Hi guys i have come again with more problems.This time it has to do with pygame.The following code does not give any error messages but it does not do what it is supposed to do either.the code is a bit long but it's straightforward.Please help - import pygame
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from pygame.locals import *
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pygame.init()
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screen=pygame.display.set_mode((900,900))
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-
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class Hero(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image=pygame.image.load('C:/Python24/r3.PNG')
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self.image=self.image.convert()
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self.rect=self.image.get_rect()
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self.rect.topleft=0,500
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self.a=screen.get_rect()
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def forward(self):
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a=1
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def back(self):
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a=2
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def original(self):
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self.a.topleft=0,500
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def moveup(self):
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a=3
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def movedown(self):
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a=4
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def update(self):
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if a==0:
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self.original()
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if a==1:
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if self.rect.left<=self.a.right :
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self.rect.move_ip(5,0)
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else:
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self.original()
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if a==2:
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if self.rect.left!=0:
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self.rect.move_ip(-5,0)
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else:
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self.original()
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if a==3:
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if self.rect.top!=self.a.top:
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self.rect.move_ip(0,5)
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else:
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self.rect.move_ip(0,-5)
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if a==4:
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if self.rect.bottom!=0:
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self.rect.move_ip(0,-5)
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else:
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self.rect.move_ip(0,5)
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class Villian(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image=pygame.image.load('C:/Python24/toba-pyweek3/toba-pyweek3/data/cards/1.PNG')
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self.rect=self.image.convert()
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self.rect=self.image.get_rect()
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self.rect.topleft=400,500
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a=0
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def forward(self):
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self.rect.move_ip(0,5)
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def update(self):
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if self.rect.top!=900:
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self.forward()
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else:
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self.original()
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def original(self):
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self.rect.topleft=400,500
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imig=pygame.image.load('C:/Python24/Blue hills.GIF')
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background=pygame.Surface(screen.get_size())
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background=background.convert()
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background.blit(imig,(0,0))
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screen.blit(background,(0,0))
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hero=Hero()
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villian=Villian()
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allsprites=pygame.sprite.RenderPlain((hero,villian))
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allsprites.draw(screen)
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pygame.display.flip()
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clock=pygame.time.Clock()
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while True:
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clock.tick(60)
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for event in pygame.event.get():
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if event.type==KEYDOWN and event.key==K_UP:
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hero.moveup()
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if event.type==KEYDOWN and event.key==K_DOWN:
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hero.movedown()
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if event.type==KEYDOWN and event.key==K_RIGHT:
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hero.forward()
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if event.type==KEYDOWN and event.key==K_LEFT:
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hero.back()
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if event.type==QUIT:
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pygame.quit()
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raise SystemExit()
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allsprites.update()
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screen.blit(background,(0,0))
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allsprites.draw(screen)
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pygame.display.flip()
11 3605
Hi guys i have come again with more problems.This time it has to do with pygame.The following code does not give any error messages but it does not do what it is supposed to do either.the code is a bit long but it's straightforward.Please help -
clock=pygame.time.Clock()
-
while True:
-
clock.tick(60)
-
for event in pygame.event.get():
-
if event.type==KEYDOWN and event.key==K_UP:
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hero.moveup()
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if event.type==KEYDOWN and event.key==K_DOWN:
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hero.movedown()
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if event.type==KEYDOWN and event.key==K_RIGHT:
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hero.forward()
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if event.type==KEYDOWN and event.key==K_LEFT:
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hero.back()
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if event.type==QUIT:
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pygame.quit()
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raise SystemExit()
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allsprites.update()
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screen.blit(background,(0,0))
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allsprites.draw(screen)
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pygame.display.flip()
Hi, I'm not sure you're indenting is correct. In your while loop you don't draw anything or update the screen. You should put the updating, drawing, and blitting in every frame. The way you have it, it is only going to do something when you close the window and only once.Your while loop should look like this: -
while True:
-
clock.tick(60)
-
for event in pygame.event.get():
-
if event.type==KEYDOWN and event.key==K_UP:
-
hero.moveup()
-
if event.type==KEYDOWN and event.key==K_DOWN:
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hero.movedown()
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if event.type==KEYDOWN and event.key==K_RIGHT:
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hero.forward()
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if event.type==KEYDOWN and event.key==K_LEFT:
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hero.back()
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if event.type==QUIT:
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pygame.quit()
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raise SystemExit()
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allsprites.update()
-
screen.blit(background,(0,0))
-
allsprites.draw(screen)
-
pygame.display.flip()
-
Hi, I'm not sure you're indenting is correct. In your while loop you don't draw anything or update the screen. You should put the updating, drawing, and blitting in every frame. The way you have it, it is only going to do something when you close the window and only once.Your while loop should look like this: -
while True:
-
clock.tick(60)
-
for event in pygame.event.get():
-
if event.type==KEYDOWN and event.key==K_UP:
-
hero.moveup()
-
if event.type==KEYDOWN and event.key==K_DOWN:
-
hero.movedown()
-
if event.type==KEYDOWN and event.key==K_RIGHT:
-
hero.forward()
-
if event.type==KEYDOWN and event.key==K_LEFT:
-
hero.back()
-
if event.type==QUIT:
-
pygame.quit()
-
raise SystemExit()
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allsprites.update()
-
screen.blit(background,(0,0))
-
allsprites.draw(screen)
-
pygame.display.flip()
-
Thanks for replying.I think what your saying is i should include the blitting and drawing into the while loop,makes sense.How did you get to this level in pygame,any good tutorials?
Thanks for the links.Do you you know how to make a part of your image move.For instance to make your hero kick or to shoot.
Do you mean animation? You can't make part of an image move, you need to make seperate pygame.Surfaces. If you want to do animation like walking, running, or shooting you can have a sprite sheet all in one BMP file showing all the possible frames of animation of a charatcer. You can blit the part of the image that you need for the current frame to represent an animation. Is that what you need?
Do you mean animation? You can't make part of an image move, you need to make seperate pygame.Surfaces. If you want to do animation like walking, running, or shooting you can have a sprite sheet all in one BMP file showing all the possible frames of animation of a charatcer. You can blit the part of the image that you need for the current frame to represent an animation. Is that what you need?
I did not think of that thats actually brilliant and a lot easier the creating little seperate images.Thanks
I did not think of that thats actually brilliant and a lot easier the creating little seperate images.Thanks
No problem. (stupid limit)
No problem. (stupid limit)
what do you mean by stupid limit.
what do you mean by stupid limit.
Lol, you need to enter at least 20 characters in a message. Used to be 10.
Lol, you need to enter at least 20 characters in a message. Used to be 10.
Oh,lol.Thanks again.
Lol, you need to enter at least 20 characters in a message. Used to be 10.
Or !
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