This question already has answers here:
How do I detect collision in pygame?
(5 answers)
How to detect collisions between two rectangular objects or images in pygame
(1 answer)
Closed 2 years ago.
It can collide properly on all sides and when i jump from the the ground onto the platform the player will land ontop of it and collide properly. However when i am standing on the platform and i jump and try to land on the platform again i fall straight through. Why does this happen?
Also if i hold down space bar then my sprite does not fall through the box and jumps ontop of it normally.
What it looks like: https://gyazo.com/6e0c9dfd15cdd99e72f14137fb5ef1cb
What it should look like: https://gyazo.com/bec5dc5a07d0d323b4d1cc8597eafb39
main.py
import pygame
from map import *
from char import *
pygame.init()
class game():
def __init__(self):
self.width = 1280
self.height = 720
self.gameRunning = True
self.clock = pygame.time.Clock()
self.FPS = 60
self.screen = pygame.display.set_mode((self.width, self.height))
self.loadMapData()
def update(self):
pygame.display.set_caption("{:.2f}".format(self.clock.get_fps()))
self.screen.fill(white)
self.screen.blit(self.map_img, (0,336))
playerGroup.draw(self.screen)
pygame.display.update()
def gameLoop(self):
self.clock.tick(self.FPS)
self.event()
player1.move()
self.update()
def event(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.gameRunning = False
def loadMapData(self):
self.map = TiledMap()
self.map_img = self.map.make_mapSurface()
for tile_object in self.map.gameMap.objects:
if tile_object.name == "Floor":
Collision(tile_object.x, tile_object.y + 336, tile_object.width, tile_object.height)
if tile_object.name == "Collision Box":
Platform(tile_object.x, tile_object.y + 336, tile_object.width, tile_object.height)
g = game()
player1 = player()
while g.gameRunning == True:
g.gameLoop()
map.py
import pygame
import pytmx
from char import *
pygame.init()
class TiledMap():
def __init__(self):
self.gameMap = pytmx.load_pygame("CollisionMap.tmx")
self.mapwidth = self.gameMap.tilewidth * self.gameMap.width
self.mapheight = self.gameMap.tileheight * self.gameMap.height
def renderMap(self, surface):
for layer in self.gameMap.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x,y,gid in layer:
tile = self.gameMap.get_tile_image_by_gid(gid)
if tile:
surface.blit(tile, (x * self.gameMap.tilewidth, y * self.gameMap.tileheight))
def make_mapSurface(self):
mapSurface = pygame.Surface((self.mapwidth, self.mapheight), pygame.SRCALPHA)
self.renderMap(mapSurface)
return mapSurface
class Collision(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
self.groups = SolidGroup
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(x, y, width, height)
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
self.groups = platformGroup
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(x, y, width, height)
char.py
import pygame
pygame.init()
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
blue = (0, 0, 255)
playerGroup = pygame.sprite.Group()
SolidGroup = pygame.sprite.Group()
platformGroup = pygame.sprite.Group()
class player(pygame.sprite.Sprite):
def __init__(self):
self.groups = playerGroup
pygame.sprite.Sprite.__init__(self, self.groups)
self.image = pygame.Surface((50, 50))
self.image.fill(blue)
self.rect = self.image.get_rect()
self.rect.center = (1280/2, 720/2)
self.position = pygame.math.Vector2(400, 300)
self.acceleration = pygame.math.Vector2(0, 0)
self.velocity = pygame.math.Vector2(0, 0)
self.friction = -0.18
self.falling = False
self.up = False
self.down = False
self.right = False
self.Left = False
def checkFalling(self):
self.rect.y += 1
if not pygame.sprite.spritecollideany(self, SolidGroup, False):
self.falling = True
if self.velocity.y < 0:
self.up = True
self.down = False
if self.velocity.y > 0:
self.up = False
self.down = True
else:
self.falling = False
self.up = False
self.down = False
self.rect.y -= 1
def move(self):
self.checkFalling()
if self.falling:
self.acceleration = pygame.math.Vector2(0, 0.5)
if not self.falling:
self.acceleration = pygame.math.Vector2(0, 0)
key = pygame.key.get_pressed()
if key[pygame.K_RIGHT]:
self.acceleration.x = 1
self.right = True
if key[pygame.K_LEFT]:
self.acceleration.x = -1
self.left = True
if key[pygame.K_SPACE]:
self.jump()
self.acceleration.x += self.velocity.x * self.friction
self.velocity += self.acceleration
if abs(self.velocity.x) < 0.1:
self.velocity.x = 0
self.position += self.velocity + 0.5 * self.acceleration
hitsPlatform = pygame.sprite.spritecollide(self, platformGroup, False)
if hitsPlatform:
if self.up:
self.position.y -= self.velocity.y - 0.5 * self.acceleration.y
self.velocity.y = 0
self.rect.midbottom = self.position
"""
Collision Code, not in function because of screen tearing and bouncy collisions
"""
hits = pygame.sprite.spritecollide(self, SolidGroup, False)
if hits:
self.position.y = hits[0].rect.top
self.velocity.y = 0
hitsPlatform = pygame.sprite.spritecollide(self, platformGroup, False)
if hitsPlatform:
if self.down and self.position.y <= 340:
self.position.y = hitsPlatform[0].rect.top
self.velocity.y = 0
if self.velocity.x > 0 and self.position.x + 64 < 239:
self.position.x -= self.velocity.x - 0.5 * self.acceleration.x
if self.velocity.x < 0 and self.position.x > 256:
self.position.x -= self.velocity.x - 0.5 * self.acceleration.x
self.rect.midbottom = self.position
def jump(self):
self.rect.y += 1
hits = pygame.sprite.spritecollide(self, SolidGroup, False)
hitsPlatform = pygame.sprite.spritecollide(self, platformGroup, False)
self.rect.y -= 1
if hits:
self.velocity.y = -15
if hitsPlatform:
self.velocity.y = -15
Related
Im new to the world of algorithms. I created my first NEAT AI using python. This was originally for a school project, but the school doesn't let us install any software on the computers. Therefore, I wanted to make a .exe file from a .py file. I've done this several times, this time it didn't work though. I'm guessing it's because it has NEAT involved. In case anybody is interested, here's the code I use(flappy bird with AI):
import pygame
import neat
import time
import os
import random
pygame.font.init()
WIN_WIDTH = 500
WIN_HEIGHT = 800
GEN = 0
BIRD_IMGS = [pygame.transform.scale2x(pygame.image.load("bird1.png")),
pygame.transform.scale2x(pygame.image.load("bird2.png")),
pygame.transform.scale2x(pygame.image.load("bird3.png"))]
PIPE_IMG = pygame.transform.scale2x(pygame.image.load("pipe.png"))
BASE_IMG = pygame.transform.scale2x(pygame.image.load("base.png"))
BG_IMG = pygame.transform.scale2x(pygame.image.load("bg.png"))
STAT_FONT = pygame.font.SysFont("comicsans", 50)
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
ROT_VEL = 25
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1
d = self.vel*self.tick_count + 1.5*self.tick_count**2
if d >= 16:
d = 16
if d < 0:
d -= 2
self.y = self.y + d
if d < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
if self.img_count < self.ANIMATION_TIME:
self.img = self.IMGS[0]
elif self.img_count < self.ANIMATION_TIME*2:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME*3:
self.img = self.IMGS[2]
elif self.img_count < self.ANIMATION_TIME*4:
self.img = self.IMGS[1]
elif self.img_count == self.ANIMATION_TIME*4 + 1:
self.img = self.IMGS[0]
self.img_count = 0
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
rotated_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = rotated_image.get_rect(center=self.img.get_rect(topleft= (self.x, self.y)).center)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 5
def __init__(self, x):
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(PIPE_IMG, False, True)
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False
self.get_height()
def get_height(self):
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
def move(self):
self.x -= self.VEL
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask, top_offset)
if t_point or b_point:
return True
return False
class Base:
VEL = 5
WIDTH = BASE_IMG.get_width()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
self.x1 -= self.VEL
self.x2 -= self.VEL
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, win):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def draw_window(win, birds, pipes, base, score, gen):
win.blit(BG_IMG, (0,0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render("Pontok: " + str(score), 1, (255,255,255))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
text = STAT_FONT.render("Generáció: " + str(gen), 1, (255,255,255))
win.blit(text, (10, 10))
base.draw(win)
for bird in birds:
bird.draw(win)
pygame.display.update()
def main(genomes, config):
global GEN
GEN += 1
nets = []
ge = []
birds = []
for _, g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
birds.append(Bird(230, 350))
g.fitness = 0
ge.append(g)
score = 0
base = Base(730)
pipes = [Pipe(600)]
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
clock = pygame.time.Clock()
run = True
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
pipe_ind = 0
if len(birds) > 0:
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
pipe_ind = 1
else:
run = False
break
for x, bird in enumerate(birds):
bird.move()
ge[x].fitness += 0.1
output = nets[x].activate((bird.y, abs(bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom)))
if output[0] > 0.5:
bird.jump()
add_pipe = False
rem = []
base.move()
for pipe in pipes:
for x, bird in enumerate(birds):
if pipe.collide(bird):
ge[x].fitness -= 1
birds.pop(x)
nets.pop(x)
ge.pop(x)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
pipe.move()
if add_pipe:
score += 1
for g in ge:
g.fitness += 5
pipes.append(Pipe(600))
for r in rem:
pipes.remove(r)
for x, bird in enumerate(birds):
if bird.y + bird.img.get_height() >= 730 or bird.y < 0:
birds.pop(x)
nets.pop(x)
ge.pop(x)
draw_window(win, birds, pipes, base, score, GEN)
def run(config_path):
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction, neat.DefaultSpeciesSet,
neat.DefaultStagnation, config_path)
p = neat.Population(config)
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
winner = p.run(main,20)
if __name__ == "__main__":
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, "config_feedforward.txt")
run(config_path)
When I run the .exe file, the console appears, and shows:
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
And then stops.
when I run the .py file, it starts the AIs normally and says something like:
******* Running Generation 1 *******
The pyinstaller command I use:
pyinstaller --onefile game.py
I didnt find any solutions to this yet, and I've been browsing for 2 days.
I get no errors when running it from cmd. I also get some "hidden import not found" warnings in pyinstaller while building but I don't think that should be a problem.
I've tried by referencing the /imgs library and config-feedforward.txt but it didn't work that way either. Any help is appreciated. Sorry for any typos or bad english.
Have a nice day!
I'm currently finishing a Flappy Bird game in Python 3.8 that will be played by an AI that will learn by itself how to play the game and improve itself from its previous mistakes until a point where it will be "unbeatable". I'm really close to finish this but there's this error in my code:
NameError: name 'base' is not defined
This error wasn't appearing during the previous tests that I made. I looked into all the code that mentioned the base in the game but still, I couldn't find anything wrong. The game code is this:
import pygame
import neat
import time
import os
import random
pygame.font.init()
WIN_WIDTH = 500
WIN_HEIGHT = 800
BIRD_IMGS = [pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird1.png'))), pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird2.png'))), pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bird3.png')))]
PIPE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'pipe.png')))
BASE_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'base.png')))
BG_IMG = pygame.transform.scale2x(pygame.image.load(os.path.join('imgs', 'bg.png')))
STAT_FONT = pygame.font.SysFont('comicsans', 50)
class Bird:
IMGS = BIRD_IMGS
MAX_ROTATION = 25
ROT_VEL = 20
ANIMATION_TIME = 5
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.height = self.y
def move(self):
self.tick_count += 1
d = self.vel * self.tick_count + 1.5 * self.tick_count ** 2
if d >= 16:
d = 16
if d < 0:
d -= 2
self.y = self.y + d
if d < 0 or self.y < self.height + 50:
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
if self.img_count < self.ANIMATION_TIME:
self.img = self.IMGS[0]
elif self.img_count < self.ANIMATION_TIME*2:
self.img = self.IMGS[1]
elif self.img_count < self.ANIMATION_TIME*3:
self.img = self.IMGS[2]
elif self.img_count < self.ANIMATION_TIME*4:
self.img = self.IMGS[1]
elif self.img_count == self.ANIMATION_TIME*4 + 1:
self.img = self.IMGS[0]
self.img_count = 0
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
rotated_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = rotated_image.get_rect(center=self.img.get_rect(topleft = (self.x, self.y)).center)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 5
def __init__(self, x):
self.x = x
self.height = 0
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(PIPE_IMG, False, True)
self.PIPE_BOTTOM = PIPE_IMG
self.passed = False
self.set_height()
def set_height(self):
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.GAP
def move(self):
self.x -= self.VEL
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird):
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask, top_offset)
if t_point or b_point:
return True
return False
class Base:
VEL = 5
WIDTH = BASE_IMG.get_width()
IMG = BASE_IMG
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
self.x1 -= self.VEL
self.x2 -= self.VEL
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, win):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def draw_window(win, bird, pipes, base, score):
win.blit(BG_IMG, (0, 0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render('Score: ' + str(score), 1, (255, 255, 255))
win.blit(text, (WIN_WIDTH - 10 - text.get_width(), 10))
base.draw(win)
for bird in birds:
bird.draw(win)
pygame.display.update()
def main(genomes, config):
nets = []
ge = []
birds = []
for _, g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
birds.append(Bird(230, 350))
g.fitness = 0
ge.append(g)
pipes = [Pipe(600)]
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
clock = pygame.time.Clock()
score = 0
run = True
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
quit()
pipe_ind = 0
if len(birds) > 0:
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
pipe_ind = 1
else:
run = False
break
for x, bird in enumerate(birds):
bird.move()
ge[x].fitness += 0.1
output = nets[x].activate((bird.y, abs(bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom)))
if output[0] > 0.5:
bird.jump()
#bird.move()
add_pipe = False
rem = []
for pipe in pipes:
for x, bird in enumerate(birds):
if pipe.collide(bird):
ge[x].fitness -= 1
birds.pop(x)
nets.pop(x)
ge.pop(x)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
pipe.move()
if add_pipe:
score += 1
for g in ge:
g.fitness += 5
pipes.append(Pipe(600))
for r in rem:
pipes.remove(r)
for x, bird in enumerate(birds):
if bird.y + bird.img.get_height() >= 730 or bird.y < 0:
birds.pop(x)
nets.pop(x)
ge.pop(x)
base.move()
draw_window(win, birds, pipes, base, score)
def run(config_path):
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction,
neat.DefaultSpeciesSet, neat.DefaultStagnation,
config_path)
p = neat.Population(config)
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
winner = p.run(main, 50)
if __name__ == '__main__':
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, 'config-feedforward.txt')
run(config_path)
And sorry for the such long code, you might want to press Ctrl+F to find all the locations of the base element in the code, and I thank you for the help in advance.
PS: The Base is the floor of the game.
You missed to create an instance of Base in main(). e.g:
def main(genomes, config):
# [...]
base = Base(0)
This question already has answers here:
How do I detect collision in pygame?
(5 answers)
How to detect collisions between two rectangular objects or images in pygame
(1 answer)
Closed 2 years ago.
I'm making a game environment for NEAT. The first two obstacles seem to collide with the players just fine, but none of the other obstacles do anything. The visuals won't work, but based on the size of the player list, yeah no it's not working. The collide class also wouldn't work before I started implementing NEAT, so there's that.
Anyway here's some (probably) irrelevant code:
import pygame
from pygame.locals import *
import random
import os
import neat
debugfun = 0
W = 300
H = 300
win = pygame.display.set_mode((W, H))
pygame.display.set_caption("bruv moment")
coords = [0, 60, 120, 180, 240]
class Player(object):
def __init__(self, x):
self.x = x
self.y = 600 - 60
self.width = 60
self.height = 60
self.pos = 0
self.left = False
self.right = False
def move(self):
if self.left:
self.pos -= 1
if self.right:
self.pos += 1
if self.pos < 0:
self.pos = 4
if self.pos > 4:
self.pos = 0
self.x = coords[self.pos]
class Block(object):
def __init__(self, pos, vel):
self.pos = pos
self.x = coords[self.pos]
self.y = -60
self.width = 60
self.height = 60
self.vel = vel
def move(self):
self.y += self.vel
def redraw_window():
pygame.draw.rect(win, (0, 0, 0), (0, 0, W, H))
for ob in obs:
pygame.draw.rect(win, (0, 255, 0), (ob.x, ob.y, ob.width, ob.height))
for ind in homies:
pygame.draw.rect(win, (255, 0, 0), (ind.x, ind.y, ind.width, ind.height))
pygame.display.update()
obs = []
homies = []
player_collision = False
ge = []
nets = []
And here's some relevant code:
def collide():
for ob in obs:
for x, ind in enumerate(homies):
if ind.y < ob.y + ob.height and ind.y + ind.height > ob.y and ind.x + ind.width > ob.x and ind.x < ob.x + ob.width:
ge[x].fitness -= 1
homies.pop(x)
nets.pop(x)
ge.pop(x)
def main(genomes, config):
speed = 30
pygame.time.set_timer(USEREVENT + 1, 550)
pygame.time.set_timer(USEREVENT + 2, 1000)
for _, g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
homies.append(Player(0))
g.fitness = 0
ge.append(g)
clock = pygame.time.Clock()
ran = True
while ran and len(homies) > 0:
clock.tick(27)
collide()
for x, ind in enumerate(homies):
ind.move()
ge[x].fitness += 0.1
try:
output = nets[x].activate((ind.x, abs(obs[0].x - ind.x)))
except IndexError:
output = 50
try:
if output in range(5, 25):
ind.left = True
else:
ind.left = False
if output > 25:
ind.right = True
else:
ind.right = False
except TypeError:
if output[0] in range(5, 25):
ind.left = True
else:
ind.left = False
if output[1] > 25:
ind.right = True
else:
ind.right = False
for ob in obs:
ob.move()
if ob.x > H:
obs.pop(obs.index(ob))
for event in pygame.event.get():
if event.type == pygame.QUIT:
ran = False
pygame.quit()
if event.type == USEREVENT+1:
if speed <= 200:
speed += 3
if event.type == USEREVENT+2:
for g in ge:
g.fitness += 0.5
if len(obs) == 0:
obs.append(Block(round(random.randint(0, 4)), speed))
print(len(homies))
print(len(obs))
redraw_window()
def run(config_file):
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction, neat.DefaultSpeciesSet,
neat.DefaultStagnation, config_path)
p = neat.Population(config)
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
winner = p.run(main, 50)
if __name__ == "__main__":
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, "avoidpedofiles.txt")
run(config_path)
My players move fine until they move outside they court, until the images streak. Why is this?
I tried changing screen.fill(OUT) to drawing a rectangle the size of the screen.
import pygame
import time
pygame.init()
# Define some colors
BLACK = (0, 0, 0)
OUT = (193, 58, 34)
COURT = (69, 150, 81)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
SKIN = (232, 214, 162)
ballspeed = 2
# Create the screen
windowsize = (700, 650)
screen = pygame.display.set_mode(windowsize)
pygame.display.set_caption('Tennis')
# Player Sprites
class Robert(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("Robert_tennis.png")
self.rect = self.image.get_rect()
self.rect.center = (400, 575)
self.speedx = 0
self.speedy = 0
def update(self):
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -4
if keystate[pygame.K_RIGHT]:
self.speedx = 4
self.rect.x += self.speedx
if self.rect.right > 700:
self.rect.right = 700
if self.rect.right < 0:
self.rect.left = 0
if keystate[pygame.K_UP]:
self.speedy = -5
if keystate[pygame.K_DOWN]:
self.speedy = 3
self.rect.y += self.speedy
if self.rect.y < 325:
self.rect.y = 325
if self.rect.y < 0:
self.rect.y = 0
class Camden(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("camden_tennis_front.png")
self.rect = self.image.get_rect()
self.rect.center = (260, 80)
self.speedx = 0
self.speedy = 0
def update(self):
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a]:
self.speedx = -6
if keystate[pygame.K_d]:
self.speedx = 6
self.rect.x += self.speedx
if self.rect.right > 700:
self.rect.right = 700
if self.rect.right < 0:
self.rect.left = 0
if keystate[pygame.K_w]:
self.speedy = -7
if keystate[pygame.K_s]:
self.speedy = 5
self.rect.y += self.speedy
if self.rect.y > 250:
self.rect.y = 250
if self.rect.y < 0:
self.rect.y = 0
class Ball(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("tennisball.png")
self.rect = self.image.get_rect()
self.rect.center = (420, 450)
self.speedx = 0
self.speedy = 0
def update(self):
#Robert's forehand
if tennisball.rect.colliderect(robert) and tennisball.rect.x > robert.rect.x + 10:
robert.image = pygame.image.load("Robert_tennis2 (1).png")
effect = pygame.mixer.Sound('tennisserve.wav')
effect.play(0)
robert.rect.y -5
self.speedy = -8
self.speedx = 4
#Robert's backhand
if tennisball.rect.colliderect(robert) and tennisball.rect.x < robert.rect.x - 10:
robert.image = pygame.image.load("Robert_tennis2_backhand.png")
effect = pygame.mixer.Sound('tennisserve.wav')
effect.play(0)
robert.rect.y -5
self.speedy = -7
self.speedx = -3
#Camden's forehand
if tennisball.rect.colliderect(camden) and tennisball.rect.x < camden.rect.x -10:
camden.image = pygame.image.load("camden_front_forehand.png")
effect = pygame.mixer.Sound('tennisserve.wav')
effect.play(0)
camden.rect.y -5
self.speedy = 9
self.speedx = 2
keystate = pygame.key.get_pressed()
if keystate[pygame.K_TAB]:
self.speedx = -7
self.speedy = -12
self.speedy = self.speedy * .98
self.speedx = self.speedx * .978
self.rect = self.rect.move(self.speedx, self.speedy)
#Add people
all_sprites = pygame.sprite.Group()
robert = Robert()
camden = Camden()
tennisball = Ball()
all_sprites.add(robert)
all_sprites.add(tennisball)
all_sprites.add(camden)
carryOn = True
clock = pygame.time.Clock()
global score
score = 0
screen.fill(OUT)
while carryOn:
font = pygame.font.Font('freesansbold.ttf', 32)
camden.update()
robert.update()
tennisball.update()
epsilonComp = .1
if abs(tennisball.speedx) < epsilonComp and abs(tennisball.speedy) < epsilonComp:
if tennisball.rect.x != 360 and tennisball.rect.y != 325:
if time.time() > 1000:
score = 15
scorebox = font.render(str(score), True, WHITE, BLACK)
scoreRect = scorebox.get_rect()
scoreRect.center = (625, 50)
screen.blit(scorebox, scoreRect)
for event in pygame.event.get():
if event.type == pygame.QUIT:
carryOn = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_x:
carryOn = False
all_sprites.update()
#Fill the screen with a sky color
# Draw the court
pygame.draw.rect(screen, COURT, [175, 75, 350, 500])
#outer left line
pygame.draw.line(screen, WHITE, (175,574), (175,75), 7)
#outer right line
pygame.draw.line(screen, WHITE, (525,574), (525,75), 7)
#top center line
pygame.draw.line(screen, WHITE, (175, 200), (525,200), 7)
#top outer line
pygame.draw.line(screen, WHITE, (175, 78), (525,78), 7)
#bottom outer line
pygame.draw.line(screen, WHITE, (175, 571), (525,571), 7)
#bottom center line
pygame.draw.line(screen, WHITE, (175, 450), (525,450), 7)
#center white line
pygame.draw.line(screen, WHITE, (345,200), (345,450), 7)
#net
pygame.draw.line(screen, BLACK, (175,325), (525,325), 10)
# Update
all_sprites.draw(screen)
pygame.display.update()
clock.tick(60)
pygame.quit()
I just need the player's images to not streak and stay on the screen, and for them to move normally like they do while they're on the court.
I suspect the reason you see this corruption is the code is not clearing away that part of the background.
Each frame (event-loop iteration), the "court" is being re-painted, yet the are outstide this is only painted before the main loop starts.
E.g.:
screen.fill(OUT) # <-- HERE - paint the area outside
while carryOn:
font = pygame.font.Font('freesansbold.ttf', 32)
# ... rest of loop-body
Moving the screen.fill( OUT ) to inside the loop will clear the background too:
font = pygame.font.Font('freesansbold.ttf', 32)
while carryOn:
camden.update()
robert.update()
tennisball.update()
# ... Removed code for the sake of brevity
all_sprites.update()
# ensure the whole screen is cleared
screen.fill(OUT) # <-- HERE!
#Fill the screen with a sky color
# Draw the court
pygame.draw.rect(screen, COURT, [175, 75, 350, 500])
# ... etc
I also moved the font-loading outside the loop, there's no need to load it every frame.
I am trying to build my first Platformer Game. So far, I have make moving left and right but unfortunately, I have encountered a error that I have not been able to fix when I implemented collisions and gravity. My player keeps on dissolving like spider man if it lands on the platform. The character is still existent, and lands on the platform, but unfortunately, he becomes invisible. There is no error message, and I suspect is has to do with the collision check.
hits = pygame.sprite.spritecollide(object, allPlatforms, False)
if hits:
object.rect.y = hits[0].rect.top + 1
object.vy = 0
print(object.rect.midbottom)
It prints out the Players location in the code, and the player is still existent and movable, but it just doesn't show. Is there something that I did that makes the character vanish?
import pygame
import random
WIDTH = 500
HEIGHT = 400
FPS = 30
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
playerImage = "blockBandit/BlockBandit.png"
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 50))
self.image = pygame.image.load(playerImage).convert()
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
self.vx = 0
self.vy = 0
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((w, h))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Block Bandit")
clock = pygame.time.Clock()
allPlatforms = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
p1 = Platform(0, HEIGHT - 40, WIDTH, 40)
all_sprites.add(p1)
allPlatforms.add(p1)
def moveCharacter(object):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
object.vx += -2
if keys[pygame.K_RIGHT]:
object.vx += 2
object.vx = object.vx * 0.9
if (abs(object.vx) < 1):
object.vx = 0
if (abs(object.vx) > 10):
if(object.vx < 0):
object.vx = -10
else:
object.vx = 10
object.vy = object.vy + 1
object.rect.x += object.vx
object.rect.y += object.vy
hits = pygame.sprite.spritecollide(object, allPlatforms, False)
if hits:
object.rect.y = hits[0].rect.top + 1
object.vy = 0
print(object.rect.midbottom)
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
moveCharacter(player)
#Update State
all_sprites.update()
#Render
screen.fill(BLACK)
all_sprites.draw(screen)
#screen.blit(player.icon, (20, 40))
pygame.display.flip()
pygame.quit()
Am I doing something wrong? Thanks!
The y attribute of the rect is the same as the top coordinate, so you're setting the top of the player sprite to the top of the platform sprite here object.rect.y = hits[0].rect.top + 1. And if the platform comes later in the sprite group, it will be blitted after the player and the player won't be visible.
Just change that line to object.rect.bottom = hits[0].rect.top + 1.