Reputation: 53
in a space invaders like game made with pygame, i'm trying to shot 2 times the enemies before kill them, but the result is that Sprite doesn't take care of how many shot each enemy gets, but kills enemies quite random (for example after 2 shots kills another enemy which is not shooted). There is a way to do it? I post part of my code.
all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()
aliens = pygame.sprite.Group()
class Alien(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
#self.alieno = pygame.sprite.Sprite(all_sprites, aliens)
self.image = surf_alien
self.rect = self.image.get_rect()
self.alieno_mask = pygame.mask.from_surface(self.image)
self.energy = 2
def update(self):
self.rect.top += 2
#alien.energy = 10
#alien=alien(10)
spr_ship = pygame.sprite.Sprite(all_sprites)
spr_ship.image = surf_ship
spr_ship.rect = spr_ship.image.get_rect()
spr_ship_mask = pygame.mask.from_surface(spr_ship.image)
spr_ship.rect.topleft = (320,500)
#energy=10
vel_ship=[5,5]
pressed = None
pausa = 0
# --- Inizio del gioco
mm.play(-1)
pygame.time.set_timer(USEREVENT, random.randrange(200, 2501))
# --- Ciclo principale
done = False
while not done:
# --- Ciclo degli eventi
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
done = True
elif ev.type == KEYDOWN and ev.key == K_p:
pausa = 1
mm.stop()
while pausa == 1:
clock.tick(1)
for ev in pygame.event.get():
if ev.type == KEYDOWN and ev.key == K_p:
pausa = 0
mm.play(-1)
elif ev.type == USEREVENT:
pygame.time.set_timer(USEREVENT, random.randrange(200, 2501))
alien = Alien()
all_sprites.add(alien)
aliens.add(alien)
alien.rect.bottom = -10
alien.rect.x = random.randrange(screen.get_width()-alien.rect.width +1)
elif ev.type == KEYDOWN and (ev.key == K_LEFT or ev.key == K_RIGHT):
pressed = ev.key
#print(pressed)
elif ev.type == KEYUP and (ev.key == K_LEFT or ev.key == K_RIGHT):
pressed = None
elif ev.type == KEYDOWN and ev.key == K_SPACE:
if len(bullets) < 5:
sound_laser.play()
bullet = pygame.sprite.Sprite(all_sprites, bullets)
bullet.image = surf_bullet
bullet.rect = surf_bullet.get_rect()
bullet.rect.midbottom = spr_ship.rect.midtop
bullet_mask = pygame.mask.from_surface(bullet.image)
elif ev.type == MOUSEMOTION:
spr_ship.rect.centerx = ev.pos[0]
# --- Logica del gioco
all_sprites.update()
for bullet in bullets:
bullet.rect.bottom -= 5
if bullet.rect.bottom < 0:
bullet.kill()
for alien in aliens:
#alien.rect.top += 2
if alien.rect.top > screen.get_height():
alien.kill()
collisioni = pygame.sprite.groupcollide(bullets, aliens, True, False, pygame.sprite.collide_mask)#pygame.sprite.collide_mask
for i in collisioni:
sound_expl.play()
alien.energy-=1
if alien.energy<1:
alien.kill()
if pygame.sprite.spritecollide(spr_ship, aliens, True, pygame.sprite.collide_mask):
sound_end.play()
pygame.mixer.music.stop()
#pygame.time.wait(2000)
while pygame.mixer.get_busy():
clock.tick(30)
done = True
if pressed == K_LEFT and spr_ship.rect.centerx > 0:
spr_ship.rect.centerx -= vel_ship[0]
elif pressed == K_RIGHT and spr_ship.rect.centerx < screen.get_width():
spr_ship.rect.centerx += vel_ship[0]
# --- Aggiornamento dello schermo
screen.blit(surf_back,(0,0))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(30)
# --- Uscita
pygame.quit()
sys.exit()
Upvotes: 1
Views: 143
Reputation: 14916
Your code looks mostly ok. Except that the collision which was previously handling a single alien, is now re-processing the group.
for alien in aliens:
if alien.rect.top > screen.get_height():
alien.kill()
collisioni = pygame.sprite.groupcollide(bullets, aliens, True, False, pygame.sprite.collide_mask)#pygame.sprite.collide_mask
for i in collisioni:
sound_expl.play()
alien.energy-=1
if alien.energy<1:
alien.kill()
The code already knows which alien it's dealing with, but the groupcollide
re-compares all aliens. Perhaps use pygame.sprite.spritecollide()
with just the alien instead:
for alien in aliens:
if alien.rect.top > screen.get_height():
alien.kill()
else:
collisioni = pygame.sprite.spritecollide( alien, bullets, True, pygame.sprite.collide_mask)
if ( len( collisioni ) > 0 ):
# there was a collision between this alien and at least one bullet(s)
sound_expl.play()
alien.energy -= 1
if ( alien.energy < 1 ):
alien.kill()
Upvotes: 1