Now as we have learned how to add images, we can finally bring the mechanics/movement to our game elements using pygame. So, the aim of this article is to make you learn how to make PyGame elements moving or Moving an object in PyGame. All in all, we will learn how to move an image using arrow keys.
So, let’s begin:
First of all, let’s create a blank game window and then add a background color to it.
To do so, we need to write the following code:
import pygame pygame.init() screen = pygame.display.set_mode((800,600)) # Title pygame.display.set_caption("copyassignment") isRunning = True #Game loop while(isRunning ==True): screen.fill((167,145,55)) for event in pygame.event.get(): if event.type == pygame.QUIT: isRunning = False pygame.display.update()
The image that I am using to demonstrate the movement can be downloaded using the following link: Man Image – Flaticon
Now put it inside your current working directory. And then load it inside your game using the following code:
player = pygame.image.load('athlete.png')
Now we need to specify the initial X and Y coordinate of the player.
So we will define two variables that will contain the X and Y coordinate of the player on our game window/screen. Let’s assume the initial coordinates of the player be (375,500). As our game window is of size (800,600), this coordinate will set our image somewhere at the bottom in the center.
playerX = 375
playerY = 500
Now, let’s write screen.blit() inside our game loop before updation of the screen.
screen.blit(player,(playerX,playerY))
After adding this, your full code must be looking like this:
import pygame pygame.init() screen = pygame.display.set_mode((800,600)) # Title pygame.display.set_caption("copyassignment") isRunning = True #Loading image player = pygame.image.load('athlete.png') #Specifying the X and Y Coordinate playerX = 375 playerY = 500 while(isRunning ==True): screen.fill((167,145,55)) for event in pygame.event.get(): if event.type == pygame.QUIT: isRunning = False screen.blit(player,(playerX, playerY)) pygame.display.update()
Notice that by changing the value of playerX and playerY, the position of the player also changes.
Moving an object in PyGame
Before adding motion, we need to understand the concept of it.
As we have already defined the X and Y coordinates of the game window, now we need to change them in order to change the position of the player.
How does changing the X and Y coordinates change the player’s position?
Changing X and Y coordinates change the player’s position because of the screen.blit(). As we know that screen.blit() adds the image on our screen at a certain coordinate that it takes as one of its necessary arguments. So, when we change the X and Y coordinate, screen.blit() changes the position of the image to new X and Y coordinates that are passed inside it.
So, what we exactly want is that when the Upward arrow key is pressed the player should move up, and just like that we want our player to move with respect to the type of arrow key that is pressed. So, now we will use the event module from pygame. Earlier in our series of articles, we used an event module to detect the event that is happening on our game window, which was the quit event. So, now in this article, we will dive deeper into the concept of events.
Events in PyGame
An event is basically anything that is happening on your screen. And pygame gives us a very easy way to detect those events.
Pygame has an event module for interacting with events and queues.
pygame.event.pump | internally process pygame event handlers |
pygame.event.get | get events from the queue |
pygame.event.poll | get a single event from the queue |
pygame.event.wait | wait for a single event from the queue |
pygame.event.peek | test if event types are waiting on the queue |
pygame.event.clear | remove all events from the queue |
pygame.event.event_name | get the string name from an event id |
pygame.event.set_blocked | control which events are allowed on the queue |
pygame.event.set_allowed | control which events are allowed on the queue |
pygame.event.get_blocked | test if a type of event is blocked from the queue |
pygame.event.set_grab | control the sharing of input devices with other applications |
pygame.event.get_grab | test if the program is sharing input devices |
pygame.event.post | place a new event on the queue |
pygame.event.custom_type | make custom user event type |
pygame.event.Event | create a new event object |
pygame.event.EventType | pygame object for representing events |
But in this article, we will be focusing on the event.get() method, as it will help us get the information about the event that happened on our game window/screen. It has no necessary argument so, we can leave the parenthesis blank.
As we will be using the event.get() method we need to know its syntax and how to use it.
In our previous article, we ran a for loop inside our game loop that is the while loop. And what we did in that for loop is that we created a variable called event and we stored the event that is happening on our screen using the following code:
for event in pygame.event.get():
And then inside the for loop we checked the type of the event using:
if event.type == pygame.QUIT:
And just like this, we will detect our other events, which can be KEYDOWN or KEYUP and many more.
Here are some of the events that are provided to us by pygame:
Constant name | Attributes |
---|---|
QUIT | none |
ACTIVEEVENT | gain, state |
KEYDOWN | unicode, key, mod |
KEYUP | key, mod |
MOUSEMOTION | pos, rel, buttons |
MOUSEBUTTONUP | pos, button |
MOUSEBUTTONDOWN | pos, button |
JOYAXISMOTION | joy, axis, value |
JOYBALLMOTION | joy, ball, rel |
JOYHATMOTION | joy, hat, value |
JOYBUTTONUP | joy, button |
JOYBUTTONDOWN | joy, button |
VIDEORESIZE | size, w, h |
VIDEOEXPOSE | none |
USEREVENT | code |
The above table contains all the events that can occur from a keyboard, mouse, joystick, etc.
To handle our events we simply loop through the queue, check what type it is, and then perform some action.
Now we know all these types of events but how will we know that what key was pressed on the keyboard so that we can move our player.
To do so, we need to first check if a key was pressed or released. To check if a key was pressed we can use an if statement inside of for loop:
if event.type == pygame.KEYDOWN:
print("Key was pressed")
if event.type == pygame.KEYUP:
print("Key was released")
Now inside of printing if the key was pressed or not, we can simply put an if statement to check if the key which we want was pressed or not. Here we want if the upward arrow key was pressed or not. So we can simply do that by writing event.key == pygame.K_UP.
But for your reference here are all of the pygame.key constants:
pygame Constant ASCII Description --------------------------------- K_BACKSPACE \b backspace K_TAB \t tab K_CLEAR clear K_RETURN \r return K_PAUSE pause K_ESCAPE ^[ escape K_SPACE space K_EXCLAIM ! exclaim K_QUOTEDBL " quotedbl K_HASH # hash K_DOLLAR $ dollar K_AMPERSAND & ampersand K_QUOTE quote K_LEFTPAREN ( left parenthesis K_RIGHTPAREN ) right parenthesis K_ASTERISK * asterisk K_PLUS + plus sign K_COMMA , comma K_MINUS - minus sign K_PERIOD . period K_SLASH / forward slash K_0 0 0 K_1 1 1 K_2 2 2 K_3 3 3 K_4 4 4 K_5 5 5 K_6 6 6 K_7 7 7 K_8 8 8 K_9 9 9 K_COLON : colon K_SEMICOLON ; semicolon K_LESS < less-than sign K_EQUALS = equals sign K_GREATER > greater-than sign K_QUESTION ? question mark K_AT @ at K_LEFTBRACKET [ left bracket K_BACKSLASH \ backslash K_RIGHTBRACKET ] right bracket K_CARET ^ caret K_UNDERSCORE _ underscore K_BACKQUOTE ` grave K_a a a K_b b b K_c c c K_d d d K_e e e K_f f f K_g g g K_h h h K_i i i K_j j j K_k k k K_l l l K_m m m K_n n n K_o o o K_p p p K_q q q K_r r r K_s s s K_t t t K_u u u K_v v v K_w w w K_x x x K_y y y K_z z z K_DELETE delete K_KP0 keypad 0 K_KP1 keypad 1 K_KP2 keypad 2 K_KP3 keypad 3 K_KP4 keypad 4 K_KP5 keypad 5 K_KP6 keypad 6 K_KP7 keypad 7 K_KP8 keypad 8 K_KP9 keypad 9 K_KP_PERIOD . keypad period K_KP_DIVIDE / keypad divide K_KP_MULTIPLY * keypad multiply K_KP_MINUS - keypad minus K_KP_PLUS + keypad plus K_KP_ENTER \r keypad enter K_KP_EQUALS = keypad equals K_UP up arrow K_DOWN down arrow K_RIGHT right arrow K_LEFT left arrow K_INSERT insert K_HOME home K_END end K_PAGEUP page up K_PAGEDOWN page down K_F1 F1 K_F2 F2 K_F3 F3 K_F4 F4 K_F5 F5 K_F6 F6 K_F7 F7 K_F8 F8 K_F9 F9 K_F10 F10 K_F11 F11 K_F12 F12 K_F13 F13 K_F14 F14 K_F15 F15 K_NUMLOCK numlock K_CAPSLOCK capslock K_SCROLLOCK scrollock K_RSHIFT right shift K_LSHIFT left shift K_RCTRL right control K_LCTRL left control K_RALT right alt K_LALT left alt K_RMETA right meta K_LMETA left meta K_LSUPER left Windows key K_RSUPER right Windows key K_MODE mode shift K_HELP help K_PRINT print screen K_SYSREQ sysrq K_BREAK break K_MENU menu K_POWER power K_EURO Euro
The keyboard also has a list of modifier states (from pygame.locals
pygame constants) that can be assembled by bitwise-ORing them together.
pygame Constant Description ------------------------- KMOD_NONE no modifier keys pressed KMOD_LSHIFT left shift KMOD_RSHIFT right shift KMOD_SHIFT left shift or right shift or both KMOD_LCTRL left control KMOD_RCTRL right control KMOD_CTRL left control or right control or both KMOD_LALT left alt KMOD_RALT right alt KMOD_ALT left alt or right alt or both KMOD_LMETA left meta KMOD_RMETA right meta KMOD_META left meta or right meta or both KMOD_CAPS caps lock KMOD_NUM num lock KMOD_MODE AltGr
Now as we have understood how to detect the keypress and change the position of the player, we are finally ready to add movement to the player.
To learn Moving an object in PyGame, we need to first learn about coordinates in PyGame which are just the positions of any object or element or you can say an image according to two assumed 2-dimensional human modals of X and Y directions, which are the same like we saw in mathematics graphs. So, let’s create two variables that will contain the changes in X and Y coordinates. Let’s assume Xchange and Ychange.
Xchange = 0
Ychange = 0
Now let’s get inside our game loop and create all the if statements to check the keypress events happening. In our case, we will check the arrow keys. And then we will increase Xchange or Ychange accordingly.
while(isRunning ==True): screen.fill((167,145,55)) for event in pygame.event.get(): if event.type == pygame.QUIT: isRunning = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: Ychange-=0.5 if(event.key == pygame.K_DOWN): Ychange+=0.5 if event.key == pygame.K_LEFT: Xchange-=0.5 if event.key == pygame.K_RIGHT: Xchange+=0.5 if event.type == pygame.KEYUP: # To stop the increase in X change and Ychange Ychange=0 Xchange=0 playerX+=Xchange playerY+=Ychange screen.blit(player,(playerX, playerY)) pygame.display.update()
Your full code should look like this:
import pygame pygame.init() screen = pygame.display.set_mode((800,600)) # Title pygame.display.set_caption("copyassignment") isRunning = True #Loading image player = pygame.image.load('athlete.png') #Specifying the X and Y Coordinate playerX = 375 playerY = 500 Xchange = 0 Ychange = 0 while(isRunning ==True): screen.fill((167,145,55)) for event in pygame.event.get(): if event.type == pygame.QUIT: isRunning = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: Ychange-=0.5 if(event.key == pygame.K_DOWN): Ychange+=0.5 if event.key == pygame.K_LEFT: Xchange-=0.5 if event.key == pygame.K_RIGHT: Xchange+=0.5 if event.type == pygame.KEYUP: # To stop the increase in X change and Ychange Ychange=0 Xchange=0 playerX+=Xchange playerY+=Ychange screen.blit(player,(playerX, playerY)) pygame.display.update()
Now run it, Notice that the player can even cross the boundary of our game window/screen. To stop that we need to check if the player is touching the boundaries or not. To do that we need to write the following code instead of changing the values of playerX and PlayerY before screen.blit():
if playerX+Xchange>775 or playerY+Ychange>565 or playerX+Xchange<0 or playerY+Ychange<0:
playerY+=0
playerX+=0
else:
playerY+=Ychange
playerX+=Xchange
What we have done in the above code is that we have checked if the value of X coordinate of the player is going below 0 that is the left most coordinate or it is going above the highest value of X that is 800 and same with Y coordinate but this time instead of checking if it is higher than 800, we are checking if it is greater than 600. Remember the height and width that we set while creating the game window is the highest value of the X and Y-axis.
Now, we also know that our player also has a size so we will set the highest points of X and Y in such a way that our player does not get out of the boundaries.
After doing this, the final code must be looking like this:
import pygame pygame.init() screen = pygame.display.set_mode((800,600)) # Title pygame.display.set_caption("copyassignment") isRunning = True #Loading image player = pygame.image.load('athlete.png') #Specifying the X and Y Coordinate playerX = 375 playerY = 500 Xchange = 0 Ychange = 0 while(isRunning ==True): screen.fill((167,145,55)) for event in pygame.event.get(): if event.type == pygame.QUIT: isRunning = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: Ychange-=0.5 if(event.key == pygame.K_DOWN): Ychange+=0.5 if event.key == pygame.K_LEFT: Xchange-=0.5 if event.key == pygame.K_RIGHT: Xchange+=0.5 if event.type == pygame.KEYUP: Ychange=0 Xchange=0 if playerX+Xchange>775 or playerY+Ychange>565 or playerX+Xchange<0 or playerY+Ychange<0: playerY+=0 playerX+=0 else: playerY+=Ychange playerX+=Xchange screen.blit(player,(playerX, playerY)) pygame.display.update()
So thank you for reading this article. For more information, you can read the Pygame Docs. In the next article, we will get to know how to add sound to our game. Until then, enjoy learning.
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