pythonpython-3.xpygamepygame-surfacepygame-tick

How to move Sprite image with cursor movement in pygame?


Now below what i did is simply created a sprite as shown.. futher to do something interesting,thought of threading i added a thread which will check the cursor position, hence update global x & y resulting in change of sprite position that is trigered by display.update I am newbie so i might me wrong in many ways ...so please bear me.... a lot thanks in advance

    from pygame import *
    from main import *
    import threading
    import sys
    #lets add our sprites

    (x,y) = (0, 0)

    class threading1(threading.Thread):


        def run(self):
            global x,y
            clockobj1 = pygame.time.Clock()
            while (True):

                clockobj1.tick(6)
                (x,y)=pygame.mouse.get_pos()
                display.update()


    class sprites(pygame.sprite.Sprite ):

        def __init__(self,color= redd, width=120, height=120):
            super(sprites,self).__init__()
            self.image = pygame.Surface((width,height))
            self.image.fill(color)

            self.rect=self.image.get_rect()
            self.rect.move_ip(x,y)
            display.update()



    if __name__ == '__main__':
        clockobj = pygame.time.Clock()


        init()
        mainwin = pygame.display.set_mode((720,640))

        sprite1 =  sprites()


        spritegrp =  pygame.sprite.Group()
        spritegrp.add(sprite1)
        spritegrp.update()
        mainwin.fill(blue)
        spritegrp.draw(mainwin)
        threadingobj = threading1()
        threadingobj.start()


        x = True
        while(x):
            display.update()

            for evt in event.get() :
             if (evt.type == QUIT) :
                 quit()
                 x=False
             clockobj.tick(40)

***BELOW IS MY LATEST CODE----------UPDATED AS PER ANSWERS***PLEASE CHECK

    import pygame
    from main import *
    import threading
    import sys

    #  lets add our sprites


    class Sprites(pygame.sprite.Sprite ):
        def __init__(self, color=redd, width=120, height=120):
            super().__init__()
            self.image = pygame.Surface((width, height))
            self.image.fill(color)
            self.rect = self.image.get_rect()

        def updaterect(self):
            print("i m in updatereact")
            print(pygame.mouse.get_pos())
            self.rect.center= pygame.mouse.get_pos()
            pygame.display.update()
    if __name__ == '__main__':
        clockobj = pygame.time.Clock()
        pygame.init()
        mainwin = pygame.display.set_mode((720,640))
        sprite1 = Sprites()
        sprite1.updaterect()
        spritegrp = pygame.sprite.Group()
        spritegrp.add(sprite1)
        spritegrp.update()
        mainwin.fill(blue)
        spritegrp.draw(mainwin)
        x = True
        while x:
            sprite1.updaterect()
            pygame.display.update()
            for evt in pygame.event.get() :
             if evt.type == pygame.QUIT :
                 quit()
                 x=False        

Solution

  • Threading will only just complicate things. Get rid of it, and take self.rect.move_ip(x,y) and display.update() out of the __init__ for the class. Make a function in the class called update(). This function will move the rect just by saying. self.rect.center = pygame.mouse.get_pos(). Then in the main game loop, put sprite1.update() in there or update it by using the group name instead (as you did with spritegrp.update() ) and then call display.update() there too instead of in the function.

    Other things: