I'm trying to rotate a sprite 90 degrees whenever the player presses the A and D keys, and I've got that working, but the sprite is always sent to the top left corner of the screen whenever this happens. Can someone shed some light on this? As well as that, I've tried to get a shooting system working with shooting asteroids, by creating an asteroid and appending it to a list, but it seems to become a tuple instead of a pygame rectangle when I try to change the y of it, can someone help with that as well?
import pygame, sys, random
from pygame.locals import *
#Imports pygame, system and random as modules to use later in the code.
#Also imports extra stuff from pygame that contains useful variables.
pygame.init()
mainClock = pygame.time.Clock()
FONT = pygame.font.SysFont(None, 48)
#Initialises pygame, sets up the clock to stop the program running too fast
#And also makes the font (must happen after pygame initialises)
WINDOWWIDTH = 1000
WINDOWHEIGHT = 1000
BACKGROUNDCOLOUR = (255, 255, 255)
TEXTCOLOUR = (0, 0, 0)
FPS = 60
PLAYERSPEED = 5
PLAYERIMAGE = pygame.image.load("images/P1.png")
PLAYERRECT = PLAYERIMAGE.get_rect()
ASTEROIDIMAGE = pygame.image.load("images/asteroid.png")
ASTEROIDRECT = ASTEROIDIMAGE.get_rect()
ASTEROIDMINSIZE = 3
ASTEROIDMAXSIZE = 5
ASTEROIDSPEED = 5
ASTEROIDS = []
#Defining Variables and setting up player sprite
def terminate():
pygame.quit()
sys.exit()
def pendingKey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
terminate()
return
def drawText(text, font, surface, x, y):
textobj = font.render(text, 1, TEXTCOLOUR)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
#Defining functions, to quit pygame and the system.
#And to wait for the escape key to be pressed to start the terminate function.
#And to wait for the quit event (such as at the end of the game).
#And a function to create text on the screen, such as for the title.
WINDOWSURFACE = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Space Penguin Remastered')
pygame.mouse.set_visible(False)
#Creates the games window, sets the name of the window, and makes the mouse invisible
WINDOWSURFACE.fill(BACKGROUNDCOLOUR)
drawText('Space Penguin Remastered', FONT, WINDOWSURFACE, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to start!', FONT, WINDOWSURFACE, (WINDOWWIDTH / 3) - 30, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
pendingKey()
#Sets the colour of the background and draws the title and some basic instructions
#And updates the display and activates the terminate function
while True:
LEFT = RIGHT = UP = DOWN = SHOOT = LEFTROTATE = RIGHTROTATE = False
#Sets the players start position to half through the screen, and 50 pixels down
#And sets the movement variables to false
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
#Checks for events, first event being the game quitting
if event.type == KEYDOWN:
if event.key == K_LEFT:
RIGHT = False
LEFT = True
if event.key == K_RIGHT:
LEFT = False
RIGHT = True
if event.key == K_UP:
DOWN = False
UP = True
if event.key == K_DOWN:
UP = False
DOWN = True
if event.key == K_SPACE:
SHOOT = True
if event.key == K_a:
RIGHTROTATE = False
LEFTROTATE = True
if event.key == K_d:
LEFTROTATE = False
RIGHTROTATE = True
#Checks for keys being pressed, corresponding to movement.
if event.key == K_ESCAPE:
terminate()
#Checks for escape being pressed, which quits the game.
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if event.key == K_LEFT:
LEFT = False
if event.key == K_RIGHT:
RIGHT = False
if event.key == K_UP:
UP = False
if event.key == K_DOWN:
DOWN = False
if event.key == K_SPACE:
SHOOT = False
if event.key == K_a:
RIGHTROTATE = False
LEFTROTATE = False
if event.key == K_d:
LEFTROTATE = False
RIGHTROTATE = False
#Checks whether keys have been let go of.
if LEFT and PLAYERRECT.left > 0:
PLAYERRECT.move_ip(-1 * PLAYERSPEED, 0)
if RIGHT and PLAYERRECT.right < WINDOWWIDTH:
PLAYERRECT.move_ip(PLAYERSPEED, 0)
if UP and PLAYERRECT.top > 0:
PLAYERRECT.move_ip(0, -1 * PLAYERSPEED)
if DOWN and PLAYERRECT.bottom < WINDOWHEIGHT:
PLAYERRECT.move_ip(0, PLAYERSPEED)
if SHOOT:
ASTEROIDS.append(ASTEROIDIMAGE.get_rect(center=PLAYERRECT.midtop))
if LEFTROTATE:
PLAYERIMAGE = pygame.transform.rotate(PLAYERIMAGE, 90)
PLAYERRECT = PLAYERIMAGE.get_rect()
if RIGHTROTATE:
PLAYERIMAGE = pygame.transform.rotate(PLAYERIMAGE, -90)
PLAYERRECT = PLAYERIMAGE.get_rect()
for asteroid in ASTEROIDS:
asteroid.y -= 4
for asteroid in ASTEROIDS:
WINDOWSURFACE.blit(ASTEROIDIMAGE, asteroid)
#Moves the player a certain number of pixels in a direction and shoots asteroids
WINDOWSURFACE.fill(BACKGROUNDCOLOUR)
WINDOWSURFACE.blit(PLAYERIMAGE, PLAYERRECT)
pygame.display.update()
mainClock.tick(FPS)
#Fills the background, draws the players image on the rectangle
#And updates the screen and selects how many frames per second the game should tick by
Thanks in advance