If speedUp and jumpUp are different classes, you should implement their behaviour in their very classes (something something polymorphism):
The speepUp class should contain the code for speeding up (or whatever it does) and trigger secondary effects (like displaying stuff to the player and removing itself from the game), and the jumpUp class should do the same. Of course you could go down the abstraction rabbit hole but let's keep it simple.
Here's a litte example:
import pygame
from random import choice
class Actor(pygame.sprite.Sprite):
def __init__(self, color, pos, *grps):
super().__init__(*grps)
self.image = pygame.Surface((64, 64))
self.image.fill(color)
self.rect = self.image.get_rect(topleft=pos)
def update(self, events, dt):
pass
class Player(Actor):
def __init__(self, *grps):
super().__init__('dodgerblue', (400, 300), *grps)
self.pos = pygame.Vector2(self.rect.topleft)
self.dir = pygame.Vector2((0, 0))
self.speed = 300
def update(self, events, dt):
pressed = pygame.key.get_pressed()
self.dir.x, self.dir.y = (0, 0)
if pressed[pygame.K_d]: self.dir += ( 1, 0)
if pressed[pygame.K_a]: self.dir += (-1, 0)
if pressed[pygame.K_s]: self.dir += ( 0, 1)
if pressed[pygame.K_w]: self.dir += ( 0, -1)
if self.dir.length() > 0:
self.dir.normalize()
self.pos += self.dir * self.speed * dt
self.rect.topleft = self.pos
class PowerUp(Actor):
def __init__(self, color, pos, player, *grps):
super().__init__(color, pos, *grps)
self.player = player
def apply(self):
pass
def update(self, events, dt):
if pygame.sprite.collide_rect(self, self.player):
self.apply()
self.kill()
class SpeedUp(PowerUp):
def __init__(self, player, *grps):
super().__init__('yellow', (100, 100), player, *grps)
def apply(self):
print('Speed Up')
self.player.speed += 200
class ColorChange(PowerUp):
def __init__(self, player, *grps):
super().__init__('purple', (600, 300), player, *grps)
def apply(self):
print('ColorChange!')
self.player.image.fill(choice(['green', 'blue', 'yellow', 'grey']))
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
clock, dt = pygame.time.Clock(), 0
sprites = pygame.sprite.Group()
player = Player(sprites)
SpeedUp(player, sprites)
ColorChange(player, sprites)
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill('black')
sprites.draw(screen)
sprites.update(events, dt)
pygame.display.flip()
dt = clock.tick(120)/1000
if __name__ == '__main__':
main()
