I want to delete a sprite permanently from the memory once an event occurs. Using self.kill() doesn't help as the image of the sprite is deleted, but the sprite is still there. What can I do to delete it from memory permanently?
import pygame
import time
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREY = (129, 129, 129)
frame = 0
class SpriteSheet(object):
def __init__(self, file_name):
self.sprite_sheet = pygame.image.load(file_name).convert()
def get_image(self, x, y, width, height, colour):
image = pygame.Surface([width, height]).convert()
image.set_colorkey(colour)
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
return image
class Bomb(pygame.sprite.Sprite):
change_x =0
change_y = 0
def __init__(self):
super().__init__()
sprite_sheet = SpriteSheet("Untitled.png")
self.image = sprite_sheet.get_image(2, 2, 48, 48, WHITE)
self.rect = self.image.get_rect()
def move(self):
self.change_y = 2
self.rect.y += self.change_y
if self.rect.y > 500:
self.kill()
class Soldier(pygame.sprite.Sprite):
def __init__(self):
self.change_x = 0
self.change_y = 0
self.direction = "R"
super().__init__()
self.walking_frames_l = []
self.walking_frames_r = []
sprite_sheet = SpriteSheet("Picture2.png")
self.image = sprite_sheet.get_image(0, 0, 150, 205, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(233, 0, 140, 210, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(425, 5, 123, 210, GREY)
self.walking_frames_l.append(self.image)
self.image = sprite_sheet.get_image(0, 0, 150, 205, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(233, 0, 140, 210, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = sprite_sheet.get_image(425, 5, 123, 210, GREY)
self.image = pygame.transform.flip(self.image, True, False)
self.walking_frames_r.append(self.image)
self.image = self.walking_frames_r[0]
self.rect = self.image.get_rect()
self.rect.y = 297
self.rect.x = 100
self.frame = 0
self.moved = 0
def move(self):
self.rect.x += self.change_x
def walk(self):
self.moved += abs(self.change_x)
pixels_for_one_step = 60
if self.moved > pixels_for_one_step:
self.frame += 1
self.moved = 0
if self.frame >= len(self.walking_frames_r):
self.frame = 0
if self.direction =="R":
self.image = self.walking_frames_r[self.frame]
else:
self.image = self.walking_frames_l[self.frame]
if self.change_x == 0 and self.direction == "R":
self.image = self.walking_frames_r[2]
if self.change_x == 0 and self.direction == "L":
self.image = self.walking_frames_l[2]
def go_left(self):
self.change_x = -6
self.direction = "L"
def go_right(self):
self.direction = "R"
self.change_x = 6
def stop(self):
self.change_x = 0
self.image = self.walking_frames_r[2]
class Bullet(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.change_x =0
self.change_y = 0
self.direction = ""
sprite_sheet = SpriteSheet("Bullet_2.png")
self.image = sprite_sheet.get_image(0, 0, 27, 27, BLACK)
self.image = pygame.transform.rotate(self.image, 45)
self.rect = self.image.get_rect()
self.rect.y = 0
self.rect.x = 0
def moveright(self):
self.change_x =2
self.change_y = 2
self.rect.y -= self.change_y
self.rect.x -= self.change_x
if self.rect.y < -30:
self.kill()
def moveleft(self):
self.change_x =-2
self.change_y = 2
self.rect.y -= self.change_y
self.rect.x -= self.change_x
if self.rect.y < -30:
self.kill()
pygame.init()
screen_width = 1000
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Game")
clock = pygame.time.Clock()
done = False
bomb = Bomb()
soldier = Soldier()
all_sprites = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
bomb_list = pygame.sprite.Group()
bomb_list.add(bomb)
all_sprites.add(bomb)
all_sprites.add(soldier)
screen_rect = screen.get_rect()
pygame.mouse.set_cursor(*pygame.cursors.broken_x)
bg = pygame.image.load ("3601933.jpg")
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
soldier.go_left()
if event.key == pygame.K_RIGHT:
soldier.go_right()
if event.key == pygame.K_SPACE:
bullet = Bullet()
if soldier.direction == "R":
bullet.direction = "R"
bullet.rect.x = soldier.rect.left -23
bullet.rect.y = soldier.rect.top - 23
else:
bullet.image = pygame.transform.flip(bullet.image, True, False)
bullet.rect.x = soldier.rect.left +110
bullet.rect.y = soldier.rect.top - 24
bullet.direction = "L"
all_sprites.add(bullet)
bullet_list.add(bullet)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and soldier.change_x < 0:
soldier.stop()
if event.key == pygame.K_RIGHT and soldier.change_x > 0:
soldier.stop()
soldier.rect.clamp_ip(screen_rect)
screen.blit(bg, [0, 0])
all_sprites.draw(screen)
bomb.move()
soldier.move()
soldier.walk()
for bullet in bullet_list:
if bullet.direction == "R":
bullet.moveright()
else:
bullet.moveleft()
bomb_hit_list = pygame.sprite.spritecollide(bomb, bullet_list, True)
for bullet in bomb_hit_list:
bomb_list.remove(bomb)
all_sprites.remove(bomb)
pygame.sprite.spritecollide(soldier, bomb_list, True)
clock.tick(60)
pygame.display.flip()
pygame.quit()
I want to delete the bomb. If the bomb touches the player, then its image disappears but it is still there. Now whenever a bullet touches the (invisible) bomb, it gets deleted as well.
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