Reputation: 37
This is my Player class,
I currently have both players interacting with the walls (which is a separate class in the code but not pasted onto this question) but I need a way to prevent players from walking through each other just as players can't walk through walls. The issue is that I can use self.rect.right = block.rect.left
to prevent the player from going through the wall when its right side touches the left side of the wall but I cannot use self.rect.right = self.rect.left
to prevent player one from going through player 2 because it does not specify that one refers to player one and the other refers to player 2. Any suggestions would be appreciated.
class Player(pygame.sprite.Sprite):
# Constructor function
def __init__(self, x, y, colour):
# Call the parent's constructor
super().__init__()
# Set height, width
self.image = pygame.Surface([50, 50])
self.image.fill(colour)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Set speed vector
self.change_x = 0
self.change_y = 0
self.walls = None
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
# Move left/right
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
This is where I create the players as objects
P1 = Player(200, 200, BLUE)
P2 = Player(300, 300, WHITE)
P1.walls = wall_list
P2.walls = wall_list
all_sprite_list.add(P1)
all_sprite_list.add(P2)
Full code:
import pygame
import ctypes
user32 = ctypes.windll.user32
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (50, 50, 255)
# Screen dimensions
SCREEN_WIDTH = user32.GetSystemMetrics(78)#1600
SCREEN_HEIGHT = user32.GetSystemMetrics(79)#900
WALL_THICKNESS = 10
MAP_WIDTH = SCREEN_WIDTH - 300 #1300
MAP_HEIGHT = SCREEN_HEIGHT - 160 #700
HEIGHT = SCREEN_HEIGHT - MAP_HEIGHT
#START CORDS = 150, 150
class Player(pygame.sprite.Sprite):
# Constructor function
def __init__(self, x, y, colour):
# Call the parent's constructor
super().__init__()
# Set height, width
self.image = pygame.Surface([50, 50])
self.image.fill(colour)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Set speed vector
self.change_x = 0
self.change_y = 0
self.walls = None
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
# Move left/right
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
# Call the parent's constructor
super().__init__()
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Call this function so the Pygame library can initialize itself
pygame.init()
# Create an 800x600 sized screen
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.FULLSCREEN)
# Set the title of the window
pygame.display.set_caption('Haste')
# List to hold all the sprites
all_sprite_list = pygame.sprite.Group()
# Make the walls. (x_pos, y_pos, width, height)
wall_list = pygame.sprite.Group()
#--------------------------------------------------------------------WALLS
#OUTER WALL 700 1500 - 1490. 1300
wall = Wall(150, 150, WALL_THICKNESS, MAP_HEIGHT - 150)#map height (left verticle)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(160, 150, MAP_WIDTH, WALL_THICKNESS)#(top across)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(160, MAP_HEIGHT - 10, MAP_WIDTH, WALL_THICKNESS)#(bottom across)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(MAP_WIDTH + 150, 150, WALL_THICKNESS, MAP_HEIGHT - 150)#(right verticle)
wall_list.add(wall)
all_sprite_list.add(wall)
# Create the player paddle object
P1 = Player(200, 200, BLUE)
P2 = Player(300, 300, WHITE)
P1.walls = wall_list
P2.walls = wall_list
all_sprite_list.add(P1)
all_sprite_list.add(P2)
clock = pygame.time.Clock()
done = False
sped = 9
speed = -9
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
P1.changespeed(speed, 0)
if event.key == pygame.K_RIGHT:
P1.changespeed(sped, 0)
if event.key == pygame.K_UP:
P1.changespeed(0, speed)
if event.key == pygame.K_DOWN:
P1.changespeed(0, sped)
if event.key == pygame.K_a:
P2.changespeed(speed, 0)
if event.key == pygame.K_d:
P2.changespeed(sped, 0)
if event.key == pygame.K_w:
P2.changespeed(0, speed)
if event.key == pygame.K_s:
P2.changespeed(0, sped)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
P1.changespeed(sped, 0)
if event.key == pygame.K_RIGHT:
P1.changespeed(speed, 0)
if event.key == pygame.K_UP:
P1.changespeed(0, sped)
if event.key == pygame.K_DOWN:
P1.changespeed(0, speed)
if event.key == pygame.K_a:
P2.changespeed(sped, 0)
if event.key == pygame.K_d:
P2.changespeed(speed, 0)
if event.key == pygame.K_w:
P2.changespeed(0, sped)
if event.key == pygame.K_s:
P2.changespeed(0, speed)
all_sprite_list.update()
screen.fill(BLACK)
all_sprite_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
Upvotes: 0
Views: 405
Reputation: 77885
I cannot use self.rect.right = self.rect.left ...
Correct: you have to write your code to refer to each Player
as appropriate. You cannot refer to both of them as self
.
Very simply, you have to use the appropriate variables, such as:
P1.rect.right == P2.rect.left
Whether you design this as a loop through player pairings, or check each player in turn against each of the others, depends on your system design. For instance, given only two players, you simply write a loop that flips between the two players:
active, passive = P1, P2 # P1 is the currently active player
while run_game:
...
if active.rect.right == passive.rect.left:
... #avoid collision
...
# Switch active player (take turns) at end of loop
active, passive = passive, active
Upvotes: 2