I just edited below to simplify, and update my problems status.
I have made a simple enemy class called 'Wolf'. Before I pulled this text out into a new file, my main file ran with no errors.
IF I TRY TO IMPORT ONLY WOLF:
from Enemy Import Wolf
I get the following: ImportError: cannot import name 'Wolf' from 'Enemy'
Below are all of my files.
When I run my main program, the game runs but crashes when I close it and gives me an error.
Enemy.py
import pygame
import random
import Colors
class Wolf(pygame.sprite.Sprite):
def __init__(self, color, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
Main_Game_File.py
import pygame
import random
import Colors
import Player
import Enemy
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode([screen_width, screen_height])
#SPRITE LIST CREATIONS
wolf_list = pygame.sprite.Group()
poison_wolf_list = pygame.sprite.Group()
# This is a list of every sprite.
# All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()
for i in range(50):
# This represents a single block
wolf = Wolf(Colors.GREEN, 20, 15)
# Set a random location for the block
wolf.rect.x = random.randrange(screen_width)
wolf.rect.y = random.randrange(screen_height)
# Add the block to the list of objects
wolf_list.add(wolf)
all_sprites_list.add(wolf)
for i in range(50):
# This represents a single block
wolf = Wolf(Colors.RED, 20, 15)
# Set a random location for the block
wolf.rect.x = random.randrange(screen_width)
wolf.rect.y = random.randrange(screen_height)
# Add the block to the list of objects
poison_wolf_list.add(wolf)
all_sprites_list.add(wolf)
#Since this will repeat 50 times, you will create 50 red blocks
#This adds all 50 blocks to the bad_block_list, and the all_sprites_list.
# Create a RED player block
player = Player.Player(100, 100)
all_sprites_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
score = 0
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Set the speed based on the key pressed
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
player.changespeed(-3, 0)
elif event.key == pygame.K_d:
player.changespeed(3, 0)
elif event.key == pygame.K_w:
player.changespeed(0, -3)
elif event.key == pygame.K_s:
player.changespeed(0, 3)
# Reset speed when key goes up
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player.changespeed(3, 0)
elif event.key == pygame.K_d:
player.changespeed(-3, 0)
elif event.key == pygame.K_w:
player.changespeed(0, 3)
elif event.key == pygame.K_s:
player.changespeed(0, -3)
# Clear the screen
screen.fill(Colors.WHITE)
# Game Logic
all_sprites_list.update()
# See if the player block has collided with anything.
wolf_list = pygame.sprite.spritecollide(player, wolf_list, True)
poison_wolf_list = pygame.sprite.spritecollide(player, poison_wolf_list, True)
# Check the list of collisions.
for block in wolf_list:
score += 1
print(score)
for block in poison_wolf_list:
score -= 1
print(score)
# Draw all the spites
all_sprites_list.draw(screen)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(60)
pygame.quit()
Player.py
import pygame
import random
import Colors
class Player(pygame.sprite.Sprite):
""" The class is the player-controlled sprite. """
# -- Methods
def __init__(self, x, y):
"""Constructor function"""
# Call the parent's constructor
super().__init__()
# Set height, width
self.image = pygame.Surface([15, 15])
self.image.fill(Colors.BLUE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
# -- Attributes
# Set speed vector
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
""" Change the speed of the player"""
self.change_x += x
self.change_y += y
def update(self):
""" Find a new position for the player"""
self.rect.x += self.change_x
self.rect.y += self.change_y
Colors
# Colors
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 225, 0)
BLUE = ( 0, 0, 225)
You simply need to prefix it with the module import name.
import Enemy
# [...]
mr_wolf = Enemy.Wolf(Colors.GREEN, 20, 15) # <-- HERE
Or use the import *
notation:
from Enemy import * # <-- HERE
# [...]
mr_wolf = Wolf(Colors.GREEN, 20, 15) # (no change)
How modules are imported changes the naming scope.
Or of course, you can import only Wolf
from Enemy
too:
from Enemy import Wolf # <-- HERE
# [...]
mr_wolf = Wolf(Colors.GREEN, 20, 15) # (no change)
EDIT: Example files:
Enemy.py
~
import pygame
class Wolf(pygame.sprite.Sprite):
def __init__(self, color, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
def __str__( self ):
return "Wolf at (%d,%d) size %dx%d" % ( self.rect.x, self.rect.y, self.rect.width, self.rect.height )
main.py
~
import Enemy
YELLOW = ( 255, 255, 0 )
mr_wolf = Enemy.Wolf( YELLOW, 10, 10)
print( str( mr_wolf ) )
Which gives:
# python3 ./main.py
pygame 1.9.4.post1
Hello from the pygame community. https://www.pygame.org/contribute.html
Wolf at (0,0) size 10x10
In Main_Game_File.py lines 91/92, you're overwriting the Groups with lists.
Use Enemy.Wolf for the imports and change those lines.
wolf_list_2 = pygame.sprite.spritecollide(player, wolf_list, True)
poison_wolf_list_2 = pygame.sprite.spritecollide(player, poison_wolf_list, True)
# Check the list of collisions.
for block in wolf_list_2:
score += 1
print(score)
for block in poison_wolf_list_2:
score -= 1
print(score)
# Draw all the spites
all_sprites_list.draw(screen)
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