[PyGame] multiple hits ! - Printable Version +- Python Forum (https://python-forum.io) +-- Forum: Python Coding (https://python-forum.io/forum-7.html) +--- Forum: Game Development (https://python-forum.io/forum-11.html) +--- Thread: [PyGame] multiple hits ! (/thread-11305.html) |
multiple hits ! - tyler - Jul-02-2018 im trying to get my aliens to get hit multiple times before dissapearing, i have given the aliens 2 hp and my bullet dmg is 1 so it should take two hits so far ive just made the enemies imortal, lol, can somone please help !!!!! import sys from time import sleep import pygame from bullet import Bullet from alien import Alien def get_number_aliens_x(ai_settings, alien_width): """determine the number of aliens that fit in a row""" avaliable_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(avaliable_space_x / (2 * alien_width)) return number_aliens_x def get_number_rows(ai_settings, ship_height, alien_height): """ determine the number of rows of aliens fit on the screen""" avaliable_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(avaliable_space_y / (2 * alien_height)) return number_rows def create_alien(ai_settings, screen, aliens, alien_number, row_number): """create an alien and place it in a row""" alien = Alien(ai_settings, screen) alien_width = alien.rect.width alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number aliens.add(alien) def create_fleet(ai_settings, screen, ship, aliens): """creates a full fleet of aliens""" #create an alien and find the number of aliens in a row alien = Alien(ai_settings, screen) number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width) number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height) #creates the fleet of aliens for row_number in range(number_rows): for alien_number in range(number_aliens_x): create_alien(ai_settings, screen, aliens, alien_number, row_number) def check_keydown_events(event, ai_settings, screen, ship, bullets): """responds to keypresses""" if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True elif event.key == pygame.K_SPACE: effect = pygame.mixer.Sound('sounds/shot.wav') effect.play() fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_q: sys.exit() def fire_bullet(ai_settings, screen, ship, bullets): """fire a bullet if limit not reached yet""" # create a new bullet and add it to the bullets group if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def check_keyup_events(event, ship): """responds to key presses""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False #watch for keyboard and mouse events def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets): """ responds to key and mouse events """ for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event,ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, ship) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y) def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens , bullets, mouse_x, mouse_y): """start a new game when the player clicks play""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: #reset the game settings ai_settings.initialize_dynamic_settings() #hide mouse cursor pygame.mouse.set_visible(False) #reset the game stats stats.reset_stats() stats.game_active = True #reser the scoreboard images sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() #empty the list of aliens and bullets aliens.empty() bullets.empty() #create new fleet and center the ship create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): """updates images on the screen and flip to the new screen""" #redraw the screen during each pass through the loop. screen.fill(ai_settings.bg_colour) #redraw all bullets behind ship and aliens for bullet in bullets.sprites(): bullet.draw_bullets() ship.blitme() aliens.draw(screen) #redraw all bullets behind ship and aliens for bullet in bullets.sprites(): bullet.draw_bullets() #draw score infomation sb.show_score() #draw the play button if the game is inactive if not stats.game_active: play_button.draw_button() #make the most recently drawn screen visable. pygame.display.flip() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """updates position of bullets and gets rid of old ones""" # update bullet positions bullets.update() # gets rid of bullets that have dissapeared for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): """respond to bullet-alien collisions""" #remove any bullets and aliens that have collided collisions = pygame.sprite.groupcollide(bullets, aliens, True, False) if collisions: for aliens in collisions.values(): ai_settings.alien_hp -= ai_settings.bullet_dmg if ai_settings.alien_hp <=0: stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb) else: sb.prep_score() check_high_score(stats, sb) if len(aliens) == 0: #if fleet is destroyed start a new level. bullets.empty() ai_settings.increase_speed() #increase level stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) def check_fleet_edges(ai_settings, aliens): """respond appropriately in any aliens have reached an edge """ for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): """drop the entire fleet and change the fleet's direction""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets): """respond to ship being hit by an alien""" if stats.ships_left > 0: #decrement ships_left stats.ships_left -= 1 #update scoreboard sb.prep_ships() #empty the list of aliens and bullets aliens.empty() bullets.empty() #create new fleet and centre the ship create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() #pause sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets): """check if any aliens have reached the bottom of the screen """ screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #treat this the same as the ship getting hit ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) break def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets): """ check if the fleet is at an edge, and then update the positions of all the aliens in the fleet """ check_fleet_edges(ai_settings, aliens) aliens.update() #looks for alien-ship collisions if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) #looks for aliens hitting the bottom of the screen check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets) def check_high_score(stats, sb): """check to see if there is a new highscore""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score() RE: multiple hits ! - metulburr - Jul-02-2018 can you post the bullet class and alien class too? RE: multiple hits ! - tyler - Jul-02-2018 alien.py import pygame from pygame.sprite import Sprite class Alien(Sprite): """a class to represent a single alien in the fleet""" def __init__(self, ai_settings, screen): """initialize the alien and set its starting position""" super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings #load the alien image and set its rect attribute self.image = pygame.image.load('images/alien.png') self.image = pygame.transform.scale(self.image, (100, 75)) self.rect = self.image.get_rect() #start each new alien near the top of the screen self.rect.x = self.rect.width self.rect.y = self.rect.height #store the alien's exact position self.x = float(self.rect.x) def blitme(self): """draw the alien at its current location""" self.screen.blit(self.image, self.rect) def check_edges(self): """return true if alien is at edge of screen""" screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left <= 0: return True def update(self): """move the alien right or left""" self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x---------------------------------------------------------------------------------------------------------------------------- bullet. py import pygame from pygame.sprite import Sprite class Bullet(Sprite): """A class to manage bullets fired from the ship """ def __init__(self, ai_settings, screen, ship): """create a bullet object at the ship's current position""" super(Bullet, self).__init__() self.screen = screen # create a bullet rect at (0, 0) and then set correct position self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height) self.rect.centerx = ship.rect.centerx self.rect.top = ship.rect.top #store the bullet's position as a decimal value self.y = float(self.rect.y) self.colour = ai_settings.bullet_colour self.speed_factor = ai_settings.bullet_speed_factor def update(self): """move the bullet up the screen""" # update the decimal position of the bullet self.y -= self.speed_factor # update rect position self.rect.y = self.y def draw_bullets(self): """draw the bullet on screen""" pygame.draw.rect(self.screen, self.colour, self.rect) RE: multiple hits ! - metulburr - Jul-02-2018 It would be easier for us if you had put events that pertained to a particular entity inside their own class. For example a players movements in a players class, aliens effects in the aliens class, etc. Then everything you need to know about the alien would be in the alien class. based on this Quote:It looks like the only thing that occurs when an alien is 0 or less is shown above in the code snippet...if ai_settings.alien_hp <=0: stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb) else: sb.prep_score() check_high_score(stats, sb) Which none of those seem to remove the entity from the game. Or at least i couldnt find where you remove the entity from the game in scanning the code. Quote:You create aliens, and add them to this group, but i dont see you removing them from the group at all except for during check_play_button (which is irrelevant to the problem)def create_alien(ai_settings, screen, aliens, alien_number, row_number): """create an alien and place it in a row""" alien = Alien(ai_settings, screen) alien_width = alien.rect.width alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number aliens.add(alien) RE: multiple hits ! - tyler - Jul-03-2018 i have updated my script and i now have managed to make it take 3 hits before it dissapears but its treating the aliens HP as a group. please help me change this so they have individual HP, thanks import sys from time import sleep import pygame from bullet import Bullet from alien import Alien def get_number_aliens_x(ai_settings, alien_width): """determine the number of aliens that fit in a row""" avaliable_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(avaliable_space_x / (2 * alien_width)) return number_aliens_x def get_number_rows(ai_settings, ship_height, alien_height): """ determine the number of rows of aliens fit on the screen""" avaliable_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(avaliable_space_y / (2 * alien_height)) return number_rows def create_alien(ai_settings, screen, aliens, alien_number, row_number): """create an alien and place it in a row""" alien = Alien(ai_settings, screen) alien_width = alien.rect.width alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number aliens.add(alien) def create_fleet(ai_settings, screen, ship, aliens): """creates a full fleet of aliens""" #create an alien and find the number of aliens in a row alien = Alien(ai_settings, screen) number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width) number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height) #creates the fleet of aliens for row_number in range(number_rows): for alien_number in range(number_aliens_x): create_alien(ai_settings, screen, aliens, alien_number, row_number) def check_keydown_events(event, ai_settings, screen, ship, bullets): """responds to keypresses""" if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True elif event.key == pygame.K_SPACE: effect = pygame.mixer.Sound('sounds/shot.wav') effect.play() fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_q: sys.exit() def fire_bullet(ai_settings, screen, ship, bullets): """fire a bullet if limit not reached yet""" # create a new bullet and add it to the bullets group if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def check_keyup_events(event, ship): """responds to key presses""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False #watch for keyboard and mouse events def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets): """ responds to key and mouse events """ for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event,ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, ship) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y) def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens , bullets, mouse_x, mouse_y): """start a new game when the player clicks play""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: #reset the game settings ai_settings.initialize_dynamic_settings() #hide mouse cursor pygame.mouse.set_visible(False) #reset the game stats stats.reset_stats() stats.game_active = True #reser the scoreboard images sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() #empty the list of aliens and bullets aliens.empty() bullets.empty() #create new fleet and center the ship create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): """updates images on the screen and flip to the new screen""" #redraw the screen during each pass through the loop. screen.fill(ai_settings.bg_colour) #redraw all bullets behind ship and aliens for bullet in bullets.sprites(): bullet.draw_bullets() ship.blitme() aliens.draw(screen) #redraw all bullets behind ship and aliens for bullet in bullets.sprites(): bullet.draw_bullets() #draw score infomation sb.show_score() #draw the play button if the game is inactive if not stats.game_active: play_button.draw_button() #make the most recently drawn screen visable. pygame.display.flip() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """updates position of bullets and gets rid of old ones""" # update bullet positions bullets.update() # gets rid of bullets that have dissapeared for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): """respond to bullet-alien collisions""" #remove any bullets and aliens that have collided if ai_settings.alien_hp >= 0: collisions = pygame.sprite.groupcollide(bullets, aliens, True, False) if collisions: ai_settings.alien_hp -= ai_settings.bullet_dmg elif ai_settings.alien_hp <= 0: collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() ai_settings.alien_hp = 1 check_high_score(stats, sb) if len(aliens) == 0: #if fleet is destroyed start a new level. bullets.empty() ai_settings.increase_speed() #increase level stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) def check_fleet_edges(ai_settings, aliens): """respond appropriately in any aliens have reached an edge """ for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): """drop the entire fleet and change the fleet's direction""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets): """respond to ship being hit by an alien""" if stats.ships_left > 0: #decrement ships_left stats.ships_left -= 1 #update scoreboard sb.prep_ships() #empty the list of aliens and bullets aliens.empty() bullets.empty() #create new fleet and centre the ship create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() #pause sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets): """check if any aliens have reached the bottom of the screen """ screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #treat this the same as the ship getting hit ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) break def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets): """ check if the fleet is at an edge, and then update the positions of all the aliens in the fleet """ check_fleet_edges(ai_settings, aliens) aliens.update() #looks for alien-ship collisions if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) #looks for aliens hitting the bottom of the screen check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets) def check_high_score(stats, sb): """check to see if there is a new highscore""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score() RE: multiple hits ! - metulburr - Jul-03-2018 can you post it on github so we can actually run this program and tweak it... https://python-forum.io/Thread-Basic-Creating-a-repo-for-your-completed-scripts?highlight=repo RE: multiple hits ! - tyler - Jul-03-2018 here https://github.com/Zanthiou5/space-invaders/issues/1 RE: multiple hits ! - metulburr - Jul-03-2018 please put the code in the files not issues. All you have to do is wherever your code resides on your computer, create a .git file there, and upload everything. Then we would be able to download it as you have it structured on your computer. https://lifehacker.com/5983680/how-the-heck-do-i-use-github https://product.hubspot.com/blog/git-and-github-tutorial-for-beginners |