I have been making a pygame
game where two players try and hit a ball into a net. I have a boost feature in my game, however, I want some boost pads where when they are collected, I get +3 boost. In my code below, there is a huge yellow one, when someone hovers over it, they get the boost but they can stay on it forever and get lots of boost. I would like a way where the boost pad becomes inactive for 3 seconds once it has been collected, and turns grey. Is there any way for this?
import pygame
from pygame.math import Vector2
import time, datetime
import sys
pygame.font.init()
pygame.init()
WIDTH = 1150
HEIGHT = 800
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
REDCAR_ORIGINAL = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.polygon(
REDCAR_ORIGINAL, (255, 0, 0), [(0, 30), (50, 20), (50, 10), (0, 0)])
redangle = 180
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redangle = 180
booster = pygame.Surface((50, 150), pygame.SRCALPHA)
booster.fill((255, 255, 0))
booster1 = booster.get_rect(topleft=(0, 340))
boostermask = pygame.mask.from_surface(booster)
redspeed = 5
dx = 0
dy = 0
x = 800
y = 500
redscore = 0
pos_red = Vector2(x,y)
vel_red = Vector2(-redspeed,0)
redrect = redcar.get_rect(center=pos_red)
redangle = 180
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
pos_blue = Vector2(275,300)
# Masks.
mask_red = pygame.mask.from_surface(redcar)
def redboosts():
global vel_red
global timer
global dt
if timer > 0:
vel_red.scale_to_length(10)
timer -= dt
def slowdown():
vel_red.scale_to_length(5)
timer = 3
dt = 1
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
# Reset the car to the start position.
redangle = 180
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
pos_red = Vector2(800, 500)
vel_red = Vector2(-redspeed, 0)
redrect = redcar.get_rect(center=pos_red)
mask_red = pygame.mask.from_surface(redcar)
#elif event.key == pygame.K_s:
# vel_blue.scale_to_length(2)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
vel_red.scale_to_length(5)
elif event.key == pygame.K_DOWN:
vel_red.scale_to_length(5)
print(timer)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
redangle += 5
vel_red.rotate_ip(-5)
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redrect = redcar.get_rect(center=redrect.center)
# We need a new mask after the rotation.
mask_red = pygame.mask.from_surface(redcar)
elif keys[pygame.K_RIGHT]:
redangle -= 5
vel_red.rotate_ip(5)
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redrect = redcar.get_rect(center=redrect.center)
mask_red = pygame.mask.from_surface(redcar)
if keys[pygame.K_UP]:
redboosts()
if keys[pygame.K_DOWN]:
vel_red.scale_to_length(2)
if keys[pygame.K_s]:
vel_blue.scale_to_length(2)
if y <0:
y = 10
if y > 450:
y = 440
if x > 480:
x = 470
if redrect.top < 0 and vel_red.y < 0:
redrect.top = 0
pos_red = Vector2(redrect.center)
elif redrect.bottom > screen.get_height() and vel_red.y > 0:
redrect.bottom = screen.get_height()
pos_red = Vector2(redrect.center)
if redrect.left < 0 and vel_red.x < 0:
redrect.left = 0
pos_red = Vector2(redrect.center)
elif redrect.right > screen.get_width() and vel_red.x > 0:
redrect.right = screen.get_width()
pos_red = Vector2(redrect.center)
pos_red += vel_red
redrect.center = pos_red
offset = booster1[0] - redrect[0], booster1[1] - redrect[1]
collectboost = mask_red.overlap(boostermask, offset)
if timer <= 0:
timer = 0
vel_red.scale_to_length(5)
slowdown()
if collectboost:
timer += 3
screen.fill((50,200,50))
screen.blit(redcar, redrect)
screen.blit(booster, booster1)
pygame.display.flip()
dt = clock.tick(120)/1000
pygame.quit()
Not bad, but let's use some object oriented programming to tidy up the code a bit. That means grouping data structures and behviour and making use of polymorphism. So since we use pygame, let's use its Sprite
class, but let's ignore the boosting stuff for now.
I added some comments for explanation.
import pygame
from pygame.math import Vector2
import time, datetime
import sys
pygame.font.init()
pygame.init()
WIDTH = 1150
HEIGHT = 800
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
REDCAR_ORIGINAL = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.polygon(REDCAR_ORIGINAL, (255, 0, 0), [(0, 30), (50, 20), (50, 10), (0, 0)])
# Everything car related goes into this class
class Car(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.speed = 5
# since we want to reset the car on a press of a button,
# let's have a reset function so we don't have duplicate code
self.reset()
def reset(self):
self.angle = 180
self.vel = Vector2(-self.speed, 0)
self.update_image((800, 500))
def update_image(self, center):
# since we update the image, rect and mask a lot,
# let's do this in a function, also
self.image = pygame.transform.rotate(REDCAR_ORIGINAL, self.angle)
self.rect = self.image.get_rect(center=center)
self.mask = pygame.mask.from_surface(self.image)
def update(self):
# basic input handling
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.angle += 5
self.vel.rotate_ip(-5)
elif keys[pygame.K_RIGHT]:
self.angle -= 5
self.vel.rotate_ip(5)
self.update_image(self.rect.center)
# ensure the car does not go out of screen
self.rect.move_ip(self.vel)
self.rect.clamp_ip(pygame.display.get_surface().get_rect())
red_car = Car()
all_sprites = pygame.sprite.Group(red_car)
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
red_car.reset()
# clean little main loop, yeah
all_sprites.update()
screen.fill((50,200,50))
all_sprites.draw(screen)
pygame.display.flip()
dt = clock.tick(120)/1000
pygame.quit()
Now that this works, let's at the Boost
class. Since we use classes, it's easy to add multiple ones. Each one has its own state; we use simple substraction to implement the timeout:
import pygame
from pygame.math import Vector2
import time, datetime
import sys
import pygame.freetype
pygame.font.init()
pygame.init()
WIDTH = 1150
HEIGHT = 800
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
REDCAR_ORIGINAL = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.polygon(REDCAR_ORIGINAL, (255, 0, 0), [(0, 30), (50, 20), (50, 10), (0, 0)])
FONT = pygame.freetype.SysFont(None, 34)
# Everything car related goes into this class
class Car(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.speed = 3
# since we want to reset the car on a press of a button,
# let's have a reset function so we don't have duplicate code
self.reset()
def reset(self):
# if boost is > 0, we can drive faster
self.boost = 0
self.angle = 180
self.vel = Vector2(-self.speed, 0)
self.update_image((800, 500))
def update_image(self, center):
# since we update the image, rect and mask a lot,
# let's do this in a function, also
self.image = pygame.transform.rotate(REDCAR_ORIGINAL, self.angle)
self.rect = self.image.get_rect(center=center)
self.mask = pygame.mask.from_surface(self.image)
def update(self, dt):
if self.boost > 0:
self.boost -= dt
if self.boost < 0:
self.boost = 0
# basic input handling
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.angle += 5
self.vel.rotate_ip(-5)
elif keys[pygame.K_RIGHT]:
self.angle -= 5
self.vel.rotate_ip(5)
self.update_image(self.rect.center)
# double the speed if we have boost
self.rect.move_ip(self.vel * (2 if self.boost else 1))
# ensure the car does not go out of screen
self.rect.clamp_ip(pygame.display.get_surface().get_rect())
class Booster(pygame.sprite.Sprite):
def __init__(self, rect, cars):
super().__init__()
rect = pygame.rect.Rect(rect)
# a simple timeout. We do nothing if timeout > 0
self.timeout = 0
self.image = pygame.Surface(rect.size, pygame.SRCALPHA)
self.image.fill(pygame.color.Color('yellow'))
self.rect = rect
self.mask = pygame.mask.from_surface(self.image)
self.cars = cars
def update(self, dt):
disabled = self.timeout > 0
if disabled:
self.timeout -= dt
self.image.fill(pygame.color.Color('grey'))
FONT.render_to(self.image, (10, 10), str((self.timeout // 1000) + 1), pygame.color.Color('white'))
if self.timeout < 0:
self.timeout = 0
if disabled and self.timeout == 0:
# let's reactive
self.image.fill(pygame.color.Color('yellow'))
if not disabled:
for car in pygame.sprite.spritecollide(self, self.cars, False, pygame.sprite.collide_mask):
# let's boost the car
car.boost += 1000
# let's deactivate
self.timeout = 3000
break
red_car = Car()
cars = pygame.sprite.Group(red_car)
all_sprites = pygame.sprite.OrderedUpdates()
# see how easy it is now to create multiple Booster
for r in [(0, 340, 50, 150), (200, 200, 150, 50), (600, 600, 100, 100)]:
all_sprites.add(Booster(r, cars))
all_sprites.add(red_car)
dt = 0
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
red_car.reset()
# clean little main loop, yeah
all_sprites.update(dt)
screen.fill((50,200,50))
all_sprites.draw(screen)
pygame.display.flip()
dt = clock.tick(120)
pygame.quit()
Each Booster has a timeout of 3 seconds, and it boosts for 1 second.
We make use of OrderedUpdates
to draw our sprites in the right order, and spritecollide
and collide_mask
for the collision detection.
Here's a shitty gif of our little game in action: