So, I am making a simple game in which when the player collides with the enemy it's health is supposed to decrease with a graphic of a -5 popping up and then the game restarts. But when I start the programme the -5 pops up while it is not even supposed to and the rest of the screen stays black. And their is no error except a warning that has nothing to do with the messed up graphics. So, I am just going to paste the whole code as I think there is a problem with the player class, the scoring method and also with the blit method.
import pygame
pygame.init()
win = pygame.display.set_mode((500,480))
pygame.display.set_caption("First Game")
walkRight = [pygame.image.load('Game//R1.png'), pygame.image.load('Game//R2.png'), pygame.image.load('Game//R3.png'), pygame.image.load('Game//R4.png'), pygame.image.load('Game//R5.png'), pygame.image.load('Game//R6.png'), pygame.image.load('Game//R7.png'), pygame.image.load('Game//R8.png'), pygame.image.load('Game//R9.png')]
walkLeft = [pygame.image.load('Game//L1.png'), pygame.image.load('Game//L2.png'), pygame.image.load('Game//L3.png'), pygame.image.load('Game//L4.png'), pygame.image.load('Game//L5.png'), pygame.image.load('Game//L6.png'), pygame.image.load('Game//L7.png'), pygame.image.load('Game//L8.png'), pygame.image.load('Game//L9.png')]
bg = pygame.image.load('Game//bg.jpg')
char = pygame.image.load('Game//standing.png')
clock = pygame.time.Clock()
score = 0
class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 10
self.standing = True
self.hitbox = (self.x + 17, self.y + 11, 29, 52)
def draw(self, win):
if self.walkCount + 1 >= 27:
self.walkCount = 0
if not(self.standing):
if self.left:
win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount//3], (self.x,self.y))
self.walkCount +=1
else:
if self.right:
win.blit(walkRight[0], (self.x, self.y))
else:
win.blit(walkLeft[0], (self.x, self.y))
self.hitbox = (self.x + 17, self.y + 11, 29, 52)
#pygame.draw.rect(win, (255,0,0), self.hitbox,2)
def hit(self):
self.x = 60
self.y = 410
self.walkCount = 0
font1 = pygame.font.SysFont('comicsans', 100)
text = font1.render('-5', 1, (255,0,0))
win.blit(text, (250 - round(text.get_width()/2), 200))
pygame.display.update()
i = 0
while i < 300:
pygame.time.delay(10)
i += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
i = 301
pygame.quit()
class projectile(object):
def __init__(self,x,y,radius,color,facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self,win):
pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)
class enemy(object):
walkRight = [pygame.image.load('Game//R1E.png'), pygame.image.load('Game//R2E.png'), pygame.image.load('Game//R3E.png'), pygame.image.load('Game//R4E.png'), pygame.image.load('Game//R5E.png'), pygame.image.load('Game//R6E.png'), pygame.image.load('Game//R7E.png'), pygame.image.load('Game//R8E.png'), pygame.image.load('Game//R9E.png'), pygame.image.load('Game//R10E.png'), pygame.image.load('Game//R11E.png')]
walkLeft = [pygame.image.load('Game//L1E.png'), pygame.image.load('Game//L2E.png'), pygame.image.load('Game//L3E.png'), pygame.image.load('Game//L4E.png'), pygame.image.load('Game//L5E.png'), pygame.image.load('Game//L6E.png'), pygame.image.load('Game//L7E.png'), pygame.image.load('Game//L8E.png'), pygame.image.load('Game//L9E.png'), pygame.image.load('Game//L10E.png'), pygame.image.load('Game//L11E.png')]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.walkCount = 0
self.vel = 3
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
self.health = 10
self.visible = True
def draw(self,win):
self.move()
if self.visible:
if self.walkCount + 1 >= 33:
self.walkCount = 0
if self.vel > 0:
win.blit(self.walkRight[self.walkCount //3], (self.x, self.y))
self.walkCount += 1
else:
win.blit(self.walkLeft[self.walkCount //3], (self.x, self.y))
self.walkCount += 1
pygame.draw.rect(win, (255,0,0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
pygame.draw.rect(win, (0,128,0), (self.hitbox[0], self.hitbox[1] - 20, 50 - (5 * (10 - self.health)), 10))
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
#pygame.draw.rect(win, (255,0,0), self.hitbox,2)
def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
def hit(self):
if self.health > 0:
self.health -= 1
else:
self.visible = False
print('hit')
def redrawGameWindow():
win.blit(bg, (0,0))
text = font.render('Score: ' + str(score), 1, (0,0,0))
win.blit(text, (390, 10))
man.draw(win)
goblin.draw(win)
for bullet in bullets:
bullet.draw(win)
pygame.display.update()
#mainloop
font = pygame.font.SysFont('comicsans', 30, True)
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
shootLoop = 0
bullets = []
run = True
while run:
clock.tick(27)
if man.hitbox[1] < goblin.hitbox[1] + goblin.hitbox[3] and man.hitbox [1] + man.hitbox[3] > goblin.hitbox[1]:
if man.hitbox[0] + man.hitbox[2] > goblin.hitbox[0] and man.hitbox[0] < goblin.hitbox[0] + goblin.hitbox[0]:
man.hit()
score += 5
if shootLoop > 0:
shootLoop += 1
if shootLoop > 3:
shootLoop = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
goblin.hit()
score += 1
bullets.pop(bullets.index(bullet))
if bullet.x < 500 and bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and shootLoop == 0:
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 5:
bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))
shootLoop = 1
if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.walkCount = 0
if not(man.isJump):
if keys[pygame.K_UP]:
man.isJump = True
man.right = False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -10:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10
redrawGameWindow()
pygame.quit()
And so sorry for the inconvenience with the previous question, I hope this one clears out everything. And if it doesn't please let me know.