Reputation:
I am in the progress of making a small 2d game where the objective is to eat as much poop as possible, but I'm having trouble spawning the poop at random times. I want the poop to spawn at the enemy's y location but then shoot forwards like an rpg.
import pygame
from pygame.locals import *
from numpy.random import rand
pygame.init()
pygame.display.set_caption('STINKY BEETLE')
screen_width = 800
screen_height = 600
game_running = True
pl_x = int(screen_width/10)
pl_y = int(screen_height/2)
pl_width = 80
pl_height = 40
pl_vel = 30
en_width = 80
en_height = 40
en_x = screen_width - screen_width/10 - en_width
en_y = int(screen_height/2)
en_yvel = -10
po_width = 50
po_height = 30
po_x = 720
po_y = en_y
po_xvel = 15
screen = pygame.display.set_mode((screen_width, screen_height))
clock = pygame.time.Clock()
while game_running:
clock.tick(10)
po_delay = rand(1)
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_running = False
if event.type == MOUSEBUTTONDOWN:
if event.button == 4 and pl_y > pl_vel:
pl_y -= pl_vel
elif event.button == 5 and pl_y < screen_height - pl_width:
pl_y += pl_vel
if po_delay < 0.01:
poop(po_x, po_y)
en_y += en_yvel
if en_y <= 0 or en_y >= screen_height - en_height:
en_yvel =- en_yvel
screen.fill((0, 0, 0))
pygame.draw.rect(screen, (105, 255, 125), (pl_x, pl_y, pl_width, pl_height))
pygame.display.update()
pygame.draw.rect(screen, (255, 125, 115), (en_x, en_y, en_width, en_height))
pygame.display.update()
pygame.quit()
Upvotes: 3
Views: 180
Reputation: 210909
If you want to mange multiple "poops", then you have to create a list. And each "poop" is an object (an instance of a class).
Crate a class Poop
, which can update
the position and draw
the poop:
class Poop:
def __init__(self, x, y, w, h):
self.rect = pygame.Rect(x, y-h//2, w, h)
self.vel = -15
def update(self):
self.rect.x += self.vel
def draw(self, surf):
pygame.draw.rect(surf, (255, 200, 125), self.rect)
poops = []
Use a timer event to spawn the poops. Use pygame.time.set_timer()
to repeatedly create an USEREVENT
. The time is set in milliseconds. Set a random time by random.randint(a, b)
e.g. set a time between 0.5 and 4 seconds (of course you can choose your own time interval):
min_time, max_time = 500, 4000 # 0.5 seconds to to 4 seconds
spawn_event = pygame.USEREVENT + 1
pygame.time.set_timer(spawn_event, random.randint(min_time, max_time))
Note, in pygame customer events can be defined. Each event needs a unique id. The ids for the user events have to start at pygame.USEREVENT
. In this case pygame.USEREVENT+1
is the event id for the timer event, which spawns the poops.
Create a new poop when the event occurs in the event loop and set a new random time:
for event in pygame.event.get():
# [...]
if event.type == spawn_event:
pygame.time.set_timer(spawn_event, random.randint(min_time, max_time))
poops.append(Poop(en_x, en_y+en_yvel+en_height//2, 50, 30))
Change the positions of the poops in a loop and remove them from the list, if they leave the window on the left:
for poop in poops[:]:
poop.update()
if poop.rect.right <= 0:
poops.remove(poop)
Draw them ina loop
for poop in poops:
poop.draw(screen)
See the example:
import pygame
from pygame.locals import *
import random
pygame.init()
pygame.display.set_caption('STINKY BEETLE')
class Poop:
def __init__(self, x, y, w, h):
self.rect = pygame.Rect(x, y-h//2, w, h)
self.vel = -15
def update(self):
self.rect.x += self.vel
def draw(self, surf):
pygame.draw.rect(surf, (255, 200, 125), self.rect)
screen_width = 800
screen_height = 600
game_running = True
pl_x, pl_y = screen_width//10, screen_height//2
pl_width, pl_height, pl_vel = 80, 40, 30
en_width, en_height, en_yvel = 80, 40, -10
en_x, en_y, = screen_width - screen_width//10 - en_width, screen_height//2
screen = pygame.display.set_mode((screen_width, screen_height))
clock = pygame.time.Clock()
min_time, max_time = 500, 4000 # 0.5 seconds up to 4 seconds
spawn_event = pygame.USEREVENT + 1
pygame.time.set_timer(spawn_event, random.randint(min_time, max_time))
poops = []
while game_running:
clock.tick(10)
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_running = False
if event.type == MOUSEBUTTONDOWN:
if event.button == 4 and pl_y > pl_vel:
pl_y -= pl_vel
elif event.button == 5 and pl_y < screen_height - pl_width:
pl_y += pl_vel
if event.type == spawn_event:
pygame.time.set_timer(spawn_event, random.randint(min_time, max_time))
poops.append(Poop(en_x, en_y+en_yvel+en_height//2, 50, 30))
en_y += en_yvel
if en_y <= 0 or en_y >= screen_height - en_height:
en_yvel =- en_yvel
for poop in poops[:]:
poop.update()
if poop.rect.right <= 0:
poops.remove(poop)
screen.fill((0, 0, 0))
for poop in poops:
poop.draw(screen)
pygame.draw.rect(screen, (105, 255, 125), (pl_x, pl_y, pl_width, pl_height))
pygame.draw.rect(screen, (255, 125, 115), (en_x, en_y, en_width, en_height))
pygame.display.update()
pygame.quit()
Upvotes: 2
Reputation:
You can use pygame's time module to randomly spawn enemies. I am assuming you are using OOP for this. Firstly, when initializing your enemy class record the time when it first spawns.
class Enemy:
def __init__(self):
self.start = time.time()
# other code
Then you can calculate the amount of time that has passed since your enemy last spawened. You can do something like now = time.time()
in your main game loop and get the difference.
enemy = Enemy()
while True:
now = time.time()
time_passed = now - enemy.start()
Now you can use this time_passed
as an argument to your spawn_enemy()
function that you might create which might look something like this:
def spawn(self, t):
counter = t % random.randint(1, 10)
if counter >= 0 and counter <= 0.2:
#spawn enemy
Call this function as spawn(time_passed)
Upvotes: 0