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am I missing something? I'm trying to make a sprite follow the mouse, but when I try to return the position of the ship from the sprite to compare it with the mouse position x, y are totally ignored. I have done this but keeping all the code within the sprite but for some reason it messes up the collide in pygame. Please help there's got to be a way of getting x and y out of the class!

import pygame

speed = 10
move_right = False
move_left = False
move_down = False
move_up = False
clock = pygame.time.Clock()

FPS = 60

GREEN = (0, 255, 0)

screen = pygame.display.set_mode((800, 800))
x, y = pygame.mouse.get_pos()

class Spaceship(pygame.sprite.Sprite):
    def __init__(self, x, y, scale):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("ship.png")
        self.image = pygame.transform.scale(self.image, (int(self.image.get_width() * scale), int(self.image.get_height() * scale)))
        self.rect = self.image.get_rect()
        self.rect.center = [x, y]
        self.speed = 5
        
    def move(self, move_right, move_left, move_down, move_up, x, y):
        dx = 0
        dy = 0
        
        if move_right:
            dx = self.speed
        if move_left:
            dx = -self. speed
        if move_down:
            dy = self.speed
        if move_up:
            dy = -self.speed
        self.rect.x += dx
        self.rect.y += dy
        if self.rect.x >= 790:
            self.rect.x = 790
        if self.rect.x <= 10:
            self.rect.x = 10
        if self.rect.y <= 10:
            self.rect.y = 10
        if self.rect.y >= 790:
            self.rect.y = 790
        x = self.rect.x
        y = self.rect.y
        return x, y

    def draw(self):
        pygame.draw.rect(screen,(GREEN), self.rect, 2)
        screen.blit(self.image, self.rect)
       
ship = Spaceship(x, y, 1)

run = True

while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
    pos = pygame.mouse.get_pos()
    dx = (pos[0])
    dy = (pos[1])
    
    clock.tick(FPS)
    
    if x < dx:
        move_right = True
    else: move_right = False
    if x > dx:
        move_left = True
    else: move_left = False
    if y < dy:
        move_down = True
    else: move_down = False
    if y > dy:
        move_up = True
    else: move_up = False
    
    print(dx, dy)
    ship.move(move_right, move_left, move_down, move_up, x, y)
    ship.draw()
    
    pygame.display.update()

pygame.quit()
Rabbid76
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