Reputation: 47
When the game first starts both the player and the enemy appear but when the player moves the enemy disappears.
import pygame
import os
import random
from pygame.locals import * # Constants
import math
import sys
import random
pygame.init()
screen=pygame.display.set_mode((1280,720)) #(length,height)
screen_rect=screen.get_rect()
background = pygame.Surface(screen.get_size())
background.fill((255,255,255)) # fill the background white
White = (255,255,255)
screen.blit(background, (0, 0))
class Player(pygame.sprite.Sprite):
def __init__(self):
self.rect = pygame.draw.rect(screen, (0,0,128), (50,560,50,25)) #(colour)(x-position,y-position,width,height)
self.dist = 100
def draw_rect(self,x,y): # This is my code which should make the player move
screen.blit(background, (0, 0)) #If this isn't included then when the rectangle moves it's old positon will still be on the screen
self.rect = self.rect.move(x*self.dist, y*self.dist); pygame.draw.rect(screen, (0, 0, 128), self.rect)
pygame.display.update()
def handle_keys(self): # code to make the character move when the arrow keys are pressed
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.draw_rect(-0.05,0)
elif keys[K_RIGHT]:
self.draw_rect(0.05,0)
elif keys[K_UP]:
self.draw_rect(0,-0.05)
elif keys[K_DOWN]:
self.draw_rect(0,0.05)
elif keys[K_SPACE]:
self.draw_rect(0.4,-0.9)
if self.rect.right > 1280: # These are to stop the player from going out of the boundary
self.rect.right = 1280
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > 720:
self.rect.bottom = 720
if self.rect.top < 0:
self.rect.top = 0
The movement of the player works perfectly fine.
class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
x = random.randint(50,450)
self.rect = pygame.draw.rect(screen, (128,0,0), (300,x,50,25))
The enemy just spawns at a random place and should still appear when the player moves around. I tried to do something but it didn't work.
clock = pygame.time.Clock() # A clock to limit the frame rate.
player = Player()
enemy = Enemy()
def main(): #my main loop
running = True
while running:
player.handle_keys()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
clock.tick(60) # Limit the frame rate to 60 FPS.
pygame.display.flip() #updates the whole screen
if __name__ == '__main__': main()
Upvotes: 1
Views: 91
Reputation: 101062
It's because you draw the Rect
of the enemy only once: in the __init__
function of Enemy
. Also, you do a lot of drawing in different places of the Player
class, like clearing the screen. Stop doing that.
You already subclass Sprite
, so use this class as intended. Sprites have an image
and rect
that defines how they look like and where they are, and you add them to a Group
that takes care of calling their update
function and drawing them to the screen.
Your code should look like this:
import pygame
import random
from pygame.locals import * # Constants
pygame.init()
screen=pygame.display.set_mode((1280,720)) #(length,height)
screen_rect=screen.get_rect()
background = pygame.Surface(screen.get_size())
background.fill((255,255,255)) # fill the background white
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((50,25))
self.image.fill((0,0,128))
self.rect = self.image.get_rect(topleft=(50,560))
self.dist = 100
def update(self): # code to make the character move when the arrow keys are pressed
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.rect.move_ip(-1,0)
elif keys[K_RIGHT]:
self.rect.move_ip(1,0)
elif keys[K_UP]:
self.rect.move_ip(0,-1)
elif keys[K_DOWN]:
self.rect.move_ip(0,1)
self.rect.clamp_ip(screen_rect)
class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
super().__init__()
x = random.randint(50,450)
self.image = pygame.Surface((50,25))
self.image.fill((128,0,0))
self.rect = self.image.get_rect(topleft=(300, x))
clock = pygame.time.Clock() # A clock to limit the frame rate.
player = Player()
enemy = Enemy()
sprites = pygame.sprite.Group(player, enemy)
def main(): #my main loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
sprites.update()
screen.blit(background, (0, 0))
sprites.draw(screen)
clock.tick(60) # Limit the frame rate to 60 FPS.
pygame.display.flip() #updates the whole screen
if __name__ == '__main__':
main()
Upvotes: 1