I'm faced with a logic error where the sprite simply doesn't move regardless of input.
My code will be below so no context is left out, it's fairly short.
Is there a better way of moving the sprite apart from the blit?
I've seen somewhere stuff about updating the sprite or some such, done quite differently to simply blitting it.
import pygame
pygame.init()
import random
import math
screen=pygame.display.set_mode([700,400])
black = ( 0, 0, 0)
white = ( 255, 255, 255)
red = ( 255, 0, 0)
player_x=350
player_y=200
player_x_vel=0
player_y_vel=0
rot_player=pygame.image
pi=math.pi
class Player(pygame.sprite.Sprite):
def __init__(self):
global player
pygame.sprite.Sprite.__init__(self)
self.pos=(350,200)
self.image=pygame.image.load("arrowtest.png").convert()
self.rect=self.image.get_rect()
screen=pygame.display.get_surface()
self.area=screen.get_rect()
self.speed=10
self.state="still"
self.reinit()
def reinit(self):
self.state="still"
self.movepos=[0,0]
def update(self):
newpos=self.rect.move(self.movepos)
if self.area.contains(newpos):
self.rect=newpos
pygame.event.pump()
def moveup(self):
self.movepos[1]-=(self.speed)
self.state="moveup"
def movedown(self):
self.movepos[1]+=(self.speed)
self.state="movedown"
def moveleft(self):
self.movepos[0]-=(self.speed)
self.state="moveleft"
def moveright(self):
self.movepos[0]+=(self.speed)
self.state="moveright"
def moveupright(self):
self.movepos[1]-=(self.speed)
self.movepos[0]+=(self.speed)
def moveupleft(self):
self.movepos[1]-=(self.speed)
self.movepos[0]-=(self.speed)
def movedownright(self):
self.movepos[1]+=(self.speed)
self.movepos[0]+=(self.speed)
def movedownleft(self):
self.movepos[1]+=(self.speed)
self.movepos[0]-=(self.speed)
def angleplayer(self):
mouse_pos=pygame.mouse.get_pos()
dx=mouse_pos[0]-player_x
dy=mouse_pos[1]-player_y
rads=math.atan2(-dy, dx)
rads %= 2*pi
angle = math.degrees(rads)
print angle
rot_player.image=pygame.transform.rotate(player.image, angle-90)
done=False
clock=pygame.time.Clock()
while done==False:
player = Player()
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
if event.type == pygame.MOUSEBUTTONDOWN:
fired_pos=pygame.mouse.get_pos()
fired=True
if event.type == pygame.KEYDOWN:
player.angleplayer()
if event.key == pygame.K_w:
player.moveup()
if event.key == pygame.K_s:
player.movedown()
if event.key == pygame.K_a:
player.moveleft()
if event.key == pygame.K_d:
player.moveright()
print "co ords", player_x,player_y
print "x vel", player_x_vel
print "y vel", player_y_vel
if event.type == pygame.KEYUP:
player.movepos=[0,0]
player.state="still"
player.angleplayer()
screen.fill(white)
screen.blit(player.image, player.pos)
clock.tick(20)
pygame.display.flip()
pygame.quit()
Thanks in advance