My code:
import pgzrun, pgzero, pygame, math, time, random, os
from pgzero.builtins import Actor, animate, keyboard
screen = pgzero.screen.Screen
# screen
WIDTH = 800
HEIGHT = 600
pygame.init()
pygame.mouse.set_visible(False)
os.chdir("c:/Users/carter.breshears/Documents/CSPVSC/Final/Images")
font = pygame.font.Font("Minecraft.ttf", 30)
# player images
playerIdle = pygame.image.load("playerIdle.png")
playerWalkImages = [pygame.image.load("playerRun1.png"), pygame.image.load("playerRun2.png"), pygame.image.load("playerRun3.png"), pygame.image.load("playerRun4.png")]
#variables
# gameloop
gameover = False
# classes
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.animationCount = 0
self.movingRight = False
self.movingLeft = False
self.movingUp = False
self.movingDown = False
def main(self, screen):
if self.animationCount + 1 >= 24:
self.animationCount = 0
self.animationCount += 1
if self.movingRight or self.movingUp or self.movingDown:
screen.blit(pygame.transform.scale(playerWalkImages[self.animationCount//6], (40,74)), (self.x, self.y))
elif self.movingLeft:
screen.blit(pygame.transform.scale(pygame.transform.flip(playerWalkImages[self.animationCount//6], True, False), (40,74)), (self.x, self.y))
else:
screen.blit(pygame.transform.scale(playerIdle, (40,74)), (self.x, self.y)) ##### This line!
self.movingRight = False
self.movingLeft = False
self.movingUp = False
self.movingDown = False
class PlayerBullet:
def __init__(self, x, y, mouseX, mouseY):
self.x = x
self.y = y
self.mouseX = mouseX
self.mouseY = mouseY
speed = 6
self.angle = math.atan2(y - mouseY, x - mouseX)
self.x_vel = math.cos(self.angle) * speed
self.y_vel = math.sin(self.angle) * speed
def main(self, screen):
self.x -= int(self.x_vel)
self.y -= int(self.y_vel)
print("bang")
pygame.draw.circle(screen, "yellow", (self.x+16, self.y+16), 5)
class InvaderEnemy:
def __init__(self, x, y):
self.x = x
self.y = y
self.greenAnimationImages = [pygame.image.load("virus g.png"), pygame.image.load("virus g2.png")]
self.yellowAnimationImages = [pygame.image.load("virus y.png"), pygame.image.load("virus y2.png")]
self.blueAnimationImages = [pygame.image.load("virus b.png"), pygame.image.load("virus b2.png")]
self.redAnimationImages = [pygame.image.load("virus r.png"), pygame.image.load("virus r2.png")]
self.animationCount = 0
self.velocity = 1
self.lerpFactor = 0.05
def main(self, screen):
if self.animationCount + 1 == 8:
self.animationCount = 0
self.animationCount += 1
spawnPos = (random.randint(-1000, 1000), random.randint(-1000, 1000))
targetVector = pygame.math.Vector2(player.x, player.y)
enemyVector = pygame.math.Vector2(spawnPos.x, spawnPos.y)
newEnemyVector = pygame.math.Vector2(spawnPos.x, spawnPos.y)
distance = enemyVector.distance_to(targetVector)
minDistance = 25
maxDistance = 1000
if distance > minDistance:
directionVector = (targetVector - enemyVector)/2
self.minStep = max(0, distance - maxDistance)
self.maxStep = distance - minDistance
self.stepDistance = self.minStep + (self.maxStep - self.minStep) * self.lerpFactor
newEnemyVector = enemyVector + directionVector * self.stepDistance
return(newEnemyVector.x, newEnemyVector.y)
# player
player = Player(400,300)
displayScroll = [0,0]
# shooting
playerBullets = []
# invader
invaders = []
invaderEnemy = InvaderEnemy(100,100)
invaderSpawnRate = 1
# functions
def update():
# movement
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
displayScroll[0] -= 2
player.movingLeft = True
for bullet in playerBullets:
bullet.x += 2
if keys[pygame.K_d]:
displayScroll[0] += 2
player.movingRight = True
for bullet in playerBullets:
bullet.x -= 2
if keys[pygame.K_w]:
displayScroll[1] -= 2
player.movingUp = True
for bullet in playerBullets:
bullet.y += 2
if keys[pygame.K_s]:
displayScroll[1] += 2
player.movingDown = True
for bullet in playerBullets:
bullet.y -= 2
player.main(screen)
# shooting
mouseX, mouseY = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
playerBullets.append(PlayerBullet(player.x, player.y, mouseX, mouseY))
for bullet in playerBullets:
PlayerBullet.main(screen)
#enemies
global spawnPos
if time.perf_counter() - invaderSpawnRate > 1:
invaders.append(InvaderEnemy(spawnPos.x, spawnPos.y))
for invader in invaders:
InvaderEnemy.main(screen)
# run
pgzrun.go()
I've tried everything I know of, Im new to this. I know that it worked before because I tested this on my home computer but whenever I downloaded the file on my school computer it stopped working so something must have changed between python versions.