I am currently making a game in Pygame, and would like to generate several platforms randomly throughout my screen. However, I can't seem to figure out how to create a group so that I can draw several sprites at once. I have tried using super.__init__(self)
and also replacing self
with (*Group)
, yet it isn't working. I also have just tried to add it to a group. How should I make my group and how do I correctly add my sprite to it?
Here is the code (the sprite I want to add in is created here but not drawn):
######## basic setup
import pygame, sys, time, random, threading, tkinter, ctypes
from threading import Timer
from pygame.locals import *
from tkinter import *
pygame.init()
WINDOWHEIGHT = 720
WINDOWWIDTH = 1280
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32)
pygame.display.set_caption('Hitman Grandma | vB1.0 (prealpha)')
white = (255,255,255)
red = (255,0,0)
black = (0,0,0)
green = (0,255,0)
blue = (0,0,255)
cyan = (0,255,255)
lightgrey = (198,198,198)
windowSurface.fill(lightgrey)
pygame.display.update()
mainClock = pygame.time.Clock()
########## variables
level = 0
touching = False
global x_speed
x_speed = 0
y_speed = 0
leftallowed = True
rightallowed = True
hgturnright = True
hgjumpallowed = True
########### the grandma d'awesome murder sorts
hgimage = pygame.image.load('hgfinal.png')
hgimage.convert_alpha()
class HG(object):
def __init__(self,x,y,image):
self.image = image
self.rect = self.image.get_rect()
self.x = x
self.y = y
def draw(self):
windowSurface.blit(self.image,(self.x,self.y))
def move(self):
self.x += x_speed
self.y += y_speed
def topcollide(self,box):
if not self.rect.colliderect(box.rect):
global y_speed
if y_speed < 20:
y_speed += 1
elif y_speed == 20:
y_speed = 20
print('shhoooo')
elif self.rect.colliderect(box.rect):
y_speed = 0
print('flop')
hg = HG(0,0,hgimage)
########### land and boundary
lands = pygame.image.load('hgland1.png')
floorland = pygame.transform.scale(lands,(1280,50))
sideedge = pygame.Rect(0,0,1,720),pygame.Rect(1279,0,1,720)
topedge = pygame.Rect(0,0,1280,1)
class Floor(object):
def __init__(self,x,y,image):
self.image = image
self.x = x
self.y = y
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def draw(self):
windowSurface.blit(self.image,(self.x,self.y))
class Ground(object):
def __init__(self,x,y,image):
self.image = image
self.x = x
self.y = y
self.rect = self.image.get_rect()
def draw(self):
windowSurface.blit(self.image,(self.x,self.y))
class Ground(object):
def __init__(self,x,y,image):
super.__init__(self)
self.image = image
self.x = x
self.y = y
self.rect = self.image.get_rect(topleft = (x,y))
def draw(self):
windowSurface.blit(self.image,(self.x,self.y))
floor = Floor(0,670,floorland)
platform1 = Ground((random.randint(0,800)),(random.randint(50,620)),lands)
########### WHILE
while True:
########### background
windowSurface.fill(lightgrey)
########### hg movement
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_LEFT and hg.x > 0 and leftallowed:
x_speed = -4
hgturnright = False
if event.key == K_RIGHT and (hg.x + 36) < WINDOWWIDTH and rightallowed:
x_speed = 4
hgturnright = True
if event.key == K_UP and hgjumpallowed:
y_speed = -17
if event.type == KEYUP:
if event.key == K_RIGHT:
x_speed = 0
if event.key == K_LEFT:
x_speed = 0
if event.type == KEYDOWN:
########### ctrl+q
if event.key == K_q and pygame.key.get_mods() & pygame.KMOD_CTRL:
pygame.quit()
sys.exit()
exit
########### [x]
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
exit
########### drawing and .move()
floor.draw()
hg.draw()
hg.move()
hg.topcollide(floor)
########### technicals
pygame.display.update()
mainClock.tick(40)
and here is the class I want to use:
class Ground(object):
def __init__(self,x,y,image):
super.__init__(self)
self.image = image
self.x = x
self.y = y
self.rect = self.image.get_rect(topleft = (x,y))
def draw(self):
windowSurface.blit(self.image,(self.x,self.y))
platform1 = Ground((random.randint(0,800)),(random.randint(50,620)),lands)
Your classes should inherit from
pygame.sprite.Sprite
, so that they can be put into sprite groups, e.g.class Platform(pg.sprite.Sprite):
. Don't forget to call the__init__
method of the parent classsuper().__init__()
. Then create the sprite groups (all_sprites = pg.sprite.Group()
) and the sprite instances and call theadd
method of the groups to add the sprite.Then you just have to call
all_sprites.update()
andall_sprites.draw(screen)
in the main loop.