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How to Avoid Overwriting When Spawning Multiple Game Objects Concurrently in Python?

Nov 26, 2024 pm 04:50 PM

How to Avoid Overwriting When Spawning Multiple Game Objects Concurrently in Python?

Spawning Multiple Instances of the Same Object Concurrently in Python

In your game, you want to simultaneously instantiate multiple instances of the same object (circles). However, you've encountered an issue where subsequently spawned circles overwrite previous ones.

The problem lies in the use of time.sleep(). This function halts program execution, preventing the continuous rendering of game objects. To address this, you need to control time within the game loop using alternative methods.

One approach is to utilize the pygame.time.get_ticks() function, which returns the number of milliseconds since pygame initialization. You can establish a time interval, such as 500 milliseconds, after which a new object should spawn. By measuring the current time and comparing it to the target time, you can create new objects accordingly.

Another option involves using the pygame.event module and pygame.time.set_timer(). This approach allows you to define a custom event (e.g., USEREVENT 1) and specify a time interval in milliseconds for repeatedly creating the event. Within the event loop, you can check for this custom event and spawn new objects when it occurs.

Here's an example using the first approach with pygame.time.get_ticks():

import pygame
import random

pygame.init()

window = pygame.display.set_mode((800, 600))

class Circle():
    def __init__(self, color, x, y, radius, width):
        self.color = color
        self.x = x
        self.y = y
        self.radius = radius
        self.width = width

    def draw(self, win, outline=None):
        pygame.draw.circle(win, self.color, (self.x, self.y, self.radius, self.width), 0)

object_list = []
time_interval = 500  # 500 milliseconds == 0.5 seconds
next_object_time = 0

run = True
while run:
    window.fill((0, 0, 0))

    current_time = pygame.time.get_ticks()
    if current_time > next_object_time:
        next_object_time += time_interval
        object_list.append(Circle((255, 255, 255), random.randint(0, 800), random.randint(0, 600), 20, 20))

    for object in object_list:
        object.draw(window)

    pygame.display.update()

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
            pygame.quit()
            quit()
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With this code, circles will be spawned every 500 milliseconds, resolving the issue of overriding. Remember to maintain a list of created objects (object_list in this example) and redraw all objects (including the new ones) in each frame to ensure that they remain visible.

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