I'm trying to create my version of pacman with pygame. How can I replace the white moving square with my image of the main character?

Question:

This is my code. There are some errors that I can’t fix, it’s the first time I use pygame. Can somebody help me?

import pygame

pygame.init()

pp = pygame.image.load("warrior4.gif")
pp = pygame.transform.scale(pp, (100, 105))

size=40

tiles=[[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
    [1,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,1],
    [1,2,1,1,2,1,1,1,2,1,2,1,1,1,2,1,1,2,1],
    [1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
    [1,2,1,1,2,1,2,1,1,1,1,1,2,1,2,1,1,2,1],
    [1,2,2,2,2,1,2,2,2,1,2,2,2,1,2,2,2,2,1],
    [1,1,1,1,2,1,1,1,2,1,2,1,1,1,2,1,1,1,1],
    [0,0,0,1,2,1,2,2,2,2,2,2,2,1,2,1,0,0,0],
    [1,1,1,1,2,1,2,1,1,1,1,1,2,1,2,1,1,1,1],
    [2,2,2,2,2,2,2,1,0,0,0,1,2,2,2,2,2,2,2],#
    [1,1,1,1,2,1,2,1,1,1,1,1,2,1,2,1,1,1,1],
    [0,0,0,1,2,1,2,2,2,2,2,2,2,1,2,1,0,0,0],
    [1,1,1,1,2,1,1,1,2,1,2,1,1,1,2,1,1,1,1],
    [1,2,2,2,2,1,2,2,2,1,2,2,2,1,2,2,2,2,1],
    [1,2,1,1,2,1,2,1,1,1,1,1,2,1,2,1,1,2,1],
    [1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1],
    [1,2,1,1,2,1,1,1,2,1,2,1,1,1,2,1,1,2,1],
    [1,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,1],
    [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]]


(width, height) = (len(tiles)*size, len(tiles[0]*size))
screen=pygame.display.set_mode((width, height))

Teseo=[9,7]
TeseoX=Teseo[0]*size
TeseoY=Teseo[1]*size

Warrior1=[1,2]
Warrior2=[5,10]
Warrior3=[9,2]
Warrior4=[8,3]

points = 0
font = pygame.font.Font('freesansbold.ttf', 26)

textX = 10
textY = 10

win_image = pygame.image.load("win.jpg").convert()

# Functions

def write_score(x,y):
    score = font.render("Score: " + str(points), True, (255,255,255))
    screen.blit(score, (x,y))

def game_over():
    screen.fill((0,0,0))
    font = pygame.font.Font('freesansbold.ttf', 40)
    score = font.render("GAME OVER", True, (0,0,255))
    screen.blit(score, (300,300))

    def win():
    screen.blit(win_image, (0, 0))
                  
    def valid_move(col, row):
    if tiles[int(col+2/3)][int(row)]==1:
        return False
    if tiles[int(col+1/3)][int(row)]==1:
        return False
    if tiles[int(col)][int(row+2/3)]==1:
        return False
    if tiles[int(col)][int(row+1/3)]==1:
        return False
    if tiles[int(col+2/3)][int(row+2/3)]==1:
        return False
    if tiles[int(col+1/3)][int(row+1/3)]==1:
        return False
    if tiles[int(col)][int(row)]!=1:
        return True
    return False

def board():
    screen.fill((0,0,0))

    for a in range(len(tiles)):
        for b in range(len(tiles[0])):
            if tiles[a][b]==1:
                pygame.draw.rect(screen, (0,153,0), (b*size, a*size, size, size))

            elif tiles[a][b]==2:
                pygame.draw.circle(screen, (255,255,255), (b*size+size//2, a*size+size//2), size//6)

    pygame.draw.rect(screen, (255,255,255), (Teseo[0]*size, Teseo[1]*size, size, size))

    # screen.blit(pp, (TeseoX,TeseoY))


playing=True
while playing:

    for event in pygame.event.get():
        if event.type==pygame.KEYDOWN:
            if event.key==pygame.K_q:
                pygame.quit()
            elif event.key==pygame.K_w:
                dir="Up"
            elif event.key==pygame.K_s:
                dir="Down"
            elif event.key==pygame.K_a:
                dir="Left"  
            elif event.key==pygame.K_d:
                dir="Right"
                
        if dir=="Up":
            if valid_move(Teseo[1]-1/3, Teseo[0]):
                Teseo[1]-=1/3
        if dir=="Down":
            if valid_move(Teseo[1]+1/3, Teseo[0]):
                Teseo[1]+=1/3
        if dir=="Right":
            if valid_move(Teseo[1], Teseo[0]+1/3):
                Teseo[0]+=1/3
        if dir=="Left":
            if valid_move(Teseo[1], Teseo[0]-1/3):
                Teseo[0]-=1/3

    if tiles[int(Teseo[1])][int(Teseo[0])]==2:
        points+=1
        tiles[int(Teseo[1])][int(Teseo[0])]=3

    if int(Teseo[0])==17 and Teseo[1]==9:
        Teseo[0]=0
    if int(Teseo[0])==0 and Teseo[1]==9:
        Teseo[0]=18

    board()
    write_score(textX, textY)
    pygame.display.update()

game_over()
Asked By: qwertyui

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Answers:

blit the image at the same position as where you draw the rectangle. Create a pygame.Rect for the location. Get the bounding rectangle of the image and set the center of the bounding rectangle through the center of the location rectangle. Use the bounding rectangle in blit:

def board():
    screen.fill((0,0,0))
    for a in range(len(tiles)):
        for b in range(len(tiles[0])):
            if tiles[a][b]==1:
                pygame.draw.rect(screen, (0,153,0), (b*size, a*size, size, size))
            elif tiles[a][b]==2:
                pygame.draw.circle(screen, (255,255,255), (b*size+size//2, a*size+size//2), size//6)

    # pygame.draw.rect(screen, (255,255,255), (Teseo[0]*size, Teseo[1]*size, size, size))
    rect = pygame.Rect(Teseo[0]*size, Teseo[1]*size, size, size)
    screen.blit(pp, pp.get_rect(center = rect.center))

Answered By: Rabbid76
Categories: questions Tags: , , ,
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