User controlled sprite stuck in box. Python 2.7.9 w/Pygame - python-2.7

Thanks for looking at my question and helping me out. I have a user controlled sprite that should cause the screen to shift around the sprite's position, kinda like an old Gameboy Pokemon game, yet that does not happen. Instead my sprite is stuck inside a box of coordinates that I used to help define parameters for background shift. This is the code I believe is causing this:
# Shift world left (-x)
if player.rect.right >= 510:
diff = player.rect.right - 510
player.rect.right = 510
current_level.shift_world_x(-diff)
# Shift world right (+x)
if player.rect.left <= 130:
diff = 130 - player.rect.left
player.rect.left = 130
current_level.shift_world_x(diff)
# Shift world up (-y)
if player.rect.top <= 100:
diff = 100 - player.rect.top
player.rect.top = 100
current_level.shift_world_y(diff)
# Shift world down (y)
if player.rect.bottom >= 380:
diff = player.rect.bottom - 380
player.rect.bottom = 380
current_level.shift_world_y(-diff)
If I put a # next to player.rect.right = 510, or any of the other three varients, my sprite can move freely, yet the screen will not shift.
Zip file with all assets is here:
https://www.dropbox.com/s/3g2w0mv1fuupetl/DoneGeon.zip?dl=0
The entirety of my code is as follows:
import pygame
"""---Global Constants---"""
# Colors
BLACK = (0, 0, 0)
# Screen Variables
screen_x = 720
screen_y = 480
# Background variables
back_x = 0
back_y = -243
back_x_change = 0
back_y_change = 0
class Player(pygame.sprite.Sprite):
"""---User Controled Character---"""
# Methods
def __init__(self):
"""---Contructor Function---"""
# Call parent's constructor
pygame.sprite.Sprite.__init__(self)
# Load player image
self.image = pygame.image.load("player.png").convert()
# Set referance to image "hit box"
self.rect = self.image.get_rect()
# Set speed of player
self.change_x = 0
self.change_y = 0
def update(self):
"""---Move the Player---"""
# Move left/right
self.rect.x += self.change_x
# Move up/down
self.rect.y += self.change_y
# User controlled movements
def go_left(self):
self.change_x = -3
def go_right(self):
self.change_x = 3
def go_up(self):
self.change_y = -3
def go_down(self):
self.change_y = 3
def stop_x(self):
self.change_x = 0
def stop_y(self):
self.change_y = 0
class Barrier(pygame.sprite.Sprite):
"""---Barriers that prevent player from passing---"""
def __init__(self,width,height):
""" Barrier constructor """
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width,height])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
class Level():
"""---All levels will spawn from this generic class---"""
def __init__(self,player):
""" Needed for when sprites collide with player """
self.barrier_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
# Distance world has been shifted left/right
self.world_shift_x = 0
# Background image
background_base = None
background_layera = None
# Distance world has been shifted up/down
self.world_shift_y = 0
def update(self):
""" Update everything on level """
self.barrier_list.update()
self.enemy_list.update()
def draw(self,screen):
""" Draw everything on level """
# Draw barriers
self.barrier_list.draw(screen)
# Draw the base layer
screen.blit(self.background_base,(back_x,back_y))
# Draw all sprites
self.enemy_list.draw(screen)
# Draw Layer A
screen.blit(self.background_layera,(back_x,back_y))
def shift_world_x(self,shift_x):
""" When character moves left/right, everything must follow """
# Track shift amount
self.world_shift_x += shift_x
# Go through all list and shift
for barrier in self.barrier_list:
barrier.rect.x += shift_x
for enemy in self.enemy_list:
enemy.rect.x += shift_x
def shift_world_y(self,shift_y):
""" When character moves up/down, everything must follow """
# Track shift amount
self.world_shift_y += shift_y
# Go through all list and shift
for barrier in self.barrier_list:
barrier.rect.y += shift_y
for enemy in self.enemy_list:
enemy.rect.y += shift_y
class Level_1(Level):
"""---Forest 1---"""
def __init__(self,player):
""" Create the level """
# Call parent constructor
Level.__init__(self,player)
self.level_limit_x = -1912
self.level_limit_y = 1080
# Make background
self.background_base = pygame.image.load("base1.png").convert()
self.background_layera = pygame.image.load("layera1.png").convert()
self.background_layera.set_colorkey(BLACK)
# List with w, h, x = 32, y = 32 of barriers
# Remove comment to activate-> level = []
# Go through the list above and add barriers
# Remove comment to activate-> for barriers in level:
def main():
"""---Main Program---"""
pygame.init()
# Set screen size and caption
size = (screen_x,screen_y)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("DoneGeon")
# Create Player
player = Player()
# Create all levels
level_list= []
level_list.append(Level_1(player))
# Set current level
current_level_no = 0
current_level = level_list[current_level_no]
# Add all sprites
active_sprite_list = pygame.sprite.Group()
# Add player
player.level = current_level
player.rect.x = 360
player.rect.y = 240
active_sprite_list.add(player)
# Loop until closed
done = False
# Screen update rate
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
"""---Main event loop---"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
"""---User Controls---"""
# Key Pressed
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.go_up()
if event.key == pygame.K_DOWN:
player.go_down()
# Key Released
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
player.stop_x()
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
player.stop_y()
"""---Game Logic---"""
# Update Player
active_sprite_list.update()
# Update items in level
current_level.update()
# Shift world left (-x)
if player.rect.right >= 510:
diff = player.rect.right - 510
player.rect.right = 510
current_level.shift_world_x(-diff)
# Shift world right (+x)
if player.rect.left <= 130:
diff = 130 - player.rect.left
player.rect.left = 130
current_level.shift_world_x(diff)
# Shift world up (-y)
if player.rect.top <= 100:
diff = 100 - player.rect.top
player.rect.top = 100
current_level.shift_world_y(diff)
# Shift world down (y)
if player.rect.bottom >= 380:
diff = player.rect.bottom - 380
player.rect.bottom = 380
current_level.shift_world_y(-diff)
"""---Draw below here---"""
current_level.draw(screen)
active_sprite_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
if __name__ == "__main__":
main()
Thank you for any advice!

I think you'll find this easier to track down if you log the changes in player x and world x. Often with games small changes aren't visible so logging is the only way to monitor what's happening in the game loop.
I haven't tested this but my bet is that you've got a negative in the wrong place. This:
def shift_world_x(self,shift_x):
""" When character moves left/right, everything must follow """
suggests that if the player right edge moves past the world right edge the world right edge should extend to match the player but this code does the reverse:
if player.rect.right >= 510:
diff = player.rect.right - 510
player.rect.right = 510
current_level.shift_world_x(-diff)
If the player.right moves to 513 diff will be 3 so shift_world_x will be called with -3, moving the world box left to 507. Player right will then be set to 510 so the player right will still be outside the box the next loop. This suggests that the world image will drift to the left with the player sprite stuck at the right edge but it sounds like it's trapped against the right edge (I'm focussing on one edge because the logic is the same for all).
If you log player.rect.right and world.rect.right in the if shown above you should see the values as they change and get a better feel for what the game logic is doing.

Related

Using pygame.time.set_timer() within a while loop

I am currently trying to make a game animation based off the game plant versus zombies. When the zombie moves across the screen and contacts the plant, the plant sprite gets saved in a list called plants_eaten_list. The zombie also stops moving to the left. After a 1 second delay (when the plants_eaten_event is triggered), the plant loses 10 health points. When the plant's health reaches 0, the plant sprite dies through the plant.kill() command.
The code for setting up the timer (pygame.time.set_timer(plants_eaten_event, 1000) needs to be inside the main while loop in order to constantly check for a plant within the plants_eaten_list. However, my problem is that for every refresh of the while loop, the timer for the plants_eaten_event gets reset back to 1 second, so the plants_eaten_event never occurs.
Is there any way I can structure the logic of this program to alleviate this issue?
I do not own copyright to any of these images, and the images are intended only for private use.
The zombie image is downloaded from http://plantsvszombies.wikia.com/wiki/Zombie/Gallery?file=Regular_Zombie.png
The plant image is downloaded from http://plantsvszombies.wikia.com/wiki/File:Peashooter.png
Here is my code:
import pygame
import random
BLACK = (0,0,0)
WHITE = (255,255,255)
RED = (255,0,0)
BLUE = (0,0,255)
GREEN = (0,255,0)
pygame.init()
borders_sound = pygame.mixer.Sound("bump.wav")
class Zombie(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("Regular_Zombie.png").convert()
self.image.set_colorkey(WHITE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
# -- Attributes
# Set speed vector
self.change_x = -1
self.change_y = 0
def changespeed(self, x, y):
""" Change the speed of the player"""
self.change_x += x
self.change_y += y
def move(self):
""" Find a new position for the player"""
#self.change_x = -1
self.rect.x += self.change_x
#print(self.rect.x)
#times = 0
if self.rect.x < 0:
self.rect.x = 0
def eatplant(self,plant):
pygame.time.set_timer(plants_eaten_event,6000)
self.change_x = 0
plant.health = plant.health - 10
class Plant(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("Peashooter.png").convert()
self.image.set_colorkey(BLUE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.alive = True
self.health = 60
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
all_sprites_list = pygame.sprite.Group()
plants_list = pygame.sprite.Group()
zombies_list = pygame.sprite.Group()
zombie1 = Zombie(690, 15)
plant1 = Plant(300,15)
all_sprites_list.add(zombie1)
all_sprites_list.add(plant1)
plants_list.add(plant1)
zombies_list.add(zombie1)
done = False
clock = pygame.time.Clock()
plants_eaten_event = pygame.USEREVENT + 1
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# If plant.health = 0 at the end of the timer, the plant is eaten.
# If plant.health != 0 at the end of the timer, the entire event
# must happen again in the while loop until the health = 0
elif event.type == plants_eaten_event:
print("Zombie 1 ate plant 1")
zombie1.eatplant(plant)
# Set timer equal to 0 until another plant gets eaten or zombie continues eating current plant
pygame.time.set_timer(plants_eaten_event, 0)
if plant.health == 0:
plant.alive = False
plant.kill()
zombie1.change_x = -1
zombie1.move()
elif event.type == zombie_eaten_plant_event:
zombie1.change_x = -1
zombie1.move()
print("Zombie 1 is eating plant")
pygame.time.set_timer(zombie_eaten_plant_event, 0)
screen.fill(WHITE)
zombie1.move()
if times == 0 and zombie1.rect.x <= 0:
times = times + 1
borders_sound.play()
all_sprites_list.draw(screen)
all_sprites_list.update()
# I set the do kill command in spritecollide command to False because I
# needed to delay the plants that were eaten before they were removed. They
# will be removed after six seconds(symbolize zombies eating plants). Aftera
# a period of time, then I will create a loop that will loop through all plants
# in the plants_eaten_list and use .kill() . I will need to create a separate
# collision function that will stall the zombies until the plants are killed.
plants_eaten_list = pygame.sprite.spritecollide(zombie1,plants_list,False)
# I changed the delay to 6 seconds, and plant 1 still died instantly. The zombie
# stayed frozen in place for 6 seconds before teh 2nd plant was instantly destroyed
for plant in plants_eaten_list:
# If I remove this, plant1 is not killed, even though
# there is the same code within the plants_eaten_event function.
if plant1.health == 0:
plant1.kill()
# The while loop loops so fast that the timer doesnot have a chance to
# finish its countdown before it restarts again. Will I need some kind of a threading
# module to prevent the timers from restarting until they end?
pygame.time.set_timer(plants_eaten_event, 1000)
for plant_eaten in plants_eaten_list:
borders_sound.play()
clock.tick(60)
pygame.display.flip()
pygame.quit()
my problem is that for every refresh of the while loop, the timer for the plants_eaten_event gets reset back to 1 second, so the plants_eaten_event never occurs.
That happens because the rect of the zombie still collides with the rect of the plant in the next frame, spritecollide returns the list with the colliding plant and the for plant in plants_eaten_list: loop where you call set_timer gets executed again each frame.
The first thing you need to do is to set the zombie.rect.left position to plant.rect.right after the first collision, so that the sprites don't collide anymore in the next frame:
for plant in plants_eaten_list:
zombie1.change_x = 0 # Stop the zombie.
# Move the rect so that it doesn't touch the plant's rect anymore.
zombie1.rect.left = plant.rect.right
if plant1.health <= 0:
plant1.kill()
pygame.time.set_timer(plants_eaten_event, 1000)
borders_sound.play()
However, once you start adding more zombies, the code will break because you use the zombie1 and the plant variable (which depends on the for plant in plants_eaten_list: loop) in the event loop, so it will work only for this zombie and the last collided plant. Unfortunately, it's not possible to send more information than the event type with pygame.time.set_timer, otherwise you could attach the specific zombie and plant to the event in order to handle them in the event loop.
An alternative solution would be to give each zombie an own timer attribute (just a number) which you can update in their update methods.
So when the zombie touches a plant, I start the timer by setting it to 1 (second) and then decrement it by the delta time (the time needed for the last frame) each frame. I also stop the zombie self.change_x = 0, move the rect back self.rect.left = plant.rect.right and store a reference to the plant because we need it to reduce its health when the timer is finished.
Once the timer is <= 0 the zombie starts to move again, takes a bite of the plant, the sprites touch again and the timer is started anew.
import pygame
WHITE = (255,255,255)
BLUE = (0,0,255)
GREEN = (0,255,0)
class Zombie(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 50))
self.image.fill(BLUE)
self.rect = self.image.get_rect(topleft=(x, y))
self.change_x = -1
self.timer = 0 # Timer for the attacks.
self.plant = None # Currently attacked target.
def update(self, dt):
"""Update the zombie."""
if self.timer != 0:
self.timer -= dt
if self.timer <= 0: # Move if the timer is inactive.
self.change_x = -1
# Check if a plant is touching and eat it.
if self.plant is not None:
self.plant.health -= 10
print('Health', self.plant.health)
if self.plant.health <= 0:
print('Eaten')
self.plant.kill()
self.plant = None
self.timer = 0
self.rect.x += self.change_x
if self.rect.x < 0:
self.rect.x = 0
def eatplant(self, plants):
print('Play sound')
self.change_x = 0 # Stop the zombie.
self.timer = 1 # Start the timer.
for plant in plants:
self.plant = plant # Store a reference to the plant.
# Move the zombie back, so that the sprites
# don't collide anymore.
self.rect.left = plant.rect.right
class Plant(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 50))
self.image.fill(GREEN)
self.rect = self.image.get_rect(topleft=(x, y))
self.health = 30
pygame.init()
screen = pygame.display.set_mode([700, 400])
# No need to assign the sprites to variables.
plants = pygame.sprite.Group(Plant(500, 15), Plant(350, 115))
zombies = pygame.sprite.Group(Zombie(690, 15), Zombie(690, 115))
all_sprites = pygame.sprite.Group(plants, zombies)
clock = pygame.time.Clock()
dt = 0
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Pass the delta time to the update methods of the sprites.
all_sprites.update(dt)
# groupcollide returns a dictionary of the collided zombies and plants.
plants_eaten = pygame.sprite.groupcollide(zombies, plants, False, False)
for zombie, collided_plants in plants_eaten.items():
zombie.eatplant(collided_plants)
screen.fill(WHITE)
all_sprites.draw(screen)
dt = clock.tick(60) / 1000 # Time in seconds since last tick.
pygame.display.flip()
pygame.quit()

Mouse selection of images with Psychopy

I have created two stimuli(red and green rectangles) as stimuli in Psychopy. Also, I have enabled mouse movements to four directions. Using the function[mouse.getPressed()] in Psychopy for selecting the stimuli, I am facing some issues.
Basically, I want the mouse to move in four directions, and when the mouse reaches red/green rectangle stimuli, I need to select that stimuli and change its color to blue.
Can anyone look into the issue and help me to resolve the same?
Here is my code:
from psychopy import visual, core, event
import numpy as np
# Create a window.
# For configuring and debugging the code turn off full screen.
fullscr = False
win = visual.Window(
[1200,1000],
monitor="testMonitor",
units="deg",
fullscr=fullscr
)
#cursor = visual.Circle(win, radius=0.2)
#cursor = visual.CustomMouse(win,
# leftLimit=-10, topLimit=10, rightLimit=10, bottomLimit=-10,
# showLimitBox=True, clickOnUp=True)
pos_zero = (0, 0)
cursor = visual.Rect(
win=win,
size=400,
pos=pos_zero,
opacity=0
)
mouse = event.Mouse(visible=True)
# Sinusoidal control version.
freq_one = 0.5
freq_two = 1.5
# Colors of the rectangles.
#color_zero='black'
color_one = 'red'
color_two = 'green'
# Positions of the rectanges.
pos_one = (-10, 0)
pos_two = (10, 0)
start = core.getTime()
cnt = 0
cursor.pos = mouse.getPos()
print cursor.pos
while cnt<600:
second = core.getTime() - start
sin_val_one = 0.5+0.5*np.sin(2 * np.pi * second * float(freq_one))
sin_val_two = 0.5+0.5*np.sin(2 * np.pi * second * float(freq_two))
#while not mouse.getPressed()[0]:
# Do something if mouse moved
for key in event.getKeys():
if key == 'escape':
core.quit()
elif key == "right":
cursor.pos = cursor.pos + (2,0)
elif key =="left":
cursor.pos = cursor.pos - (2,0)
elif key =="up":
cursor.pos = cursor.pos + (0,2)
elif key =="down":
cursor.pos = cursor.pos - (0,2)
#if cursor.pos == pos_one:
# mouse.getpressed(rect_one)
#elif cursor.pos == pos_two:
# mouse.getpressed(rect_two)
mouse.setPos(cursor.pos)
mouse.lastPos = cursor.pos
rect_one = visual.Rect(
win=win,
fillColor=color_one,
lineColor=color_one,
size=15,
pos=pos_one,
opacity=sin_val_one
)
rect_two = visual.Rect(
win=win,
fillColor=color_two,
lineColor=color_two,
size=15,
pos=pos_two,
opacity=sin_val_two
)
#images = [rect_one, rect_two]
#for image in images:
# if mouse.isPressedIn(image):
# pressed_shape = shape
#
# pressed_image.fillColor = 'blue'
# pressed_image.draw()
# print pressed_image.name
rect_one.draw()
rect_two.draw()
cursor.draw()
win.flip()
cnt += 1
win.close()
Any help is greatly appreciated. Thanks!
I made several changes and post the updated code below. It's significantly shorter and simpler.
Removed everything using mouse. Since you just want something visual to move on key presses, there's no need to invoke the mouse - especially when you actually don't want subjects to use the mouse...
Create the colored shapes once, then updating the color during runtime. This is significantly faster, i.e. avoids dropping frames.
Changed the cursor size. It was 400 degrees!
Removed the line around the rectangles so that only fillColor needs to be changed on overlap.
A few other simplifications.
Here is the code:
from psychopy import visual, core, event
import numpy as np
# Settings
fullscr = False
directions = {'left': (-2,0), 'right': (2,0), 'up': (0, 2), 'down': (0, -2)}
freq_one = 0.5 # # Sinusoidal control
freq_two = 1.5
# Create a window.
win = visual.Window([1200,1000], monitor="testMonitor", units="deg", fullscr=fullscr)
# The two rectangles
rect_one = visual.Rect(win=win, fillColor='red', lineColor=None, size=15, pos=(-10, 0))
rect_two = visual.Rect(win=win, fillColor='green', lineColor=None, size=15, pos=(10, 0))
# Cursor
cursor = visual.Circle(win, fillColor='white', radius=0.2)
# Run five trials
for trial in range(5):
# Set to initial condition
rect_one.fillColor = 'red'
rect_two.fillColor = 'green'
cursor.pos = (0, 0)
# Start task
start = core.getTime()
for frame in range(600):
# Set rectangle opacities
second = core.getTime() - start
rect_one.opacity = 0.5+0.5*np.sin(2 * np.pi * second * float(freq_one))
rect_two.opacity = 0.5+0.5*np.sin(2 * np.pi * second * float(freq_two))
# Show it
rect_one.draw()
rect_two.draw()
cursor.draw()
win.flip()
# Get keyboard responses and change color if there is overlap
for key in event.getKeys():
if key == 'escape':
core.quit()
elif key in directions.keys(): # if this is a key corresponding to a direction
cursor.pos += directions[key] # Lookup the pos change in "directions" and add it to current position
if cursor.overlaps(rect_one):
rect_one.fillColor = 'blue'
if cursor.overlaps(rect_two):
rect_two.fillColor = 'blue'

Speed up effect of gravity on python

I figured out how to include gravity in the platform game I am working on.
The problem is, the sprite jumps up and falls down too slowly. Moving horizontally is not a problem but the sprite significantly slows down when jumping.
How would I solve this problem? Thank you.
Here is the part of my code for gravity. :
def update(self):
""" Move the player. """
# Gravity
self.calc_grav()
# Move left/right
self.rect.x += self.change_x
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, 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
elif self.change_x < 0:
# 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.level.platform_list, 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
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
def calc_grav(self):
""" Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += 0.5
# See if we are on the ground.
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
def jump(self):
""" Called when user hits 'jump' button. """
# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down
# 1 when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.change_y = -12
# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self.change_x = -8
def go_right(self):
""" Called when the user hits the right arrow. """
self.change_x = 8
def stop(self):
""" Called when the user lets off the keyboard. """
self.change_x = 0

how i can make my player stops the vibration from left to right?

hello am using this code to make the player sprite follow the position of mouse (left /right) , but when the mouse stops in specific location the player follow it then began vibrating from left to right
i think the problem is in self.vel_x of the update function.
class Player(pygame.sprite.Sprite):
#init Player Sprite
#sprite player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.image.load(os.path.join(image_folder,"Player.png"))
self.rect = self.image.get_rect()
self.vel_x = 0
self.speed = 30
self.friction = 3.5
self.rect.center = (420,360)
self.delta = clock.tick(FPS) / 1000.00
def update(self):
self.getX = pygame.mouse.get_pos()[0]-100 # get the X position of mouse
self.rect.x +=self.vel_x
##i think the problem is in here
self.vel_x = self.vel_x*(1-min(self.delta*self.friction,1))
#print "the GetX is ", self.getX
#print "the Rect.x is ", self.rect.x
if self.getX > self.rect.x:
self.vel_x+= self.speed*self.delta
else:
self.vel_x-= self.speed*self.delta
The problem here is your velocity step size. self.speed*self.delta is bigger than 1 pixel, which is the space that the mouse cursor consumes. Try checking for the distance between your player and the cursor. If that distance is less than a certain resolution don't update the position of the sprite.
resolution = 5 # pixels
if abs(self.getX - self.rect.x) > resolution:
if self.getX > self.rect.x:
self.vel_x+= self.speed*self.delta
else:
self.vel_x-= self.speed*self.delta
else:
self.vel_x = 0

Pygame independent moving images on the screen

I am new to Python and Pygame. I want to have a screen in pygame with multiple copies of the same images moving around independently. I have tried to write it as a class and then call instances of it inside the while loop, but it doesn't work. Could someone show how can i basically do such a thing using a class?
I've tried to keep everything simple
Example:
import pygame
pygame.init()
WHITE = (255,255,255)
BLUE = (0,0,255)
window_size = (400,400)
screen = pygame.display.set_mode(window_size)
clock = pygame.time.Clock()
class Image():
def __init__(self,x,y,xd,yd):
self.image = pygame.Surface((40,40))
self.image.fill(BLUE)
self.x = x
self.y = y
self.x_delta = xd
self.y_delta = yd
def update(self):
if 0 <= self.x + self.x_delta <= 360:
self.x += self.x_delta
else:
self.x_delta *= -1
if 0 <= self.y + self.y_delta <= 360:
self.y += self.y_delta
else:
self.y_delta *= -1
screen.blit(self.image,(self.x,self.y))
list_of_images = []
list_of_images.append(Image(40,80,2,0))
list_of_images.append(Image(160,240,0,-2))
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(WHITE)
for image in list_of_images:
image.update()
pygame.display.update()
clock.tick(30)
pygame.quit()
Each image can be called individually from the list and moved by simply changing Image.x/y to whatever you want