So this is my code so far:
See you soon.
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
pygame.display.set_caption("First Game")
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'),pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'),pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'),pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'),pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'),pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')
clock = pygame.time.Clock()
class player(object):
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.jumpCount = 5
self.left = False
self.right = False
self.walkCount = 0
self.standing = False
def draw(self, win):
if(self.walkCount < 50):
if not (self.standing):
if self.left:
win.blit(walkLeft[self.walkCount], (self.x, self.y))
self.walkCount +=1
##print (self.walkCount)
elif self.right:
win.blit(walkRight[self.walkCount], (self.x, self.y))
self.walkCount +=1
##print (self.walkCount)
else:
if (self.right):
win.blit(walkRight[0], (self.x, self.y))
else:
win.blit(walkLeft[0], (self.x, self.y))
##print(self.walkCount)
class projectile(object):
def __init__(self, x, y, radius, color, facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self, win):
pygame.draw.circle(win, self.color, (self.x, self.y), self.radius)
def redrawGameWindow():
global walkCount
win.blit(bg, (0, 0))
man.draw(win)
for bullet in bullets:
bullet.draw(win)
##pygame.draw.rect(win, (255, 0, 0), (x, y, width, height))
pygame.display.update()
#mainloop
man = player(300, 410, 64, 64)
bullets = []
run = True
keys = pygame.key.get_pressed()
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.x < 500 and bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
if keys[pygame.K_SPACE]:
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 5:
bullets.append(projectile(round(man.x + man.width //2), round (man.y + man.height //2), 6, (0, 0, 0), facing))
if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left=True
man.right=False
man.standing=False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.right=True
man.left=False
man.standing=False
else:
man.standing=True
if not(man.isJump):
##if keys[pygame.K_UP] and man.y > man.vel:
## man.y -= man.vel
if keys[pygame.K_DOWN] and man.y < 500 - man.height - man.vel:
man.y += man.vel
if keys[pygame.K_UP]:
man.isJump = True
man.right= False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -5:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2)* 2 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 5
redrawGameWindow()
##win.fill((0, 0, 0))
##pygame.draw.rect(win, (255, 0, 0), (x, y, width, height))
pygame.display.update()
pygame.quit()When i run the program there is no error message, but it doesnt work as it should, so what im trying to do is that when i press left or right arrow the man moves to that direction and when the man ends the movement it should end up facing the direction in which he is moving and also the projectile class is not working properly because what im trying to do is to shoot bullets when i hit the SPACE bar, anyway i woud really appreciate if anyone can help ma, thanks.See you soon.
