I created a small example to explain:
import pygame
pygame.init()
class Player(pygame.sprite.Sprite):
def __init__(self, color):
super().__init__()
self.image = pygame.Surface([25, 25])
self.image.fill(color)
self.color = color
self.rect = self.image.get_rect()
class Block(pygame.sprite.Sprite):
def __init__(self, color):
super().__init__()
self.image = pygame.Surface([25, 25])
self.image.fill(color)
self.color = color
self.rect = self.image.get_rect()
def update(self):
self.rect.y +=5
pygame.time.wait(500)
# Color
red = (255, 0, 0)
black = (0, 0, 0)
white = (255, 255, 255)
screen = pygame.display.set_mode([500,500])
# Sprite List
sprite_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
# Player
player = Player(red)
player.rect.x = 250
player.rect.y = 250
sprite_list.add(player)
# Block
block = Block(black)
block.rect.x = 250
block.rect.y = 0
block_list.add(block)
sprite_list.add(block)
notDone = True
clock = pygame.time.Clock()
while notDone:
for event in pygame.event.get():
if event.type == pygame.QUIT:
notDone = False
sprite_list.update()
block_collide = pygame.sprite.spritecollide(player, block_list, False)
for block in block_collide:
print("Collision")
notDone = False
screen.fill(white)
sprite_list.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
I wanted to create this so the block
does not move every clock tick and rather move, then wait half a second, and then move once again. I wasn't exactly sure how to delay within a loop, so I simply used pygame.time.wait
, however this caused my game to freeze upon start up (when I decided to run the code). Why does this keep happening?