I'm having an issue when I have created a player class and want to move my sprite in between three lanes. I was able to get the sprite to move when I used pygame.get_pressed()
, however, I only want the sprite to move in single large steps between three lanes, therefore one key press == moving say 50 pixels up and then no further movement.
Therefore I swapped the get_pressed
code for a for event in pygame.event.get()
so I could use the "KEYDOWN" method. I have got this to work in a separate project file by including it in the main while loop. However I believe this should be able to be included in the Player class and currently nothing happens.
Setup
import pygame
import get_image, player_class
from sys import exit
pygame.init()
screen = pygame.display.set_mode((960,480))
pygame.display.set_caption('Platform Test')
background_surface = pygame.image.load('assets/graphics/green.png').convert_alpha()
final_background = pygame.transform.scale(background_surface, (960,480))
background_rect = final_background.get_rect(topleft = (0,0))
clock = pygame.time.Clock()
sprite_sheet_image = pygame.image.load('assets/graphics/player.png').convert_alpha()
sprite_sheet = get_image.SpriteSheet(sprite_sheet_image)
GREEN_SCREEN_BACKGROUND = (32, 156, 0)
FPS = 60
Player Class
class Player(pygame.sprite.Sprite):
global x_position, y_position
x_position = 50
y_position = 400
def __init__(self):
super().__init__()
player_walk_1 = sprite_sheet.get_image(0, 24, 34, 3, GREEN_SCREEN_BACKGROUND)
player_walk_2 = sprite_sheet.get_image(1, 24, 34, 3, GREEN_SCREEN_BACKGROUND)
player_walk_3 = sprite_sheet.get_image(2, 24, 34, 3, GREEN_SCREEN_BACKGROUND)
player_walk = [player_walk_1, player_walk_2, player_walk_3]
player_walk_index = 0
self.image = player_walk_2
self.rect = self.image.get_rect(bottomleft = (x_position,y_position))
def player_input(self):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.rect.y -= 20
def update(self):
self.player_input()
Body
player = pygame.sprite.GroupSingle()
player.add(Player())
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
player.update()
screen.blit(final_background,background_rect)
player.draw(screen)
pygame.display.update()
clock.tick(FPS)