Python 射弹不会变成图像错误如何修复?

Python 射弹不会变成图像错误如何修复?,python,css,python-3.x,pygame,Python,Css,Python 3.x,Pygame,我有我的射弹类在这里,当我试图把它变成一个形象,它不工作idk为什么 我试过这样做 class projectile(object): def __init__(self,x,y,radius,color): self.x = x self.y = y self.radius = radius self.color = color self.toxic = pygame.image.load("toxic.p

我有我的射弹类在这里,当我试图把它变成一个形象,它不工作idk为什么 我试过这样做

class projectile(object):
    def __init__(self,x,y,radius,color):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.toxic = pygame.image.load("toxic.png")
        self.speed = 10
    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)
我也试过这个

window.blit(self.toxics, (self.color, (self.x,self.y)), self.radius)
我得到这个错误,idk如何修复它

  File "C:\Users\Habib\Desktop\PYTHONGGAME\py.py", line 58, in draw
    window.blit(self.toxics, (self.color, (self.x,self.y)), self.radius)
TypeError: invalid destination position for blit
我的完整代码

import pygame
pygame.init()

window = pygame.display.set_mode((500,500))
pygame.display.set_caption("Game")

plat = pygame.image.load("gt.png")
coinss = pygame.image.load("coin_gold.png")
slash1 = pygame.image.load("slash.png")

lefts = [pygame.image.load("Sprite-0001.png"),
        pygame.image.load("Sprite-0002.png"),
        pygame.image.load("Sprite-0003.png"),
        pygame.image.load("Sprite-0004.png"),
        pygame.image.load("Sprite-0005.png"),
        pygame.image.load("Sprite-0006.png"),
        pygame.image.load("Sprite-0007.png"),
        pygame.image.load("Sprite-0008.png"),
        pygame.image.load("Sprite-0009.png")

         ]
toxics = pygame.image.load("toxic.png")

stand = pygame.image.load("stands.png")


rights = [pygame.image.load("Sprite-50.png"),
         pygame.image.load("Sprite-51.png"),
         pygame.image.load("Sprite-52.png"),
         pygame.image.load("Sprite-53.png"),
         pygame.image.load("Sprite-54.png"),
         pygame.image.load("Sprite-55.png"),
         pygame.image.load("Sprite-56.png"),
         pygame.image.load("Sprite-57.png"),
         pygame.image.load("Sprite-58.png")


         ]

right = [
            pygame.image.load("enemy.png"),
            pygame.image.load("enemys1.png"),
             pygame.image.load("enemys2.png"),
             pygame.image.load("enemys3.png"),
             pygame.image.load("enemys4.png"),
             pygame.image.load("enemys5.png")
            ]

class projectile(object):
    def __init__(self,x,y,radius,color):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.toxics = pygame.image.load("toxic.png")
        self.speed = 10
    def draw(self,win):
        window.blit(window, self.color, (self.x,self.y), self.radius)



# the enemy
class enes:
    def __init__(self,x,y,width,height,end):
        self.right = [
             pygame.image.load("enemy.png"),
             pygame.image.load("enemys1.png"),
             pygame.image.load("enemys2.png"),
             pygame.image.load("enemys3.png"),
             pygame.image.load("enemys4.png"),
             pygame.image.load("enemys5.png")]
        self.right = [pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4)) for image in self.right]
        self.x = x
        self.y = y
        self.height = height
        self.path = [x,end]
        self.walkCount = 0
        self.walk_so = 0
        self.so_walk = 0
        self.speed = 3
    def draw(self,window):
        self.move()
        if self.walkCount + 1 >= 33:
            self.walkCount = 0
        if self.speed > 0:
            window.blit(self.right[self.so_walk//3], (self.x,self.y))
            self.walkCount += 1
        else:
            window.blit(self.right[self.so_walk//3],(self.x,self.y))
            self.walkCount += 1
    def move(self):
        if self.speed > 0:  
            if self.x < self.path[1] + self.speed: 
                self.x += self.speed
            else:
                self.speed = self.speed * -1
                self.x += self.speed
                self.walkCount = 0
        else: 
            if self.x > self.path[0] - self.speed: 
                self.x += self.speed
            else:  
                self.speed = self.speed * -1
                self.x += self.speed
                self.walkCount = 0
    def hitbox(self):
        print('hit')
goblin = enes(100,280,64,64,200)
goby = [goblin]



# color for enems
green = (63, 190, 22)
enems1 = enes(350,259,50,50, green)
florida = [enems1]

# player class

class player:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height  = height
        self.width = width
        self.speed = 5
        self.isJump = False
        self.JumpCount = 10
        self.fall = 0
        #hit box
        self.hitbox = (self.x + 20, self.y, 28, 60)
        self.stand = pygame.image.load("stands.png")
        self.lefts = [
        pygame.image.load("Sprite-0001.png"),
        pygame.image.load("Sprite-0002.png"),
        pygame.image.load("Sprite-0003.png"),
        pygame.image.load("Sprite-0004.png"),
        pygame.image.load("Sprite-0005.png"),
        pygame.image.load("Sprite-0006.png"),
        pygame.image.load("Sprite-0007.png"),
        pygame.image.load("Sprite-0008.png"),
        pygame.image.load("Sprite-0009.png")
         ]
        self.rights = [
        pygame.image.load("Sprite-50.png"),
         pygame.image.load("Sprite-51.png"),
         pygame.image.load("Sprite-52.png"),
         pygame.image.load("Sprite-53.png"),
         pygame.image.load("Sprite-54.png"),
         pygame.image.load("Sprite-55.png"),
         pygame.image.load("Sprite-56.png"),
         pygame.image.load("Sprite-57.png"),
         pygame.image.load("Sprite-58.png")
         ]
        self.rights = [pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4)) for image in self.rights]
        self.lefts = [pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4)) for image in self.lefts]
        self.stand = pygame.transform.scale(self.stand,(self.stand.get_width()*4,self.stand.get_height()*4))
        self.bo_index = 0
        self.start_time = pygame.time.get_ticks()
        self.anim_fps = 400
        self.anim_index = 0
        self.stans_index = 0
        self.direction = "right"
        self.direction = "left"
        self.direction = "standing"

        self.rect = pygame.rect = pygame.Rect(self.x,self.y,width, height)
    def draw(self):
        self.rect.topleft = (self.x,self.y)

        if self.direction == "left":
             player_image = self.lefts[self.anim_index]
             self.anim_index += 1
             if self.anim_index == len(self.lefts):
                 self.anim_index = 0
        elif self.direction == "right":
            player_image = self.rights[self.anim_index]
            self.anim_index += 1
            if self.anim_index == len(self.rights):
                self.anim_index = 0
        else:
            player_image = self.stand

        player_rect = player_image.get_rect(center = self.rect.center) 
        player_rect.centerx += 10 # 10 is just an example
        player_rect.centery += -20 # 15 is just an example
        window.blit(player_image, player_rect)





# platforms
class platform:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.plat = pygame.image.load("gt.png")
        self.rect = pygame.Rect(x,y,plat.get_width(), plat.get_height())
        self.plat = pygame.transform.scale(self.plat,(self.plat.get_width()//2,self.plat.get_height()//2))
        self.rect = pygame.Rect(x,y,height,width)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        window.blit(self.plat,self.rect)

# Coins
class coin:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.coinss = pygame.image.load("coin_gold.png")
        self.rect = pygame.Rect(x,y,coinss.get_width(), coinss.get_height())
        self.plat = pygame.transform.scale(self.coinss,(self.coinss.get_width()//2,self.coinss.get_height()//2))
        self.color = color
        self.rect = pygame.Rect(x,y,height,width)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        window.blit(self.coinss,self.rect)


# Floor
class floor:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.rect = pygame.Rect(x,y,height,width)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        pygame.draw.rect(window,self.color,self.rect)


font = pygame.font.Font('freesansbold.ttf', 30)
score = 0
text = font.render('Gold  = ' + str(score), True, (255,255,255))
textRect = text.get_rect()  
textRect.center = (100, 40)

# enemy
Sfont = pygame.font.Font('freesansbold.ttf', 30)
Kills = 0
Stext = Sfont.render('Kills  = ' + str(score), True, (255,255,255))
textRectS = Stext.get_rect()  
textRectS.center = (400, 100)


# fps
FPS = 60
clock = pygame.time.Clock()

# colors
Green = (63, 190, 22)
Blue = (22, 190, 175)
white = (240, 240, 240)

# define the enemy player coin classes
playerman = player(150,350,30,30, Blue)
enemy1 = platform(150,390,190,10, Green)
enemy2 = platform(300,310,190,10, Green)
enemy3 = platform(80,260,190,10, Green)
enemy4 = platform(250,180,190,10, Green)
enemy5 = platform(490,120,190,10, Green)
enemy6 = platform(-50,100,190,10, Green)
enemy7 = platform(180,50,190,10, Green)
platforms = [enemy1,enemy2,enemy3,enemy4,enemy5,enemy6,enemy7]

# coin class
coin1 = coin(180,320,150,150, Green)
coin2 = coin(350,250,50,50, Green)
coin3 = coin(150,200,50,50, Green)


Coins_list = [coin1,coin2,coin3]

# floor class
floor1 = floor(-1000,490,9999,50, white)
flories = [floor1]
# shoot the enmey loop
shootLoop = 0
if shootLoop > 0:
    shootLoop += 1
if shootLoop > 3:
    shootLoop = 0
#main loop
bullets = []
runninggame = True
while runninggame:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            runninggame = False


    if playerman.y < 250:
        playerman.y += 1
        for platform in platforms:
            platform.y += playerman.speed
        for coin in Coins_list:
            coin.y += playerman.speed
        for floor in flories:
            floor.y += playerman.speed
        for enes in goby:
            enes.y += playerman.speed






    if playerman.y > 450:

        playerman.y -= playerman.fall
        for platform in platforms:
            platform.y -= playerman.fall
        for coin in Coins_list:
            coin.y -= playerman.fall
        for floor in flories:
            floor.y -= playerman.fall
        for enes in goby:
            enes.y -= playerman.fall




    keys = pygame.key.get_pressed()
    playerman.direction = "standing"

    if keys[pygame.K_a] and shootLoop == 0:     
        for bullet in bullets:
            if bullet.x < 500 and bullet.x > 0:
                bullet.x += bullet.speed 
            else:
                bullets.pop(bullets.index(bullet))
        if len(bullets) < 2:  
            bullets.append(projectile(round(playerman.x+playerman.width//2), round(playerman.y + playerman.height//2), 6, (0,0,0)))
    if keys[pygame.K_d] and shootLoop == 0:     
        for bullet in bullets:
            if bullet.x < 500 and bullet.x > 0:
                bullet.x -= bullet.speed 
            else:
                bullets.pop(bullets.index(bullet))
        if len(bullets) < 2:  
            bullets.append(projectile(round(playerman.x+playerman.width//2), round(playerman.y + playerman.height//2), 6, (0,0,0)))





    if keys[pygame.K_LEFT]:
        playerman.direction = "right"
        playerman.x -= playerman.speed
        if playerman.x < 100:
            playerman.x += playerman.speed
            for platform in platforms:
                platform.x += playerman.speed
            for coin in Coins_list:
                coin.x += playerman.speed
            for enes in goby:
                enes.x += playerman.speed


    if keys[pygame.K_RIGHT]:
        playerman.direction = "left"
        playerman.x += playerman.speed
        if playerman.x > 400:
            playerman.x -= playerman.speed
            for platform in platforms:
                platform.x -= playerman.speed
            for coin in Coins_list:
                coin.x -= playerman.speed
            for enes in goby:
                enes.x -= playerman.speed




    if not playerman.isJump:
        playerman.y += playerman.fall
        playerman.fall += 1
        playerman.isJump = False
        collide = False
        for platform in platforms:
            if playerman.rect.colliderect(platform.rect):
                collide = True
                playerman.isJump = False
                playerman.y = platform.rect.top - playerman.height + 1
                if playerman.rect.right > platform.rect.left and playerman.rect.left < platform.rect.left - playerman.width:
                    playerman.x = platform.rect.left - playerman.width
                if playerman.rect.left < platform.rect.right and playerman.rect.right > platform.rect.right + playerman.width:
                    playerman.x = platform.rect.right


            for i in range(len(Coins_list)-1,-1,-1):
                if playerman.rect.colliderect(Coins_list[i].rect):
                    del Coins_list[i]
                    score += 1
                    text = font.render('Score = ' + str(score), True, (255,255,255))
                    textRect = text.get_rect()  
                    textRect.center = (100, 40)





        for floor in flories:
            if playerman.rect.colliderect(floor.rect):
                collide = True
                playerman.isJump = False
                playerman.y = floor.rect.top - playerman.height + 1
                if playerman.rect.right > floor.rect.left and playerman.rect.left < floor.rect.left - playerman.width:
                    playerman.x = floor.rect.left - playerman.width
                if playerman.rect.left < floor.rect.right and playerman.rect.right > floor.rect.right + playerman.width:
                    playerman.x = floor.rect.right





            if playerman.rect.bottom >= 490:
                collide = True
                playerman.isJump = False
                playerman.JumpCount = 10
                playerman.y = 490 - playerman.height

            if collide:
                if keys[pygame.K_UP]:
                    playerman.isJump = True
                playerman.fall = 0


    else:
        if playerman.JumpCount > 0:
            playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
            playerman.JumpCount -= 1
        else:
            playerman.JumpCount = 10
            playerman.isJump = False

    window.fill((74, 107, 104))
    goblin.draw(window)
    window.blit(Stext,textRectS)
    for bullet in bullets:
        bullet.draw(window)
    window.blit(text,textRect)
    for platform in platforms:
        platform.draw()
    for coin in Coins_list:
        coin.draw()
    playerman.draw()
    for floor in flories:
        floor.draw()



    pygame.display.update()
pygame.quit()
















导入pygame
pygame.init()
window=pygame.display.set_模式((500500))
pygame.display.set_标题(“游戏”)
plat=pygame.image.load(“gt.png”)
coins=pygame.image.load(“coin\u gold.png”)
slash1=pygame.image.load(“slash.png”)
lefts=[pygame.image.load(“Sprite-0001.png”),
pygame.image.load(“Sprite-0002.png”),
pygame.image.load(“Sprite-0003.png”),
pygame.image.load(“Sprite-0004.png”),
pygame.image.load(“Sprite-0005.png”),
pygame.image.load(“Sprite-0006.png”),
pygame.image.load(“Sprite-0007.png”),
pygame.image.load(“Sprite-0008.png”),
pygame.image.load(“Sprite-0009.png”)
]
toxics=pygame.image.load(“toxic.png”)
stand=pygame.image.load(“stands.png”)
rights=[pygame.image.load(“Sprite-50.png”),
pygame.image.load(“Sprite-51.png”),
pygame.image.load(“Sprite-52.png”),
pygame.image.load(“Sprite-53.png”),
pygame.image.load(“Sprite-54.png”),
pygame.image.load(“Sprite-55.png”),
pygame.image.load(“Sprite-56.png”),
pygame.image.load(“Sprite-57.png”),
pygame.image.load(“Sprite-58.png”)
]
右=[
pygame.image.load(“敌方.png”),
pygame.image.load(“enemys1.png”),
pygame.image.load(“enemys2.png”),
pygame.image.load(“enemys3.png”),
pygame.image.load(“enemys4.png”),
pygame.image.load(“enemys5.png”)
]
类(对象):
定义初始值(自、x、y、半径、颜色):
self.x=x
self.y=y
自半径=半径
self.color=颜色
self.toxics=pygame.image.load(“toxic.png”)
自身速度=10
def抽签(自我,赢):
blit窗口(窗口,自颜色,(自x,自y,自半径)
#敌人
enes类:
定义初始(自、x、y、宽度、高度、终点):
self.right=[
pygame.image.load(“敌方.png”),
pygame.image.load(“enemys1.png”),
pygame.image.load(“enemys2.png”),
pygame.image.load(“enemys3.png”),
pygame.image.load(“enemys4.png”),
pygame.image.load(“enemys5.png”)]
self.right=[pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4))用于self.right中的图像]
self.x=x
self.y=y
自我高度=高度
self.path=[x,end]
self.walkCount=0
self.walk_so=0
self.so_walk=0
自身速度=3
def绘图(自,窗口):
self.move()
如果self.walkCount+1>=33:
self.walkCount=0
如果self.speed>0:
blit(self.right[self.so\u walk//3],(self.x,self.y))
self.walkCount+=1
其他:
blit(self.right[self.so\u walk//3],(self.x,self.y))
self.walkCount+=1
def移动(自我):
如果self.speed>0:
如果self.xself.path[0]-self.speed:
self.x+=自速度
其他:
自速度=自速度*-1
self.x+=自速度
self.walkCount=0
def hitbox(自身):
打印('hit')
地精=enes(100280,64,64200)
戈比=[小妖精]
#灌肠剂的颜色
绿色=(6319022)
enems1=enes(350259,50,50,绿色)
佛罗里达州=[enems1]
#球员级别
职业球员:
定义初始值(自、x、y、高度、宽度、颜色):
self.x=x
self.y=y
自我高度=高度
self.width=宽度
自身速度=5
self.isJump=False
self.JumpCount=10
self.fall=0
#打框
self.hitbox=(self.x+20,self.y,28,60)
self.stand=pygame.image.load(“stands.png”)
self.lefts=[
pygame.image.load(“Sprite-0001.png”),
pygame.image.load(“Sprite-0002.png”),
pygame.image.load(“Sprite-0003.png”),
pygame.image.load(“Sprite-0004.png”),
pygame.image.load(“Sprite-0005.png”),
pygame.image.load(“Sprite-0006.png”),
pygame.image.load(“Sprite-0007.png”),
pygame.image.load(“Sprite-0008.png”),
pygame.image.load(“Sprite-0009.png”)
]
自我权利=[
pygame.image.load(“Sprite-50.png”),
pygame.image.load(“Sprite-51.png”),
pygame.image.load(“Sprite-52.png”),
pygame.image.load(“Sprite-53.png”),
pygame.image.load(“Sprite-54.png”),
pygame.image.load(“Sprite-55.png”),
pygame.image.load(“Sprite-56.png”),
pygame.image.load(“Sprite-57.png”),
pygame.image.load(“Sprite-58.png”)
]
self.rights=[pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4))用于self.rights中的图像]
self.lefts=[pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4))用于self.lefts中的图像]
self.stand=pygame.transform.scale(self.stand,(self.stand.get_width()*4,self.stand.get_height()*4))
self.bo_索引=0
self.start\u time=pygame.time.get\u ticks()
self.anim_fps=400
self.anim_索引=0
self.stans_索引=0
self.direction=“right”
self.direction=“左”
self.direction=“站立”
self.rect=pygame.rect=pygame.rect(self.x、self.y、宽度、高度)
def牵引(自):
self.rect.topleft=(self.x,self.y)
如果self.direction==“left”:
玩家图片=self.lefts[self.anim\u索引]
self.anim_索引+=1
如果是自我的话
import pygame
pygame.init()

window = pygame.display.set_mode((500,500))
pygame.display.set_caption("Game")

plat = pygame.image.load("gt.png")
coinss = pygame.image.load("coin_gold.png")
slash1 = pygame.image.load("slash.png")

lefts = [pygame.image.load("Sprite-0001.png"),
        pygame.image.load("Sprite-0002.png"),
        pygame.image.load("Sprite-0003.png"),
        pygame.image.load("Sprite-0004.png"),
        pygame.image.load("Sprite-0005.png"),
        pygame.image.load("Sprite-0006.png"),
        pygame.image.load("Sprite-0007.png"),
        pygame.image.load("Sprite-0008.png"),
        pygame.image.load("Sprite-0009.png")

         ]
toxics = pygame.image.load("toxic.png")

stand = pygame.image.load("stands.png")


rights = [pygame.image.load("Sprite-50.png"),
         pygame.image.load("Sprite-51.png"),
         pygame.image.load("Sprite-52.png"),
         pygame.image.load("Sprite-53.png"),
         pygame.image.load("Sprite-54.png"),
         pygame.image.load("Sprite-55.png"),
         pygame.image.load("Sprite-56.png"),
         pygame.image.load("Sprite-57.png"),
         pygame.image.load("Sprite-58.png")


         ]

right = [
            pygame.image.load("enemy.png"),
            pygame.image.load("enemys1.png"),
             pygame.image.load("enemys2.png"),
             pygame.image.load("enemys3.png"),
             pygame.image.load("enemys4.png"),
             pygame.image.load("enemys5.png")
            ]

class projectile(object):
    def __init__(self,x,y,radius,color):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.toxics = pygame.image.load("toxic.png")
        self.speed = 10
    def draw(self,win):
        window.blit(window, self.color, (self.x,self.y), self.radius)



# the enemy
class enes:
    def __init__(self,x,y,width,height,end):
        self.right = [
             pygame.image.load("enemy.png"),
             pygame.image.load("enemys1.png"),
             pygame.image.load("enemys2.png"),
             pygame.image.load("enemys3.png"),
             pygame.image.load("enemys4.png"),
             pygame.image.load("enemys5.png")]
        self.right = [pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4)) for image in self.right]
        self.x = x
        self.y = y
        self.height = height
        self.path = [x,end]
        self.walkCount = 0
        self.walk_so = 0
        self.so_walk = 0
        self.speed = 3
    def draw(self,window):
        self.move()
        if self.walkCount + 1 >= 33:
            self.walkCount = 0
        if self.speed > 0:
            window.blit(self.right[self.so_walk//3], (self.x,self.y))
            self.walkCount += 1
        else:
            window.blit(self.right[self.so_walk//3],(self.x,self.y))
            self.walkCount += 1
    def move(self):
        if self.speed > 0:  
            if self.x < self.path[1] + self.speed: 
                self.x += self.speed
            else:
                self.speed = self.speed * -1
                self.x += self.speed
                self.walkCount = 0
        else: 
            if self.x > self.path[0] - self.speed: 
                self.x += self.speed
            else:  
                self.speed = self.speed * -1
                self.x += self.speed
                self.walkCount = 0
    def hitbox(self):
        print('hit')
goblin = enes(100,280,64,64,200)
goby = [goblin]



# color for enems
green = (63, 190, 22)
enems1 = enes(350,259,50,50, green)
florida = [enems1]

# player class

class player:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height  = height
        self.width = width
        self.speed = 5
        self.isJump = False
        self.JumpCount = 10
        self.fall = 0
        #hit box
        self.hitbox = (self.x + 20, self.y, 28, 60)
        self.stand = pygame.image.load("stands.png")
        self.lefts = [
        pygame.image.load("Sprite-0001.png"),
        pygame.image.load("Sprite-0002.png"),
        pygame.image.load("Sprite-0003.png"),
        pygame.image.load("Sprite-0004.png"),
        pygame.image.load("Sprite-0005.png"),
        pygame.image.load("Sprite-0006.png"),
        pygame.image.load("Sprite-0007.png"),
        pygame.image.load("Sprite-0008.png"),
        pygame.image.load("Sprite-0009.png")
         ]
        self.rights = [
        pygame.image.load("Sprite-50.png"),
         pygame.image.load("Sprite-51.png"),
         pygame.image.load("Sprite-52.png"),
         pygame.image.load("Sprite-53.png"),
         pygame.image.load("Sprite-54.png"),
         pygame.image.load("Sprite-55.png"),
         pygame.image.load("Sprite-56.png"),
         pygame.image.load("Sprite-57.png"),
         pygame.image.load("Sprite-58.png")
         ]
        self.rights = [pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4)) for image in self.rights]
        self.lefts = [pygame.transform.scale(image,(image.get_width()*4,image.get_height()*4)) for image in self.lefts]
        self.stand = pygame.transform.scale(self.stand,(self.stand.get_width()*4,self.stand.get_height()*4))
        self.bo_index = 0
        self.start_time = pygame.time.get_ticks()
        self.anim_fps = 400
        self.anim_index = 0
        self.stans_index = 0
        self.direction = "right"
        self.direction = "left"
        self.direction = "standing"

        self.rect = pygame.rect = pygame.Rect(self.x,self.y,width, height)
    def draw(self):
        self.rect.topleft = (self.x,self.y)

        if self.direction == "left":
             player_image = self.lefts[self.anim_index]
             self.anim_index += 1
             if self.anim_index == len(self.lefts):
                 self.anim_index = 0
        elif self.direction == "right":
            player_image = self.rights[self.anim_index]
            self.anim_index += 1
            if self.anim_index == len(self.rights):
                self.anim_index = 0
        else:
            player_image = self.stand

        player_rect = player_image.get_rect(center = self.rect.center) 
        player_rect.centerx += 10 # 10 is just an example
        player_rect.centery += -20 # 15 is just an example
        window.blit(player_image, player_rect)





# platforms
class platform:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.plat = pygame.image.load("gt.png")
        self.rect = pygame.Rect(x,y,plat.get_width(), plat.get_height())
        self.plat = pygame.transform.scale(self.plat,(self.plat.get_width()//2,self.plat.get_height()//2))
        self.rect = pygame.Rect(x,y,height,width)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        window.blit(self.plat,self.rect)

# Coins
class coin:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.coinss = pygame.image.load("coin_gold.png")
        self.rect = pygame.Rect(x,y,coinss.get_width(), coinss.get_height())
        self.plat = pygame.transform.scale(self.coinss,(self.coinss.get_width()//2,self.coinss.get_height()//2))
        self.color = color
        self.rect = pygame.Rect(x,y,height,width)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        window.blit(self.coinss,self.rect)


# Floor
class floor:
    def __init__(self,x,y,height,width,color):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.color = color
        self.rect = pygame.Rect(x,y,height,width)
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        pygame.draw.rect(window,self.color,self.rect)


font = pygame.font.Font('freesansbold.ttf', 30)
score = 0
text = font.render('Gold  = ' + str(score), True, (255,255,255))
textRect = text.get_rect()  
textRect.center = (100, 40)

# enemy
Sfont = pygame.font.Font('freesansbold.ttf', 30)
Kills = 0
Stext = Sfont.render('Kills  = ' + str(score), True, (255,255,255))
textRectS = Stext.get_rect()  
textRectS.center = (400, 100)


# fps
FPS = 60
clock = pygame.time.Clock()

# colors
Green = (63, 190, 22)
Blue = (22, 190, 175)
white = (240, 240, 240)

# define the enemy player coin classes
playerman = player(150,350,30,30, Blue)
enemy1 = platform(150,390,190,10, Green)
enemy2 = platform(300,310,190,10, Green)
enemy3 = platform(80,260,190,10, Green)
enemy4 = platform(250,180,190,10, Green)
enemy5 = platform(490,120,190,10, Green)
enemy6 = platform(-50,100,190,10, Green)
enemy7 = platform(180,50,190,10, Green)
platforms = [enemy1,enemy2,enemy3,enemy4,enemy5,enemy6,enemy7]

# coin class
coin1 = coin(180,320,150,150, Green)
coin2 = coin(350,250,50,50, Green)
coin3 = coin(150,200,50,50, Green)


Coins_list = [coin1,coin2,coin3]

# floor class
floor1 = floor(-1000,490,9999,50, white)
flories = [floor1]
# shoot the enmey loop
shootLoop = 0
if shootLoop > 0:
    shootLoop += 1
if shootLoop > 3:
    shootLoop = 0
#main loop
bullets = []
runninggame = True
while runninggame:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            runninggame = False


    if playerman.y < 250:
        playerman.y += 1
        for platform in platforms:
            platform.y += playerman.speed
        for coin in Coins_list:
            coin.y += playerman.speed
        for floor in flories:
            floor.y += playerman.speed
        for enes in goby:
            enes.y += playerman.speed






    if playerman.y > 450:

        playerman.y -= playerman.fall
        for platform in platforms:
            platform.y -= playerman.fall
        for coin in Coins_list:
            coin.y -= playerman.fall
        for floor in flories:
            floor.y -= playerman.fall
        for enes in goby:
            enes.y -= playerman.fall




    keys = pygame.key.get_pressed()
    playerman.direction = "standing"

    if keys[pygame.K_a] and shootLoop == 0:     
        for bullet in bullets:
            if bullet.x < 500 and bullet.x > 0:
                bullet.x += bullet.speed 
            else:
                bullets.pop(bullets.index(bullet))
        if len(bullets) < 2:  
            bullets.append(projectile(round(playerman.x+playerman.width//2), round(playerman.y + playerman.height//2), 6, (0,0,0)))
    if keys[pygame.K_d] and shootLoop == 0:     
        for bullet in bullets:
            if bullet.x < 500 and bullet.x > 0:
                bullet.x -= bullet.speed 
            else:
                bullets.pop(bullets.index(bullet))
        if len(bullets) < 2:  
            bullets.append(projectile(round(playerman.x+playerman.width//2), round(playerman.y + playerman.height//2), 6, (0,0,0)))





    if keys[pygame.K_LEFT]:
        playerman.direction = "right"
        playerman.x -= playerman.speed
        if playerman.x < 100:
            playerman.x += playerman.speed
            for platform in platforms:
                platform.x += playerman.speed
            for coin in Coins_list:
                coin.x += playerman.speed
            for enes in goby:
                enes.x += playerman.speed


    if keys[pygame.K_RIGHT]:
        playerman.direction = "left"
        playerman.x += playerman.speed
        if playerman.x > 400:
            playerman.x -= playerman.speed
            for platform in platforms:
                platform.x -= playerman.speed
            for coin in Coins_list:
                coin.x -= playerman.speed
            for enes in goby:
                enes.x -= playerman.speed




    if not playerman.isJump:
        playerman.y += playerman.fall
        playerman.fall += 1
        playerman.isJump = False
        collide = False
        for platform in platforms:
            if playerman.rect.colliderect(platform.rect):
                collide = True
                playerman.isJump = False
                playerman.y = platform.rect.top - playerman.height + 1
                if playerman.rect.right > platform.rect.left and playerman.rect.left < platform.rect.left - playerman.width:
                    playerman.x = platform.rect.left - playerman.width
                if playerman.rect.left < platform.rect.right and playerman.rect.right > platform.rect.right + playerman.width:
                    playerman.x = platform.rect.right


            for i in range(len(Coins_list)-1,-1,-1):
                if playerman.rect.colliderect(Coins_list[i].rect):
                    del Coins_list[i]
                    score += 1
                    text = font.render('Score = ' + str(score), True, (255,255,255))
                    textRect = text.get_rect()  
                    textRect.center = (100, 40)





        for floor in flories:
            if playerman.rect.colliderect(floor.rect):
                collide = True
                playerman.isJump = False
                playerman.y = floor.rect.top - playerman.height + 1
                if playerman.rect.right > floor.rect.left and playerman.rect.left < floor.rect.left - playerman.width:
                    playerman.x = floor.rect.left - playerman.width
                if playerman.rect.left < floor.rect.right and playerman.rect.right > floor.rect.right + playerman.width:
                    playerman.x = floor.rect.right





            if playerman.rect.bottom >= 490:
                collide = True
                playerman.isJump = False
                playerman.JumpCount = 10
                playerman.y = 490 - playerman.height

            if collide:
                if keys[pygame.K_UP]:
                    playerman.isJump = True
                playerman.fall = 0


    else:
        if playerman.JumpCount > 0:
            playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
            playerman.JumpCount -= 1
        else:
            playerman.JumpCount = 10
            playerman.isJump = False

    window.fill((74, 107, 104))
    goblin.draw(window)
    window.blit(Stext,textRectS)
    for bullet in bullets:
        bullet.draw(window)
    window.blit(text,textRect)
    for platform in platforms:
        platform.draw()
    for coin in Coins_list:
        coin.draw()
    playerman.draw()
    for floor in flories:
        floor.draw()



    pygame.display.update()
pygame.quit()
















class projectile(object):
    def __init__(self, x, y):
        self.toxic = pygame.image.load("toxic.png")
        self.rect  = self.toxic.get_rect()
        self.rect.topleft = ( x, y )
        self.speed = 10

    def draw(self, window):
        window.blit( self.toxic, self.rect )

    def moveTo(self, x, y):
        self.rect.topleft = ( x, y )