I'm writing a program where on mouseclick, the player shoots a dagger which will eventually hit a villain. I've got the code so that the dagger shoots, however when I move my character to a different position, the shot continues coming from one spot, and not from the character.
I believe this is because I have the player set in a Rect in one position when it starts, and all the shots come from that rect. If that is the problem; how do I make it so that the Rect moves with the player?
I've added my whole code below:
#Import the necessary modules
import pygame
import sys
import os
import math
#Initialize pygame
pygame.init()
# Set the size for the surface (screen)
screenSize = (900,600)
screen = pygame.display.set_mode((screenSize),0)
# Set the caption for the screen
pygame.display.set_caption("Neverland")
#Define Colours
WHITE = (255,255,255)
BLUE = (0,0,255)
BLACK = (0,0,0)
GRAY = (128, 128, 128)
MAROON = (128, 0, 0)
NAVYBLUE = (0, 0, 128)
OLIVE = (128, 128, 0)
PURPLE = (128, 0, 128)
TEAL = (0,128,128)
PINK = (226,132,164)
MUTEDBLUE = (155,182,203)
PLUM = (221,160,221)
#Clock Setup
clock = pygame.time.Clock()
#Load Images
peterPlayer = pygame.image.load('pixelPirateOne.png')
nightBackground = pygame.image.load (('skyTwo_1.png'))
daggerPlayer = pygame.image.load('daggerPlayer.png')
#Settting Variables for Moving Character
player = pygame.Rect(200, 275, 160, 146)
xPlayer = 200
yPlayer = 275
dxPlayer = 0
dyPlayer = 0
playerPosition = (200,275)
accuracyShot = [0,0]
daggers = []
angle = 0
def quitGame():
pygame.quit()
sys.exit()
def outOfBounds(shot):
return shot[0] < -40 or shot[0] > 900 or shot[1] < -40 or shot[1] > 600
go = True
while go:
#Quit Game
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
#Move Player
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
dxPlayer -= 25
elif event.key == pygame.K_RIGHT:
dxPlayer += 25
elif event.key == pygame.K_UP:
dyPlayer -= 25
elif event.key == pygame.K_DOWN:
dyPlayer += 25
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
dxPlayer = 0
elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
dyPlayer = 0
elif event.type == pygame.MOUSEBUTTONDOWN:
mousePosition = pygame.mouse.get_pos()
velx = math.cos(angle)*12
vely = math.sin(angle)*12
daggerImage = pygame.transform.rotate(daggerPlayer, -math.degrees(angle))
width, height = daggerImage.get_size()
daggers.append([[player.centerx-width/2, player.centery-height/2],
[velx, vely], daggerImage])
#Update move player
xPlayer = xPlayer + dxPlayer
yPlayer = yPlayer + dyPlayer
pygame.display.update()
#Learned about atan2 from --> https://docs.python.org/2/library/math.html
#Allows To Rotate Player With Mouse
mousePosition = pygame.mouse.get_pos()
rise = mousePosition[1] - player.centery
run = mousePosition[0] - player.centerx
angle = math.atan2(rise, run)
playerRotate = pygame.transform.rotate(peterPlayer, -math.degrees(angle))
playerPositionNew = (xPlayer-playerRotate.get_rect().width/2, yPlayer-playerRotate.get_rect().height/2)
player = playerRotate.get_rect(center=player.center)
#Learned about cos and sin in python from --> https://docs.python.org/2/library/math.html
#Learned about .pop from --> https://docs.python.org/2/tutorial/datastructures.html
#Draw daggers to screen
filtered_daggers = []
for shot in daggers:
if not outOfBounds(shot[0]):
filtered_daggers.append(shot)
daggers = filtered_daggers
for shot in daggers:
shot[0][0] += shot[1][0]
shot[0][1] += shot[1][1]
screen.blit(nightBackground, (0,0))
screen.blit(playerRotate, playerPositionNew)
for shot in daggers:
x, y = shot[0]
screen.blit(shot[2], shot[0])
pygame.display.update()
clock.tick(30)