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So I watched this tutorial for creating simple game of spaceships fighting with pygame module, now I checked my code against the code I watched him working on and the functionallity is the same (I havent done yet so my code is less progressing), though the problem im having is that when I press once Lctrl I can see in the terminal that the list contains 3 objects instead of 1 object which is one bullet, and when I checked the code I was learning from I noticed that its contain only 1 object per one click and I cant figure out where is my mistake... Please help me :(

I went thorugh the functions of the code I was copying from and my function trying to look where is the difference and I couldnt find any...

My Code :

Main :

import sys
from settings import *
from player import Player
from time import sleep


class Game:
    def __init__(self):
        # Game init #
        pygame.init()
        self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
        self.clock = pygame.time.Clock()

        # Settings Players #
        self.yellow_spaceship = Player('spaceship_yellow.png', 90, 100, 300)
        self.red_spaceship = Player('spaceship_red.png', -90, 700, 300)

        # Game Title #
        pygame.display.set_caption("Zohar's Game")
        icon = pygame.image.load('C:/Users/asmit/PycharmProjects/pythonProject/Zelda_Game/graphics/game_icon.png')
        pygame.display.set_icon(icon)

        self.red_bullets = []
        self.yellow_bullets = []

    def draw_window(self):
        # Screen Backround #
        self.screen.fill(BACKROUND_COLOR)
        pygame.draw.rect(self.screen, 'black', BOARDER)

        # Drawing surfaces to screen #
        self.screen.blit(self.yellow_spaceship.player, self.yellow_spaceship.player_pos)  # Adjust the width to be consistent
        self.screen.blit(self.red_spaceship.player, self.red_spaceship.player_pos)

        for bullet in self.red_bullets:
            pygame.draw.rect(self.screen, 'red', bullet)

        for bullet in self.yellow_bullets:
            pygame.draw.rect(self.screen, 'red', bullet)

        self.yellow_spaceship.input(self.red_spaceship.player_pos, 'arrows')  # LEFT
        self.red_spaceship.input(self.yellow_spaceship.player_pos, 'keys')  # RIGHT
        pygame.display.update()

    def run(self):
        while True:
            self.clock.tick(FPS)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()


            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LCTRL and len(self.yellow_bullets) < MAX_BULLETS:
                    print(self.yellow_bullets)
                    bullet = pygame.Rect(self.yellow_spaceship.player_pos.x + PLAYER_WIDTH, self.yellow_spaceship.player_pos.y + PLAYER_HEIGHT / 1.9, 10, 5)
                    self.yellow_bullets.append(bullet)

                if event.key == pygame.K_RCTRL and len(self.red_bullets) < MAX_BULLETS:
                    bullet = pygame.Rect(self.red_spaceship.player_pos.x - 5, self.red_spaceship.player_pos.y + PLAYER_HEIGHT / 1.9, 10, 5)
                    self.red_bullets.append(bullet)

            self.handle_bullets()

            self.draw_window()

    def handle_bullets(self):
        for bullet in self.yellow_bullets:
            bullet.x += BULLETS_VEL
            if self.red_spaceship.player_pos.colliderect(bullet):
                pygame.event.post(pygame.event.Event(RED_HIT))
                self.yellow_bullets.remove(bullet)
            elif bullet.x > WIDTH:
                self.yellow_bullets.remove(bullet)

        for bullet in self.red_bullets:
            bullet.x -= BULLETS_VEL
            if self.yellow_spaceship.player_pos.colliderect(bullet):
                pygame.event.post(pygame.event.Event(YELLOW_HIT))
                self.red_bullets.remove(bullet)

            elif bullet.x < 0:
                self.red_bullets.remove(bullet)

            # print(self.red_bullets, self.yellow_bullets)


if __name__ == "__main__":
    game = Game()
    game.run()

Player:

import os
from settings import *
import pygame



class Player():
    def __init__(self, picture_path, rotate, x_pos, y_pos):


        # Players Images Loading #
        self.player_image = pygame.image.load(os.path.join('Assets', picture_path))
        self.player = pygame.transform.rotate(pygame.transform.scale(self.player_image, (PLAYER_WIDTH, PLAYER_HEIGHT)), rotate)
        self.player_pos = pygame.Rect(x_pos, y_pos, PLAYER_WIDTH, PLAYER_HEIGHT)

        # Player Weapon #




    def input(self, player_pos, movement_type, speed=5):
        # Player Movement #
        keys = pygame.key.get_pressed()

        if movement_type == 'keys':
            if keys[pygame.K_w] and player_pos.y - speed > 0:
                player_pos.y -= speed
            elif keys[pygame.K_s] and player_pos.y + speed < HEIGHT - PLAYER_HEIGHT * 1.25:
                player_pos.y += speed
            else:
                player_pos.y += 0

            if keys[pygame.K_d] and player_pos.x + speed < BOARDER_LEFT - 35:
                player_pos.x += speed
            elif keys[pygame.K_a] and player_pos.x - speed > 0:
                player_pos.x -= speed
            else:
                player_pos.x += 0

        if movement_type == 'arrows':
            if keys[pygame.K_UP] and player_pos.y - speed > 0:
                player_pos.y -= speed
            elif keys[pygame.K_DOWN] and player_pos.y + speed < HEIGHT - PLAYER_HEIGHT * 1.25:
                player_pos.y += speed
            else:
                player_pos.y += 0

            if keys[pygame.K_RIGHT] and player_pos.x + speed < WIDTH - 40:
                player_pos.x += speed
            elif keys[pygame.K_LEFT] and player_pos.x - speed > BOARDER_RIGHT - 5:
                player_pos.x -= speed
            else:
                player_pos.x += 0

Settings:

# Screen #
import pygame

WIDTH = 900
HEIGHT = 600
# Player #
PLAYER_WIDTH = 55
PLAYER_HEIGHT = 40

# Boarder Boundaries #
BOARDER_WIDTH = 10
BOARDER_LEFT = WIDTH/2 - BOARDER_WIDTH/2
BOARDER_RIGHT = WIDTH/2 + BOARDER_WIDTH/2

BOARDER = pygame.Rect(WIDTH/2 - BOARDER_WIDTH/2, 0, BOARDER_WIDTH, HEIGHT)
FPS = 60
TILESIZE = 64
BACKROUND_COLOR = (255, 255, 255)

BULLETS_VEL = 7
MAX_BULLETS = 3

YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2

The code I was learning from:

import pygame
import os
pygame.font.init()
pygame.mixer.init()

WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("First Game!")

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)

BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)

#BULLET_HIT_SOUND = pygame.mixer.Sound('Assets/Grenade+1.mp3')
#BULLET_FIRE_SOUND = pygame.mixer.Sound('Assets/Gun+Silencer.mp3')

HEALTH_FONT = pygame.font.SysFont('comicsans', 40)
WINNER_FONT = pygame.font.SysFont('comicsans', 100)

FPS = 60
VEL = 5
BULLET_VEL = 7
MAX_BULLETS = 3
SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 40

YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2

YELLOW_SPACESHIP_IMAGE = pygame.image.load(
    os.path.join('Assets', 'spaceship_yellow.png'))
YELLOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
    YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90)

RED_SPACESHIP_IMAGE = pygame.image.load(
    os.path.join('Assets', 'spaceship_red.png'))
RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
    RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270)

SPACE = pygame.transform.scale(pygame.image.load(
    os.path.join('Assets', 'space.png')), (WIDTH, HEIGHT))


def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health):
    WIN.blit(SPACE, (0, 0))
    pygame.draw.rect(WIN, BLACK, BORDER)

    red_health_text = HEALTH_FONT.render(
        "Health: " + str(red_health), 1, WHITE)
    yellow_health_text = HEALTH_FONT.render(
        "Health: " + str(yellow_health), 1, WHITE)
    WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10))
    WIN.blit(yellow_health_text, (10, 10))

    WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
    WIN.blit(RED_SPACESHIP, (red.x, red.y))

    for bullet in red_bullets:
        pygame.draw.rect(WIN, RED, bullet)

    for bullet in yellow_bullets:
        pygame.draw.rect(WIN, YELLOW, bullet)

    pygame.display.update()


def yellow_handle_movement(keys_pressed, yellow):
    if keys_pressed[pygame.K_a] and yellow.x - VEL > 0:  # LEFT
        yellow.x -= VEL
    if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x:  # RIGHT
        yellow.x += VEL
    if keys_pressed[pygame.K_w] and yellow.y - VEL > 0:  # UP
        yellow.y -= VEL
    if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15:  # DOWN
        yellow.y += VEL


def red_handle_movement(keys_pressed, red):
    if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width:  # LEFT
        red.x -= VEL
    if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH:  # RIGHT
        red.x += VEL
    if keys_pressed[pygame.K_UP] and red.y - VEL > 0:  # UP
        red.y -= VEL
    if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15:  # DOWN
        red.y += VEL


def handle_bullets(yellow_bullets, red_bullets, yellow, red):
    for bullet in yellow_bullets:
        bullet.x += BULLET_VEL
        if red.colliderect(bullet):
            pygame.event.post(pygame.event.Event(RED_HIT))
            yellow_bullets.remove(bullet)
        elif bullet.x > WIDTH:
            yellow_bullets.remove(bullet)

    for bullet in red_bullets:
        bullet.x -= BULLET_VEL
        if yellow.colliderect(bullet):
            pygame.event.post(pygame.event.Event(YELLOW_HIT))
            red_bullets.remove(bullet)
        elif bullet.x < 0:
            red_bullets.remove(bullet)


def draw_winner(text):
    draw_text = WINNER_FONT.render(text, 1, WHITE)
    WIN.blit(draw_text, (WIDTH/2 - draw_text.get_width() /
                         2, HEIGHT/2 - draw_text.get_height()/2))
    pygame.display.update()
    pygame.time.delay(5000)


def main():
    red = pygame.Rect(700, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
    yellow = pygame.Rect(100, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)

    red_bullets = []
    yellow_bullets = []

    red_health = 10
    yellow_health = 10

    clock = pygame.time.Clock()
    run = True
    while run:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                pygame.quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS:
                    print(yellow_bullets)
                    bullet = pygame.Rect(yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5)
                    yellow_bullets.append(bullet)
                    #BULLET_FIRE_SOUND.play()

                if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS:
                    bullet = pygame.Rect(
                        red.x, red.y + red.height//2 - 2, 10, 5)
                    red_bullets.append(bullet)
                    #BULLET_FIRE_SOUND.play()

            if event.type == RED_HIT:
                red_health -= 1
                #BULLET_HIT_SOUND.play()

            if event.type == YELLOW_HIT:
                yellow_health -= 1
                #BULLET_HIT_SOUND.play()

        winner_text = ""
        if red_health <= 0:
            winner_text = "Yellow Wins!"

        if yellow_health <= 0:
            winner_text = "Red Wins!"

        if winner_text != "":
            draw_winner(winner_text)
            break

        keys_pressed = pygame.key.get_pressed()
        yellow_handle_movement(keys_pressed, yellow)
        red_handle_movement(keys_pressed, red)

        handle_bullets(yellow_bullets, red_bullets, yellow, red)

        draw_window(red, yellow, red_bullets, yellow_bullets,
                    red_health, yellow_health)

    main()


if __name__ == "__main__":
    main()

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