Im trying to make an enemy follow the player which is moved by the mouse. The player spawns in but does not move. Here is my (new & edited)code : This is the player class (no problem with that):
class Player(pg.sprite.Sprite):
def __init__(self):
self.groups = all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.image = pg.Surface((Player_SIZE, Player_SIZE))
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.pos = vec(randint(0, WIDTH), randint(0, HEIGHT))
self.vel = vec(MAX_SPEED, 0).rotate(uniform(0, 360))
self.acc = vec(0, 0)
self.rect.center = self.pos
def follow_mouse(self):
mpos = pg.mouse.get_pos()
self.acc = (mpos - self.pos).normalize() * 0.5
def seek(self, target):
self.desired = (target - self.pos).normalize() * MAX_SPEED
steer = (self.desired - self.vel)
if steer.length() > MAX_FORCE:
steer.scale_to_length(MAX_FORCE)
return steer
def seek_with_approach(self, target):
self.desired = (target - self.pos)
dist = self.desired.length()
self.desired.normalize_ip()
if dist < APPROACH_RADIUS:
self.desired *= dist / APPROACH_RADIUS * MAX_SPEED
else:
self.desired *= MAX_SPEED
steer = (self.desired - self.vel)
if steer.length() > MAX_FORCE:
steer.scale_to_length(MAX_FORCE)
return steer
def update(self):
# self.follow_mouse()
self.acc = self.seek_with_approach(pg.mouse.get_pos())
# equations of motion
self.vel += self.acc
if self.vel.length() > MAX_SPEED:
self.vel.scale_to_length(MAX_SPEED)
self.pos += self.vel
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
if self.pos.y > HEIGHT:
self.pos.y = 0
if self.pos.y < 0:
self.pos.y = HEIGHT
self.rect.center = self.pos
This is the enemy class:
class Enemy(pg.sprite.Sprite):
def __init__(self):
self.groups = all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.image = pg.Surface((Player_SIZE, Player_SIZE))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.pos = vec(randint(0, WIDTH), randint(0, HEIGHT))
self.vel = vec(MAX_SPEED1, 0).rotate(uniform(0, 360))
self.acc = vec(0, 0)
self.rect.center = self.pos
def follow_player1(self):
ppos = self.pos.x, self.pos.y
self.acc = (ppos - self.pos).normalize() * 0.5
def seek1(self, target):
self.desired = (ppos - self.pos).normalize() * MAX_SPEED1
steer = (self.desired - self.vel)
if steer.length() > MAX_FORCE1:
steer.scale_to_length(MAX_FORCE1)
return steer
def seek_with_approach1(self, target):
self.desired = (ppos - self.pos)
dist = self.desired.length()
self.desired.normalize_ip()
if dist < APPROACH_RADIUS:
self.desired *= dist / APPROACH_RADIUS * MAX_SPEED1
else:
self.desired *= MAX_SPEED1
steer = (self.desired - self.vel)
if steer.length() > MAX_FORCE1:
steer.scale_to_length(MAX_FORCE1)
return steer
def update1(self):
# self.follow_mouse()
self.acc = self.seek_with_approach(ppos)
# equations of motion
self.vel += self.acc
if self.vel.length() > MAX_SPEED1:
self.vel.scale_to_length(MAX_SPEED1)
self.pos += self.vel
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
if self.pos.y > HEIGHT:
self.pos.y = 0
if self.pos.y < 0:
self.pos.y = HEIGHT
self.rect.center = self.pos
This is the main loop (Game loop, and there is no problem with it... I think):
#Main loop
all_sprites = pg.sprite.Group()
Player()
Enemy()
paused = False
running = True
while running:
clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
if not paused:
all_sprites.update()
screen.fill(DARKGRAY)
all_sprites.draw(screen)
pg.display.flip()
pg.quit()
I will be editing the code if I changed anything dramatic. Thank you in advance