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Beginning Space Invaders Code and Requiring Assistance with a part of it
How to make a pygame sprite group move?Update display all at one time PyGamePygame - Space Invaders AliensSpace Invaders projectSpace invaders game bugPyGame Space Invaders Game - Making aliens move togetherDraw shape given x and y coordinates pygameRender numpy array on screen in pygameSpace Invaders - pygame - AttributeErrorPython: Space Invaders Score SystemAble to get image to move in Pygame; but I have to keep on pressing the button to make it move
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I am beginning to code a space invaders game and trying to just get the ship down and let it move back and forth across the screen. I'm very beginner status so it is a big challenge for me. Whenever I try to run it it tells me that I'm requiring another positional argument in my update function but I don't understand what I'm supposed to do.
I've tried moving around the variable initialization for keys but it hasn't changed anything. If anyone wants to take a look at my code and tell me what I could do it would be amazing.
import pygame, sys
from pygame import *
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Space Invaders")
pygame.mouse.set_visible(0)
WIDTH = 800
vel = 5
width = 64
keys = pygame.key.get_pressed()
BLACK = (0, 0, 0)
all_sprites = pygame.sprite.Group()
class Player(pygame.sprite.Sprite):
def _init_(self):
pygame.sprite.Sprite._init_(self)
self.image = pygame.image.load("imagesship.png")
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, 40)
def update(self, keys, *args):
if keys[pygame.K_LEFT] and self.rect.x > vel:
self.rect.x -= vel
if keys[pygame.K_RIGHT] and self.rect.x < 800 - width - vel:
self.rect.x += vel
screen.blit(self.image, self.rect)
player = Player()
all_sprites.add(player)
run = True
while run:
pygame.time.delay(100)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display
pygame.quit()
I know this is just the beginning but I can't figure out what I'm missing here.
python keyboard pygame self
add a comment |
I am beginning to code a space invaders game and trying to just get the ship down and let it move back and forth across the screen. I'm very beginner status so it is a big challenge for me. Whenever I try to run it it tells me that I'm requiring another positional argument in my update function but I don't understand what I'm supposed to do.
I've tried moving around the variable initialization for keys but it hasn't changed anything. If anyone wants to take a look at my code and tell me what I could do it would be amazing.
import pygame, sys
from pygame import *
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Space Invaders")
pygame.mouse.set_visible(0)
WIDTH = 800
vel = 5
width = 64
keys = pygame.key.get_pressed()
BLACK = (0, 0, 0)
all_sprites = pygame.sprite.Group()
class Player(pygame.sprite.Sprite):
def _init_(self):
pygame.sprite.Sprite._init_(self)
self.image = pygame.image.load("imagesship.png")
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, 40)
def update(self, keys, *args):
if keys[pygame.K_LEFT] and self.rect.x > vel:
self.rect.x -= vel
if keys[pygame.K_RIGHT] and self.rect.x < 800 - width - vel:
self.rect.x += vel
screen.blit(self.image, self.rect)
player = Player()
all_sprites.add(player)
run = True
while run:
pygame.time.delay(100)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display
pygame.quit()
I know this is just the beginning but I can't figure out what I'm missing here.
python keyboard pygame self
def update(self, keys, *args):
vsall_sprites.update()
.. which calls your sprites update function but does not get any params to pass around.
– Patrick Artner
Mar 26 at 21:32
1
It has to be__init__
rather than_init_
– Rabbid76
Mar 26 at 21:33
how-to-make-a-pygame-sprite-group-move
– Patrick Artner
Mar 26 at 21:33
add a comment |
I am beginning to code a space invaders game and trying to just get the ship down and let it move back and forth across the screen. I'm very beginner status so it is a big challenge for me. Whenever I try to run it it tells me that I'm requiring another positional argument in my update function but I don't understand what I'm supposed to do.
I've tried moving around the variable initialization for keys but it hasn't changed anything. If anyone wants to take a look at my code and tell me what I could do it would be amazing.
import pygame, sys
from pygame import *
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Space Invaders")
pygame.mouse.set_visible(0)
WIDTH = 800
vel = 5
width = 64
keys = pygame.key.get_pressed()
BLACK = (0, 0, 0)
all_sprites = pygame.sprite.Group()
class Player(pygame.sprite.Sprite):
def _init_(self):
pygame.sprite.Sprite._init_(self)
self.image = pygame.image.load("imagesship.png")
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, 40)
def update(self, keys, *args):
if keys[pygame.K_LEFT] and self.rect.x > vel:
self.rect.x -= vel
if keys[pygame.K_RIGHT] and self.rect.x < 800 - width - vel:
self.rect.x += vel
screen.blit(self.image, self.rect)
player = Player()
all_sprites.add(player)
run = True
while run:
pygame.time.delay(100)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display
pygame.quit()
I know this is just the beginning but I can't figure out what I'm missing here.
python keyboard pygame self
I am beginning to code a space invaders game and trying to just get the ship down and let it move back and forth across the screen. I'm very beginner status so it is a big challenge for me. Whenever I try to run it it tells me that I'm requiring another positional argument in my update function but I don't understand what I'm supposed to do.
I've tried moving around the variable initialization for keys but it hasn't changed anything. If anyone wants to take a look at my code and tell me what I could do it would be amazing.
import pygame, sys
from pygame import *
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Space Invaders")
pygame.mouse.set_visible(0)
WIDTH = 800
vel = 5
width = 64
keys = pygame.key.get_pressed()
BLACK = (0, 0, 0)
all_sprites = pygame.sprite.Group()
class Player(pygame.sprite.Sprite):
def _init_(self):
pygame.sprite.Sprite._init_(self)
self.image = pygame.image.load("imagesship.png")
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2, 40)
def update(self, keys, *args):
if keys[pygame.K_LEFT] and self.rect.x > vel:
self.rect.x -= vel
if keys[pygame.K_RIGHT] and self.rect.x < 800 - width - vel:
self.rect.x += vel
screen.blit(self.image, self.rect)
player = Player()
all_sprites.add(player)
run = True
while run:
pygame.time.delay(100)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display
pygame.quit()
I know this is just the beginning but I can't figure out what I'm missing here.
python keyboard pygame self
python keyboard pygame self
asked Mar 26 at 21:22
Naruto AbidalNaruto Abidal
324 bronze badges
324 bronze badges
def update(self, keys, *args):
vsall_sprites.update()
.. which calls your sprites update function but does not get any params to pass around.
– Patrick Artner
Mar 26 at 21:32
1
It has to be__init__
rather than_init_
– Rabbid76
Mar 26 at 21:33
how-to-make-a-pygame-sprite-group-move
– Patrick Artner
Mar 26 at 21:33
add a comment |
def update(self, keys, *args):
vsall_sprites.update()
.. which calls your sprites update function but does not get any params to pass around.
– Patrick Artner
Mar 26 at 21:32
1
It has to be__init__
rather than_init_
– Rabbid76
Mar 26 at 21:33
how-to-make-a-pygame-sprite-group-move
– Patrick Artner
Mar 26 at 21:33
def update(self, keys, *args):
vs all_sprites.update()
.. which calls your sprites update function but does not get any params to pass around.– Patrick Artner
Mar 26 at 21:32
def update(self, keys, *args):
vs all_sprites.update()
.. which calls your sprites update function but does not get any params to pass around.– Patrick Artner
Mar 26 at 21:32
1
1
It has to be
__init__
rather than _init_
– Rabbid76
Mar 26 at 21:33
It has to be
__init__
rather than _init_
– Rabbid76
Mar 26 at 21:33
how-to-make-a-pygame-sprite-group-move
– Patrick Artner
Mar 26 at 21:33
how-to-make-a-pygame-sprite-group-move
– Patrick Artner
Mar 26 at 21:33
add a comment |
1 Answer
1
active
oldest
votes
You've to pass the current states of the keyboard buttons to .update()
.
Note, the arguments which are passed to all_sprites.update()
are delegated to player.update()
. all_sprites
is pygame.sprite.Group
object. The .update()
method calls .update()
on each contained sprite and pass the parameters through.
Get the states of the keyboard buttons by pygame.key.get_pressed()
and pass it to .update
:
keys = pygame.key.get_pressed()
all_sprites.update(keys)
The name of the constructor has to be __init__
rather than _init_
. See Class:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# [...]
the error is still there unfortunately
– Naruto Abidal
Mar 26 at 22:06
Ah, there we go. Sorry I made a typo, thank you very much.
– Naruto Abidal
Mar 26 at 22:10
of course, new to this website as well.
– Naruto Abidal
Mar 26 at 22:15
1
@NarutoAbidal Thank you. You're welcome.
– Rabbid76
Mar 26 at 22:15
add a comment |
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oldest
votes
You've to pass the current states of the keyboard buttons to .update()
.
Note, the arguments which are passed to all_sprites.update()
are delegated to player.update()
. all_sprites
is pygame.sprite.Group
object. The .update()
method calls .update()
on each contained sprite and pass the parameters through.
Get the states of the keyboard buttons by pygame.key.get_pressed()
and pass it to .update
:
keys = pygame.key.get_pressed()
all_sprites.update(keys)
The name of the constructor has to be __init__
rather than _init_
. See Class:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# [...]
the error is still there unfortunately
– Naruto Abidal
Mar 26 at 22:06
Ah, there we go. Sorry I made a typo, thank you very much.
– Naruto Abidal
Mar 26 at 22:10
of course, new to this website as well.
– Naruto Abidal
Mar 26 at 22:15
1
@NarutoAbidal Thank you. You're welcome.
– Rabbid76
Mar 26 at 22:15
add a comment |
You've to pass the current states of the keyboard buttons to .update()
.
Note, the arguments which are passed to all_sprites.update()
are delegated to player.update()
. all_sprites
is pygame.sprite.Group
object. The .update()
method calls .update()
on each contained sprite and pass the parameters through.
Get the states of the keyboard buttons by pygame.key.get_pressed()
and pass it to .update
:
keys = pygame.key.get_pressed()
all_sprites.update(keys)
The name of the constructor has to be __init__
rather than _init_
. See Class:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# [...]
the error is still there unfortunately
– Naruto Abidal
Mar 26 at 22:06
Ah, there we go. Sorry I made a typo, thank you very much.
– Naruto Abidal
Mar 26 at 22:10
of course, new to this website as well.
– Naruto Abidal
Mar 26 at 22:15
1
@NarutoAbidal Thank you. You're welcome.
– Rabbid76
Mar 26 at 22:15
add a comment |
You've to pass the current states of the keyboard buttons to .update()
.
Note, the arguments which are passed to all_sprites.update()
are delegated to player.update()
. all_sprites
is pygame.sprite.Group
object. The .update()
method calls .update()
on each contained sprite and pass the parameters through.
Get the states of the keyboard buttons by pygame.key.get_pressed()
and pass it to .update
:
keys = pygame.key.get_pressed()
all_sprites.update(keys)
The name of the constructor has to be __init__
rather than _init_
. See Class:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# [...]
You've to pass the current states of the keyboard buttons to .update()
.
Note, the arguments which are passed to all_sprites.update()
are delegated to player.update()
. all_sprites
is pygame.sprite.Group
object. The .update()
method calls .update()
on each contained sprite and pass the parameters through.
Get the states of the keyboard buttons by pygame.key.get_pressed()
and pass it to .update
:
keys = pygame.key.get_pressed()
all_sprites.update(keys)
The name of the constructor has to be __init__
rather than _init_
. See Class:
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# [...]
edited Mar 26 at 22:35
answered Mar 26 at 21:35
Rabbid76Rabbid76
55.8k12 gold badges37 silver badges67 bronze badges
55.8k12 gold badges37 silver badges67 bronze badges
the error is still there unfortunately
– Naruto Abidal
Mar 26 at 22:06
Ah, there we go. Sorry I made a typo, thank you very much.
– Naruto Abidal
Mar 26 at 22:10
of course, new to this website as well.
– Naruto Abidal
Mar 26 at 22:15
1
@NarutoAbidal Thank you. You're welcome.
– Rabbid76
Mar 26 at 22:15
add a comment |
the error is still there unfortunately
– Naruto Abidal
Mar 26 at 22:06
Ah, there we go. Sorry I made a typo, thank you very much.
– Naruto Abidal
Mar 26 at 22:10
of course, new to this website as well.
– Naruto Abidal
Mar 26 at 22:15
1
@NarutoAbidal Thank you. You're welcome.
– Rabbid76
Mar 26 at 22:15
the error is still there unfortunately
– Naruto Abidal
Mar 26 at 22:06
the error is still there unfortunately
– Naruto Abidal
Mar 26 at 22:06
Ah, there we go. Sorry I made a typo, thank you very much.
– Naruto Abidal
Mar 26 at 22:10
Ah, there we go. Sorry I made a typo, thank you very much.
– Naruto Abidal
Mar 26 at 22:10
of course, new to this website as well.
– Naruto Abidal
Mar 26 at 22:15
of course, new to this website as well.
– Naruto Abidal
Mar 26 at 22:15
1
1
@NarutoAbidal Thank you. You're welcome.
– Rabbid76
Mar 26 at 22:15
@NarutoAbidal Thank you. You're welcome.
– Rabbid76
Mar 26 at 22:15
add a comment |
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def update(self, keys, *args):
vsall_sprites.update()
.. which calls your sprites update function but does not get any params to pass around.– Patrick Artner
Mar 26 at 21:32
1
It has to be
__init__
rather than_init_
– Rabbid76
Mar 26 at 21:33
how-to-make-a-pygame-sprite-group-move
– Patrick Artner
Mar 26 at 21:33