The X and Y of my player will only go past a certain point
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Note: I am using python/pygame.
I was building a mini-map, and I based the character's icon's location off the character's x and y values. I soon realized that the icon went only to a certain point. I decided to print the player's x any y and soon learned that the the x and y would only update until 955, and 350-ish. If you could read through this and I am missing something obvious, please let me know. This is all the relevant code.
Thank you! Also, if I need to be more specific, just message me rather than take this down.
Here's the code - some of his might not be needed but I added it just in case:
class You(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([50, 50])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.inventory = pygame.sprite.Group()
self.touched_trees = pygame.sprite.Group()
self.OpenInventory = False
self.rect.x = x
self.rect.y = y
self.dx = 0
self.dy = 0
self.speed = 5
self.strength = 5
self.food = 10
self.water = 10
self.outside = True
self.health = 20
self.coords =
self.incar = False
self.insidehp = False
self.insideHouse = False
self.insidegym = False
self.insideFirestation = False
self.intread = False
self.intree = False
self.inbench = False
self.alive = True
self.action = False
self.frozen = False
self.benchfactor = 0
self.benchmeter = 0
self.mask = pygame.mask.from_surface(self.image)
def update(self):
screen.blit(self.image, (self.rect.x, self.rect.y))
if self.dx != 0:
self.move_single_axis(self.dx, 0)
if self.dy != 0:
self.move_single_axis(0, self.dy)
if self.food > 10:
self.food = 10
if self.food < 1:
self.alive = False
if self.water > 10:
self.water = 10
if self.water < 1:
self.alive = False
def move_single_axis(self, dx, dy):
global ct
self.rect.x += dx
self.rect.y += dy
if self.outside:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
if self. insideHouse == False:
if dx > 0:
self.rect.right = w.rect.left
elif dx < 0:
self.rect.left = w.rect.right
elif dy > 0:
self.rect.bottom = w.rect.top
elif dy < 0:
self.insideHouse = True
self.rect.y -= 50
elif self.rect.bottom == w.rect.bottom:
self.rect.y += 50
print('exit det is good')
self.insideHouse = False
pwall = pygame.sprite.spritecollide(player, otherpeoples, False)
for p in pwall:
if dx > 0:
p.rect.x += self.speed
elif dx < 0:
p.rect.x -= self.speed
elif dy > 0:
p.rect.y += self.speed
elif dy < 0:
p.rect.y -= self.speed
if self.outside:
#tree collisions
twall = pygame.sprite.spritecollide(player, forest.NormalTreeses, False)
for a in twall:
forest.NormalTreeses.remove(a)
self.touched_trees.add(a)
self.intree = True
twall2 = pygame.sprite.spritecollide(player, self.touched_trees, False)
for t in self.touched_trees:
for o in forest.Trunks:
if o.rect.x == w.rect.x+225 and o.rect.y == w.rect.y+225:
screen.blit(o.image, (o.rect.x, o.rect.y))
if not twall2:
for touch in self.touched_trees:
forest.NormalTreeses.add(touch)
self.touched_trees.remove(touch)
self.intree = False
if self.intree:
twall3 = pygame.sprite.spritecollide(player, forest.Trunks, False)
for t in twall3:
if dx > 0:
self.rect.right = t.rect.left
elif dx < 0:
self.rect.left = t.rect.right
elif dy > 0:
self.rect.bottom = t.rect.top
elif dy < 0:
self.rect.top = t.rect.bottom
if self.outside:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
for c in cwall:
if self.insidehp == False:
if dx > 0:
self.rect.right = c.rect.left
elif dx < 0:
self.rect.left = c.rect.right
elif dy > 0:
self.rect.bottom = c.rect.top
elif dy < 0:
self.insidehp = True
self.rect.y -= 50
elif self.rect.bottom == c.rect.bottom:
self.rect.y += 50
self.insidehp = False
if self.insidehp == True:
hpwalldet = pygame.sprite.spritecollide(self, hpwalls, False)
for h in hpwalldet:
if dx > 0:
self.rect.right = h.rect.left
elif dx < 0:
self.rect.left = h.rect.right
elif dy > 0:
self.rect.bottom = h.rect.top
elif dy < 0:
self.rect.top = h.rect.bottom
if self.insideFirestation == True:
fswalldet = pygame.sprite.spritecollide(self, fswalls, False)
for f in fswalldet:
if dx > 0:
self.rect.right = f.rect.left
elif dx < 0:
self.rect.left = f.rect.right
elif dy > 0:
self.rect.bottom = f.rect.top
elif dy < 0:
self.rect.top = f.rect.bottom
if self.outside:
dwall = pygame.sprite.spritecollide(player, map.gyms, False)
for d in dwall:
if self.insidegym == False:
if dx > 0:
self.rect.right = d.rect.left
elif dx < 0:
self.rect.left = d.rect.right
elif dy > 0:
self.rect.bottom = d.rect.top
elif dy < 0:
self.insidegym = True
d.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == d.rect.bottom:
self.rect.y -= 50
d.image = pygame.image.load("Images/gym.png")
d.image = pygame.transform.scale(d.image, (2000, 1000))
self.insidegym = False
if self.outside:
ewall = pygame.sprite.spritecollide(player, map.firestations, False)
for e in ewall:
if self.insideFirestation == False:
if dx > 0:
self.rect.right = e.rect.left
elif dx < 0:
self.rect.left = e.rect.right
elif dy > 0:
self.rect.bottom = e.rect.top
elif dy < 0:
self.insideFirestation = True
e.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == e.rect.bottom:
self.rect.y -= 50
e.image = pygame.image.load("Images/firehouse.png")
e.image = pygame.transform.scale(e.image, (1000, 1000))
self.insideFirestation = False
ct = pygame.sprite.spritecollide(self, carlist, False)
if self.incar == False:
if ct:
for t in ct:
t.lose_attributes()
incarlist.add(t)
player.GainCarAttributes(t)
def GainCarAttributes(self, car):
self.image = pygame.Surface([200, 200])
self.image.fill(YELLOW)
self.speed = car.speed
self.health = car.health
self.incar = True
print('became car')
def ExitCar(self, car):
self.image = pygame.Surface([50, 50])
car.image = pygame.Surface([200, 200])
car.image.fill(YELLOW)
incarlist.x = player.rect.x
incarlist.y = player.rect.y
self.rect.x -= 55
self.image.fill(BLUE)
self.speed -= self.speed
self.speed += 10
self.health = 20
self.incar = False
def left(self, _deltatime):
self.dx = -self.speed
def right(self, _deltatime):
self.dx = self.speed
def up(self, _deltatime):
self.dy = -self.speed
def down(self, _deltatime):
self.dy = self.speed
def stopx(self):
self.dx = 0
def stopy(self):
self.dy = 0
---- i skipped a bit
def event_collector():
global inmenu
inmenu = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
global done
done = True
if event.type == pygame.KEYDOWN:
if player.frozen == False:
if event.key == pygame.K_w:
player.up(deltatime)
if event.key == pygame.K_a:
player.left(deltatime)
if event.key == pygame.K_s:
player.down(deltatime)
if event.key == pygame.K_d:
player.right(deltatime)
if event.key == pygame.K_t:
tx = int(input('enter column: '))
ty = int(input('enter row: '))
player.rect.x = tx * 1000
player.rect.y = ty * 1000
if event.key == pygame.K_p:
player.health -= 10
player.water -= 5
player.food -= 5
if event.key == pygame.K_e and player.incar == True:
player.ExitCar(t)
incarlist.remove([0])
player.incar = False
print("Car exited")
elif player.inbench:
if player.benchmeter < .9:
if event.key == pygame.K_q:
if player.strength < 25:
player.benchfactor += 0.1
print(player.strength)
player.benchmeter += 0.1
else:
time.sleep(1)
player.benchmeter = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_w or event.key == pygame.K_s:
player.stopy()
if event.key == pygame.K_a or event.key == pygame.K_d:
player.stopx()
if event.key == pygame.K_e:
player.action = False
if event.key == pygame.K_q:
if player.OpenInventory == False:
player.OpenInventory = True
else:
player.OpenInventory = False
if event.key == pygame.K_ESCAPE:
pause_menu = True
if event.key == pygame.K_e:
player.action = True
if event.type == pygame.MOUSEBUTTONUP:
for o in otherpeoples:
if o.rect.collidepoint(pygame.mouse.get_pos()):
selected.add(o)
inmenu = True
if inmenu:
for s in selected:
for i in TalkMenu:
if i.rect.collidepoint(pygame.mouse.get_pos()):
print('doublecheck')
if event.type == pygame.MOUSEBUTTONUP:
jerry.friendmeter += 1
print(s.friendmeter)
for i in TalkMenu:
screen.blit(i.image, (s.rect.x, s.rect.y - 50))
while not done:
screen.fill(GREY)
if pause_menu == False:
event_collector()
if player.alive == True:
print(player.rect.x, player.rect.y)
if player.rect.right > 1000:
diff = player.rect.right - 1000
player.rect.right = 1000
map.shiftworldx(-diff)
if player.rect.left < 500:
diff = 500 - player.rect.left
player.rect.left = 500
map.shiftworldx(diff)
if player.rect.bottom > 400:
diff = player.rect.bottom - 400
player.rect.bottom = 400
map.shiftworldy(-diff)
if player.rect.top < 200:
diff = 200 - player.rect.top
player.rect.top = 200
map.shiftworldy(diff)
map.buildings.draw(screen)
map.home.draw(screen)
map.gyms.draw(screen)
map.roads.draw(screen)
map.HP.draw(screen)
for n in forest.NormalTreeses:
screen.blit(n.image, (n.rect.x, n.rect.y))
forest.FallenTrees.draw(screen)
market.MarketBoothsSpawns.draw(screen)
map.firestations.draw(screen)
for o in otherpeoples:
screen.blit(o.image, (o.rect.x, o.rect.y))
#Minimap
screen.blit(minimap.image, ((WIDTH1/100)-13, (HEIGHT1/100)-7))
#HUD besides inv
minimap.displayBuildings(screen, player)
screen.blit(playICON.image, (100 * (player.rect.x / 10000), (player.rect.y / 10000) * 100))
hbar.update(player, LGREEN)
screen.blit(hback.image, (385, 0))
screen.blit(hbar.image, (395, 10))
screen.blit(FWback.image, (385, 20))
fbar.update(player, RED)
screen.blit(fbar.image, (395, 30))
wbar.update(player, BLUE)
screen.blit(wbar.image, (645, 30))
#Inventory
if player.OpenInventory == True:
HUD.openInentory(WIDTH1, HEIGHT1, screen, player, 0, 1)
else:
screen.blit(pygame.image.load('Images/backpack1.png'), (WIDTH1 / 2 * 1.9, HEIGHT1 / 10 + 1 * 50 - 100))
for i in player.inventory:
i.AMMO.draw(screen)
i.USED_AMMO.draw(screen)
#treadmill
if player.intread == True:
player.rect.y += player.speed - 2
if player.speed < 15.1:
player.speed += .01
if player.insideFirestation == True:
fswalls.draw(screen)
fsbeds.draw(screen)
fscountertops.draw(screen)
fscouches.draw(screen)
if player.insidehp == True:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
locR = 5
for c in cwall:
screen.blit(frontdesk.image, (c.rect.x + 1250, c.rect.y + 2500))
hpwalls.draw(screen)
if player.insideHouse == True:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
x = w.rect.x + 375
y = w.rect.y + 400
cx = w.rect.x + 800
cy = w.rect.y + 700
w.image = floor.image
screen.blit(couch.image, (x, y))
screen.blit(counter.image, (cx, cy))
if player.rect.x < w.rect.x:
player.rect.left = w.rect.left
if player.rect.x > w.rect.x + 850:
player.rect.right = w.rect.right
if player.rect.y < w.rect.y:
player.rect.top = w.rect.top
if player.insidegym == True:
gym_treadmills.draw(screen)
gym_bench_press.draw(screen)
tredcollideP1 = pygame.sprite.spritecollide(player, gym_treadmills, False)
for t in tredcollideP1:
if player.intread == False:
if t.InUse == False:
if player.dx > 0:
player.rect.right = t.rect.left
elif player.dx < 0:
player.rect.left = t.rect.right
elif player.dy > 0:
player.rect.bottom = t.rect.top
elif player.dy < 0:
player.rect.x = t.rect.x + 37.5
player.rect.y = t.rect.y + 25
intreadlist.add(t)
player.intread = True
t.InUse = True
if player.intread:
for i in intreadlist:
if player.rect.y > i.rect.y + 175:
print('sec')
i.InUse = False
intreadlist.empty()
player.intread = False
benchcollideP1 = pygame.sprite.spritecollide(player, gym_bench_press, False)
for b in benchcollideP1:
if player.inbench == False:
if b.InUse == False:
if player.dx > 0:
player.rect.right = b.rect.left
elif player.dx < 0:
player.rect.left = b.rect.right
elif player.dy > 0:
player.rect.bottom = b.rect.top
elif player.dy < 0:
if player.action == True:
player.rect.x = b.rect.x + 37.5
player.rect.y = b.rect.y + 25
player.frozen = True
player.inbench = True
player.action = False
b.InUse = True
else:
player.rect.top = b.rect.bottom
if player.inbench:
if player.action == True:
player.rect.x +=30
player.frozen = False
player.inbench = False
incarlist.draw(screen)
carlist.draw(screen)
carlist.update(screen)
player.update()
elif pause_menu == True:
message_display('RESUME', BLACK, HEIGHT1/3)
message_display('FULLSCREEN', BLACK, HEIGHT1/3+45)
message_display('QUIT GAME', BLACK, HEIGHT1/3+90)
resume.rect.x = WIDTH1 / 2 - 100
resume.rect.y = HEIGHT1 / 3 - 30
fullscreenHitBox.rect.x = WIDTH1 / 2 - 132
fullscreenHitBox.rect.y = HEIGHT1 / 3 + 18
quit_game.rect.x = WIDTH1/2-117
quit_game.rect.y = HEIGHT1/3+73
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if resume.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pause_menu = False
if fullscreenHitBox.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pygame.display.toggle_fullscreen()
if quit_game.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
done = True
mpx, mpy = pygame.mouse.get_pos()
screen.blit(mousey.image, (mpx, mpy))
pygame.display.update()
pygame.display.flip()
deltatime = clock.tick()/10
# print (deltatime)
# print (fp1.matrix)
pygame.quit()
python pygame
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up vote
0
down vote
favorite
Note: I am using python/pygame.
I was building a mini-map, and I based the character's icon's location off the character's x and y values. I soon realized that the icon went only to a certain point. I decided to print the player's x any y and soon learned that the the x and y would only update until 955, and 350-ish. If you could read through this and I am missing something obvious, please let me know. This is all the relevant code.
Thank you! Also, if I need to be more specific, just message me rather than take this down.
Here's the code - some of his might not be needed but I added it just in case:
class You(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([50, 50])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.inventory = pygame.sprite.Group()
self.touched_trees = pygame.sprite.Group()
self.OpenInventory = False
self.rect.x = x
self.rect.y = y
self.dx = 0
self.dy = 0
self.speed = 5
self.strength = 5
self.food = 10
self.water = 10
self.outside = True
self.health = 20
self.coords =
self.incar = False
self.insidehp = False
self.insideHouse = False
self.insidegym = False
self.insideFirestation = False
self.intread = False
self.intree = False
self.inbench = False
self.alive = True
self.action = False
self.frozen = False
self.benchfactor = 0
self.benchmeter = 0
self.mask = pygame.mask.from_surface(self.image)
def update(self):
screen.blit(self.image, (self.rect.x, self.rect.y))
if self.dx != 0:
self.move_single_axis(self.dx, 0)
if self.dy != 0:
self.move_single_axis(0, self.dy)
if self.food > 10:
self.food = 10
if self.food < 1:
self.alive = False
if self.water > 10:
self.water = 10
if self.water < 1:
self.alive = False
def move_single_axis(self, dx, dy):
global ct
self.rect.x += dx
self.rect.y += dy
if self.outside:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
if self. insideHouse == False:
if dx > 0:
self.rect.right = w.rect.left
elif dx < 0:
self.rect.left = w.rect.right
elif dy > 0:
self.rect.bottom = w.rect.top
elif dy < 0:
self.insideHouse = True
self.rect.y -= 50
elif self.rect.bottom == w.rect.bottom:
self.rect.y += 50
print('exit det is good')
self.insideHouse = False
pwall = pygame.sprite.spritecollide(player, otherpeoples, False)
for p in pwall:
if dx > 0:
p.rect.x += self.speed
elif dx < 0:
p.rect.x -= self.speed
elif dy > 0:
p.rect.y += self.speed
elif dy < 0:
p.rect.y -= self.speed
if self.outside:
#tree collisions
twall = pygame.sprite.spritecollide(player, forest.NormalTreeses, False)
for a in twall:
forest.NormalTreeses.remove(a)
self.touched_trees.add(a)
self.intree = True
twall2 = pygame.sprite.spritecollide(player, self.touched_trees, False)
for t in self.touched_trees:
for o in forest.Trunks:
if o.rect.x == w.rect.x+225 and o.rect.y == w.rect.y+225:
screen.blit(o.image, (o.rect.x, o.rect.y))
if not twall2:
for touch in self.touched_trees:
forest.NormalTreeses.add(touch)
self.touched_trees.remove(touch)
self.intree = False
if self.intree:
twall3 = pygame.sprite.spritecollide(player, forest.Trunks, False)
for t in twall3:
if dx > 0:
self.rect.right = t.rect.left
elif dx < 0:
self.rect.left = t.rect.right
elif dy > 0:
self.rect.bottom = t.rect.top
elif dy < 0:
self.rect.top = t.rect.bottom
if self.outside:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
for c in cwall:
if self.insidehp == False:
if dx > 0:
self.rect.right = c.rect.left
elif dx < 0:
self.rect.left = c.rect.right
elif dy > 0:
self.rect.bottom = c.rect.top
elif dy < 0:
self.insidehp = True
self.rect.y -= 50
elif self.rect.bottom == c.rect.bottom:
self.rect.y += 50
self.insidehp = False
if self.insidehp == True:
hpwalldet = pygame.sprite.spritecollide(self, hpwalls, False)
for h in hpwalldet:
if dx > 0:
self.rect.right = h.rect.left
elif dx < 0:
self.rect.left = h.rect.right
elif dy > 0:
self.rect.bottom = h.rect.top
elif dy < 0:
self.rect.top = h.rect.bottom
if self.insideFirestation == True:
fswalldet = pygame.sprite.spritecollide(self, fswalls, False)
for f in fswalldet:
if dx > 0:
self.rect.right = f.rect.left
elif dx < 0:
self.rect.left = f.rect.right
elif dy > 0:
self.rect.bottom = f.rect.top
elif dy < 0:
self.rect.top = f.rect.bottom
if self.outside:
dwall = pygame.sprite.spritecollide(player, map.gyms, False)
for d in dwall:
if self.insidegym == False:
if dx > 0:
self.rect.right = d.rect.left
elif dx < 0:
self.rect.left = d.rect.right
elif dy > 0:
self.rect.bottom = d.rect.top
elif dy < 0:
self.insidegym = True
d.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == d.rect.bottom:
self.rect.y -= 50
d.image = pygame.image.load("Images/gym.png")
d.image = pygame.transform.scale(d.image, (2000, 1000))
self.insidegym = False
if self.outside:
ewall = pygame.sprite.spritecollide(player, map.firestations, False)
for e in ewall:
if self.insideFirestation == False:
if dx > 0:
self.rect.right = e.rect.left
elif dx < 0:
self.rect.left = e.rect.right
elif dy > 0:
self.rect.bottom = e.rect.top
elif dy < 0:
self.insideFirestation = True
e.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == e.rect.bottom:
self.rect.y -= 50
e.image = pygame.image.load("Images/firehouse.png")
e.image = pygame.transform.scale(e.image, (1000, 1000))
self.insideFirestation = False
ct = pygame.sprite.spritecollide(self, carlist, False)
if self.incar == False:
if ct:
for t in ct:
t.lose_attributes()
incarlist.add(t)
player.GainCarAttributes(t)
def GainCarAttributes(self, car):
self.image = pygame.Surface([200, 200])
self.image.fill(YELLOW)
self.speed = car.speed
self.health = car.health
self.incar = True
print('became car')
def ExitCar(self, car):
self.image = pygame.Surface([50, 50])
car.image = pygame.Surface([200, 200])
car.image.fill(YELLOW)
incarlist.x = player.rect.x
incarlist.y = player.rect.y
self.rect.x -= 55
self.image.fill(BLUE)
self.speed -= self.speed
self.speed += 10
self.health = 20
self.incar = False
def left(self, _deltatime):
self.dx = -self.speed
def right(self, _deltatime):
self.dx = self.speed
def up(self, _deltatime):
self.dy = -self.speed
def down(self, _deltatime):
self.dy = self.speed
def stopx(self):
self.dx = 0
def stopy(self):
self.dy = 0
---- i skipped a bit
def event_collector():
global inmenu
inmenu = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
global done
done = True
if event.type == pygame.KEYDOWN:
if player.frozen == False:
if event.key == pygame.K_w:
player.up(deltatime)
if event.key == pygame.K_a:
player.left(deltatime)
if event.key == pygame.K_s:
player.down(deltatime)
if event.key == pygame.K_d:
player.right(deltatime)
if event.key == pygame.K_t:
tx = int(input('enter column: '))
ty = int(input('enter row: '))
player.rect.x = tx * 1000
player.rect.y = ty * 1000
if event.key == pygame.K_p:
player.health -= 10
player.water -= 5
player.food -= 5
if event.key == pygame.K_e and player.incar == True:
player.ExitCar(t)
incarlist.remove([0])
player.incar = False
print("Car exited")
elif player.inbench:
if player.benchmeter < .9:
if event.key == pygame.K_q:
if player.strength < 25:
player.benchfactor += 0.1
print(player.strength)
player.benchmeter += 0.1
else:
time.sleep(1)
player.benchmeter = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_w or event.key == pygame.K_s:
player.stopy()
if event.key == pygame.K_a or event.key == pygame.K_d:
player.stopx()
if event.key == pygame.K_e:
player.action = False
if event.key == pygame.K_q:
if player.OpenInventory == False:
player.OpenInventory = True
else:
player.OpenInventory = False
if event.key == pygame.K_ESCAPE:
pause_menu = True
if event.key == pygame.K_e:
player.action = True
if event.type == pygame.MOUSEBUTTONUP:
for o in otherpeoples:
if o.rect.collidepoint(pygame.mouse.get_pos()):
selected.add(o)
inmenu = True
if inmenu:
for s in selected:
for i in TalkMenu:
if i.rect.collidepoint(pygame.mouse.get_pos()):
print('doublecheck')
if event.type == pygame.MOUSEBUTTONUP:
jerry.friendmeter += 1
print(s.friendmeter)
for i in TalkMenu:
screen.blit(i.image, (s.rect.x, s.rect.y - 50))
while not done:
screen.fill(GREY)
if pause_menu == False:
event_collector()
if player.alive == True:
print(player.rect.x, player.rect.y)
if player.rect.right > 1000:
diff = player.rect.right - 1000
player.rect.right = 1000
map.shiftworldx(-diff)
if player.rect.left < 500:
diff = 500 - player.rect.left
player.rect.left = 500
map.shiftworldx(diff)
if player.rect.bottom > 400:
diff = player.rect.bottom - 400
player.rect.bottom = 400
map.shiftworldy(-diff)
if player.rect.top < 200:
diff = 200 - player.rect.top
player.rect.top = 200
map.shiftworldy(diff)
map.buildings.draw(screen)
map.home.draw(screen)
map.gyms.draw(screen)
map.roads.draw(screen)
map.HP.draw(screen)
for n in forest.NormalTreeses:
screen.blit(n.image, (n.rect.x, n.rect.y))
forest.FallenTrees.draw(screen)
market.MarketBoothsSpawns.draw(screen)
map.firestations.draw(screen)
for o in otherpeoples:
screen.blit(o.image, (o.rect.x, o.rect.y))
#Minimap
screen.blit(minimap.image, ((WIDTH1/100)-13, (HEIGHT1/100)-7))
#HUD besides inv
minimap.displayBuildings(screen, player)
screen.blit(playICON.image, (100 * (player.rect.x / 10000), (player.rect.y / 10000) * 100))
hbar.update(player, LGREEN)
screen.blit(hback.image, (385, 0))
screen.blit(hbar.image, (395, 10))
screen.blit(FWback.image, (385, 20))
fbar.update(player, RED)
screen.blit(fbar.image, (395, 30))
wbar.update(player, BLUE)
screen.blit(wbar.image, (645, 30))
#Inventory
if player.OpenInventory == True:
HUD.openInentory(WIDTH1, HEIGHT1, screen, player, 0, 1)
else:
screen.blit(pygame.image.load('Images/backpack1.png'), (WIDTH1 / 2 * 1.9, HEIGHT1 / 10 + 1 * 50 - 100))
for i in player.inventory:
i.AMMO.draw(screen)
i.USED_AMMO.draw(screen)
#treadmill
if player.intread == True:
player.rect.y += player.speed - 2
if player.speed < 15.1:
player.speed += .01
if player.insideFirestation == True:
fswalls.draw(screen)
fsbeds.draw(screen)
fscountertops.draw(screen)
fscouches.draw(screen)
if player.insidehp == True:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
locR = 5
for c in cwall:
screen.blit(frontdesk.image, (c.rect.x + 1250, c.rect.y + 2500))
hpwalls.draw(screen)
if player.insideHouse == True:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
x = w.rect.x + 375
y = w.rect.y + 400
cx = w.rect.x + 800
cy = w.rect.y + 700
w.image = floor.image
screen.blit(couch.image, (x, y))
screen.blit(counter.image, (cx, cy))
if player.rect.x < w.rect.x:
player.rect.left = w.rect.left
if player.rect.x > w.rect.x + 850:
player.rect.right = w.rect.right
if player.rect.y < w.rect.y:
player.rect.top = w.rect.top
if player.insidegym == True:
gym_treadmills.draw(screen)
gym_bench_press.draw(screen)
tredcollideP1 = pygame.sprite.spritecollide(player, gym_treadmills, False)
for t in tredcollideP1:
if player.intread == False:
if t.InUse == False:
if player.dx > 0:
player.rect.right = t.rect.left
elif player.dx < 0:
player.rect.left = t.rect.right
elif player.dy > 0:
player.rect.bottom = t.rect.top
elif player.dy < 0:
player.rect.x = t.rect.x + 37.5
player.rect.y = t.rect.y + 25
intreadlist.add(t)
player.intread = True
t.InUse = True
if player.intread:
for i in intreadlist:
if player.rect.y > i.rect.y + 175:
print('sec')
i.InUse = False
intreadlist.empty()
player.intread = False
benchcollideP1 = pygame.sprite.spritecollide(player, gym_bench_press, False)
for b in benchcollideP1:
if player.inbench == False:
if b.InUse == False:
if player.dx > 0:
player.rect.right = b.rect.left
elif player.dx < 0:
player.rect.left = b.rect.right
elif player.dy > 0:
player.rect.bottom = b.rect.top
elif player.dy < 0:
if player.action == True:
player.rect.x = b.rect.x + 37.5
player.rect.y = b.rect.y + 25
player.frozen = True
player.inbench = True
player.action = False
b.InUse = True
else:
player.rect.top = b.rect.bottom
if player.inbench:
if player.action == True:
player.rect.x +=30
player.frozen = False
player.inbench = False
incarlist.draw(screen)
carlist.draw(screen)
carlist.update(screen)
player.update()
elif pause_menu == True:
message_display('RESUME', BLACK, HEIGHT1/3)
message_display('FULLSCREEN', BLACK, HEIGHT1/3+45)
message_display('QUIT GAME', BLACK, HEIGHT1/3+90)
resume.rect.x = WIDTH1 / 2 - 100
resume.rect.y = HEIGHT1 / 3 - 30
fullscreenHitBox.rect.x = WIDTH1 / 2 - 132
fullscreenHitBox.rect.y = HEIGHT1 / 3 + 18
quit_game.rect.x = WIDTH1/2-117
quit_game.rect.y = HEIGHT1/3+73
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if resume.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pause_menu = False
if fullscreenHitBox.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pygame.display.toggle_fullscreen()
if quit_game.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
done = True
mpx, mpy = pygame.mouse.get_pos()
screen.blit(mousey.image, (mpx, mpy))
pygame.display.update()
pygame.display.flip()
deltatime = clock.tick()/10
# print (deltatime)
# print (fp1.matrix)
pygame.quit()
python pygame
1
dont link to offsite code... create the minimum example you can ...
– Joran Beasley
Nov 20 at 0:53
Thank you, I wasn't going to, not trying to make excuses, but I was trying to copy and paste my code, I finally got it here. It's not very minimal, but It was as small as I could get it, so I doubt you will need to read through all of it. Thanks for the advice!
– PlzHelp
Nov 20 at 1:04
Welcome to Stack Overflow. You've posted way too much code. Most people here (me included) don't have time to read, analyze and debug so much code. If you want help, I suggest creating a new example from scratch and only insert the code that's necessary to reproduce the bug. The example should be minimal, complete (runnable) and verifiable.
– skrx
Nov 20 at 13:26
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Note: I am using python/pygame.
I was building a mini-map, and I based the character's icon's location off the character's x and y values. I soon realized that the icon went only to a certain point. I decided to print the player's x any y and soon learned that the the x and y would only update until 955, and 350-ish. If you could read through this and I am missing something obvious, please let me know. This is all the relevant code.
Thank you! Also, if I need to be more specific, just message me rather than take this down.
Here's the code - some of his might not be needed but I added it just in case:
class You(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([50, 50])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.inventory = pygame.sprite.Group()
self.touched_trees = pygame.sprite.Group()
self.OpenInventory = False
self.rect.x = x
self.rect.y = y
self.dx = 0
self.dy = 0
self.speed = 5
self.strength = 5
self.food = 10
self.water = 10
self.outside = True
self.health = 20
self.coords =
self.incar = False
self.insidehp = False
self.insideHouse = False
self.insidegym = False
self.insideFirestation = False
self.intread = False
self.intree = False
self.inbench = False
self.alive = True
self.action = False
self.frozen = False
self.benchfactor = 0
self.benchmeter = 0
self.mask = pygame.mask.from_surface(self.image)
def update(self):
screen.blit(self.image, (self.rect.x, self.rect.y))
if self.dx != 0:
self.move_single_axis(self.dx, 0)
if self.dy != 0:
self.move_single_axis(0, self.dy)
if self.food > 10:
self.food = 10
if self.food < 1:
self.alive = False
if self.water > 10:
self.water = 10
if self.water < 1:
self.alive = False
def move_single_axis(self, dx, dy):
global ct
self.rect.x += dx
self.rect.y += dy
if self.outside:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
if self. insideHouse == False:
if dx > 0:
self.rect.right = w.rect.left
elif dx < 0:
self.rect.left = w.rect.right
elif dy > 0:
self.rect.bottom = w.rect.top
elif dy < 0:
self.insideHouse = True
self.rect.y -= 50
elif self.rect.bottom == w.rect.bottom:
self.rect.y += 50
print('exit det is good')
self.insideHouse = False
pwall = pygame.sprite.spritecollide(player, otherpeoples, False)
for p in pwall:
if dx > 0:
p.rect.x += self.speed
elif dx < 0:
p.rect.x -= self.speed
elif dy > 0:
p.rect.y += self.speed
elif dy < 0:
p.rect.y -= self.speed
if self.outside:
#tree collisions
twall = pygame.sprite.spritecollide(player, forest.NormalTreeses, False)
for a in twall:
forest.NormalTreeses.remove(a)
self.touched_trees.add(a)
self.intree = True
twall2 = pygame.sprite.spritecollide(player, self.touched_trees, False)
for t in self.touched_trees:
for o in forest.Trunks:
if o.rect.x == w.rect.x+225 and o.rect.y == w.rect.y+225:
screen.blit(o.image, (o.rect.x, o.rect.y))
if not twall2:
for touch in self.touched_trees:
forest.NormalTreeses.add(touch)
self.touched_trees.remove(touch)
self.intree = False
if self.intree:
twall3 = pygame.sprite.spritecollide(player, forest.Trunks, False)
for t in twall3:
if dx > 0:
self.rect.right = t.rect.left
elif dx < 0:
self.rect.left = t.rect.right
elif dy > 0:
self.rect.bottom = t.rect.top
elif dy < 0:
self.rect.top = t.rect.bottom
if self.outside:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
for c in cwall:
if self.insidehp == False:
if dx > 0:
self.rect.right = c.rect.left
elif dx < 0:
self.rect.left = c.rect.right
elif dy > 0:
self.rect.bottom = c.rect.top
elif dy < 0:
self.insidehp = True
self.rect.y -= 50
elif self.rect.bottom == c.rect.bottom:
self.rect.y += 50
self.insidehp = False
if self.insidehp == True:
hpwalldet = pygame.sprite.spritecollide(self, hpwalls, False)
for h in hpwalldet:
if dx > 0:
self.rect.right = h.rect.left
elif dx < 0:
self.rect.left = h.rect.right
elif dy > 0:
self.rect.bottom = h.rect.top
elif dy < 0:
self.rect.top = h.rect.bottom
if self.insideFirestation == True:
fswalldet = pygame.sprite.spritecollide(self, fswalls, False)
for f in fswalldet:
if dx > 0:
self.rect.right = f.rect.left
elif dx < 0:
self.rect.left = f.rect.right
elif dy > 0:
self.rect.bottom = f.rect.top
elif dy < 0:
self.rect.top = f.rect.bottom
if self.outside:
dwall = pygame.sprite.spritecollide(player, map.gyms, False)
for d in dwall:
if self.insidegym == False:
if dx > 0:
self.rect.right = d.rect.left
elif dx < 0:
self.rect.left = d.rect.right
elif dy > 0:
self.rect.bottom = d.rect.top
elif dy < 0:
self.insidegym = True
d.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == d.rect.bottom:
self.rect.y -= 50
d.image = pygame.image.load("Images/gym.png")
d.image = pygame.transform.scale(d.image, (2000, 1000))
self.insidegym = False
if self.outside:
ewall = pygame.sprite.spritecollide(player, map.firestations, False)
for e in ewall:
if self.insideFirestation == False:
if dx > 0:
self.rect.right = e.rect.left
elif dx < 0:
self.rect.left = e.rect.right
elif dy > 0:
self.rect.bottom = e.rect.top
elif dy < 0:
self.insideFirestation = True
e.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == e.rect.bottom:
self.rect.y -= 50
e.image = pygame.image.load("Images/firehouse.png")
e.image = pygame.transform.scale(e.image, (1000, 1000))
self.insideFirestation = False
ct = pygame.sprite.spritecollide(self, carlist, False)
if self.incar == False:
if ct:
for t in ct:
t.lose_attributes()
incarlist.add(t)
player.GainCarAttributes(t)
def GainCarAttributes(self, car):
self.image = pygame.Surface([200, 200])
self.image.fill(YELLOW)
self.speed = car.speed
self.health = car.health
self.incar = True
print('became car')
def ExitCar(self, car):
self.image = pygame.Surface([50, 50])
car.image = pygame.Surface([200, 200])
car.image.fill(YELLOW)
incarlist.x = player.rect.x
incarlist.y = player.rect.y
self.rect.x -= 55
self.image.fill(BLUE)
self.speed -= self.speed
self.speed += 10
self.health = 20
self.incar = False
def left(self, _deltatime):
self.dx = -self.speed
def right(self, _deltatime):
self.dx = self.speed
def up(self, _deltatime):
self.dy = -self.speed
def down(self, _deltatime):
self.dy = self.speed
def stopx(self):
self.dx = 0
def stopy(self):
self.dy = 0
---- i skipped a bit
def event_collector():
global inmenu
inmenu = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
global done
done = True
if event.type == pygame.KEYDOWN:
if player.frozen == False:
if event.key == pygame.K_w:
player.up(deltatime)
if event.key == pygame.K_a:
player.left(deltatime)
if event.key == pygame.K_s:
player.down(deltatime)
if event.key == pygame.K_d:
player.right(deltatime)
if event.key == pygame.K_t:
tx = int(input('enter column: '))
ty = int(input('enter row: '))
player.rect.x = tx * 1000
player.rect.y = ty * 1000
if event.key == pygame.K_p:
player.health -= 10
player.water -= 5
player.food -= 5
if event.key == pygame.K_e and player.incar == True:
player.ExitCar(t)
incarlist.remove([0])
player.incar = False
print("Car exited")
elif player.inbench:
if player.benchmeter < .9:
if event.key == pygame.K_q:
if player.strength < 25:
player.benchfactor += 0.1
print(player.strength)
player.benchmeter += 0.1
else:
time.sleep(1)
player.benchmeter = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_w or event.key == pygame.K_s:
player.stopy()
if event.key == pygame.K_a or event.key == pygame.K_d:
player.stopx()
if event.key == pygame.K_e:
player.action = False
if event.key == pygame.K_q:
if player.OpenInventory == False:
player.OpenInventory = True
else:
player.OpenInventory = False
if event.key == pygame.K_ESCAPE:
pause_menu = True
if event.key == pygame.K_e:
player.action = True
if event.type == pygame.MOUSEBUTTONUP:
for o in otherpeoples:
if o.rect.collidepoint(pygame.mouse.get_pos()):
selected.add(o)
inmenu = True
if inmenu:
for s in selected:
for i in TalkMenu:
if i.rect.collidepoint(pygame.mouse.get_pos()):
print('doublecheck')
if event.type == pygame.MOUSEBUTTONUP:
jerry.friendmeter += 1
print(s.friendmeter)
for i in TalkMenu:
screen.blit(i.image, (s.rect.x, s.rect.y - 50))
while not done:
screen.fill(GREY)
if pause_menu == False:
event_collector()
if player.alive == True:
print(player.rect.x, player.rect.y)
if player.rect.right > 1000:
diff = player.rect.right - 1000
player.rect.right = 1000
map.shiftworldx(-diff)
if player.rect.left < 500:
diff = 500 - player.rect.left
player.rect.left = 500
map.shiftworldx(diff)
if player.rect.bottom > 400:
diff = player.rect.bottom - 400
player.rect.bottom = 400
map.shiftworldy(-diff)
if player.rect.top < 200:
diff = 200 - player.rect.top
player.rect.top = 200
map.shiftworldy(diff)
map.buildings.draw(screen)
map.home.draw(screen)
map.gyms.draw(screen)
map.roads.draw(screen)
map.HP.draw(screen)
for n in forest.NormalTreeses:
screen.blit(n.image, (n.rect.x, n.rect.y))
forest.FallenTrees.draw(screen)
market.MarketBoothsSpawns.draw(screen)
map.firestations.draw(screen)
for o in otherpeoples:
screen.blit(o.image, (o.rect.x, o.rect.y))
#Minimap
screen.blit(minimap.image, ((WIDTH1/100)-13, (HEIGHT1/100)-7))
#HUD besides inv
minimap.displayBuildings(screen, player)
screen.blit(playICON.image, (100 * (player.rect.x / 10000), (player.rect.y / 10000) * 100))
hbar.update(player, LGREEN)
screen.blit(hback.image, (385, 0))
screen.blit(hbar.image, (395, 10))
screen.blit(FWback.image, (385, 20))
fbar.update(player, RED)
screen.blit(fbar.image, (395, 30))
wbar.update(player, BLUE)
screen.blit(wbar.image, (645, 30))
#Inventory
if player.OpenInventory == True:
HUD.openInentory(WIDTH1, HEIGHT1, screen, player, 0, 1)
else:
screen.blit(pygame.image.load('Images/backpack1.png'), (WIDTH1 / 2 * 1.9, HEIGHT1 / 10 + 1 * 50 - 100))
for i in player.inventory:
i.AMMO.draw(screen)
i.USED_AMMO.draw(screen)
#treadmill
if player.intread == True:
player.rect.y += player.speed - 2
if player.speed < 15.1:
player.speed += .01
if player.insideFirestation == True:
fswalls.draw(screen)
fsbeds.draw(screen)
fscountertops.draw(screen)
fscouches.draw(screen)
if player.insidehp == True:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
locR = 5
for c in cwall:
screen.blit(frontdesk.image, (c.rect.x + 1250, c.rect.y + 2500))
hpwalls.draw(screen)
if player.insideHouse == True:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
x = w.rect.x + 375
y = w.rect.y + 400
cx = w.rect.x + 800
cy = w.rect.y + 700
w.image = floor.image
screen.blit(couch.image, (x, y))
screen.blit(counter.image, (cx, cy))
if player.rect.x < w.rect.x:
player.rect.left = w.rect.left
if player.rect.x > w.rect.x + 850:
player.rect.right = w.rect.right
if player.rect.y < w.rect.y:
player.rect.top = w.rect.top
if player.insidegym == True:
gym_treadmills.draw(screen)
gym_bench_press.draw(screen)
tredcollideP1 = pygame.sprite.spritecollide(player, gym_treadmills, False)
for t in tredcollideP1:
if player.intread == False:
if t.InUse == False:
if player.dx > 0:
player.rect.right = t.rect.left
elif player.dx < 0:
player.rect.left = t.rect.right
elif player.dy > 0:
player.rect.bottom = t.rect.top
elif player.dy < 0:
player.rect.x = t.rect.x + 37.5
player.rect.y = t.rect.y + 25
intreadlist.add(t)
player.intread = True
t.InUse = True
if player.intread:
for i in intreadlist:
if player.rect.y > i.rect.y + 175:
print('sec')
i.InUse = False
intreadlist.empty()
player.intread = False
benchcollideP1 = pygame.sprite.spritecollide(player, gym_bench_press, False)
for b in benchcollideP1:
if player.inbench == False:
if b.InUse == False:
if player.dx > 0:
player.rect.right = b.rect.left
elif player.dx < 0:
player.rect.left = b.rect.right
elif player.dy > 0:
player.rect.bottom = b.rect.top
elif player.dy < 0:
if player.action == True:
player.rect.x = b.rect.x + 37.5
player.rect.y = b.rect.y + 25
player.frozen = True
player.inbench = True
player.action = False
b.InUse = True
else:
player.rect.top = b.rect.bottom
if player.inbench:
if player.action == True:
player.rect.x +=30
player.frozen = False
player.inbench = False
incarlist.draw(screen)
carlist.draw(screen)
carlist.update(screen)
player.update()
elif pause_menu == True:
message_display('RESUME', BLACK, HEIGHT1/3)
message_display('FULLSCREEN', BLACK, HEIGHT1/3+45)
message_display('QUIT GAME', BLACK, HEIGHT1/3+90)
resume.rect.x = WIDTH1 / 2 - 100
resume.rect.y = HEIGHT1 / 3 - 30
fullscreenHitBox.rect.x = WIDTH1 / 2 - 132
fullscreenHitBox.rect.y = HEIGHT1 / 3 + 18
quit_game.rect.x = WIDTH1/2-117
quit_game.rect.y = HEIGHT1/3+73
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if resume.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pause_menu = False
if fullscreenHitBox.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pygame.display.toggle_fullscreen()
if quit_game.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
done = True
mpx, mpy = pygame.mouse.get_pos()
screen.blit(mousey.image, (mpx, mpy))
pygame.display.update()
pygame.display.flip()
deltatime = clock.tick()/10
# print (deltatime)
# print (fp1.matrix)
pygame.quit()
python pygame
Note: I am using python/pygame.
I was building a mini-map, and I based the character's icon's location off the character's x and y values. I soon realized that the icon went only to a certain point. I decided to print the player's x any y and soon learned that the the x and y would only update until 955, and 350-ish. If you could read through this and I am missing something obvious, please let me know. This is all the relevant code.
Thank you! Also, if I need to be more specific, just message me rather than take this down.
Here's the code - some of his might not be needed but I added it just in case:
class You(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([50, 50])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.inventory = pygame.sprite.Group()
self.touched_trees = pygame.sprite.Group()
self.OpenInventory = False
self.rect.x = x
self.rect.y = y
self.dx = 0
self.dy = 0
self.speed = 5
self.strength = 5
self.food = 10
self.water = 10
self.outside = True
self.health = 20
self.coords =
self.incar = False
self.insidehp = False
self.insideHouse = False
self.insidegym = False
self.insideFirestation = False
self.intread = False
self.intree = False
self.inbench = False
self.alive = True
self.action = False
self.frozen = False
self.benchfactor = 0
self.benchmeter = 0
self.mask = pygame.mask.from_surface(self.image)
def update(self):
screen.blit(self.image, (self.rect.x, self.rect.y))
if self.dx != 0:
self.move_single_axis(self.dx, 0)
if self.dy != 0:
self.move_single_axis(0, self.dy)
if self.food > 10:
self.food = 10
if self.food < 1:
self.alive = False
if self.water > 10:
self.water = 10
if self.water < 1:
self.alive = False
def move_single_axis(self, dx, dy):
global ct
self.rect.x += dx
self.rect.y += dy
if self.outside:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
if self. insideHouse == False:
if dx > 0:
self.rect.right = w.rect.left
elif dx < 0:
self.rect.left = w.rect.right
elif dy > 0:
self.rect.bottom = w.rect.top
elif dy < 0:
self.insideHouse = True
self.rect.y -= 50
elif self.rect.bottom == w.rect.bottom:
self.rect.y += 50
print('exit det is good')
self.insideHouse = False
pwall = pygame.sprite.spritecollide(player, otherpeoples, False)
for p in pwall:
if dx > 0:
p.rect.x += self.speed
elif dx < 0:
p.rect.x -= self.speed
elif dy > 0:
p.rect.y += self.speed
elif dy < 0:
p.rect.y -= self.speed
if self.outside:
#tree collisions
twall = pygame.sprite.spritecollide(player, forest.NormalTreeses, False)
for a in twall:
forest.NormalTreeses.remove(a)
self.touched_trees.add(a)
self.intree = True
twall2 = pygame.sprite.spritecollide(player, self.touched_trees, False)
for t in self.touched_trees:
for o in forest.Trunks:
if o.rect.x == w.rect.x+225 and o.rect.y == w.rect.y+225:
screen.blit(o.image, (o.rect.x, o.rect.y))
if not twall2:
for touch in self.touched_trees:
forest.NormalTreeses.add(touch)
self.touched_trees.remove(touch)
self.intree = False
if self.intree:
twall3 = pygame.sprite.spritecollide(player, forest.Trunks, False)
for t in twall3:
if dx > 0:
self.rect.right = t.rect.left
elif dx < 0:
self.rect.left = t.rect.right
elif dy > 0:
self.rect.bottom = t.rect.top
elif dy < 0:
self.rect.top = t.rect.bottom
if self.outside:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
for c in cwall:
if self.insidehp == False:
if dx > 0:
self.rect.right = c.rect.left
elif dx < 0:
self.rect.left = c.rect.right
elif dy > 0:
self.rect.bottom = c.rect.top
elif dy < 0:
self.insidehp = True
self.rect.y -= 50
elif self.rect.bottom == c.rect.bottom:
self.rect.y += 50
self.insidehp = False
if self.insidehp == True:
hpwalldet = pygame.sprite.spritecollide(self, hpwalls, False)
for h in hpwalldet:
if dx > 0:
self.rect.right = h.rect.left
elif dx < 0:
self.rect.left = h.rect.right
elif dy > 0:
self.rect.bottom = h.rect.top
elif dy < 0:
self.rect.top = h.rect.bottom
if self.insideFirestation == True:
fswalldet = pygame.sprite.spritecollide(self, fswalls, False)
for f in fswalldet:
if dx > 0:
self.rect.right = f.rect.left
elif dx < 0:
self.rect.left = f.rect.right
elif dy > 0:
self.rect.bottom = f.rect.top
elif dy < 0:
self.rect.top = f.rect.bottom
if self.outside:
dwall = pygame.sprite.spritecollide(player, map.gyms, False)
for d in dwall:
if self.insidegym == False:
if dx > 0:
self.rect.right = d.rect.left
elif dx < 0:
self.rect.left = d.rect.right
elif dy > 0:
self.rect.bottom = d.rect.top
elif dy < 0:
self.insidegym = True
d.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == d.rect.bottom:
self.rect.y -= 50
d.image = pygame.image.load("Images/gym.png")
d.image = pygame.transform.scale(d.image, (2000, 1000))
self.insidegym = False
if self.outside:
ewall = pygame.sprite.spritecollide(player, map.firestations, False)
for e in ewall:
if self.insideFirestation == False:
if dx > 0:
self.rect.right = e.rect.left
elif dx < 0:
self.rect.left = e.rect.right
elif dy > 0:
self.rect.bottom = e.rect.top
elif dy < 0:
self.insideFirestation = True
e.image.fill(WHITE)
self.rect.y -= 50
elif self.rect.bottom == e.rect.bottom:
self.rect.y -= 50
e.image = pygame.image.load("Images/firehouse.png")
e.image = pygame.transform.scale(e.image, (1000, 1000))
self.insideFirestation = False
ct = pygame.sprite.spritecollide(self, carlist, False)
if self.incar == False:
if ct:
for t in ct:
t.lose_attributes()
incarlist.add(t)
player.GainCarAttributes(t)
def GainCarAttributes(self, car):
self.image = pygame.Surface([200, 200])
self.image.fill(YELLOW)
self.speed = car.speed
self.health = car.health
self.incar = True
print('became car')
def ExitCar(self, car):
self.image = pygame.Surface([50, 50])
car.image = pygame.Surface([200, 200])
car.image.fill(YELLOW)
incarlist.x = player.rect.x
incarlist.y = player.rect.y
self.rect.x -= 55
self.image.fill(BLUE)
self.speed -= self.speed
self.speed += 10
self.health = 20
self.incar = False
def left(self, _deltatime):
self.dx = -self.speed
def right(self, _deltatime):
self.dx = self.speed
def up(self, _deltatime):
self.dy = -self.speed
def down(self, _deltatime):
self.dy = self.speed
def stopx(self):
self.dx = 0
def stopy(self):
self.dy = 0
---- i skipped a bit
def event_collector():
global inmenu
inmenu = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
global done
done = True
if event.type == pygame.KEYDOWN:
if player.frozen == False:
if event.key == pygame.K_w:
player.up(deltatime)
if event.key == pygame.K_a:
player.left(deltatime)
if event.key == pygame.K_s:
player.down(deltatime)
if event.key == pygame.K_d:
player.right(deltatime)
if event.key == pygame.K_t:
tx = int(input('enter column: '))
ty = int(input('enter row: '))
player.rect.x = tx * 1000
player.rect.y = ty * 1000
if event.key == pygame.K_p:
player.health -= 10
player.water -= 5
player.food -= 5
if event.key == pygame.K_e and player.incar == True:
player.ExitCar(t)
incarlist.remove([0])
player.incar = False
print("Car exited")
elif player.inbench:
if player.benchmeter < .9:
if event.key == pygame.K_q:
if player.strength < 25:
player.benchfactor += 0.1
print(player.strength)
player.benchmeter += 0.1
else:
time.sleep(1)
player.benchmeter = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_w or event.key == pygame.K_s:
player.stopy()
if event.key == pygame.K_a or event.key == pygame.K_d:
player.stopx()
if event.key == pygame.K_e:
player.action = False
if event.key == pygame.K_q:
if player.OpenInventory == False:
player.OpenInventory = True
else:
player.OpenInventory = False
if event.key == pygame.K_ESCAPE:
pause_menu = True
if event.key == pygame.K_e:
player.action = True
if event.type == pygame.MOUSEBUTTONUP:
for o in otherpeoples:
if o.rect.collidepoint(pygame.mouse.get_pos()):
selected.add(o)
inmenu = True
if inmenu:
for s in selected:
for i in TalkMenu:
if i.rect.collidepoint(pygame.mouse.get_pos()):
print('doublecheck')
if event.type == pygame.MOUSEBUTTONUP:
jerry.friendmeter += 1
print(s.friendmeter)
for i in TalkMenu:
screen.blit(i.image, (s.rect.x, s.rect.y - 50))
while not done:
screen.fill(GREY)
if pause_menu == False:
event_collector()
if player.alive == True:
print(player.rect.x, player.rect.y)
if player.rect.right > 1000:
diff = player.rect.right - 1000
player.rect.right = 1000
map.shiftworldx(-diff)
if player.rect.left < 500:
diff = 500 - player.rect.left
player.rect.left = 500
map.shiftworldx(diff)
if player.rect.bottom > 400:
diff = player.rect.bottom - 400
player.rect.bottom = 400
map.shiftworldy(-diff)
if player.rect.top < 200:
diff = 200 - player.rect.top
player.rect.top = 200
map.shiftworldy(diff)
map.buildings.draw(screen)
map.home.draw(screen)
map.gyms.draw(screen)
map.roads.draw(screen)
map.HP.draw(screen)
for n in forest.NormalTreeses:
screen.blit(n.image, (n.rect.x, n.rect.y))
forest.FallenTrees.draw(screen)
market.MarketBoothsSpawns.draw(screen)
map.firestations.draw(screen)
for o in otherpeoples:
screen.blit(o.image, (o.rect.x, o.rect.y))
#Minimap
screen.blit(minimap.image, ((WIDTH1/100)-13, (HEIGHT1/100)-7))
#HUD besides inv
minimap.displayBuildings(screen, player)
screen.blit(playICON.image, (100 * (player.rect.x / 10000), (player.rect.y / 10000) * 100))
hbar.update(player, LGREEN)
screen.blit(hback.image, (385, 0))
screen.blit(hbar.image, (395, 10))
screen.blit(FWback.image, (385, 20))
fbar.update(player, RED)
screen.blit(fbar.image, (395, 30))
wbar.update(player, BLUE)
screen.blit(wbar.image, (645, 30))
#Inventory
if player.OpenInventory == True:
HUD.openInentory(WIDTH1, HEIGHT1, screen, player, 0, 1)
else:
screen.blit(pygame.image.load('Images/backpack1.png'), (WIDTH1 / 2 * 1.9, HEIGHT1 / 10 + 1 * 50 - 100))
for i in player.inventory:
i.AMMO.draw(screen)
i.USED_AMMO.draw(screen)
#treadmill
if player.intread == True:
player.rect.y += player.speed - 2
if player.speed < 15.1:
player.speed += .01
if player.insideFirestation == True:
fswalls.draw(screen)
fsbeds.draw(screen)
fscountertops.draw(screen)
fscouches.draw(screen)
if player.insidehp == True:
cwall = pygame.sprite.spritecollide(player, map.HP, False)
locR = 5
for c in cwall:
screen.blit(frontdesk.image, (c.rect.x + 1250, c.rect.y + 2500))
hpwalls.draw(screen)
if player.insideHouse == True:
wall = pygame.sprite.spritecollide(player, map.home, False)
for w in wall:
x = w.rect.x + 375
y = w.rect.y + 400
cx = w.rect.x + 800
cy = w.rect.y + 700
w.image = floor.image
screen.blit(couch.image, (x, y))
screen.blit(counter.image, (cx, cy))
if player.rect.x < w.rect.x:
player.rect.left = w.rect.left
if player.rect.x > w.rect.x + 850:
player.rect.right = w.rect.right
if player.rect.y < w.rect.y:
player.rect.top = w.rect.top
if player.insidegym == True:
gym_treadmills.draw(screen)
gym_bench_press.draw(screen)
tredcollideP1 = pygame.sprite.spritecollide(player, gym_treadmills, False)
for t in tredcollideP1:
if player.intread == False:
if t.InUse == False:
if player.dx > 0:
player.rect.right = t.rect.left
elif player.dx < 0:
player.rect.left = t.rect.right
elif player.dy > 0:
player.rect.bottom = t.rect.top
elif player.dy < 0:
player.rect.x = t.rect.x + 37.5
player.rect.y = t.rect.y + 25
intreadlist.add(t)
player.intread = True
t.InUse = True
if player.intread:
for i in intreadlist:
if player.rect.y > i.rect.y + 175:
print('sec')
i.InUse = False
intreadlist.empty()
player.intread = False
benchcollideP1 = pygame.sprite.spritecollide(player, gym_bench_press, False)
for b in benchcollideP1:
if player.inbench == False:
if b.InUse == False:
if player.dx > 0:
player.rect.right = b.rect.left
elif player.dx < 0:
player.rect.left = b.rect.right
elif player.dy > 0:
player.rect.bottom = b.rect.top
elif player.dy < 0:
if player.action == True:
player.rect.x = b.rect.x + 37.5
player.rect.y = b.rect.y + 25
player.frozen = True
player.inbench = True
player.action = False
b.InUse = True
else:
player.rect.top = b.rect.bottom
if player.inbench:
if player.action == True:
player.rect.x +=30
player.frozen = False
player.inbench = False
incarlist.draw(screen)
carlist.draw(screen)
carlist.update(screen)
player.update()
elif pause_menu == True:
message_display('RESUME', BLACK, HEIGHT1/3)
message_display('FULLSCREEN', BLACK, HEIGHT1/3+45)
message_display('QUIT GAME', BLACK, HEIGHT1/3+90)
resume.rect.x = WIDTH1 / 2 - 100
resume.rect.y = HEIGHT1 / 3 - 30
fullscreenHitBox.rect.x = WIDTH1 / 2 - 132
fullscreenHitBox.rect.y = HEIGHT1 / 3 + 18
quit_game.rect.x = WIDTH1/2-117
quit_game.rect.y = HEIGHT1/3+73
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if resume.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pause_menu = False
if fullscreenHitBox.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
pygame.display.toggle_fullscreen()
if quit_game.rect.collidepoint(pygame.mouse.get_pos()):
if event.type == pygame.MOUSEBUTTONUP:
done = True
mpx, mpy = pygame.mouse.get_pos()
screen.blit(mousey.image, (mpx, mpy))
pygame.display.update()
pygame.display.flip()
deltatime = clock.tick()/10
# print (deltatime)
# print (fp1.matrix)
pygame.quit()
python pygame
python pygame
edited Nov 20 at 1:02
asked Nov 20 at 0:47
PlzHelp
11
11
1
dont link to offsite code... create the minimum example you can ...
– Joran Beasley
Nov 20 at 0:53
Thank you, I wasn't going to, not trying to make excuses, but I was trying to copy and paste my code, I finally got it here. It's not very minimal, but It was as small as I could get it, so I doubt you will need to read through all of it. Thanks for the advice!
– PlzHelp
Nov 20 at 1:04
Welcome to Stack Overflow. You've posted way too much code. Most people here (me included) don't have time to read, analyze and debug so much code. If you want help, I suggest creating a new example from scratch and only insert the code that's necessary to reproduce the bug. The example should be minimal, complete (runnable) and verifiable.
– skrx
Nov 20 at 13:26
add a comment |
1
dont link to offsite code... create the minimum example you can ...
– Joran Beasley
Nov 20 at 0:53
Thank you, I wasn't going to, not trying to make excuses, but I was trying to copy and paste my code, I finally got it here. It's not very minimal, but It was as small as I could get it, so I doubt you will need to read through all of it. Thanks for the advice!
– PlzHelp
Nov 20 at 1:04
Welcome to Stack Overflow. You've posted way too much code. Most people here (me included) don't have time to read, analyze and debug so much code. If you want help, I suggest creating a new example from scratch and only insert the code that's necessary to reproduce the bug. The example should be minimal, complete (runnable) and verifiable.
– skrx
Nov 20 at 13:26
1
1
dont link to offsite code... create the minimum example you can ...
– Joran Beasley
Nov 20 at 0:53
dont link to offsite code... create the minimum example you can ...
– Joran Beasley
Nov 20 at 0:53
Thank you, I wasn't going to, not trying to make excuses, but I was trying to copy and paste my code, I finally got it here. It's not very minimal, but It was as small as I could get it, so I doubt you will need to read through all of it. Thanks for the advice!
– PlzHelp
Nov 20 at 1:04
Thank you, I wasn't going to, not trying to make excuses, but I was trying to copy and paste my code, I finally got it here. It's not very minimal, but It was as small as I could get it, so I doubt you will need to read through all of it. Thanks for the advice!
– PlzHelp
Nov 20 at 1:04
Welcome to Stack Overflow. You've posted way too much code. Most people here (me included) don't have time to read, analyze and debug so much code. If you want help, I suggest creating a new example from scratch and only insert the code that's necessary to reproduce the bug. The example should be minimal, complete (runnable) and verifiable.
– skrx
Nov 20 at 13:26
Welcome to Stack Overflow. You've posted way too much code. Most people here (me included) don't have time to read, analyze and debug so much code. If you want help, I suggest creating a new example from scratch and only insert the code that's necessary to reproduce the bug. The example should be minimal, complete (runnable) and verifiable.
– skrx
Nov 20 at 13:26
add a comment |
active
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1
dont link to offsite code... create the minimum example you can ...
– Joran Beasley
Nov 20 at 0:53
Thank you, I wasn't going to, not trying to make excuses, but I was trying to copy and paste my code, I finally got it here. It's not very minimal, but It was as small as I could get it, so I doubt you will need to read through all of it. Thanks for the advice!
– PlzHelp
Nov 20 at 1:04
Welcome to Stack Overflow. You've posted way too much code. Most people here (me included) don't have time to read, analyze and debug so much code. If you want help, I suggest creating a new example from scratch and only insert the code that's necessary to reproduce the bug. The example should be minimal, complete (runnable) and verifiable.
– skrx
Nov 20 at 13:26