want the balls to be moving around randomly and if they collide with the character you lose this simple game.
from pygame import *
import random
class Ball(sprite.Sprite):
def __init__(self, numballs, balls = []):
sprite.Sprite.__init__(self)
self.image = image.load('ball.png')
self.rect = self.image.get_rect()
self.numballs = numballs
self.balls = balls
def multipleBalls(self):
for count in range(self.numballs):
self.balls.append(dict)
self.balls[count] = {'x': 0, 'y': 0, 'xmove': random.randint(1,2), 'ymove':random.randint(1,2)}
def ballMove(self):
for count in range(self.numballs):
self.balls[count]['x'] = self.balls[count]['x'] + self.balls[count]['xmove']
self.balls[count]['y'] = self.balls[count]['y'] + self.balls[count]['ymove']
def ballsOnScreen(self):
for count in range(self.numballs):
self.screen.blit(self.image, (self.balls[count]['x'], self.balls[count]['y']))
def ballBarrier(self):
for count in range(self.numballs):
if self.balls[count]['x'] > 620:
self.balls[count]['xmove'] = random.randint(-2, 0)
if self.balls[count]['x'] < -10:
self.balls[count]['xmove'] = random.randint(0, 2)
if self.balls[count]['y'] > 470:
self.balls[count]['ymove'] = random.randint(-2, 0)
if self.balls[count]['y'] < -10:
self.balls[count]['ymove'] = random.randint(0, 2)
def manageBall(self):
self.multipleBalls()
self.ballsOnScreen()
self.ballMove()
self.ballBarrier()
class Character(sprite.Sprite):
def __init__(self, xy):
sprite.Sprite.__init__(self)
self.image = image.load('character.png')
self.rect = self.image.get_rect()
self.rect.centerx, self.rect.centery = xy
self.movementspeed = 1
self.velocity = 0
def down(self):
self.velocity += self.movementspeed
def up(self):
self.velocity -= self.movementspeed
def characterMove(self, dy):
if self.rect.bottom + dy > 480:
self.rect.bottom = 480
elif self.rect.top + dy < 0:
self.rect.top = 0
else:
self.rect.y += dy
def update(self):
self.characterMove(self.velocity)
class Game(object):
def __init__(self):
init()
key.set_repeat(1, 30)
self.screen = display.set_mode((640, 480))
self.clock = time.Clock()
display.set_caption('Game')
event.set_allowed([QUIT, KEYDOWN, KEYUP])
self.background = Surface((640, 480))
self.background.fill((0,0,0))
self.screen.blit(self.background, (0,0))
display.flip()
self.sprites = sprite.RenderUpdates()
self.character = Character((320, 240))
self.sprites.add(self.character)
self.ball = Ball(5)
self.sprites.add(self.ball)
def run(self):
running = True
while running == True:
self.clock.tick(60)
running = self.handleEvents()
display.set_caption('game %d fps' % self.clock.get_fps())
for sprite in self.sprites:
sprite.update()
self.sprites.clear(self.screen, self.background)
dirty = self.sprites.draw(self.screen)
display.update(dirty)
self.ball.manageBall()
def handleEvents(self):
for e in event.get():
if e.type == QUIT:
return False
elif e.type == KEYDOWN:
if e.key == K_ESCAPE:
return False
if e.key == K_UP:
self.character.up()
if e.key == K_DOWN:
self.character.down()
return True
def main():
game = Game()
game.run()
main()
Upvotes: 2
Views: 4039
Reputation: 340
I've never used the Sprite class before so this was a good exercise. :)
I fixed your code, just change the image paths back to your icon locations and you should be good to go. The print statements might need reformatting if you're running an older version of Python.
I take out the forced call to the Sprite init method in the Ball and Character classes, it won't let me add them to the game.sprites render group. Not sure why.
I'm running Python 3.2.2 and Pygame 1.9.2pre so YMMV. :)
Controls:
UP / DOWN = Move your dude.
R = add a new, random ball.
from pygame import *
import random
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
FPS = 60
class Ball(sprite.Sprite):
def __init__(self, xy = (0,0), xm = 0, ym = 0):
sprite.Sprite.__init__(self)
self.img_load('evil_balloon_32x32.png')
self.rect.centerx, self.rect.centery = xy
self.xmove = xm
self.ymove = ym
def update(self):
self.move()
self.ballBarrier()
def move(self):
self.rect.x += self.xmove
self.rect.y += self.ymove
def img_load(self, filename):
self.image = image.load(filename)
self.rect = self.image.get_rect()
def ballBarrier(self):
"""
Checks to make sure ball is within bounds, adjusts movement speed if it's not
"""
if self.rect.right > SCREEN_WIDTH:
self.xmove = random.randint(-2, 0)
if self.rect.left < 0:
self.xmove = random.randint(0, 2)
if self.rect.bottom > SCREEN_HEIGHT:
self.ymove = random.randint(-2, 0)
if self.rect.top < 0:
self.ymove = random.randint(0, 2)
class ball_manager():
def __init__(self, numballs = 5, balls = []):
self.blist = balls
if numballs > 0:
self.multipleBalls(numballs) # moved this here so balls get init'd only once
def update(self):
"""
Update position of all balls
"""
for ball in self.blist:
self.ballMove(ball)
def add_ball(self, xy = (0,0), xm = 0, ym = 0):
self.blist.append(Ball(xy, xm, ym)) # appends a random ball
def multipleBalls(self, numballs):
for i in range(numballs):
self.add_ball((random.randint(0, SCREEN_WIDTH),
random.randint(0, SCREEN_HEIGHT)),
random.randint(-2,2),
random.randint(-2,2))
class Character(sprite.Sprite):
def __init__(self, xy):
sprite.Sprite.__init__(self)
self.img_load()
self.rect.centerx, self.rect.centery = xy
self.movementspeed = 1
self.velocity = 0
def down(self):
self.velocity += self.movementspeed
def up(self):
self.velocity -= self.movementspeed
def characterMove(self, dy):
if self.rect.bottom + dy > SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
self.velocity = 0
elif self.rect.top + dy < 0:
self.rect.top = 0
self.velocity = 0
else:
self.rect.y += dy
def update(self):
self.characterMove(self.velocity)
def img_load(self):
self.image = image.load("scary_clown_32x32.png")
self.rect = self.image.get_rect()
class Game(object):
def __init__(self):
init()
key.set_repeat(1, 30)
self.screen = display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
self.clock = time.Clock()
display.set_caption('Game')
event.set_allowed([QUIT, KEYDOWN, KEYUP])
self.background = Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
self.background.fill((0,0,0))
self.screen.blit(self.background, (0,0))
display.flip()
self.sprites = sprite.RenderUpdates()
self.character = Character((SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2))
self.sprites.add(self.character)
self.balls = ball_manager(5)
for ball in self.balls.blist:
self.sprites.add(ball)
def run(self):
running = True
while running == True:
self.clock.tick(FPS)
running = self.handleEvents()
display.set_caption('game %d fps' % self.clock.get_fps())
self.sprites.clear(self.screen, self.background)
for sprite in self.sprites:
sprite.update()
dirty = self.sprites.draw(self.screen)
display.update(dirty)
def handleEvents(self):
for e in event.get():
if e.type == QUIT:
return False
elif e.type == KEYDOWN:
if e.key == K_ESCAPE:
return False
if e.key == K_UP:
self.character.up()
if e.key == K_DOWN:
self.character.down()
if e.key == K_r:
self.sprites.add(Ball((random.randint(0, SCREEN_WIDTH),
random.randint(0, SCREEN_HEIGHT)),
random.randint(-2,2),
random.randint(-2,2)))
return True
def main():
game = Game()
game.run()
quit()
main()
sys.exit()
Upvotes: 2