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 Classes and for loops
#1
this program makes boxes move, but i need to make them move randomly and indepensent of each other,
by calling the method "rect.move()"but idk how to do that.

ex. of how it should not look like: https://youtu.be/D7rkcA0-BR0


import pygame
import random
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

class Rect():
def __init__(self):
self.rectXPos = 0
self.rectYPos = 0
self.height = 0
self.width = 0

self.changeX = 0
self.changeY = 0
self.x = 0
self.y = 0

def move(self):
self.x += self.changeX
self.y += self.changeY

def draw(self,screen):
pygame.draw.rect(screen,RED,[self.x + self.rectXPos, self.y + self.rectYPos, self.height,self.width])



pygame.init()


# Set the width and height of the screen [width, height]
size = (700, 500)
screen = pygame.display.set_mode(size)

pygame.display.set_caption("My Game")

# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()

myList =
for i in range(10):

rect = Rect()
rect.rectXPos = random.randrange(0,700)
rect.rectYPos = random.randrange(0,500)
rect.height = random.randrange(20,70)
rect.width = random.randrange(20,70)
rect.changeX = random.randrange(-3,3)
rect.changeY = random.randrange(-3,3)
myList.append([rect.rectXPos , rect.rectYPos, rect.height, rect.width, rect.changeX, rect.changeY])

# -------- Main Program Loop -----------
while not done:
# --- Main event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Game logic should go here

# --- Screen-clearing code goes here

# Here, we clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
# If you want a background image, replace this clear with blit'ing the
# background image.
screen.fill(WHITE)

for i in range(10):

rect.rectXPos = myList[0]
rect.rectYPos = myList[i][1]
rect.height = myList[i][2]
rect.width = myList[i][3]
rect.changeX = myList[i][4]
rect.changeY= myList[i][5]

rect.draw(screen)
rect.move()

# --- Drawing code should go here

# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()

# --- Limit to 60 frames per second
clock.tick(60)

# Close the window and quit.
pygame.quit()
[/i][/i][/i][/i][/i]
buran wrote Nov-01-2017, 09:29 AM:
Please, use proper tags when post code, traceback, output, etc.
See BBcode help for more info.
Quote
#2
Now more random, you need 10 Rect() (not only one):

import pygame
import random
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED   = (255, 0, 0)
 
class Rect():
    def __init__(self):
        self.rectXPos = 0
        self.rectYPos = 0
        self.height   = 0
        self.width    = 0
 
        self.changeX = 0
        self.changeY = 0
        self.x = 0
        self.y = 0
 
    def move(self):
        self.x += self.changeX
        self.y += self.changeY
 
    def draw(self,screen):
        pygame.draw.rect(screen,RED,[self.x + self.rectXPos, self.y + self.rectYPos, self.height,self.width])

# main
pygame.init()
size   = (700, 500)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
 
myList = [ ]
for i in range(10):
    rect = Rect()
    rect.rectXPos = random.randrange(0,700)
    rect.rectYPos = random.randrange(0,500)
    rect.height   = random.randrange(20,70)
    rect.width    = random.randrange(20,70)
    rect.changeX  = random.randrange(-3,3)
    rect.changeY  = random.randrange(-3,3)
    myList.append(rect)
 
clock = pygame.time.Clock()
done  = False
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

    screen.fill(WHITE)
    for rect in myList:
        rect.draw(screen)
        rect.move()

    pygame.display.flip()
    clock.tick(60)
 
# Close the window and quit.
pygame.quit()
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