Reputation: 77
I am making a game in pygame. I want to change the image of the character whenever it moves a certain amount of pixels to make it seem like he's walking, but I can't really understand how to do that. Here's the code:
import pygame
import time
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREY = (129, 129, 129)
frame = 0
class SpriteSheet(object):
def __init__(self, file_name):
self.sprite_sheet = pygame.image.load(file_name).convert()
def get_image(self, x, y, width, height, colour):
image = pygame.Surface([width, height]).convert()
image.set_colorkey(colour)
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
return image
class Bomb(pygame.sprite.Sprite):
change_x =0
change_y = 0
def __init__(self):
super().__init__()
sprite_sheet = SpriteSheet("Untitled.png")
self.image = sprite_sheet.get_image(2, 2, 48, 48, WHITE)
self.rect = self.image.get_rect()
def move(self, y):
self.rect.y += y
if self.rect.y == 400:
self.kill()
class Soldier(pygame.sprite.Sprite):
def __init__(self):
self.change_x = 0
self.change_y = 0
self.direction = "R"
super().__init__()
self.walking_frames_l = []
self.walking_frames_r = []
sprite_sheet = SpriteSheet("Picture2.png")
self.image = sprite_sheet.get_image(0, 0, 150, 205, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(233, 0, 140, 210, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(425, 5, 123, 210, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(0, 0, 150, 205, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(233, 0, 140, 210, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(425, 5, 123, 210, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = self.walking_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = 297
self.rect.x = 100
def move(self):
self.rect.x += self.change_x
def walk(self):
global frame
if self.change_x > 0:
frame +=1
time.sleep(.1)
if frame == 3:
frame = 0
self.image = self.walking_frames_r[frame]
def go_left(self):
self.change_x = -6
def go_right(self):
self.change_x = 6
def stop(self):
self.change_x = 0
self.image = self.walking_frames_r[2]
pygame.init()
screen_width = 1000
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Game")
clock = pygame.time.Clock()
done = False
bomb = Bomb()
soldier = Soldier()
all_sprites = pygame.sprite.Group()
all_sprites.add(bomb)
all_sprites.add(soldier)
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
soldier.go_left()
if event.key == pygame.K_RIGHT:
soldier.go_right()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and soldier.change_x < 0:
soldier.stop()
if event.key == pygame.K_RIGHT and soldier.change_x > 0:
soldier.stop()
screen.fill(RED)
all_sprites.draw(screen)
bomb.move(2)
soldier.move()
soldier.walk()
clock.tick(60)
pygame.display.flip()
pygame.quit()
I also tried to change the image after a particular amount of time (This part):
def walk(self):
global frame
if self.change_x > 0:
frame +=1
time.sleep(.1)
if frame == 3:
frame = 0
self.image = self.walking_frames_r[frame]
When I add time.sleep(.1) and try to move the character, it somehow affects the bomb. It moves 2 pixels, waits for .1 seconds and again moves 2 pixels.
Is there any way I can do either of the things mentioned above (either change the image after a particular amount of time or after a specific amount of pixels travelled)?
Please help. Thanks!
Upvotes: 1
Views: 61
Reputation: 211096
frame
has to be an attribute of the Soldier
class. Additionally you need an attribute
for the number of pixels the player has moved:
class Soldier(pygame.sprite.Sprite):
def __init__(self):
# [...]
self.frame = 0
self.moved = 0
Add the absolute movement to self.moved
. Increment frame
when the movement exceeds a certain number of pixels (pixel_for_one_step
):
class Soldier(pygame.sprite.Sprite):
# [...]
def walk(self):
self.moved += abs(self.change_x)
pixels_for_one_step = 60
if self.moved > pixels_for_one_step:
self.moved -= pixels_for_one_step
self.frame += 1
if self.frame >= len(self.walking_frames_r):
self.frame = 0
self.image = self.walking_frames_r[self.frame]
Complete example:
import pygame
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREY = (129, 129, 129)
class SpriteSheet(object):
def __init__(self, file_name):
self.sprite_sheet = pygame.image.load(file_name).convert()
def get_image(self, x, y, width, height, colour):
image = pygame.Surface([width, height]).convert()
image.set_colorkey(colour)
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
return image
class Bomb(pygame.sprite.Sprite):
change_x =0
change_y = 0
def __init__(self):
super().__init__()
sprite_sheet = SpriteSheet("Untitled.png")
self.image = sprite_sheet.get_image(2, 2, 48, 48, WHITE)
self.rect = self.image.get_rect()
def move(self, y):
self.rect.y += y
if self.rect.y == 400:
self.kill()
class Soldier(pygame.sprite.Sprite):
def __init__(self):
self.change_x = 0
self.change_y = 0
self.direction = "R"
super().__init__()
self.walking_frames_l = []
self.walking_frames_r = []
sprite_sheet = SpriteSheet("Picture2.png")
self.image = sprite_sheet.get_image(0, 0, 150, 205, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(233, 0, 140, 210, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(425, 5, 123, 210, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(0, 0, 150, 205, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(233, 0, 140, 210, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(425, 5, 123, 210, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = self.walking_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = 297
self.rect.x = 100
self.frame = 0
self.moved = 0
def move(self):
self.rect.x += self.change_x
def walk(self):
self.moved += abs(self.change_x)
pixels_for_one_step = 60
if self.moved > pixels_for_one_step:
self.moved -= pixels_for_one_step
self.frame += 1
if self.frame >= len(self.walking_frames_r):
self.frame = 0
self.image = self.walking_frames_r[self.frame]
def go_left(self):
self.change_x = -6
def go_right(self):
self.change_x = 6
def stop(self):
self.change_x = 0
self.image = self.walking_frames_r[2]
pygame.init()
screen_width = 1000
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Game")
clock = pygame.time.Clock()
done = False
bomb = Bomb()
soldier = Soldier()
all_sprites = pygame.sprite.Group()
all_sprites.add(bomb)
all_sprites.add(soldier)
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
soldier.go_left()
if event.key == pygame.K_RIGHT:
soldier.go_right()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and soldier.change_x < 0:
soldier.stop()
if event.key == pygame.K_RIGHT and soldier.change_x > 0:
soldier.stop()
screen.fill(RED)
all_sprites.draw(screen)
bomb.move(2)
soldier.move()
soldier.walk()
clock.tick(60)
pygame.display.flip()
pygame.quit()
Upvotes: 1