I am new to pygame and I am trying to make a game where the player has to bypass some enemy's to get to a point where you can go to the next level. I need the enemy's to walk back and forward on a predetermined path but I can't figure out how to do it. So I was wondering if there is an easy way to do this?
This is my code.
import pygame
import random
import os
import time
from random import choices
from random import randint
pygame.init()
a = 0
b = 0
width = 1280
height = 720
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Game")
done = False
n = 0
x = 0
y = 0
x_wall = 0
y_wall = 0
clock = pygame.time.Clock()
WHITE = (255,255,255)
RED = (255,0,0)
change_x = 0
change_y = 0
HW = width / 2
HH = height / 2
background = pygame.image.load('mountains.png')
#player class
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("character.png")
self.rect = self.image.get_rect()
self.rect.x = width / 2
self.rect.y = height / 2
#enemy class
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("enemy.png")
self.image = pygame.transform.scale(self.image, (int(50), int(50)))
self.rect = self.image.get_rect()
self.rect.x = width / 3
self.rect.y = height / 3
#wall class
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("wall.png")
self.image = pygame.transform.scale(self.image, (int(50), int(50)))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
#wall movement
def update(self):
self.vx = 0
self.vy = 0
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
self.vx = 5
self.vy = 0
elif key[pygame.K_RIGHT]:
self.vx = -5
self.vy = 0
if key[pygame.K_UP]:
self.vy = 5
self.vx = 0
elif key[pygame.K_DOWN]:
self.vy = -5
self.vx = 0
self.rect.x = self.rect.x + self.vx
self.rect.y = self.rect.y + self.vy
#player sprite group
sprites = pygame.sprite.Group()
player = Player()
sprites.add(player)
#enemy sprite group
enemys = pygame.sprite.Group()
enemy = Enemy()
enemy2 = Enemy()
enemys.add(enemy, enemy2)
#all the wall sprites
wall_list = pygame.sprite.Group()
wall = Wall(x_wall, y_wall)
wall2 = Wall((x_wall + 50), y_wall)
wall3 = Wall((x_wall + 100), y_wall)
wall4 = Wall((x_wall + 150), y_wall)
wall5 = Wall((x_wall + 200), y_wall)
wall6 = Wall((x_wall + 250), y_wall)
#add all the walls to the list to draw them later
wall_list.add(wall, wall2, wall3, wall4, wall5, wall6)
#add all the walls here to fix the collision
all_walls = (wall, wall2, wall3, wall4, wall5, wall6)
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
sprites.update()
wall_list.update()
enemys.update()
#collision between player and and walls
if player.rect.collidelist(all_walls) >= 0:
print("Collision !!")
player.rect.x = player.rect.x - player.vx
player.rect.y = player.rect.y - player.vx
#fill the screen
screen.fill((0, 0, 0))
#screen.blit(background,(x,y))
#draw the sprites
sprites.draw(screen)
wall_list.draw(screen)
enemys.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
Here is the download link with the images if you want to run it: https://geordyd.stackstorage.com/s/hZZ1RWcjal6ecZM
Use a list to have him walk back and forth.
I'd give the sprite a list of points (
self.waypoints
) and assign the first one to aself.target
attribute.In the
update
method I subtract theself.pos
from theself.target
position to get a vector (heading
) that points to the target and has a length equal to the distance. Scale this vector to the desired speed and use it as the velocity (which gets added to theself.pos
vector each frame) and the entity will move towards the target.When the target is reached, I just increment the waypoint index and assign the next waypoint in the list to
self.target
. It's a good idea to slow down when you're getting near the target, otherwise the sprite could get stuck and moves back and forth if it can't reach the target point exactly. Therefore I also check if the sprite is closer than theself.target_radius
and decrease the velocity to a fraction of the maximum speed.Instead of the waypoints list and index I'd actually prefer to use
itertools.cycle
and just callnext
to switch to the next point: