Question
Help. Trying to make the key sprite disappear and then 'held' by the rat sprite. import pygame,sys from pygame.locals import* from maze_class import Maze from
Help. Trying to make the key sprite disappear and then 'held' by the rat sprite.
import pygame,sys from pygame.locals import* from maze_class import Maze from button_class import pill_button
pygame.init()
WHITE=(255,255,255)
DISPLAYSURF=pygame.display.set_mode((1000,600),DOUBLEBUF,32)
pygame.display.set_caption("ARGG")
BUTTONW = 300 BUTTONH = 72
BUTTON1 = pill_button(BUTTONH, BUTTONW, (100, 100, 100), (225, 225, 225), "Start Game", DISPLAYSURF, (343,230)) BUTTON1.active=True
CLOCK=pygame.time.Clock()
count=0
def keySprite(surf,sprite): player=sprite key=pygame.image.load('key.png') DISPLAYSURF.blit(key,(460,290)) if pygame.sprite.collide_rect(key,player): player.add(key)
def doorSprite(surf): door=pygame.image.load('door.png') DISPLAYSURF.blit(door,(800,196))
def gameStart(surf): start=True intro=pygame.image.load('Splash2.png') while start: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == MOUSEBUTTONDOWN: mouseXY = pygame.mouse.get_pos() if BUTTON1.clicked(mouseXY): BUTTON1.hilighted = True elif event.type==MOUSEBUTTONUP: if BUTTON1.clicked(mouseXY): BUTTON1.hilighted=False main() gameStart=False surf.blit(intro,(0,0)) BUTTON1.display() pygame.display.update()
##def checkCollision(sprite1,sprite2): ## col=pygame.sprite.collide_rect(sprite1,sprite2) ## if col==True: ## print('wall')
def main(): background=pygame.image.load('ship.png') block=pygame.image.load('square1.png') wallRect=block.get_rect() player=pygame.image.load('rat.png') playerRect=player.get_rect()
player=pygame.transform.scale(player,(30,30)) x=365 y=405 px=0 py=0 playerDummyX = x playerDummyY = y game=True while game:
#if playerPrev!= (300 + (50 * i), 195 + (itr * 30) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if (event.type == pygame.KEYDOWN): if (event.key==pygame.K_LEFT): px = -5
if (event.key==pygame.K_RIGHT): px=5 if (event.key==pygame.K_UP): py=-5 if (event.key==pygame.K_DOWN): py=5 if (event.type == pygame.KEYUP): if (event.key==pygame.K_LEFT): px=0 if (event.key==pygame.K_RIGHT): px=0 if (event.key==pygame.K_UP): py=0 if (event.key==pygame.K_DOWN): py=0
playerDummyX = x + px playerDummyY = y + py for i in range(0, len(Maze.nonstuff)): if playerDummyX >= maze.nonstuff[i][0] and playerDummyX <= maze.nonstuff[i][0] + 50 and playerDummyY >= maze.nonstuff[i][1] and playerDummyY <= maze.nonstuff[i][1] + 30: px = 0 py = 0 break
DISPLAYSURF.blit(background,(0,0)) maze=Maze() maze.draw(DISPLAYSURF,block) keySprite(DISPLAYSURF,player) doorSprite(DISPLAYSURF) #checkCollision(wallRect,playerRect) #if pygame.sprite.spritecollide(player,block,False): #print ("Game Over")
DISPLAYSURF.blit(player,(x - 15,y - 15)) x+=px y+=py CLOCK.tick(50) pygame.display.update()
## print(playerDummy[0]) ## while True: ## if (event.type == pygame.KEYDOWN): ## break
gameStart(DISPLAYSURF)
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