I'm learning about kivy and was playing around with the PONG example. I added a button that appears after a player reaches a given score.
if self.player2.score ==2 or self.player1.score==2:
self.serve_ball(vel=(0, 0))
self.btn= Button()
self.add_widget(self.btn)
self.btn.bind(on_press=self.callback)
It binds to a function callback that resets the score and messages but I've tried several things to remove the button after pressed with no success.
def callback(self, instance):
self.player2.score=0
self.player1.score=0
self.message1=""
self.message2=""
self.serve_ball(vel=(4,0))
self.remove_widget(self.btn)
Any ideas how? Thanks, this is the complete code
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.button import Button
from kivy.properties import StringProperty, NumericProperty, ReferenceListProperty, ObjectProperty
from kivy.vector import Vector
from kivy.clock import Clock
from random import randint
class PongPaddle(Widget):
score = NumericProperty(0)
def bounce_ball(self, ball):
if self.collide_widget(ball):
vx, vy = ball.velocity
offset = (ball.center_y - self.center_y) / (self.height / 2)
bounced = Vector(-1 * vx, vy)
vel = bounced * 1.1
ball.velocity = vel.x, vel.y + offset
class PongBall(Widget):
#Vel of ball in x & y axis
velocity_x = NumericProperty(0)
velocity_y = NumericProperty(0)
#referencia para usar como vector
velocity = ReferenceListProperty(velocity_x,velocity_y)
#funcion move 1 paso en intervalos para animar la bola
def move(self):
self.pos = Vector(*self.velocity) + self.pos
class PongGame(Widget):
ball = ObjectProperty(None)
player1 = ObjectProperty(None)
player2 = ObjectProperty(None)
message2 = StringProperty("")
message1 = StringProperty("")
def callback(self, instance):
self.player2.score=0
self.player1.score=0
self.message1=""
self.message2=""
self.serve_ball(vel=(4,0))
self.remove_widget(self.btn)
def serve_ball(self, vel=(4,0)):
self.ball.center = self.center
self.ball.velocity = vel
def btnn(self, instance):
self.remove_widget(self.btn)
def update(self, dt):
self.ball.move()
#bounce of paddles
self.player1.bounce_ball(self.ball)
self.player2.bounce_ball(self.ball)
#bounce ball off bottom or top
if (self.ball.y < self.y) or (self.ball.top > self.top):
self.ball.velocity_y *= -1
#went of to a side to score point?
if self.ball.x < self.x:
self.player2.score += 1
self.serve_ball(vel=(4, 0))
if self.ball.x > self.width:
self.player1.score += 1
self.serve_ball(vel=(-4, 0))
#emilio code
if self.player2.score ==2 or self.player1.score==2:
self.serve_ball(vel=(0, 0))
self.btn= Button()
self.add_widget(self.btn)
self.btn.bind(on_press=self.callback)
if self.player2.score == 2:
self.message2= "player2 won!"
if self.player1.score == 2:
self.message1= "player1 won!"
def on_touch_move(self, touch):
if touch.x < self.width / 3:
self.player1.center_y = touch.y
if touch.x > self.width - self.width / 3:
self.player2.center_y = touch.y
class PongApp(App):
def build(self):
game = PongGame()
game.serve_ball()
Clock.schedule_interval(game.update, 1.0 / 60.0)
return game
if __name__=='__main__':
PongApp().run()`
This is the kv file just in case:
#:kivy 1.0.9
<PongBall>:
size: 50, 50
canvas:
Ellipse:
pos: self.pos
size: self.size
<PongPaddle>:
size: 25, 200
canvas:
Rectangle:
pos:self.pos
size:self.size
<PongGame>:
ball: pong_ball
player1: player_left
player2: player_right
canvas:
Rectangle:
pos: self.center_x - 5, 0
size: 10, self.height
Label:
font_size: 70
center_x: root.width / 4
top: root.top - 50
text: str(root.player1.score)
color: (255,0,255,1)
Label:
font_size: 70
center_x: root.width * 3 / 4
top: root.top - 50
text: str(root.player2.score)
color: (255,0,255,1)
Label:
font_size: 40
center_x: root.width * 3/4
top: root.center_y
text: str(root.message2)
color: (0,255,0,1)
Label:
font_size: 40
center_x: root.width / 4
top: root.center_y
text: str(root.message1)
color: (0,255,0,1)
PongBall:
id: pong_ball
center: self.parent.center
PongPaddle:
id: player_left
x: root.x
center_y: root.center_y
PongPaddle:
id: player_right
x: root.width-self.width
center_y: root.center_y
The update function is called a lot of times and each time your condition is met you create another button. only to remove the last button created when you click at it...
Here is your bug:
if self.player2.score ==2 or self.player1.score==2:
print 'WOO' # see how many times this is gonna be printed
#make sure you don't get here more than once per game :)
self.serve_ball(vel=(0, 0))
self.btn= Button()
self.add_widget(self.btn)
self.btn.bind(on_press=self.callback)
Related
I need to draw something like a target, a bunch of concentric circles split into 12 or so sectors (pizza slices). So the number of "layers" inside the outer circle can change anywhere from 2 to 10, the size of the whole target should remain the same, and the distance between inner circles should be equal (bascially OuterCircleRadius / NumberOfLayers)
So far I came up with a code that basically draws a single segment of a circle, then, by putting a Repeater in the main file I get a full circle, split into 12 sectors, which is what I need. Now I need to find a way to add a number of concentric circles inside the outer one. The problem is that the number of concentric circles is not constant, and is set by user. So the "target" should change when a different number of layers is chosen (for example with a SpinBox). So far my idea is to draw a few additional arcs inside of a single sector so I can keep the Repeater. My code below.
// main.qml
import QtQuick 2.12
import QtQuick.Window 2.12
import QtQuick.Layouts
import QtQuick.Controls
Window {
width: 600
height: 600
visible: true
id: window
property int sectors: 12
Rectangle {
anchors.centerIn: parent
width: 600
height: 600
Repeater {
model: sectors
CircleSector {
anchors.fill: parent
anchors.margins: 10
sectors: window.sectors
sector: index
fillColor: index == spinBox.value ? "orange" : "aliceblue"
}
}
}
Frame {
SpinBox {
id: spinBox
Layout.fillWidth: true
from: 0
to: sectors - 1
value: 1
wrap: true
stepSize: 1
}
}
}
// CircleSector.qml
import QtQuick 2.12
import QtQuick.Shapes 1.12
Shape {
id: circleSector
antialiasing: true
property int sectors: 12
property int sector: 0
property real from: sector * (360 / sectors)
property real to: (sector + 1) * (360 / sectors)
property real centerX: width / 2
property real centerY: height / 2
property alias fillColor: shapePath.fillColor
property alias strokeColor: shapePath.strokeColor
property real fromX: centerX + centerX * Math.cos(from * Math.PI / 180)
property real fromY: centerY + centerY * Math.sin(from * Math.PI / 180)
property real toX: centerX + centerX * Math.cos(to * Math.PI / 180)
property real toY: centerY + centerY * Math.sin(to * Math.PI / 180)
containsMode: Shape.FillContains
ShapePath{
id: shapePath
fillColor: "aliceblue"
strokeColor: "grey"
startX: centerX; startY: centerY
PathLine { x: fromX; y: fromY }
PathArc{
radiusX: centerX; radiusY: centerY
x: toX; y: toY
}
PathLine{ x: centerX; y: centerY }
}
}
Depending on what you want to do with your polar coordinate system you could use PolarChartView. With that you can also easily plot data on it.
import QtQuick
import QtQuick.Controls
import QtCharts
Window {
width: 640
height: 480
visible: true
title: qsTr("Hello World")
PolarChartView {
anchors.fill: parent
legend.visible: false
antialiasing: true
ValueAxis {
id: axisAngular
min: 0
max: 1
labelsVisible: false
lineVisible: false
tickCount: axisAngularSpinBox.value
}
ValueAxis {
id: axisRadial
min: 0
max: 1
labelsVisible: false
lineVisible: false
tickCount: axisRadialSpinBox.value
}
SplineSeries {
id: series
axisAngular: axisAngular
axisRadial: axisRadial
pointsVisible: true
}
}
Column {
SpinBox {
id: axisAngularSpinBox
value: 9
}
SpinBox {
id: axisRadialSpinBox
value: 10
}
}
}
You could use this Canvas solution. It isn't pretty, but it hopefully does what you want.
import QtQuick
import QtQuick.Controls
ApplicationWindow {
id: root
title: "Polar Coordinates Canvas"
width: 640
height: 480
visible: true
color: "white"
property int numCircles: circlesSpinBox.value
property int numSegments: segmentsSpinBox.value
Canvas {
id: canvas
anchors.centerIn: parent
width: 400
height: canvas.width
onPaint: {
var ctx = getContext("2d")
ctx.fillStyle = 'white'
ctx.fillRect(0, 0, canvas.width, canvas.height);
const centerX = canvas.width / 2
const centerY = canvas.height / 2
const radius = canvas.width / 2
const circleDistance = (canvas.width / 2) / root.numCircles
for (let i = 1; i <= root.numCircles; ++i) {
let r = i * circleDistance
ctx.beginPath()
ctx.arc(centerX, centerY, r, 0, 2 * Math.PI, false)
ctx.lineWidth = 1
ctx.strokeStyle = 'black'
ctx.stroke()
}
if (root.numSegments < 2)
return
const segmentAngle = 360 / root.numSegments
if (root.numSegments % 2 === 0) { // even
for (let s = 0; s < (root.numSegments / 2); ++s) {
let a = s * segmentAngle
ctx.beginPath()
let x = centerX + radius * Math.cos(a * (Math.PI / 180))
let y = centerY + radius * Math.sin(a * (Math.PI / 180))
ctx.moveTo(x, y)
x = centerX + radius * Math.cos((a + 180) * (Math.PI / 180))
y = centerY + radius * Math.sin((a + 180) * (Math.PI / 180))
ctx.lineTo(x, y)
ctx.lineWidth = 1
ctx.strokeStyle = 'black'
ctx.stroke()
}
} else { // odd
for (let s = 0; s < root.numSegments; ++s) {
let a = s * segmentAngle
ctx.beginPath()
let x = centerX + radius * Math.cos(a * (Math.PI / 180))
let y = centerY + radius * Math.sin(a * (Math.PI / 180))
ctx.moveTo(x, y)
ctx.lineTo(centerX, centerY)
ctx.lineWidth = 1
ctx.strokeStyle = 'black'
ctx.stroke()
}
}
}
}
Column {
SpinBox {
id: circlesSpinBox
value: 3
onValueChanged: canvas.requestPaint()
}
SpinBox {
id: segmentsSpinBox
value: 7
onValueChanged: canvas.requestPaint()
}
}
}
For reasons that are more complex than this minimal testcase, I need to have a entity (childEntity, the magenta box) child of another entity (parentEntity, the cyan box), but childEntity should be independent of parentEntity's transform.
Therefore I add this handler:
QtQuick.Connections {
target: parentTransform
onMatrixChanged: {
// cancel parent's transform
var m = parentTransform.matrix
var i = m.inverted()
childTransform.matrix = i
// debug:
console.log(parentTransform.matrix.times(i))
}
}
which works well for cancelling out parent's translation and rotation, but not for scale.
When parent's scale3D is not [1,1,1] and rotation is also set, then childEntity appears distorted, despite the product of parentTransform.matrix times childTransform.matrix gives the 4x4 identity. Why?
Minimal testcase: (load into a QQuickView)
import QtQml 2.12 as QtQml
import QtQuick 2.12 as QtQuick
import QtQuick.Controls 2.12 as QtQuickControls
import QtQuick.Scene3D 2.0
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
Scene3D {
function change_translation_and_rotation() {
parentTransform.translation.x = 0.1
parentTransform.translation.y = 0.5
parentTransform.translation.z = 2
parentTransform.rotationX = 30
parentTransform.rotationY = 60
parentTransform.rotationZ = 10
}
function change_rotation_and_scale() {
parentTransform.rotationX = 30
parentTransform.rotationY = 60
parentTransform.rotationZ = 10
parentTransform.scale3D.x = 0.1
parentTransform.scale3D.y = 0.5
parentTransform.scale3D.z = 2
}
function reset_transform() {
parentTransform.translation.x = -0.5
parentTransform.translation.y = 0
parentTransform.translation.z = 0.5
parentTransform.rotationX = 0
parentTransform.rotationY = 0
parentTransform.rotationZ = 0
parentTransform.scale3D.x = 1
parentTransform.scale3D.y = 1
parentTransform.scale3D.z = 1
}
data: [
QtQml.Connections {
target: parentTransform
onMatrixChanged: {
// cancel parent's transform
var m = parentTransform.matrix
var i = m.inverted()
childTransform.matrix = i
// debug:
console.log(parentTransform.matrix.times(i))
}
},
QtQuick.Column {
spacing: 5
QtQuick.Repeater {
id: buttons
model: ["change_translation_and_rotation", "change_rotation_and_scale", "reset_transform"]
delegate: QtQuickControls.Button {
text: modelData.replace(/_/g, ' ')
font.bold: focus
onClicked: {focus = true; scene3d[modelData]()}
}
}
}
]
id: scene3d
anchors.fill: parent
aspects: ["render", "logic", "input"]
Entity {
id: root
components: [RenderSettings {activeFrameGraph: ForwardRenderer {camera: mainCamera}}, InputSettings {}]
Camera {
id: mainCamera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d(-3.46902, 4.49373, -3.78577)
upVector: Qt.vector3d(0.41477, 0.789346, 0.452641)
viewCenter: Qt.vector3d(0.0, 0.5, 0.0)
}
OrbitCameraController {
camera: mainCamera
}
Entity {
id: parentEntity
components: [
CuboidMesh {
xExtent: 1
yExtent: 1
zExtent: 1
},
PhongMaterial {
ambient: "#6cc"
},
Transform {
id: parentTransform
translation: Qt.vector3d(-0.5, 0, 0.5)
}
]
Entity {
id: childEntity
components: [
CuboidMesh {
xExtent: 0.5
yExtent: 0.5
zExtent: 0.5
},
PhongMaterial {
ambient: "#c6c"
},
Transform {
id: childTransform
translation: Qt.vector3d(-0.5, 0, 0.5)
}
]
}
}
QtQuick.Component.onCompleted: reset_transform()
}
}
The problem is that the QTransform node does not store the transformation as a general 4x4 matrix. Rather is decomposes the matrix into a 3 transformations that are applied in fixed order:
S - a diagonal scaling matrix
R - the rotation matrix
T - translation
and then applies it in the order T * R * S * X to a point X.
The documentation for the matrix property writes about this decomposition step https://doc.qt.io/qt-5/qt3dcore-qtransform.html#matrix-prop
So when the transformation on the parent is M = T * R * S, then the inverse on the child will be M^-1 = S^-1 * R^-1 * T^-1. Setting the inverse on the child QTransform will attempt to decompose it in the same way:
M^-1 = T_i * R_i * S_i = S^-1 * R^-1 * T^-1
That doesn't work, because particularly S and R don't commute like this.
You can test this in your code by comparing the value of childTransform.matrix and i after you set the childTransform.matrix.
I think the only solution is to rather have 3 QTransforms on entities nested above the child to implement the correct order of the inverses as S^-1 * R^-1 * T^-1.
It is pretty simple to compute the inverse S^-1, R^-1 T^-1 from the corresponding parameters in the parent QTransform.
I am drawing part arc in circle with QML Canvas.
This is my code:
import QtQuick 2.0
import QtQml 2.2
Item {
id: root
property real arcAzimuth: 0
property real arcAngle: 80
property string arcColor: "red"
rotation: - (arcAngle / 4)
onArcColorChanged: canvas.requestPaint()
onArcAngleChanged: canvas.requestPaint()
Canvas {
id: canvas
anchors.fill: parent
rotation: -90 + parent.rotation
onPaint: {
var ctx = getContext("2d")
var x = width / 2
var y = height / 2
var start = Math.PI * (parent.arcAzimuth / 180)
var end = Math.PI * ((parent.arcAzimuth + parent.arcAngle) / 180)
ctx.reset()
ctx.beginPath();
ctx.lineWidth = 8
ctx.arc(x, y, (width / 2) - ctx.lineWidth / 2, start, end, false)
ctx.strokeStyle = root.arcColor
ctx.stroke()
}
}
}
This draws me something like angle of unfilled circle (border of circle). I want to draw exact same thing, but I want to rotate this by something like z coord so it will look like standing and looking on circle that is painted on floor.
How can I do this?
(After imgur will start working with stackoverflow, i will provide images)
Thank for your help
//Edit: Temporaly images links (because of error with uploading)
I have got this
and I want this
If you want to obtain a rotation in several axes you must pass a Rotation to transform:
import QtQuick 2.0
import QtQml 2.2
Item {
id: root
property real arcAzimuth: 0
property real arcAngle: 80
property string arcColor: "red"
rotation: - (arcAngle / 4)
onArcColorChanged: canvas.requestPaint()
onArcAngleChanged: canvas.requestPaint()
Canvas {
id: canvas
anchors.fill: parent
transform: Rotation{
axis { x: 0; y: 0.8; z: 1.0 }
angle: 225 + parent.rotation
}
onPaint: {
var ctx = getContext("2d")
var x = width / 2
var y = height / 2
var start = Math.PI * (parent.arcAzimuth / 180)
var end = 2*Math.PI * ((parent.arcAzimuth + parent.arcAngle) / 180)
ctx.reset()
ctx.beginPath();
ctx.lineWidth = 8
ctx.arc(x, y, (width / 2) - ctx.lineWidth / 2, start, end, false)
ctx.strokeStyle = root.arcColor
ctx.stroke()
}
}
}
I have simple scene with only 2 Rectangles. The difference is that first one uses absolute coordinates and second one uses anchors. In this case both of rectangles are placed on the same place. But I get different coordinates at all.
import QtQuick 2.4
import QtQuick.Window 2.2
Window {
visible: true
width: 600
height: 600
Rectangle {
id: rec1
x: 200
y: 200
width: 200
height: 200
color: "green"
opacity: 0.5
Component.onCompleted: console.log("rec1: " + rec1.x + "," + rec1.y);
}
Rectangle {
id: rec2
anchors.centerIn: parent
width: 200
height: 200
color: "blue"
opacity: 0.5
Component.onCompleted: console.log("rec2: " + rec2.x + "," + rec2.y);
}
}
The output:
qml: rec2: -100,-100
qml: rec1: 200,200
Yes, I know that it's not really "wrong" result, but how can I get real item coordinates relative to its parent for both of rectangles, i.e. (200,200)?
The documentation of Item proposes the mapToItem function:
Maps the point (x, y) or rect (x, y, width, height), which is in this
item's coordinate system, to item's coordinate system, and returns an
object with x and y (and optionally width and height) properties
matching the mapped coordinate.
If item is a null value, this maps the point or rect to the coordinate
system of the root QML view.
Since the coordinate must be in item' system, the correct way to call the function in your case would be:
<item_id>.mapToItem(<parent_id>, 0, 0)
where (0, 0) is the origin of <item_id> coordinates system.
Since in this case the parent is not an Item itself, we can exploit the null version of the method described by documentation and write:
<item_id>.mapToItem(null, 0, 0)
That's the theory. However, in this particular case (as noted by others), the layout management has not set the coordinate properties yet and thus the methods fail. That seems to be related to the non-consistent state in which items fall during initialisation. Indeed, if we use the function in the onDestruction handler, i.e. when we are sure that initialisation has finished, they give the expected results. See your modified code below:
import QtQuick 2.4
import QtQuick.Window 2.2
import QtQuick.Controls 1.3
Window {
visible: true
width: 600
height: 600
Rectangle {
id: rec1
x: 200
y: 200
width: 200
height: 200
color: "green"
opacity: 0.5
}
Rectangle {
id: rec2
width: 200
height: 200
anchors.centerIn: parent
color: "blue"
opacity: 0.5
}
Component.onCompleted: {
console.info("NOPE! :(")
var cords = rec1.mapToItem(null, 0, 0)
console.info("rec1: " + cords.x + " " + cords.y)
cords = rec2.mapToItem(null, 0, 0)
console.info("rec2: " + cords.x + " " + cords.y)
}
Component.onDestruction: {
console.info("YES! :)")
var cords = rec1.mapToItem(null, 0, 0)
console.info("rec1: " + cords.x + " " + cords.y)
cords = rec2.mapToItem(null, 0, 0)
console.info("rec2: " + cords.x + " " + cords.y)
cords = rec2.mapToItem(null, 100, 100) // (100, 100) of second rec is...
console.info("rec2: " + cords.x + " " + cords.y) // correctly (300, 300) !!
}
}
Output:
qml: NOPE! :(
qml: rec1: 200 200
qml: rec2: -100 -100
qml: YES! :)
qml: rec1: 200 200
qml: rec2: 200 200
qml: rec2: 300 300
Both rectangles have same coordinates but on different time:
import QtQuick 2.4
import QtQuick.Window 2.2
Window {
visible: true
width: 600
height: 600
Rectangle {
id: rec1
x: 200
y: 200
width: 200
height: 200
color: "green"
opacity: 0.5
Component.onCompleted: console.log("rec1: " + rec1.x + "," + rec1.y);
}
Rectangle {
id: rec2
anchors.centerIn: parent
width: 200
height: 200
color: "blue"
opacity: 0.5
Component.onCompleted: console.log("rec2: " + rec2.x + "," + rec2.y);
onXChanged: console.log("rec2.x: " + rec2.x);
onYChanged: console.log("rec2.y: " + rec2.y);
}
}
Ok so all night me and 5 other guys have been working on a project for our pygame module.Our lecturer hasn't given us any programs to reference from he has just throw a bunch of code at us (without commenting) and expecting us to understand it.We only started python since the start of september.We really need some help.
So we have one human player which is controlled by W A S & D and 15 random dots moving around the screen.We need to use vectors(which we have never used) to shoot at the random dots.
Please someone help.
edit code added~
import pygame
class Terminator(pygame.sprite.Sprite):
def __init__(self, screen):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((20, 20))
self.image.fill((0, 0, 0))
pygame.draw.circle(self.image, (255, 0, 0), (10, 10), 10, 0)
self.rect = self.image.get_rect()
self.dx = screen.get_width()/2
self.dy = screen.get_height()/2
self.rect.center = (self.dx, self.dy)
self.speed = 5
self.screen = screen
def update(self):
self.rect.center = (self.dx, self.dy)
def MoveLeft(self):
if self.rect.left < 0:
self.dx += 0
else:
self.dx -= self.speed
def MoveRight(self):
if self.rect.right > self.screen.get_width():
self.dx += 0
else:
self.dx += self.speed
def MoveUp(self):
if self.rect.top <0:
self.dy += 0
else:
self.dy -= self.speed
def MoveDown(self):
if self.rect.bottom > self.screen.get_height():
self.dy += 0
else:
self.dy += self.speed
<code>
humansprite.py
<pre>
import pygame
import random
import math
class Humans(pygame.sprite.Sprite):
def __init__(self, screen):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((16, 16))
self.image.fill((0, 0, 0))
pygame.draw.circle(self.image, (0, 0, 255), (8, 8), 8, 0)
self.rect = self.image.get_rect()
self.dx = random.randrange(0, screen.get_height())
self.dy = random.randrange(0, screen.get_width())
self.screen = screen
self.speed = 1
self.alive = True
def update(self):
self.rect.centerx -= self.dx
self.rect.centery -= self.dy
if self.rect.right < 0:
self.reset()
def reset(self):
self.rect.left = self.screen.get_width()
self.rect.centery = random.randrange(0, self.screen.get_height())
self.dy = random.randrange(-2, 2)
self.dx = random.randrange(1, 4)
<code>
seekandDestory.py
<pre>
import pygame
from TerminatorSprite import Terminator
from humansSprite import Humans
pygame.init()
def checkKeys(myData):
(event, ship) = myData
if event.key == pygame.K_LEFT:
print 'LEFT'
ship.MoveLeft()
if event.key == pygame.K_RIGHT:
print 'RIGHT'
ship.MoveRight()
if event.key == pygame.K_UP:
print 'UP'
ship.MoveUp()
if event.key == pygame.K_DOWN:
print 'DOWN'
ship.MoveDown()
def main():
screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption("Seek and Destroy")
background = pygame.Surface(screen.get_size())
clock = pygame.time.Clock()
screen.blit(background, (0, 0))
terminator = Terminator(screen)
humans = []
for people in range(15):
people = Humans(screen)
humans.append(people)
terminatorGroup = pygame.sprite.Group(terminator)
humanGroup = pygame.sprite.Group(humans)
clock = pygame.time.Clock()
keepGoing = True
pygame.key.set_repeat(10, 10)
while keepGoing:
clock.tick(60)
pygame.mouse.set_visible(False)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
if event.type == pygame.KEYDOWN:
myData = (event, terminator)
checkKeys(myData)
#if pygame.sprite.spritecollide(terminator, humanGroup, False):
terminatorGroup.clear(screen, background)
terminatorGroup.update()
terminatorGroup.draw(screen)
humanGroup.clear(screen, background)
humanGroup.update()
humanGroup.draw(screen)
pygame.display.flip()
pygame.mouse.set_visible(True)
if __name__ == "__main__":
main()
<code>
I just finished up this set of examples last night! Check out the Lunar Lander example, especially the way I'm handling vectors in lunarlander.py - it provides a class, V, for vector management.
What you'll probably need is a sprite for your guy with a vector representing his speed (moment-to-moment, probably 0) and angle, then a sprite for each random dot with a similar vector and angle. When you shoot, create a new sprite with a vector whose angle matches the current angle your guy is facing and magnitude matches the speed of the bullet. Then, in the update() method, move each sprite (bullet, random-dot). Very similar to what I'm doing in lunarlander.py.
Good luck! If you've just started Python, that's a tough assignment. Happy coding!