Reputation: 169
i've been looking into game development in python and i'm very new to it, i tryed to copy a space invaders and here is what i came up with, it is massively inspired from tutorials and code i found online.
What im trying to do know is to get the background moving so i thought it would be a good idea to create 2 sprites with 2 background image and make them move one after the other. As soon as one is out of the screen it should reappear at the bottom and so on. But it does not work i am not sure what is going wrong. Here is what i have to far:
#!/usr/bin/env python
from helpers import *
class Space1(pygame.sprite.Sprite):
def __init__(self, i):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset(i)
def update(self, i):
self.rect.top += self.dx
if i == 1:
if self.rect.top <= -600:
self.__init__(i)
else:
if self.rect.top <= -1200:
self.__init__(i)
def reset(self, i):
if i == 1:
self.rect.top = 1
else:
self.rect.top = 300
class Space2(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset()
def update(self):
self.rect.top += self.dx
if self.rect.top <= -1200:
self.__init__()
def reset(self):
self.rect.top = 600
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('ship.gif', -1)
self.x_dist = 5
self.y_dist = 5
self.lasertimer = 0
self.lasermax = 5
self.rect.centery = 400
self.rect.centerx = 400
def update(self):
key = pygame.key.get_pressed()
# Movement
if key[K_UP]:
self.rect.centery += -3
if key[K_DOWN]:
self.rect.centery += 3
if key[K_RIGHT]:
self.rect.centerx += 3
if key[K_LEFT]:
self.rect.centerx += -3
# Lasers
if key[K_SPACE]:
self.lasertimer = self.lasertimer + 1
if self.lasertimer == self.lasermax:
laserSprites.add(Laser(self.rect.midtop))
self.lasertimer = 0
# Restrictions
self.rect.bottom = min(self.rect.bottom, 600)
self.rect.top = max(self.rect.top, 0)
self.rect.right = min(self.rect.right, 800)
self.rect.left = max(self.rect.left, 0)
class Laser(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("laser.png", -1)
self.rect.center = pos
def update(self):
if self.rect.right > 800:
self.kill()
else:
self.rect.move_ip(0, -15)
class Enemy(pygame.sprite.Sprite):
def __init__(self, centerx):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("alien.png", -1)
self.rect = self.image.get_rect()
self.dy = 8
self.reset()
def update(self):
self.rect.centerx += self.dx
self.rect.centery += self.dy
if self.rect.top > 600:
self.reset()
# Laser Collisions
if pygame.sprite.groupcollide(enemySprites, laserSprites, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
# Ship Collisions
if pygame.sprite.groupcollide(enemySprites, playerSprite, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
explosionSprites.add(PlayerExplosion(self.rect.center))
def reset(self):
self.rect.bottom = 0
self.rect.centerx = random.randrange(0, 600)
self.dy = random.randrange(5, 10)
self.dx = random.randrange(-2, 2)
class EnemyExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
class PlayerExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
exit()
def main():
# Initialize Everything
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption('UoN Invaders')
# Create The Backgound
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((000, 000, 000))
# Display The Background
screen.blit(background, (0, 0))
pygame.display.flip()
# Start Music
music = pygame.mixer.music.load ("data/spacequest.mp3")
pygame.mixer.music.play(-1)
# Initialize Game Objects
global clock
clock = pygame.time.Clock()
i = 0
i += 1
space1 = Space1(i)
space2 = Space2()
global player
player = Player()
# Render Objects
# Space
space1 = pygame.sprite.RenderPlain((space1))
space2 = pygame.sprite.RenderPlain((space2))
# Player
global playerSprite
playerSprite = pygame.sprite.RenderPlain((player))
# Enemy
global enemySprites
enemySprites = pygame.sprite.RenderPlain(())
enemySprites.add(Enemy(200))
enemySprites.add(Enemy(300))
enemySprites.add(Enemy(400))
# Projectiles
global laserSprites
laserSprites = pygame.sprite.RenderPlain(())
# Collisions
global enemyExplosion
enemyExplosion = pygame.sprite.RenderPlain(())
global playerExplosion
playerExplosion = pygame.sprite.RenderPlain(())
global explosionSprites
explosionSprites = pygame.sprite.RenderPlain(())
# Main Loop
going = True
while going:
clock.tick(60)
# Input Events
for event in pygame.event.get():
if event.type == QUIT:
going = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
going = False
# Update
space1.update(i)
space2.update()
player.update()
enemySprites.update()
laserSprites.update()
enemyExplosion.update()
playerExplosion.update()
explosionSprites.update()
screen.blit(background, (0, 0))
# Draw
space1.draw(screen)
space2.draw(screen)
playerSprite.draw(screen)
enemySprites.draw(screen)
laserSprites.draw(screen)
enemyExplosion.draw(screen)
playerExplosion.draw(screen)
explosionSprites.draw(screen)
pygame.display.flip()
pygame.quit()
if __name__ == '__main__':
main()
Upvotes: 3
Views: 2758
Reputation: 169
well i didnt not use your method and i tried this it seems to work fine, however there is a samll gap between the 2 instances of Space, i'm trying to fix it know. Here is the modified code:
#!/usr/bin/env python
from helpers import *
print("hello world")
class Space1(pygame.sprite.Sprite):
def __init__(self, i):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dxy = -5
self.reset(i)
def update(self, i):
self.rect.top += self.dxy
if self.rect.top <= -600:
self.__init__(i)
def reset(self, i):
if i == 0:
self.rect.top = 1
else:
self.rect.top = 600
class Space2(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset()
def update(self):
self.rect.top += self.dx
if self.rect.top <= -600:
self.__init__()
def reset(self):
self.rect.top = 600
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('ship.png', -1)
self.x_dist = 5
self.y_dist = 5
self.lasertimer = 0
self.lasermax = 5
self.rect.centery = 400
self.rect.centerx = 400
def update(self):
key = pygame.key.get_pressed()
# Movement
if key[K_UP]:
self.rect.centery += -3
if key[K_DOWN]:
self.rect.centery += 3
if key[K_RIGHT]:
self.rect.centerx += 3
if key[K_LEFT]:
self.rect.centerx += -3
# Lasers
if key[K_SPACE]:
self.lasertimer = self.lasertimer + 1
if self.lasertimer == self.lasermax:
laserSprites.add(Laser(self.rect.midtop))
self.lasertimer = 0
# Restrictions
self.rect.bottom = min(self.rect.bottom, 600)
self.rect.top = max(self.rect.top, 0)
self.rect.right = min(self.rect.right, 800)
self.rect.left = max(self.rect.left, 0)
class Laser(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("laser.png", -1)
self.rect.center = pos
def update(self):
if self.rect.right > 800:
self.kill()
else:
self.rect.move_ip(0, -15)
class Enemy(pygame.sprite.Sprite):
def __init__(self, centerx):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("alien.png", -1)
self.rect = self.image.get_rect()
self.dy = 8
self.reset()
def update(self):
self.rect.centerx += self.dx
self.rect.centery += self.dy
if self.rect.top > 600:
self.reset()
# Laser Collisions
if pygame.sprite.groupcollide(enemySprites, laserSprites, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
# Ship Collisions
if pygame.sprite.groupcollide(enemySprites, playerSprite, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
explosionSprites.add(PlayerExplosion(self.rect.center))
def reset(self):
self.rect.bottom = 0
self.rect.centerx = random.randrange(0, 600)
self.dy = random.randrange(5, 10)
self.dx = random.randrange(-2, 2)
class EnemyExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
class PlayerExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
exit()
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption('UoN Invaders')
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((000, 000, 000))
screen.blit(background, (0, 0))
pygame.display.flip()
music = pygame.mixer.music.load ("data/spacequest.mp3")
pygame.mixer.music.play(-1)
global clock
clock = pygame.time.Clock()
i = 0
space1 = Space1(i)
space2 = Space2()
global player
player = Player()
space1 = pygame.sprite.RenderPlain((space1))
space2 = pygame.sprite.RenderPlain((space2))
global playerSprite
playerSprite = pygame.sprite.RenderPlain((player))
global enemySprites
enemySprites = pygame.sprite.RenderPlain(())
enemySprites.add(Enemy(200))
enemySprites.add(Enemy(300))
enemySprites.add(Enemy(400))
global laserSprites
laserSprites = pygame.sprite.RenderPlain(())
global enemyExplosion
enemyExplosion = pygame.sprite.RenderPlain(())
global playerExplosion
playerExplosion = pygame.sprite.RenderPlain(())
global explosionSprites
explosionSprites = pygame.sprite.RenderPlain(())
# Main Loop
going = True
while going:
clock.tick(60)
for event in pygame.event.get():
if event.type == QUIT:
going = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
going = False
# Update
i += 1
space1.update(i)
space2.update()
player.update()
enemySprites.update()
laserSprites.update()
enemyExplosion.update()
playerExplosion.update()
explosionSprites.update()
screen.blit(background, (0, 0))
# Draw
space1.draw(screen)
space2.draw(screen)
playerSprite.draw(screen)
enemySprites.draw(screen)
laserSprites.draw(screen)
enemyExplosion.draw(screen)
playerExplosion.draw(screen)
explosionSprites.draw(screen)
pygame.display.flip()
while going == False:
gameover()
def gameover():
print("hello world")
if __name__ == '__main__':
main()
Upvotes: 0
Reputation: 1108
class Space(pygame.sprite.Sprite):
def __init__(self, num):
pygame.sprite.Sprite.__init__(self)
self.rect.top = num * 600
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset()
def update(self):
self.rect.top += self.dx
if self.rect.top <= -1200:
self.reset()
def reset(self):
self.rect.top = 600
So this is a class to store your sprite in. I don't believe you need 2, because you can have a list of all of your instances of space for example in main, instead of having...
space1 = Space1(i)
space2 = Space2()
I would recommend doing something like.
spaces = []
for x in range(2):
spaces.append(Space(x))
and then change
space1 = pygame.sprite.RenderPlain((space1))
space2 = pygame.sprite.RenderPlain((space2))
to
for space in spaces:
space = pygame.sprite.RenderPlain((space))
then instead of
space1.update(i)
space2.update()
do
for space in spaces:
space.update()
finally instead of
space1.draw(screen)
space2.draw(screen)
do
for space in spaces:
space.draw(screen)
I hope that this works for you, as I see this as a reasonable way to store your instances of space and allows you to more easily have the code with less code. If you have any problems implementing this, please just leave a comment and I will help you fix it.
Cheers!
Upvotes: 2