Reputation: 57
I am working on a simple space invaders game with pygame and have been first creating classes for the different objects, or sprites, in my game. The goal right now is to create a character that can move back and forth on the x axis and shoot projectiles. I managed to get the character to move back and forth across the screen but when it came to shooting it won't work and I can't get it to run at all. It is telling me that x and y are missing positional arguments, yet when I'm appending the shot to the array I assign values to it. What am I doing wrong?
Here is how I think this part should go. I assign a class which is Shot, and this is the projectile I will be shooting. When defining it I put parameters so that the position from which the projectile fires changes based on where my character is. Then I load the image which I have in a separate folder and assign a velocity to the projectile. Next I put the update section which allows it to run in my main loop set up underneath. By setting if statements I make sure that if the projectile leaves the screen it disappears. By making an array I can have multiple projectiles on the screen at one time and they won't delete one another. If the user presses the space bar a new projectile should be added to the array and fired. Since I am new to this I don't know if my concept of this is correct and if it is what the little mistake is that I'm making. What I'm learning in tutorials is not in a class and does not have the update function so that is what I have been trying to implement myself.
import pygame, sys
from pygame import *
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Space Invaders")
pygame.mouse.set_visible(0)
WIDTH = 800
vel = 5
width = 64
BLACK = (0, 0, 0)
all_sprites = pygame.sprite.Group()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images\ship.png")
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, 550)
def update(self, keys, *args):
if keys[pygame.K_LEFT] and self.rect.x > vel:
self.rect.x -= vel
if keys[pygame.K_RIGHT] and self.rect.x < 800 - width - vel:
self.rect.x += vel
screen.blit(self.image, self.rect)
class Shot(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.image = pygame.image.load("images\laser.png")
self.rect = self.image.get_rect()
self.vel = 10
def update(self, keys, *args):
for shot in shots:
if shot.x < 500 and shot.x >0:
shot.y -= shot.vel
else:
self.kill()
screen.blit(self.image, self.rect)
if keys[pygame.K_SPACE]:
shots.append(Shot(x, 550))
#class EnemyAlien(pygame.sprite.Sprite):
# def __init__(self):
player = Player()
all_sprites.add(player)
shot = Shot(player.rect.centerx, 550)
all_sprites.add(shot)
shots = []
run = True
while run:
pygame.time.delay(60)
x = player.rect.centerx
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
all_sprites.update(keys)
pygame.display.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display
pygame.quit()
If anyone would like to take a look and let me know what I might have to alter or if I'm just completely wrong here. Thank you.
EDIT I updated it and now I don't get an error message anymore and the file will run but nothing happens when I press space. I can't fire, and my character has weird lag where it looks like there's more being dragged behind whenever its moving.
EDIT I am trying out a different method as well, this has no errors but when I press space simply spawns the projectile in the top left corner and then it disappears after some seconds.
here is the code parts for that
class Shot(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.image = pygame.image.load("images\laser.png")
self.rect = self.image.get_rect()
self.vel = 10
def update(self, keys, *args):
screen.blit(self.image, self.rect)
self.y -= self.vel
if self.y < 15 or self.y > 600:
self.kill()
run = True
while run:
pygame.time.delay(60)
x = player.rect.centerx
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
shot = Shot(player.rect.centerx, 550)
shots.add(shot)
all_sprites.add(shots)
keys = pygame.key.get_pressed()
all_sprites.update(keys)
pygame.display.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display
Which would be better and what is wrong in either of them?
Upvotes: 1
Views: 748
Reputation: 211135
There is a basic misunderstanding. Shot
is derived from pygame.sprite.Sprite
. The only container where it has to be is the pygame.sprite.Group
(all_sprites
).
You don't need a separate container shots
:
shots = []
Akso you don't need an initial Shot
object, because not a Shot
generates new Shot
, but Player
generates a new Shot
:
class Player(pygame.sprite.Sprite):
# [...]
def update(self, keys, *args):
if keys[pygame.K_LEFT] and self.rect.x > vel:
self.rect.x -= vel
if keys[pygame.K_RIGHT] and self.rect.x < 800 - width - vel:
self.rect.x += vel
if keys[pygame.K_SPACE]:
all_sprites.add(Shot(self.rect.centerx, 550)) # <---- new shot
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
The class Shot
, just has to update its own position (.rect
) and to .kill()
itself.
class Shot(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images\laser.png")
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.vel = 10
def update(self, keys, *args):
if self.rect.x < 500 and self.rect.x > 0:
self.rect = self.rect.move(0, -self.vel)
else:
self.kill()
Note, you don't need any screen.blit(self.image, self.rect)
in the .update
methods of Player
and Shot
, because that is what pygame.sprite.Group.draw()
does:
screen.blit(self.image, self.rect)
Upvotes: 1
Reputation: 506
This line is causing the error: shot = Shot()
The __init__
method of Shot
takes an x
and y
positional argument but you're not passing them.
Upvotes: 0