Reputation:
So right now I am learning pygame and I'm using sentdex's tutorials. On I believe his 6th pygame tutorial he showed us how to generate more than just one block. I added the code, but it didin't work. I don't understand why it didn't work? Could you please tell me what I'm doing wrong and how to fix it? Here's the code:
import pygame
import random
pygame.init()
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
window_width = 800
window_height = 600
gameDisplay = pygame.display.set_mode((window_width,window_height))
pygame.display.set_caption('MyFirstGame')
carImg = pygame.image.load("racecar.png")
clock = pygame.time.Clock()
def blocks(block_x, block_y, block_width, block_height, color):
pygame.draw.rect(gameDisplay, color, [block_x, block_y, block_width, block_height])
def crash():
print("YOUR GARBAGE! Press C to play again or Q to quit.")
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
pygame.quit
quit()
gameExit = True
if event.key == pygame.K_c:
gameLoop()
print("User has decided to play again")
def gameLoop():
# Defining variables to draw and move car
car_x = 350
car_y = 400
car_x_change = 0
car_w = 100
car_h = 100
# Defining variables to draw blocks
block_x = random.randrange(0, window_width)
block_y = -600
block_speed = 7
block_width = 100
block_height = 100
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
car_x_change += -5
if event.key == pygame.K_RIGHT:
car_x_change += 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
x_change = 0
if event.key == pygame.K_RIGHT:
x_change = 0
car_x += car_x_change
gameDisplay.fill(white)
# blocks((block_x,block_y,[block_width,block_height,black))
blocks(block_x, block_y, block_width, block_height, black)
block_y += block_speed
gameDisplay.blit(carImg, (car_x,car_y))
if car_x >= window_width:
gameExit = True
crash()
if car_x <= 0:
gameExit = True
crash()
if car_y > window_height:
block_y = 0 - block_height
block_x = random.randrange(0,window_width-block_width)
pygame.display.update()
clock.tick(30)
gameLoop()
pygame.quit
quit()
Upvotes: 1
Views: 90
Reputation: 142878
One pair block_x, block_y
can't be use to draw many blocks.
You have to create list with pairs (x,y)
for all blocks which you want to draw. You have to use for
loops to create blocks (pairs (x,y)
), to move them, and to draw them.
BTW: running gameloop()
inside crash()
create recursion which is not prefered method.
My version with more information in comments # changed
import pygame
import random
# changed: better organized code
# --- constants --- (UPPERCASE_NAMES)
WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600
# --- functions --- (lowercase_names)
def blocks(points, width, height, color):
# changed: use `for` to draw all blocks
for x, y in points:
pygame.draw.rect(display, color, [x, y, width, height])
def crash():
print("YOUR GARBAGE! Press C to play again or Q to quit.")
# changed: return `True/False` insted of executing gameloop()
# because it was not good idea
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
return True # True = quit
if event.key == pygame.K_c:
print("User has decided to play again")
return False # false = continue
def gameloop():
# --- objects ---
car_image = pygame.image.load("racecar.png")
# Defining variables to draw and move car
car_x = 350
car_y = 400
car_x_change = 0
car_w = 100
car_h = 100
# BTW: you could use `pygame.Rect` to keep position and size
# car_rect = car_image.get_rect(x=350, y=450)
# Defining variables to draw blocks
block_speed = 7
block_width = 100
block_height = 100
# changed: create list with points x,y
pairs = []
for _ in range(10):
x = random.randrange(0, WINDOW_WIDTH)
y = -block_height
pairs.append( (x, y) )
# --- mainloop ---
clock = pygame.time.Clock()
gameExit = False
while not gameExit:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
car_x_change -= 5
elif event.key == pygame.K_RIGHT:
car_x_change += 5
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
car_x_change += 5 # changed: wrong variable, use +=
elif event.key == pygame.K_RIGHT:
car_x_change -= 5 # changed: wrong variable, use -=
# --- updates ---
# changed: all moves before draws
# move car
car_x += car_x_change
# changed: one `if` for both crashes (`car_x`)
if car_x < 0 or car_x >= WINDOW_WIDTH:
# changed: use value from crash to set gameExit
# and to move car to start position
gameExit = crash()
if not gameExit:
car_x = 350
car_y = 400
# changed: use `for` to move all points
# and to check if they need new random place
# move blocks
moved_pairs = []
for x, y in pairs:
y += block_speed
if y > WINDOW_HEIGHT:
y = -block_height
x = random.randrange(0, WINDOW_WIDTH - block_width)
moved_pairs.append( (x, y) )
pairs = moved_pairs
# --- draws ---
# changed: all draws after moves
display.fill(WHITE)
blocks(pairs, block_width, block_height, BLACK)
display.blit(car_image, (car_x, car_y))
pygame.display.update()
# --- FPS ---
clock.tick(30)
# --- main ---
pygame.init()
display = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption('MyFirstGame')
gameloop()
pygame.quit() # changed: forgot ()
Upvotes: 1