May-11-2021, 09:08 PM
Thanks for the support, but now what doesnt run is the Handle_movement() function
Can you please help me, thanks for the support!
thanks!
Can you please help me, thanks for the support!
thanks!
(May-06-2021, 10:16 PM)BashBedlam Wrote: What you have so far has been corrected and now runs as expected. You can shoot at each other but that's about it. It looks like a good start though
import pygame import os WIDTH, HEIGHT = 900, 500 WIN = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('First Game!') WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT) SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 44 FPS = 60 VEL = 5 BULLET_VEL = 7 MAX_BULLETS = 3 SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55,40 YELLOW_HIT = pygame.USEREVENT + 1 RED_HIT = pygame.USEREVENT + 2 YELLOW_SPACESHIP_IMAGE = pygame.image.load(os.path.join('Assets', 'spaceship_yellow.png')) YELLOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90) RED_SPACESHIP_IMAGE = pygame.image.load(os.path.join('Assets', 'spaceship_red.png')) RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270) FPS = 60 def draw_window(red, yellow, red_bullets, yellow_bullets): WIN.fill(WHITE) pygame.draw.rect(WIN, BLACK, BORDER) WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y)) WIN.blit(RED_SPACESHIP, (red.x, red.y)) for bullet in red_bullets: pygame.draw.rect(WIN,RED,bullet) for bullet in yellow_bullets: pygame.draw.rect(WIN,YELLOW,bullet) pygame.display.update() def yellow_handle_movement(keys_pressed, yellow): if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: #LEFT yellow.x -= VEL if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x: #RIGHT yellow.x += VEL if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: #UP yellow.y -= VEL if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15: #DOWN yellow.y += VEL def red_handle_movement(keys_pressed, red): if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width: #LEFT red.x -= VEL if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH: #RIGHT red.x += VEL if keys_pressed[pygame.K_UP] and red.y - VEL > 0: #UP red.y -= VEL if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15: #DOWN red.y += VEL draw_window (red, yellow, red_bullets, yellow_bullets) def handle_bullets(yellow_bullets, red_bullets, yellow, red): for bullet in yellow_bullets: bullet.x += BULLET_VEL if red.colliderect(bullet): pygame.event.post(pygame.event.Event(RED_HIT)) yellow_bullets.remove(bullet) elif bullet.x > WIDTH: yellow_bullets.remove(bullet) for bullet in red_bullets: bullet.x -= BULLET_VEL if yellow.colliderect(bullet): pygame.event.post(pygame.event.Event(YELLOW_HIT)) red = pygame.Rect(700,300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT) red_bullets.remove(bullet) elif bullet.x < 0: red_bullets.remove(bullet) keys_pressed=pygame.key.get_pressed() yellow_handle_movement(keys_pressed, yellow) red_handle_movement(keys_pressed, red) draw_window(red ,yellow, red_bullets, yellow_bullets) def main(): red = pygame.Rect(700, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT) yellow = pygame.Rect(100, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT) red_bullets = [] yellow_bullets = [] clock=pygame.time.Clock() run= True while run: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS: bullet = pygame.Rect(yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5) yellow_bullets.append(bullet) if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS: bullet = pygame.Rect(red.x, red.y + red.height//2 - 2, 10, 5) red_bullets.append(bullet) draw_window (red, yellow, red_bullets, yellow_bullets) handle_bullets (yellow_bullets, red_bullets, yellow, red) pygame.quit() if __name__ == "__main__": main ()