Pygame Sprite Not Moving
Solution 1:
First of all, you are creating a new player every iteration of your main loop:
...
whiledone == False:
player = Player()
...
You want to create the player once, so move the creation outside the loop:
...
player = Player()
while not done:
...
Second: To get the position of the player, you use player.pos
:
...
screen.blit(player.image, player.pos)
...
but you never update player.pos
(it's always (350,200)
), you only change self.rect
:
defupdate(self):
newpos=self.rect.move(self.movepos)
ifself.area.contains(newpos):
self.rect=newpos
pygame.event.pump()
either use player.rect
to get the player position, or update player.pos
accordingly:
defupdate(self):
newpos=self.rect.move(self.movepos)
ifself.area.contains(newpos):
self.rect = newpos
self.pos = self.rect.topleft
# don't call pygame.event.pump() here. Doesn't make any sense :-)
Third, you update the player position in the update
function, but you never call it. Call it before drawing the player:
...
while not done:
...
player.update()
screen.fill(white)
screen.blit(player.image, player.pos)
...
You can simplify your code alot by setting movepos
directly and removing the move...
functions.
working example:
import pygame
pygame.init()
colors = pygame.color.THECOLORS
screen = pygame.display.set_mode([700,400])
classPlayer(pygame.sprite.Sprite):
def__init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.surface.Surface((32,32))
self.image.fill(colors['green'])
self.rect = self.image.get_rect().move(350, 200)
self.speed = 4defupdate(self):
dx, dy = self.movepos[0] * self.speed, self.movepos[1] * self.speed
self.rect = self.rect.move(dx, dy)
done=False
clock = pygame.time.Clock()
player = Player()
whilenot done:
if pygame.event.get(pygame.QUIT):
break
pressed = pygame.key.get_pressed()
l, r, u, d = [pressed[k] for k in pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s]
player.movepos = -l + r, -u + d
player.update()
screen.fill(colors['white'])
screen.blit(player.image, player.rect.topleft)
pygame.display.flip()
clock.tick(60)
Solution 2:
You have a lot of move functions. Try combining them into a simple two function class like this example:
classPuck(pygame.sprite.Sprite):def__init__(self, image_file, speed, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializerself.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
The two main controllers are the self.rect.left and self.rect.top. By changing their values, you can move the sprites like in this example.
#Name of varible# = Puck('#Image File#', [#value of self.rect.left#, value of self.rect.top]
Then you can use events to change them like:
foreventin pygame.event.get():
ifevent.type==pygame.QUIT:
pygame.quit()
exit(0)
elif event.type == pygame.KEYDOWN:
ifevent.key == K_UP:
random.rect.top =random.rect.top - 75
elif event.key == K_LEFT:
random.rect.left = random.rect.left - 75
elif event.key == K_DOWN:
random.rect.top = random.rect.top + 75
elif event.key == K_RIGHT:
randoml.rect.left = randoml.rect.left + 75
elif event.key == K_w:
random.rect.top = random.rect.top - 50
elif event.key == K_a:
random.rect.left = random.rect.left - 50
elif event.key == K_s:
random.rect.top = random.rect.top + 50
elif event.key == K_d:
random.rect.left = random.rect.left + 50
This should be able to move your sprite.
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