Difference between revisions of "Using classes"
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− | We will also need to create an instance of the class: | + | We will also need to create an instance of the class within the setup section of your program (ie not game loop): |
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+ | |||
+ | We can also create a draw method within the class, you could actually just blit the object to the screen however it would be better to create a specific draw method (you could do other things at the same time): | ||
+ | |||
+ | <syntaxhighlight lang=python> | ||
+ | class HeroSprite(pygame.sprite.Sprite): | ||
+ | image = None | ||
+ | |||
+ | def draw(self, screen): | ||
+ | screen.blit(self.image, self.rect) | ||
+ | |||
+ | def update(self, new_position): | ||
+ | self.rect.topleft = new_position | ||
+ | |||
+ | def __init__(self, initial_position): | ||
+ | pygame.sprite.Sprite.__init__(self) # run the init for the base class | ||
+ | if HeroSprite.image is None: | ||
+ | HeroSprite.image = pygame.image.load("hero.png") # load image for sprite | ||
+ | self.image = HeroSprite.image # set image for the sprite | ||
+ | self.rect = self.image.get_rect() # set rectangle for sprite | ||
+ | self.rect.topleft = initial_position # set position to value passed into method | ||
+ | self.going_down = True # Start going downwards | ||
+ | self.next_update_time = 0 # update() hasn’t been called yet. | ||
+ | |||
+ | </syntaxhighlight> | ||
+ | |||
+ | |||
+ | We can now call the update method in the game loop and then the draw method: | ||
+ | |||
+ | <syntaxhighlight lang=python> | ||
+ | h.update(h, pos) | ||
+ | h.draw(h, SCREEN) | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | so any changes in pos will move the hero around the screen. |
Latest revision as of 08:19, 13 March 2018
Sprite Classes
We can create a new class for a player by creating a sub-class of Sprite. We will then inherit all of the functions of the sprite class. We have also created an init method which must be passed the inital_position of the sprite.
class HeroSprite(pygame.sprite.Sprite):
image = None
def __init__(self, initial_position):
pygame.sprite.Sprite.__init__(self) # run the init for the base class
if HeroSprite.image is None:
HeroSprite.image = pygame.image.load("hero.png") # load image for sprite
self.image = HeroSprite.image # set image for the sprite
self.rect = self.image.get_rect() # set rectangle for sprite
self.rect.topleft = initial_position # set position to value passed into method
self.going_down = True # Start going downwards
self.next_update_time = 0 # update() hasn’t been called yet.
We will also need to create an instance of the class within the setup section of your program (ie not game loop):
pos = [0,0]
h = HeroSprite
h.__init__(h, pos)
We can also create an update method which can be used to update position and so on:
class HeroSprite(pygame.sprite.Sprite):
image = None
def update(self, new_position):
self.rect.topleft = new_position
def __init__(self, initial_position):
pygame.sprite.Sprite.__init__(self) # run the init for the base class
if HeroSprite.image is None:
HeroSprite.image = pygame.image.load("hero.png") # load image for sprite
self.image = HeroSprite.image # set image for the sprite
self.rect = self.image.get_rect() # set rectangle for sprite
self.rect.topleft = initial_position # set position to value passed into method
self.going_down = True # Start going downwards
self.next_update_time = 0 # update() hasn’t been called yet.
We can also create a draw method within the class, you could actually just blit the object to the screen however it would be better to create a specific draw method (you could do other things at the same time):
class HeroSprite(pygame.sprite.Sprite):
image = None
def draw(self, screen):
screen.blit(self.image, self.rect)
def update(self, new_position):
self.rect.topleft = new_position
def __init__(self, initial_position):
pygame.sprite.Sprite.__init__(self) # run the init for the base class
if HeroSprite.image is None:
HeroSprite.image = pygame.image.load("hero.png") # load image for sprite
self.image = HeroSprite.image # set image for the sprite
self.rect = self.image.get_rect() # set rectangle for sprite
self.rect.topleft = initial_position # set position to value passed into method
self.going_down = True # Start going downwards
self.next_update_time = 0 # update() hasn’t been called yet.
We can now call the update method in the game loop and then the draw method:
h.update(h, pos)
h.draw(h, SCREEN)
so any changes in pos will move the hero around the screen.