Reputation: 911
I am making a spaceship game where you control a spaceship and fire bullets at the enemies. I am now trying to make a game over background show when the player and any enemy collide, but when I ran the game, the game over background never showed!
This is my current code (Some parts omitted or replaced by --snip--):
class Spaceship(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("spaceship.png")
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
self.rect.center = (self.x, self.y)
class Bullet(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("bullet.png")
self.image = pygame.transform.scale(self.image, (100, 100))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
self.y -= 5
self.rect.center = (self.x, self.y)
if self.y < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, s, x, y, t):
pygame.sprite.Sprite.__init__(self)
self.type = t
self.screen, self.x, self.y = s, x, y
self.image = pygame.image.load("enemy.png")
self.image = pygame.transform.scale(self.image, (235, 215))
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.score_given = get_enemy_given_score()[self.type]
def update(self):
if self.y < 0:
self.kill()
self.y += 3
self.rect.center = (self.x, self.y)
class GameOverBackground(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.screen, self.x, self.y = s, x, y
self.size = size
self.image = pygame.image.load("Game_Over.jpg")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
def blitme(self):
self.screen.blit(self.image, self.rect)
bg = GameOverBackground(screen, 0, 0)
spaceship = Spaceship(screen, 400, 400)
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
clock = pygame.time.Clock()
enemy_interval = 2000 # It's in milliseconds
enemy_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_event, enemy_interval)
score = 0
font = pygame.font.SysFont("Arial", 30)
textsurface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
spaceship_collided = False
running = True
while running:
--snip--
screen.fill((255, 255, 255)) # DO NOT DRAW ANYTHING IN FRONT OF THIS LINE, I'M WARNING YOU
bullets.update()
key = pygame.key.get_pressed()
amount = 5
if key[pygame.K_a]:
spaceship.x -= amount
--snip--
spaceship.update()
if not spaceship_collided:
screen.blit(spaceship.image, spaceship.rect)
if spaceship_collided is False:
bullets.draw(screen)
enemies.draw(screen)
for i in enemies:
i.update()
if pygame.sprite.spritecollide(i, bullets, True):
score += i.score_given
i.kill()
if score >= 99999:
score = 99999
textsurface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
screen.blit(textsurface, (590, 0))
if pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
spaceship_collided = True
bg.blitme()
pygame.display.update()
clock.tick(60)
Can anybody help me?
Upvotes: 1
Views: 43
Reputation: 211057
The condition pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
os only fulfilled in a single frame. If you want to permanently display the game over screen, you need to draw it depending on the spaceship_collided
:
running = True
while running:
# [...]
if pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
spaceship_collided = True
if spaceship_collided:
bg.blitme()
pygame.display.update()
clock.tick(60)
Upvotes: 2