Reputation:
I am experiencing an issue with pygame.
I am making a little game and if I die I would like to delete enemies sprites and reload them later when I respawn.
I successfully delete them from their group but they still on the screen when I respawn. But the collide doesn't work anymore. I would like to remove the olds from the screen.
Here's a minimal code for the example :
from pygame import *
import random
import sys
import pygame
WIDTH = 600
HEIGHT = 750
FPS = 60
SPEEDX = 5
SPEEDY = 3
# define colors
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
# initialize pygame and create window
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((40, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.y = HEIGHT
def update(self):
self.SPEEDX = 0
self.SPEEDY = 1
keystate = pygame.key.get_pressed()
#Move right
if keystate[pygame.K_d]:
self.SPEEDX = SPEEDX
#Move left
if keystate[pygame.K_a]:
self.SPEEDX = - SPEEDX
#Make the runner run
if keystate[pygame.K_w]:
self.SPEEDY = - SPEEDY
#Close the game
if keystate[pygame.K_LCTRL] and keystate[pygame.K_z]:
sys.exit()
#Make the character moving
self.rect.x += self.SPEEDX
self.rect.y -= self.SPEEDY
#Do not cross screen border
#Left side
if self.rect.left < 0:
self.rect.left = 0
#Right side
if self.rect.right > WIDTH:
self.rect.right = WIDTH
#Bottom side
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
#Top side
if self.rect.top < 0 :
self.rect.top = 0
# if player reaches top 1/4 of screen
if self.rect.top <= HEIGHT / 4:
self.rect.centerx = WIDTH / 2
self.rect.y = HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
def Death():
player.rect.centerx = WIDTH / 2
player.rect.y = HEIGHT
all_enemies.remove(all_enemies)
player = Player()
enemy = Enemy()
all_sprites = pygame.sprite.Group()
all_enemies = pygame.sprite.Group()
all_sprites.add(player)
for i in range(10):
enemies = Enemy()
all_sprites.add(enemies)
all_enemies.add(enemies)
# Game loop
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if sprite.spritecollide(player, all_enemies, False):
Death()
# Update
all_sprites.update()
# Draw / render
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
Upvotes: 1
Views: 633
Reputation: 9766
You're removing the sprites from all_enemies
but not from all_sprites
. You'll need to manually remove them from all groups they're in, which can be done in two ways:
kill()
on every sprite.You cannot modify a group while iterating over it, so you'll have to call sprites()
to get a list of all sprites and iterate over it.
for sprite in all_enemies.sprites():
sprite.kill()
Just use remove()
on all sprite groups.
all_sprites.remove(all_enemies)
all_enemies.empty() # The same as all_enemies.remove(all_enemies)
Upvotes: 1