Im trying to build a window class which resembles a class which sprites live in. In the window class i want to have the following things:
- set_background()
- set_size()
- add_sprite()
- remove_sprite()
In the sprite class i want the following methods:
For now i will have one sprite, but i would eventually like to have a list of sprites.
I've tried running what I have in a main class by calling these methods on its instances.
window = Window(200,200)
sprite = Sprite(Window)
window.set_Background()
sprite.draw_sprite()
Heres my code:
Sprite class:
import pygame
pygame.init()
class Sprite(object):
def __init__(self, World =None, sprite=[]):
self.Window = window
def draw_sprite(self,sprite,x,y):
sprite=pygame.image.load(sprite)
self.World.window.blit(sprite,(x,y))
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
Window class:
import pygame,sys,os from pygame.locals import *
from Window import *
class Panel:
def __init__(self, width=None,height=None):
self.width= width
self.height = height
self.foreground=pygame.Surface((width, height))
self.background= pygame.Surface((width, height))
self.rect= self.foreground.get_rect()
def clear(self):
self.foreground.blit(self.background,(0,0))
def set_background(self, image=None):
if sky is not None:
bg = Window.draw_world(self,image)
self.background.blit(bg,(width,height))
class Window(Panel):
pygame.init()
def __init__(self,width,height):
self.window = pygame.display.set_mode((width,height))
self.width=width
self.height=height
Panel.__init__(self, width, height)
self._foreground = self.window
self.set_background()
def draw_world(self,image):
image=pygame.image.load(image)
for x in range(0,(290/image.get_width()+1)):
for y in range(0,(230/image.get_height()+1)):
self.background.blit(image,(x*200,y*200))
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
def window_setSize(width,height):
self.width=width
self.heght =height
main class:
from Sprite import *
from window import *
sprite = Sprite()
window=Window()
sprite.draw_sprite("sprite.png",100,200)
window.set_background("bg.png")
Has anyone got any ideas why the sprite is displaying but my background isnt? It just shows a black background.
Im using python 3 and pygame 3.3
Thanks
You have event loop in draw_sprite()
so it is running to the end of game and window.set_background
is never executed.
Your code is incorrect constructed.
I try to correct it and send code later.
by the way: see: pygame.sprite.Sprite.
EDIT:
Simple example how to organize code.
Now it is in one file. In Pygame is always one Window so there is no need to make Panel+Widnow. You have one event loop in run()
. All code is inside Window (create Sprite, changing background, drawing etc.).
I add sprites to (python) list and draw all sprites from list - player is exception - so I can remove only last sprite from list :/ If you need something better see pygame.sprite.Sprite() and pygame.sprite.Group().
Use Arrows
to move red ball, Space
to pause game, ESC
to quit.
At the end I attached my bitmaps.
import pygame
#from pygame.locals import *
#--------------------------------------------------------------------
# class for single sprite
#--------------------------------------------------------------------
class MySprite():
def __init__(self, image, x, y):
self.image = pygame.image.load(image)
image_rect = self.image.get_rect()
# Rect class to use "Sprite collision detect" - in the future
# In rect you have sprite position and size
# You can use self.rect.x, self.rect.y, self.rect.width, self.rect.height
# and self.rect.center, self.rect.centerx, self.rect.top, self.rect.bottomright etc.
self.rect = pygame.rect.Rect(x, y, image_rect.width, image_rect.height)
def draw(self, screen):
screen.blit(self.image, self.rect)
#--------------------------------------------------------------------
# class for player
#--------------------------------------------------------------------
class MyPlayer(MySprite):
def __init__(self, image, x, y):
# parent constructor always as a first in __init__
MySprite.__init__(self, image, x, y)
self.speed_x = self.speed_y = 0
#-----------------------------
def set_speed(self, x, y):
self.speed_x = x
self.speed_y = y
#-----------------------------
def update(self):
self.rect.x += self.speed_x
self.rect.y += self.speed_y
if self.rect.centerx < 0 :
self.rect.centerx = 800
elif self.rect.centerx > 800 :
self.rect.centerx = 0
if self.rect.centery < 0 :
self.rect.centery = 600
elif self.rect.centery > 600 :
self.rect.centery = 0
#--------------------------------------------------------------------
class Window():
def __init__(self, width, height):
#--------------------
self.rect = pygame.Rect(0, 0, width, height)
# or
self.width, self.height = width, height
#--------------------
pygame.init()
# most users and tutorials call it "screen"
self.screen = pygame.display.set_mode(self.rect.size)
#############################################################
self.foreground = None
self.background = None
self.set_background("background.jpg")
self.set_foreground("ball3.png")
#################################################
self.player = MyPlayer("ball1.png", 100, 200)
self.sprites_list = []
self.add_sprite(MySprite("ball2.png", 100, 400))
self.add_sprite(MySprite("ball2.png", 300, 500))
self.add_sprite(MySprite("ball2.png", 300, 200))
self.remove_last_sprite()
#-----------------------------
# red text "PAUSE"
font = pygame.font.SysFont("", 72)
self.text_pause = font.render("PAUSE", True, (255, 0, 0))
# center text on screen
screen_center = self.screen.get_rect().center
self.text_pause_rect = self.text_pause.get_rect(center=screen_center)
#--------------------------
def add_sprite(self, sprite):
self.sprites_list.append(sprite)
#--------------------------
def remove_last_sprite(self):
if self.sprites_list:
del self.sprites_list[-1]
#--------------------------
def draw_sprites(self, screen):
for sprite in self.sprites_list:
sprite.draw(screen)
#--------------------------
def draw_background(self, screen):
screen.fill((0,64,0)) # clear screen to green
if self.background:
screen.blit(self.background, (0,0))
#--------------------------
def draw_foreground(self, screen):
if self.foreground:
screen.blit(self.foreground, (0,0))
#--------------------------
def draw_world(self, image):
temp = pygame.Surface(self.rect.size, pygame.SRCALPHA, 32).convert_alpha()
image_rect = image.get_rect()
for x in range(0, self.rect.width, 60):
for y in range(0,self.rect.width, 60):
temp.blit(image,(x,y))
return temp
#--------------------------
def set_foreground(self, image=None):
if image:
img = pygame.image.load(image)
self.foreground = self.draw_world(img)
#--------------------------
def set_background(self, image=None):
if image:
self.background = pygame.image.load(image)
#--------------------------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
PAUSED = False
while RUNNING:
#--- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
RUNNING = False
elif event.key == pygame.K_SPACE:
PAUSED = not PAUSED
if event.key == pygame.K_UP:
self.player.set_speed(0,-10)
elif event.key == pygame.K_DOWN:
self.player.set_speed(0,10)
elif event.key == pygame.K_LEFT:
self.player.set_speed(-10,0)
elif event.key == pygame.K_RIGHT:
self.player.set_speed(10,0)
if event.type == pygame.KEYUP:
if event.key in (pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT):
self.player.set_speed(0,0)
#--- changes ----
if not PAUSED:
# change elements position
self.player.update()
#--- draws ---
self.draw_background(self.screen)
self.draw_foreground(self.screen)
self.draw_sprites(self.screen)
self.player.draw(self.screen)
if PAUSED:
# draw pause string
self.screen.blit(self.text_pause, self.text_pause_rect.topleft)
pygame.display.update()
#--- FPS ---
clock.tick(25) # 25 Frames Per Seconds
#--- finish ---
pygame.quit()
#----------------------------------------------------------------------
Window(800,600).run()
ball1.png
ball2.png
ball3.png
background.jpg
screenshot