Reputation: 126
I am trying to create a game where "player_one.png" is controlled by the arrow keys to move around and dodge a bunch of randomly placed "player_two.png" that can move around on their own in random directions on a football field.
I have created a program that displays the field and the two images. I am having difficulty getting "player_two.png" display multiple copies on the field and cannot get them to move.
I also cannot get the "player_one.png" image to move based on the arrow key. I found a program using Sprites that moves a red block in the same way I want my player to move but cannot switch out the sprite with my image.
Here is my initial set-up which displays the field and the two images facing each other.
import pygame
import random
pygame.init()
#colors
black = (0, 0, 0)
white = (255, 255, 255)
green = (0, 100, 0)
red = (255, 0, 0)
size = [1000, 500]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Tony's newest game attempt")
#boolean for while loop
done = False
#create clock
clock = pygame.time.Clock()
#declare font
font = pygame.font.Font(None, 25)
player_one = pygame.image.load("player_one.png").convert()
player_one.set_colorkey(white)
player_two = pygame.image.load("player_two.png").convert()
player_two.set_colorkey(white)
while done == False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(green)
for x in range(60,940,35):
pygame.draw.line(screen, white, [x, 0], [x, 500], 1)
score = 0
text = font.render("Score:" +str(score), True, black)
screen.blit(text, [0, 0])
screen.blit(player_one, [940, 240])
screen.blit(player_two, [60, 240])
pygame.display.flip()
clock.tick(20)
pygame.quit()
The sprite program that uses a class (something I could not get to work with images) moves the Player sprite using this code: (Please note this is not the entire program).
class Player(pygame.sprite.Sprite):
# Constructor function
def __init__(self, color, x, y):
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
# Set height, width
self.image = pygame.Surface([35, 35])
self.image.fill(color)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.x = 930
self.rect.y = 250
def reset_player(self):
self.rect.x = 930
self.rect.y = 250
# Find a new position for the player
def update(self):
self.rect.x += self.change_y
self.rect.y += self.change_x
while done == False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.rect.x -= player.rect.width
elif event.key == pygame.K_RIGHT:
player.rect.x += player.rect.width
elif event.key == pygame.K_UP:
player.rect.y -= player.rect.height
elif event.key == pygame.K_DOWN:
player.rect.y += player.rect.height
# -- Draw everything
# Clear screen
screen.fill(green)
for x in range(60,940,35):
pygame.draw.line(screen, white, [x, 0], [x, 500], 1)
# Draw sprites
all_sprites_list.draw(screen)
text = font.render("Score: "+str(score), True, black)
screen.blit(text, [10, 10])
# Flip screen
pygame.display.flip()
# Pause
clock.tick(20)
pygame.quit()
Can someone please help me figure out how to get my image to move the way the sprite does. Or help me display "player_two.png" all over the field and move in random directions. It would be best if the "player_two.png" moved every once every 3 times I hit an arrow key. If this is vague please email me and I can send my code. I need to finish this game in 2 weeks!
Upvotes: 1
Views: 8002
Reputation: 63
I think you have the right idea but aren't executing it well.
Try going to your game loop and when displaying an image, display like so:
gameDisplay.blit(player1, (player1X,player1Y))
This way, you can use a if statement to change playerX and player1Y. Insert the following code under the code that quits pygame:
elif e.type == pygame.KEYDOWN:
if e.key == pygame.K_LEFT:
player1X -= 5
pygame.display.update()
elif e.key == pygame.K_RIGHT:
player1X += 5
pygame.display.update()
The reason this works is because the variable that is defining X and Y are not staic. You can also do the same thing for up and down using:
elif e.key == pygame.K_UP:
or
elif e.key == pygame.K_DOWN:
Upvotes: 0
Reputation: 13372
Multiple comments on the game -
I don't see where self.change_y
is defined. Also, shouldn't the update function be like - self.rect.x += self.change_x
instead of self.rect.x += self.change_y
?
Also, the main loop should be something like this
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if player.rect.x > 0:
player.rect.x -= player.rect.width
elif event.key == pygame.K_RIGHT:
if player.rect.x < screen_width: # the screen/game width
player.rect.x += player.rect.width
# Something similar for the up & down keys
I would recommend you to look at this question.
Upvotes: 3