I am currently programming a pygame game where you move a spaceship around the screen. Currently, I have got to the part where I made the spaceship and tried to make it move. However, when I try to move the spaceship around, the spaceship doesn't move!
Here is my current code:
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 500))
screen.fill((255, 255, 255))
class Spaceship(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("C:/eqodqfe/spaceship.png")
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
self.rect.center = (self.x, self.y)
spaceship = Spaceship(screen, 400, 400)
screen.blit(spaceship.image, spaceship.rect)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_a]:
spaceship.x -= 5
elif key[pygame.K_d]:
spaceship.x += 5
elif key[pygame.K_w]:
spaceship.y += 5
elif key[pygame.K_s]:
spaceship.y -= 5
spaceship.update()
pygame.display.update()
What is wrong with my current code?
You have to draw the Sprties in the application loop:
clock = pygame.time.Clock()
running = True
while running:
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_a]:
spaceship.x -= 5
elif key[pygame.K_d]:
spaceship.x += 5
elif key[pygame.K_w]:
spaceship.y -= 5
elif key[pygame.K_s]:
spaceship.y += 5
# update the position of the object
spaceship.update()
# clear the display
screen.fill((255, 255, 255))
# draw the object
screen.blit(spaceship.image, spaceship.rect)
# update the display
pygame.display.update()
# limit frames per second
clock.tick(60)
The typical PyGame application loop has to:
pygame.event.pump()
or pygame.event.get()
.blit
all the objects)pygame.display.update()
or pygame.display.flip()
Furthermore I suggest to use a pygame.sprite.Group
:
pygame.sprite.Group.draw()
and pygame.sprite.Group.update()
are methods which are provided by pygame.sprite.Group
.
The former delegates the to the update
mehtod of the contained pygame.sprite.Sprite
s - you have to implement the method. See pygame.sprite.Group.update()
:
Calls the
update()
method on all Sprites in the Group [...]
The later uses the image
and rect
attributes of the contained pygame.sprite.Sprite
s to draw the objects - you have to ensure that the pygame.sprite.Sprite
s have the required attributes. See pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
. [...]
spaceship = Spaceship(screen, 400, 400)
all_sprites = pygame.sprite.Group()
all_sprites.add(spaceship)
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_a]:
spaceship.x -= 5
elif key[pygame.K_d]:
spaceship.x += 5
elif key[pygame.K_w]:
spaceship.y += 5
elif key[pygame.K_s]:
spaceship.y -= 5
all_sprites.update()
screen.fill((255, 255, 255))
all_sprites.draw(screen)
pygame.display.update()