I post this problem a second time, but with more information. My problem is with my code, for some reason a few lines do not work. I am making a tile game in python using the pygame library. If you run the code, you will see that on the screen 1 red square will fly from top to bottom endlessly. The red square is the enemy. I need that after 10 seconds it’s not 1 square that flies, but 2. The MobY
class is responsible for this, which generates enemies, and in the Game
class in the new()
method there is a cycle that creates red squares:
for i in range(self.mobY):
m = MobY()
self.all_sprites.add(m)
self.mobs.add(m)
Variable self.mobY
which is stored in __init__
is equal to 1, that is, at the same time there can be only 1 red square on the screen. There is also a timer on the screen, the seconds of which are stored in a variable self.seconds
that is in the method time()
.
So that after 10 seconds 2 red squares fly across the screen, in theory you need to put these lines of code in the new()
method:
if self.seconds >= 10:
self.mobY += 1
But I get an error "'Game' object has no attribute 'seconds'", although it is not.
In general, I need that after 10 seconds there will be 1 more squares on the screen.
Here is the code:
import sys
import pygame as pg
import random
# R G B
DARKGREY = (40, 40, 40)
LIGHTGREY = (43, 43, 43)
RED = (255, 0, 0)
WIDTH = 1008
HEIGHT = 768
FPS = 60
TITLE = "TITLE GAME"
BGCOLOR = DARKGREY
TILESIZE = 48
class MobY(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(0, WIDTH, TILESIZE)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(6, 9)
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT + TILESIZE:
self.rect.x = random.randrange(0, WIDTH, TILESIZE)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(6, 9)
class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
pg.key.set_repeat(1, 15)
self.frame_count = 0
self.mobY = 1
def new(self):
self.all_sprites = pg.sprite.Group()
self.mobs = pg.sprite.Group()
for i in range(self.mobY):
m = MobY()
self.all_sprites.add(m)
self.mobs.add(m)
def run(self):
self.playing = True
while self.playing:
self.dt = self.clock.tick(FPS) / 1000
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
self.all_sprites.update()
def time(self):
self.font = pg.font.Font(None, 50)
self.font_color = pg.Color('springgreen')
self.total_seconds = self.frame_count // FPS
self.seconds = self.total_seconds % 6000
self.output_string = "TIME: {0}".format(self.seconds)
self.text = self.font.render(self.output_string, True, self.font_color)
self.screen.blit(self.text, [10, 10])
self.frame_count += 1
def draw_grid(self):
for x in range(0, WIDTH, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
def draw(self):
self.screen.fill(BGCOLOR)
self.draw_grid()
self.all_sprites.draw(self.screen)
self.time()
pg.display.flip()
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
g = Game()
while True:
g.new()
g.run()
But I get an error "'Game' object has no attribute 'seconds'"
Yes of course, because self.seconds
is defined in the method time
rather than the constructor of the class Game
. When new
is invoked the 1st time, then the attribute self.seconds
doe not exist, because time
hasn't been invoked before.
Anyway you approach won't work because, the condition if self.seconds >= 10:
si fulfilled continuously and will cause that self.mobY
is incremented many times.
Use pg.time.get_ticks()
to the number of milliseconds since pygame.init()
was called.
Define the time when the first MobY
has to be created self.next_mob_time
. when the time point has exceeded, then create an instance of MobY
and increment the time by 10000.
current_time = pg.time.get_ticks()
if current_time > self.next_mob_time:
self.next_mob_time += 10000
self.mobY += 1
Invoke new
in time. Furthermore the groups have to be created in the constructor of Game
rather than in new
:
class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
pg.key.set_repeat(1, 15)
self.frame_count = 0
self.mobY = 0
self.next_mob_time = 0
self.all_sprites = pg.sprite.Group()
self.mobs = pg.sprite.Group()
def new(self):
current_time = pg.time.get_ticks()
if current_time > self.next_mob_time:
self.next_mob_time += 10000
self.mobY += 1
m = MobY()
self.all_sprites.add(m)
self.mobs.add(m)
# [...]
def time(self):
self.new()
self.seconds = pg.time.get_ticks() // 1000
# [...]