To preface, I am completely new to programming and am attempting to teach myself. Currently, I have a limited understanding of CS jargon so any explanation in layman terminology would be most appreciated.
I am using programarcadegames.com to learn basic computer science. I've created a a game that collects sprites using the pygame library and would like to break my code up into multiple files. My file, 'Sprite Moving.py' imports block_library.py to obtain the Block class. However, running the program, I receive the error ImportError: No Module named Block. I've read through Stackoverflow and some of the issues people have ran into include library imported is the same name or files not located in path. I believe I've checked these off. Any advice?
Did some google, and I believe this is what you are asking for - pastebin.com/J9qkjQ7F. I originally had all of my files in a separate folder, but one of the issues I saw while researching was the file may not be included in the path? So I dumped all of my relevant files into idlelib.
Thanks in advance!
Sprite Moving.py
"""
Use sprites to collect blocks.
#Tony's lab 13 that will use sprites to collect blocks and print the score.
"""
import pygame
import random
import Block
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
class Player(pygame.sprite.Sprite):
""" The class is the player-controlled sprite. """
# -- Methods
def __init__(self, filename):
"""Constructor function"""
# Call the parent's constructor
super().__init__()
# Set height, width
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(WHITE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.x = 10
self.rect.y = 25
# -- Attributes
# Set speed vector
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
""" Change the speed of the player"""
self.change_x += x
self.change_y += y
def update(self):
""" Find a new position for the player"""
self.rect.x += self.change_x
self.rect.y += self.change_y
if self.rect.left <= -15:
self.rect.x = 715
elif self.rect.left >= 715:
self.rect.x = -15
elif self.rect.y <= -15:
self.rect.y = 415
elif self.rect.y >= 415:
self.rect.y = -15
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Fish World")
# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'Group.'
block_list_good = pygame.sprite.Group()
block_list_bad = pygame.sprite.Group()
# This is a list of every sprite.
# All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()
for i in range(50):
# This represents a good block
good_block = block_library.Block("FishBlue.png")
# Set a random location for the block
block.rect.x = random.randrange(20, screen_width - 20)
block.rect.y = random.randrange(20, screen_height - 20)
# Add the block to the list of objects
block_list_good.add(block)
all_sprites_list.add(block)
for i in range(50):
#This represents a bad block
bad_block = block_library.Block("bomb100.png")
#Sets blocks at random coordinates
block.rect.x = random.randrange(20, screen_width - 20)
block.rect.y = random.randrange(20, screen_height - 20)
#Adds block to bad list and all list
block_list_bad.add(block)
all_sprites_list.add(block)
# Create a RED player block
player = Player("shark.png")
all_sprites_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
score = 0
# Used to blit score onto the screen
font = pygame.font.Font(None, 25)
# Load sound FXs
good_block = pygame.mixer.Sound("good_block.wav")
bad_block = pygame.mixer.Sound("bad_block.wav")
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
player.changespeed(0, -3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 3)
elif event.key == pygame.K_LEFT:
player.changespeed(-3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(3, 0)
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
player.change_y = 0
elif event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
player.change_x = 0
# Clear the screen
screen.fill(WHITE)
#Update sprite positions
all_sprites_list.update()
# See if the player block has collided with a good block.
blocks_good_hit_list = pygame.sprite.spritecollide(player, block_list_good, True)
# Check the list of collisions.
for block in blocks_good_hit_list:
score += 1
good_block.play()
# See if the player block has collided with a bad block.
blocks_bad_hit_list = pygame.sprite.spritecollide(player, block_list_bad, True)
# Check the list of collisions.
for block in blocks_bad_hit_list:
score -= 1
bad_block.play()
# Draw all the spites
all_sprites_list.draw(screen)
# Blit score onto screen
score_stamp = font.render("Score " + str(score), True, BLACK)
screen.blit(score_stamp, [10, 10])
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(60)
pygame.quit()
block_library.py
class Block(pygame.sprite.Sprite):
"""
This class represents the ball.
It derives from the "Sprite" class in Pygame.
"""
def __init__(self, filename):
""" Constructor. Pass in the color of the block,
and its x and y position. """
# Call the parent class (Sprite) constructor
super().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(WHITE)
# Fetch the rectangle object that has the dimensions of the image
# image.
# Update the position of this object by setting the values
# of rect.x and rect.y
self.rect = self.image.get_rect()