I\'ve been trying to make a space shooting game for the past 2 days and I want to make the background scrolling down but i don\'t know how. Heres my code:
im
Some things first:
pygame.display.update()
because of your second while loopSo, to make an endless scrolling background, and easy way is to do the following:
Blit your background image twice, once at position y
, and once at y + image_width
(replace y
with x
of you want). Then, every iteration of your mainloop, you can substract from y
to create the movement. Once an image moved it's entire height, reset y
to the starting value
Here's a complete example, showing a scrolling background (and how to use sprites, groups, vectors and rects):
import pygame
pygame.init()
SCREEN = pygame.display.set_mode((300, 300))
move_map = {pygame.K_w: pygame.math.Vector2( 0, -1),
pygame.K_s: pygame.math.Vector2( 0, 1),
pygame.K_a: pygame.math.Vector2(-1, 0),
pygame.K_d: pygame.math.Vector2( 1, 0)}
class Actor(pygame.sprite.Sprite):
def __init__(self, group, color, pos, size=(30, 30)):
self.image = pygame.Surface(size)
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
pygame.sprite.Sprite.__init__(self, group)
class Bullet(Actor):
def __init__(self, *args):
Actor.__init__(self, *args)
self.speed = 10
def update(self):
self.rect.move_ip(self.speed, 0)
if not SCREEN.get_rect().colliderect(self.rect):
self.kill()
class Player(Actor):
def __init__(self, *args):
self._layer = 4
Actor.__init__(self, *args)
self.speed = 4
self.timeout = 0
def update(self):
p = pygame.key.get_pressed()
move_vector = pygame.math.Vector2(0, 0)
for v in [move_map[key] for key in move_map if p[key]]:
move_vector += v
if move_vector:
self.rect.move_ip(*move_vector.normalize() * self.speed)
self.rect.clamp_ip(SCREEN.get_rect())
if self.timeout :
self.timeout -= 1
if p[pygame.K_SPACE] and not self.timeout:
Bullet(self.groups()[0], (130, 200, 77), self.rect.center, (10, 3))
self.timeout = 5
class Background(pygame.sprite.Sprite):
def __init__(self, number, *args):
self.image = pygame.image.load('back.jpg').convert()
self.rect = self.image.get_rect()
self._layer = -10
pygame.sprite.Sprite.__init__(self, *args)
self.moved = 0
self.number = number
self.rect.x = self.rect.width * self.number
def update(self):
self.rect.move_ip(-1, 0)
self.moved += 1
if self.moved >= self.rect.width:
self.rect.x = self.rect.width * self.number
self.moved = 0
group = pygame.sprite.LayeredUpdates()
Player(group, (255, 255, 255), (100, 100))
Background(0, group)
Background(1, group)
clock = pygame.time.Clock()
run = True
while run:
for e in pygame.event.get():
if e.type ==pygame.QUIT:
run = False
SCREEN.fill((0,0,0))
group.update()
group.draw(SCREEN)
pygame.display.flip()
clock.tick(60)
For testing this, you can use this image (save it as back.jpg
):