finding velx, and vely knowing only final x, y and g [duplicate] - python

So I created this parabola class which can be instantiated with 3 parameters (a, b and c) or with 3 points belonging to the parabola. The punti() function returns all the points belonging to the parabola in a range defined by n and m. Here's the code (Most of this is in Italian, sorry):
class Parabola:
def __init__(self, tipo=0, *params):
'''
Il tipo è 0 per costruire la parabola con a, b, c; 1 per costruire la parabola con
tre punti per la quale passa
'''
if tipo == 0:
self.__a = params[0]
self.__b = params[1]
self.__c = params[2]
self.__delta = self.__b ** 2 - (4 * self.__a * self.__c)
elif tipo == 1:
matrix_a = np.array([
[params[0][0]**2, params[0][0], 1],
[params[1][0]**2, params[1][0], 1],
[params[2][0]**2, params[2][0], 1]
])
matrix_b = np.array([params[0][1], params[1][1], params[2][1]])
matrix_c = np.linalg.solve(matrix_a, matrix_b)
self.__a = round(matrix_c[0], 2)
self.__b = round(matrix_c[1], 2)
self.__c = round(matrix_c[2], 2)
self.__delta = self.__b ** 2 - (4 * self.__a * self.__c)
def trovaY(self, x):
y = self.__a * x ** 2 + self.__b * x + self.__c
return y
def punti(self, n, m, step=1):
output = []
for x in range(int(min(n, m)), int(max(n, m)) + 1, step):
output.append((x, self.trovaY(x)))
return output
Now my little game is about shooting targets with a bow and i have to use the parabola for the trajectory and it passes by 3 points:
The player center
A point with the cursor's x and player's y
A point in the middle with the cursors's y
The trajectory is represented by a black line but it clearly doesn't work and I can't understand why. Here's the code of the game (Don't mind about the bow's rotation, I still have to make it function properly):
import os
import sys
import pygame
from random import randint
sys.path.insert(
1, __file__.replace("pygame-prototype\\" + os.path.basename(__file__), "coniche\\")
)
import parabola
# Initialization
pygame.init()
WIDTH, HEIGHT = 1024, 576
screen = pygame.display.set_mode((WIDTH, HEIGHT))
# Function to rotate without losing quality
def rot_from_zero(surface, angle):
rotated_surface = pygame.transform.rotozoom(surface, angle, 1)
rotated_rect = rotated_surface.get_rect()
return rotated_surface, rotated_rect
# Function to map a range of values to another
def map_range(value, leftMin, leftMax, rightMin, rightMax):
# Figure out how 'wide' each range is
leftSpan = leftMax - leftMin
rightSpan = rightMax - rightMin
# Convert the left range into a 0-1 range (float)
valueScaled = float(value - leftMin) / float(leftSpan)
# Convert the 0-1 range into a value in the right range.
return rightMin + (valueScaled * rightSpan)
# Player class
class Player:
def __init__(self, x, y, width=64, height=64):
self.rect = pygame.Rect(x, y, width, height)
self.dirx = 0
self.diry = 0
def draw(self):
rectangle = pygame.draw.rect(screen, (255, 0, 0), self.rect)
# Target class
class Target:
def __init__(self, x, y, acceleration=0.25):
self.x, self.y = x, y
self.image = pygame.image.load(
__file__.replace(os.path.basename(__file__), "target.png")
)
self.speed = 0
self.acceleration = acceleration
def draw(self):
screen.blit(self.image, (self.x, self.y))
def update(self):
self.speed -= self.acceleration
self.x += int(self.speed)
if self.speed < -1:
self.speed = 0
player = Player(64, HEIGHT - 128)
# Targets init
targets = []
targets_spawn_time = 3000
previous_ticks = pygame.time.get_ticks()
# Ground animation init
ground_frames = []
for i in os.listdir(__file__.replace(os.path.basename(__file__), "ground_frames")):
ground_frames.append(
pygame.image.load(
__file__.replace(os.path.basename(__file__), "ground_frames\\" + i)
)
) # Load all ground frames
ground_frame_counter = 0 # Keep track of the current ground frame
frame_counter = 0
# Bow
bow = pygame.image.load(__file__.replace(os.path.basename(__file__), "bow.png"))
angle = 0
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# Spawning the targets
current_ticks = pygame.time.get_ticks()
if current_ticks - previous_ticks >= targets_spawn_time:
targets.append(Target(WIDTH, randint(0, HEIGHT - 110)))
previous_ticks = current_ticks
screen.fill((101, 203, 214))
player.draw()
for i, e in list(enumerate(targets))[::-1]:
e.draw()
e.update()
if e.x <= -e.image.get_rect().width:
del targets[i]
# Calculating the angle of the bow
mouse_pos = pygame.Vector2(pygame.mouse.get_pos())
angle = map_range(mouse_pos.x, 0, WIDTH, 90, 0)
# Rotate the bow
rotated_bow, rotated_bow_rect = rot_from_zero(bow, angle)
rotated_bow_rect.center = player.rect.center
screen.blit(rotated_bow, rotated_bow_rect)
# Animate the ground
if frame_counter % 24 == 0:
ground_frame_counter += 1
if ground_frame_counter >= len(ground_frames):
ground_frame_counter = 0
for i in range(round(WIDTH / ground_frames[ground_frame_counter].get_rect().width)):
screen.blit(
ground_frames[ground_frame_counter],
(
ground_frames[ground_frame_counter].get_rect().width * i,
HEIGHT - ground_frames[ground_frame_counter].get_rect().height,
),
)
# Calculating the trajectory
mouse_pos.x = (
mouse_pos.x if mouse_pos.x != rotated_bow_rect.centerx else mouse_pos.x + 1
)
# print(mouse_pos, rotated_bow_rect.center)
v_x = rotated_bow_rect.centerx + ((mouse_pos.x - rotated_bow_rect.centerx) / 2)
trajectory_parabola = parabola.Parabola(
1,
rotated_bow_rect.center,
(mouse_pos.x, rotated_bow_rect.centery),
(v_x, mouse_pos.y),
)
trajectory = [(i[0], int(i[1])) for i in trajectory_parabola.punti(0, WIDTH)]
pygame.draw.lines(screen, (0, 0, 0), False, trajectory)
pygame.draw.ellipse(
screen, (128, 128, 128), pygame.Rect(v_x - 15, mouse_pos.y - 15, 30, 30)
)
pygame.draw.ellipse(
screen,
(128, 128, 128),
pygame.Rect(mouse_pos.x - 15, rotated_bow_rect.centery - 15, 30, 30),
)
pygame.display.update()
if frame_counter == 120:
for i in trajectory:
print(i)
frame_counter += 1
You can run all of this and understand what's wrong with it, help?

You round the values of a, b and c to 2 decimal places. This is too inaccurate for this application:
self.__a = round(matrix_c[0], 2)
self.__b = round(matrix_c[1], 2)
self.__c = round(matrix_c[2], 2)
self.__a = matrix_c[0]
self.__b = matrix_c[1]
self.__c = matrix_c[2]

Similar to answer above... rounding is the issue here. This is magnified when the scale of the coordinates gets bigger.
However, disagree with other solution: It does not matter what order you pass the coordinates into your parabola construction. Any order works fine. points are points.
Here is a pic of your original parabola function "drooping" because of rounding error:
p1 = (0, 10) # left
p2 = (100, 10) # right
p3 = (50, 100) # apex
p = Parabola(1, p3, p2, p1)
traj = p.punti(0, 100)
xs, ys = zip(*traj)
plt.scatter(xs, ys)
plt.plot([0, 100], [10, 10], color='r')
plt.show()

Related

How can I connect two points with a series of circles?

I am trying to make realistic water in pygame:
This is till now my code:
from random import randint
import pygame
WIDTH = 700
HEIGHT = 500
win = pygame.display.set_mode((WIDTH, HEIGHT))
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
AQUA = 'aqua'
RADIUS = 1
x, y = 0, HEIGHT//2
K = 1
FORCE = 100
VELOCITY = 0.5
run = True
class Molecule:
def __init__(self, x, y, radius, force, k):
self.x = x
self.y = y
self.radius = radius
self.force = force
self.k = k
self.max_amplitude = y + force/k
self.min_amplitude = y - force/k
self.up = False
self.down = True
self.restore = False
def draw(self, win):
pygame.draw.circle(win, BLACK, (self.x, self.y), self.radius)
def oscillate(self):
if self.y <= self.max_amplitude and self.down == True:
self.y += VELOCITY
if self.y == self.max_amplitude or self.up:
self.up = True
self.down = False
self.y -= VELOCITY
if self.y == self.min_amplitude:
self.up = False
self.down = True
molecules = []
for i in range(100):
FORCE = randint(10, 20)
molecules.append(Molecule(x, y, RADIUS, FORCE, K))
x += 10
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
win.fill(WHITE)
for molecule in molecules:
molecule.draw(win)
molecule.oscillate()
for i in range(len(molecules)):
try:
pygame.draw.line(win, BLACK, (molecules[i].x, molecules[i].y), (molecules[i+1].x, molecules[i+1].y))
pygame.draw.line(win, AQUA, (molecules[i].x, molecules[i].y), (molecules[i+1].x, HEIGHT))
except:
pass
pygame.display.flip()
pygame.quit()
But as may expected the water curve is not smooth:
Look at it:
Sample Img1
I want to connect the two randomly added wave points using a set of circles not line like in this one so that a smooth curve could occur.
And in this way i could add the water color to it such that it will draw aqua lines or my desired color line from the point to the end of screen and all this will end up with smooth water flowing simulation.
Now the question is how could i make the points connect together smoothly into a smooth curve by drawing point circles at relative points?
I suggest sticking the segments with a Bézier curves. Bézier curves can be drawn with pygame.gfxdraw.bezier
Calculate the slopes of the tangents to the points along the wavy waterline:
ts = []
for i in range(len(molecules)):
pa = molecules[max(0, i-1)]
pb = molecules[min(len(molecules)-1, i+1)]
ts.append((pb.y-pa.y) / (pb.x-pa.x))
Use the the tangents to define 4 control points for each segment and draw the curve with pygame.gfxdraw.bezier:
for i in range(len(molecules)-1):
p0 = molecules[i].x, molecules[i].y
p3 = molecules[i+1].x, molecules[i+1].y
p1 = p0[0] + 10, p0[1] + 10 * ts[i]
p2 = p3[0] - 10, p3[1] - 10 * ts[i+1]
pygame.gfxdraw.bezier(win, [p0, p1, p2, p3], 4, BLACK)
Complete example:
from random import randint
import pygame
import pygame.gfxdraw
WIDTH = 700
HEIGHT = 500
win = pygame.display.set_mode((WIDTH, HEIGHT))
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
AQUA = 'aqua'
RADIUS = 1
x, y = 0, HEIGHT//2
K = 1
FORCE = 100
VELOCITY = 0.5
class Molecule:
def __init__(self, x, y, radius, force, k):
self.x = x
self.y = y
self.radius = radius
self.force = force
self.k = k
self.max_amplitude = y + force/k
self.min_amplitude = y - force/k
self.up = False
self.down = True
self.restore = False
def draw(self, win):
pygame.draw.circle(win, BLACK, (self.x, self.y), self.radius)
def oscillate(self):
if self.y <= self.max_amplitude and self.down == True:
self.y += VELOCITY
if self.y == self.max_amplitude or self.up:
self.up = True
self.down = False
self.y -= VELOCITY
if self.y == self.min_amplitude:
self.up = False
self.down = True
molecules = []
for i in range(50):
FORCE = randint(10, 20)
molecules.append(Molecule(x, y, RADIUS, FORCE, K))
x += 20
clock = pygame.time.Clock()
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
win.fill(WHITE)
for molecule in molecules:
molecule.draw(win)
molecule.oscillate()
ts = []
for i in range(len(molecules)):
pa = molecules[max(0, i-1)]
pb = molecules[min(len(molecules)-1, i+1)]
ts.append((pb.y-pa.y) / (pb.x-pa.x))
for i in range(len(molecules)-1):
p0 = molecules[i].x, molecules[i].y
p3 = molecules[i+1].x, molecules[i+1].y
p1 = p0[0] + 10, p0[1] + 10 * ts[i]
p2 = p3[0] - 10, p3[1] - 10 * ts[i+1]
pygame.gfxdraw.bezier(win, [p0, p1, p2, p3], 4, BLACK)
for i in range(len(molecules)-1):
pygame.draw.line(win, AQUA, (molecules[i].x, molecules[i].y), (molecules[i].x, HEIGHT))
pygame.display.flip()
pygame.quit()
If you want to "fill" the water, you must calculate the points along the Bézier line and draw a filled polygon. How to calculate a Bézier curve is explained in Trying to make a Bezier Curve on PyGame library How Can I Make a Thicker Bezier in Pygame? and "X". You can use the following function:
def ptOnCurve(b, t):
q = b.copy()
for k in range(1, len(b)):
for i in range(len(b) - k):
q[i] = (1-t) * q[i][0] + t * q[i+1][0], (1-t) * q[i][1] + t * q[i+1][1]
return round(q[0][0]), round(q[0][1])
def bezier(b, samples):
return [ptOnCurve(b, i/samples) for i in range(samples+1)]
Use the bezier to stitch the wavy water polygon:
ts = []
for i in range(len(molecules)):
pa = molecules[max(0, i-1)]
pb = molecules[min(len(molecules)-1, i+1)]
ts.append((pb.y-pa.y) / (pb.x-pa.x))
pts = [(WIDTH, HEIGHT), (0, HEIGHT)]
for i in range(len(molecules)-1):
p0 = molecules[i].x, molecules[i].y
p3 = molecules[i+1].x, molecules[i+1].y
p1 = p0[0] + 10, p0[1] + 10 * ts[i]
p2 = p3[0] - 10, p3[1] - 10 * ts[i+1]
pts += bezier([p0, p1, p2, p3], 4)
Draw the polygon with pygame.draw.polygon():
pygame.draw.polygon(win, AQUA, pts)
Complete example:
from random import randint
import pygame
class Node:
def __init__(self, x, y, force, k, v):
self.x = x
self.y = y
self.y0 = y
self.force = force
self.k = k
self.v = v
self.direction = 1
def oscillate(self):
self.y += self.v * self.direction
if self.y0 - self.force / self.k > self.y or self.y0 + self.force / self.k < self.y:
self.direction *= -1
def draw(self, surf):
pygame.draw.circle(surf, "black", (self.x, self.y), 3)
window = pygame.display.set_mode((700, 500))
clock = pygame.time.Clock()
width, height = window.get_size()
no_of_nodes = 25
dx = width / no_of_nodes
nodes = [Node(i*dx, height//2, randint(15, 30), 1, 0.5) for i in range(no_of_nodes+1)]
def ptOnCurve(b, t):
q = b.copy()
for k in range(1, len(b)):
for i in range(len(b) - k):
q[i] = (1-t) * q[i][0] + t * q[i+1][0], (1-t) * q[i][1] + t * q[i+1][1]
return round(q[0][0]), round(q[0][1])
def bezier(b, samples):
return [ptOnCurve(b, i/samples) for i in range(samples+1)]
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for molecule in nodes:
molecule.oscillate()
ts = []
for i in range(len(nodes)):
pa = nodes[max(0, i-1)]
pb = nodes[min(len(nodes)-1, i+1)]
ts.append((pb.y-pa.y) / (pb.x-pa.x))
pts = [(width, height), (0, height)]
for i in range(len(nodes)-1):
p0 = nodes[i].x, nodes[i].y
p3 = nodes[i+1].x, nodes[i+1].y
p1 = p0[0] + 10, p0[1] + 10 * ts[i]
p2 = p3[0] - 10, p3[1] - 10 * ts[i+1]
pts += bezier([p0, p1, p2, p3], 4)
window.fill("white")
pygame.draw.polygon(window, 'aqua', pts)
for molecule in nodes:
molecule.draw(window)
pygame.display.flip()
pygame.quit()
exit()

Get isometric tile mouse selection in Pygame

I'm not managing to get this math correct, and it's a little bit difficult to explain in words. I have managed to create a isometric grid, which you can select the tiles with the mouse perfectly, and I have managed to implement a camera movement using wasd keys and still get the tiles correctly selected, but there is a slightly bug which I can not figure out where is coming from.
This is what happens, but only sometimes, depend where the camera offset is:
when this happens, it is only on the x axis, and not in every tile.
I'm almost giving up on this cause I can't find the bug, thought of posting here to see if anyone had similar problem.
import time
import pygame
import sys
import math
from os import path
from settings import *
from sprites import *
# ------------------------- SETTINGS ---------------------------- #
# COLORS (r, g, b)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
DARKGREY = (40, 40, 40)
LIGHTGREY = (100, 100, 100)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
# game settings
WIDTH = 1024
HEIGHT = 768
FPS = 60
title = "Isometric-Based game"
BGCOLOUR = DARKGREY
TILE_X = 80
TILE_Y = 40
WORLD_X, WORLD_Y = 14, 10
ORIGIN_X, ORIGIN_Y = 5, 1
# Debug
pygame.init()
font = pygame.font.Font(None, 25)
CAMERA_SPEED = 300
def get_info(info_list):
display_surface = pygame.display.get_surface()
for i, key in enumerate(info_list):
text = font.render(str(key) + " : " + str(info_list[key]), True, (255, 255, 255), (0, 0, 0))
text_rect = text.get_rect()
text_rect.y = 20 * i
display_surface.blit(text, text_rect)
# ------------------------- SPRITES ---------------------------- #
class Camera:
def __init__(self, game, x, y):
self.game = game
self.x, self.y = self.game.to_screen(x, y)
self.vx, self.vy = 0, 0
def update(self):
self.get_keys()
self.x += self.vx * self.game.dt
self.y += self.vy * self.game.dt
def get_keys(self):
self.vx, self.vy = 0, 0
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.vy = -CAMERA_SPEED
if keys[pygame.K_s]:
self.vy = CAMERA_SPEED
if keys[pygame.K_a]:
self.vx = -CAMERA_SPEED
if keys[pygame.K_d]:
self.vx = CAMERA_SPEED
if self.vx != 0 and self.vy != 0:
self.vx *= 1.0
self.vy *= 0.50
class MouseSelection:
def __init__(self, game, image):
self.game = game
self.image = image
def update(self):
# get mouse x and y
self.mouse_x, self.mouse_y = pygame.mouse.get_pos()
# get the mouse offset position inside the tile
self.offset_x, self.offset_y = self.mouse_x % TILE_X, self.mouse_y % TILE_Y
self.offset_x += self.game.scroll_x % TILE_X # Add camera scroll to offset
self.offset_y += self.game.scroll_y % TILE_Y
# get the cell number
self.cell_x, self.cell_y = (self.mouse_x // TILE_X), (self.mouse_y // TILE_Y)
self.cell_x += int((self.game.scroll_x // TILE_X)) # Add camera scroll to cell
self.cell_y += int((self.game.scroll_y // TILE_Y))
# get the selected cell in iso grid
self.selected_x = (self.cell_y - ORIGIN_Y) + (self.cell_x - ORIGIN_X)
self.selected_y = (self.cell_y - ORIGIN_Y) - (self.cell_x - ORIGIN_X)
# height and width of a quarter of a tile, select the corner of the tile to nodge to a direction
h, w = TILE_Y / 2, TILE_X / 2
if self.offset_y < (h / w) * (w - self.offset_x):
self.selected_x -= 1
if self.offset_y > (h / w) * self.offset_x + h:
self.selected_y += 1
if self.offset_y < (h / w) * self.offset_x - h:
self.selected_y -= 1
if self.offset_y > (h / w) * (2 * w - self.offset_x) + h:
self.selected_x += 1
# translate the selected cell to world coordinate
self.selectedWorld_x, self.selectedWorld_y = self.game.to_screen(self.selected_x, self.selected_y)
def draw(self):
# Draw the selected tile with the camera scroll offset
self.game.screen.blit(self.image, (self.selectedWorld_x - self.game.scroll_x,
self.selectedWorld_y - self.game.scroll_y))
class SpriteSheet:
def __init__(self, image):
self.image = image
self.frames = []
def get_image(self):
for row in range(2):
for col in range(4):
if row == 0:
image = pygame.Surface((TILE_Y, TILE_Y / 2)).convert_alpha()
image.blit(self.image, (0, 0), (col * TILE_X / 2, row * TILE_Y / 2, TILE_X, TILE_Y))
image = pygame.transform.scale(image, (TILE_X, TILE_Y))
else:
image = pygame.Surface((TILE_Y, TILE_Y)).convert_alpha()
image.blit(self.image, (0, 0), (col * TILE_X / 2, row * TILE_Y / 2, TILE_X, TILE_Y * 2))
image = pygame.transform.scale(image, (TILE_X, TILE_Y * 2))
image.set_colorkey(WHITE)
self.frames.append(image)
return self.frames
# ------------------------- GAME LOOP ---------------------------- #
class Game:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption(title)
self.clock = pygame.time.Clock()
pygame.key.set_repeat(400, 100)
self.debug = {}
self.sprite_sheet_image = pygame.image.load("isometric_whitebg - Copy.png")
self.index = 1
self.scroll_x, self.scroll_y = 0, 0
def new(self):
# initialize all variables and do all the setup for a new game
self.sprite_sheet = SpriteSheet(self.sprite_sheet_image)
self.tile_selected = self.sprite_sheet.get_image()[0]
self.tiles = self.sprite_sheet.get_image()
self.mouse_selection = MouseSelection(self, self.tile_selected)
self.camera = Camera(self, 1, 1)
def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
while self.playing:
self.dt = self.clock.tick(FPS) / 1000
self.events()
self.update()
self.draw()
def quit(self):
pygame.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.camera.update()
self.mouse_selection.update()
self.mx, self.my = pygame.mouse.get_pos()
# -------------------------------------------------- CAMERA SCROLLING ----------------------------------------#
if self.camera.x - self.scroll_x != WIDTH / 2:
self.scroll_x += (self.camera.x - (self.scroll_x + WIDTH / 2)) / 10
if self.camera.y - self.scroll_y != HEIGHT / 2:
self.scroll_y += (self.camera.y - (self.scroll_y + HEIGHT / 2)) / 10
# -------------------------------------------------- CAMERA SCROLLING ----------------------------------------#
self.debug_info()
def to_screen(self, x, y):
screen_x = (ORIGIN_X * TILE_X) + (x - y) * (TILE_X / 2)
screen_y = (ORIGIN_Y * TILE_Y) + (x + y) * (TILE_Y / 2)
return screen_x, screen_y
def draw_world(self):
for y in range(WORLD_Y):
for x in range(WORLD_X):
vWorld_x, vWorld_y = self.to_screen(x, y)
# Invisible tile
if self.index == 0:
self.screen.blit(self.tiles[1], (vWorld_x, vWorld_y))
# Grass
elif self.index == 1:
self.screen.blit(self.tiles[2], (vWorld_x - self.scroll_x, vWorld_y - self.scroll_y))
def draw(self):
self.screen.fill(BGCOLOUR)
self.draw_world()
self.mouse_selection.draw()
get_info(self.debug)
pygame.display.flip()
def debug_info(self):
self.debug["FPS"] = int(self.clock.get_fps())
self.debug["Cell"] = self.mouse_selection.cell_x, self.mouse_selection.cell_y
self.debug["Selected"] = int(self.mouse_selection.selected_x), int(self.mouse_selection.selected_y)
self.debug["Scroll"] = int(self.scroll_x), int(self.scroll_y)
self.debug["Mouse"] = int(self.mx), int(self.my)
self.debug["Mouse_offset"] = int(self.mouse_selection.offset_x), int(self.mouse_selection.offset_y)
def events(self):
# catch all events here
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
pass
game = Game()
while True:
game.new()
game.run()
Define the corner points of the map:
map_outline = [
pygame.math.Vector2(left_x, left_y),
pygame.math.Vector2(top_x, top_y),
pygame.math.Vector2(right_x, right_y,
pygame.math.Vector2(bottom_x, bottom_y)
]
With this information you can calculate the x and y axis of the map:
origin = map_outline[0]
x_axis = (map_outline[1] - map_outline[0]) / columns
y_axis = (map_outline[3] - map_outline[0]) / rows
You can use the x-axis and the y-axis to calculate a point in the map as a function of the row and column:
def transform(p, mat2x2):
x = p[0] * mat2x2[0][0] + p[1] * mat2x2[1][0]
y = p[0] * mat2x2[0][1] + p[1] * mat2x2[1][1]
return pygame.math.Vector2(x, y)
p_position = transform((column + 0.5, row + 0.5), (x_axis, y_axis)) + origin
If you want to get the row and column depending on the mouse cursor, you need to do the opposite. You need to calculate the inverse 2x2 matrix from the x and y axis. Using the inverse matrix, you can calculate the row and column as a function of a point on the map:
def inverseMat2x2(m):
a, b, c, d = m[0].x, m[0].y, m[1].x, m[1].y
det = 1 / (a*d - b*c)
return [(d*det, -b*det), (-c*det, a*det)]
m_pos = pygame.mouse.get_pos()
m_grid_pos = transform(pygame.math.Vector2(m_pos) - origin, point_to_grid)
m_col, m_row = int(m_grid_pos[0]), int(m_grid_pos[1])
Also see PyGameExamplesAndAnswers - Isometric
Minimal example:
replit.com/#Rabbid76/Pygame-IsometircMap
import pygame
pygame.init()
window = pygame.display.set_mode((500, 300))
clock = pygame.time.Clock()
colors = {'g': (40, 128, 40), 'd': (90, 60, 40)}
tilemap = [
'gdddg',
'dgddd',
'ggddg',
'ggddg',
'ddddg',
'dgggd'
]
columns, rows = len(tilemap[0]), len(tilemap)
isometric_tiles = {}
for key, color in colors.items():
tile_surf = pygame.Surface((50, 50), pygame.SRCALPHA)
tile_surf.fill(color)
tile_surf = pygame.transform.rotate(tile_surf, 45)
isometric_size = tile_surf.get_width()
tile_surf = pygame.transform.scale(tile_surf, (isometric_size, isometric_size//2))
isometric_tiles[key] = tile_surf
tile_size = (isometric_size, isometric_size//2)
def tileRect(column, row, tile_size):
x = (column + row) * tile_size[0] // 2
y = ((columns - column - 1) + row) * tile_size[1] // 2
return pygame.Rect(x, y, *tile_size)
game_map = pygame.Surface(((columns+rows) * isometric_size // 2, (columns+rows) * isometric_size // 4), pygame.SRCALPHA)
for column in range(columns):
for row in range(rows):
tile_surf = isometric_tiles[tilemap[row][column]]
tile_rect = tileRect(column, row, tile_size)
game_map.blit(tile_surf, tile_rect)
map_rect = game_map.get_rect(center = window.get_rect().center)
map_outline = [
pygame.math.Vector2(0, columns * isometric_size / 4),
pygame.math.Vector2(columns * isometric_size / 2, 0),
pygame.math.Vector2((columns+rows) * isometric_size // 2, rows * isometric_size / 4),
pygame.math.Vector2(rows * isometric_size / 2, (columns+rows) * isometric_size // 4)
]
for pt in map_outline:
pt += map_rect.topleft
origin = map_outline[0]
x_axis = (map_outline[1] - map_outline[0]) / columns
y_axis = (map_outline[3] - map_outline[0]) / rows
def inverseMat2x2(m):
a, b, c, d = m[0].x, m[0].y, m[1].x, m[1].y
det = 1 / (a*d - b*c)
return [(d*det, -b*det), (-c*det, a*det)]
point_to_grid = inverseMat2x2((x_axis, y_axis))
def transform(p, mat2x2):
x = p[0] * mat2x2[0][0] + p[1] * mat2x2[1][0]
y = p[0] * mat2x2[0][1] + p[1] * mat2x2[1][1]
return pygame.math.Vector2(x, y)
font = pygame.font.SysFont(None, 30)
textO = font.render("O", True, (255, 255, 255))
textX = font.render("X", True, (255, 0, 0))
textY = font.render("Y", True, (0, 255, 0))
p_col, p_row = 2, 2
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a and p_col > 0:
p_col -= 1
if event.key == pygame.K_d and p_col < columns-1:
p_col += 1
if event.key == pygame.K_w and p_row > 0:
p_row -= 1
if event.key == pygame.K_s and p_row < rows-1:
p_row += 1
p_position = transform((p_col + 0.5, p_row + 0.5), (x_axis, y_axis)) + origin
m_pos = pygame.mouse.get_pos()
m_grid_pos = transform(pygame.math.Vector2(m_pos) - origin, point_to_grid)
m_col, m_row = int(m_grid_pos[0]), int(m_grid_pos[1])
window.fill((0, 0, 0))
window.blit(game_map, map_rect)
pygame.draw.lines(window, (164, 164, 164), True, map_outline, 3)
pygame.draw.line(window, (255, 0, 0), origin, origin+x_axis, 3)
pygame.draw.line(window, (0, 255, 0), origin, origin+y_axis, 3)
pygame.draw.circle(window, (255, 255, 255), origin, 5)
pygame.draw.circle(window, (255, 0, 0), origin+x_axis, 5)
pygame.draw.circle(window, (0, 255, 0), origin+y_axis, 5)
window.blit(textO, textO.get_rect(topright = origin+(-5, 5)))
window.blit(textX, textX.get_rect(bottomright = origin+x_axis+(-5, -5)))
window.blit(textY, textX.get_rect(topright = origin+y_axis+(-5, 5)))
pygame.draw.ellipse(window, (255, 255, 0), (p_position[0]-16, p_position[1]-8, 32, 16))
if 0 <= m_grid_pos[0] < columns and 0 <= m_grid_pos[1] < rows:
tile_rect = tileRect(m_col, m_row, tile_size).move(map_rect.topleft)
pts = [tile_rect.midleft, tile_rect.midtop, tile_rect.midright, tile_rect.midbottom]
pygame.draw.lines(window, (255, 255, 255), True, pts, 4)
pygame.display.update()
pygame.quit()
exit()

Python treating all instances of an object as the same

I'm making a game with pygame and pymunk as a physics engine. I'm trying to kill a bullet whenever it hits a player or goes past its lifetime.
When I tried to space.remove(self.shape) and the second bullet hits the player, it gives me an "AssertionError: shape not in space, already removed. I simply changed it to teleport the bullets away, and then learned of the real error.
When I have more than one bullet in the space and a bullet hits the enemy player, all the current bullets teleport away, which means that when I tried to remove one bullet, it called the remove on all the bullets and thats why I had the initial error.
However the problem still remains that one bullet is being treated as every bullet.
Why is something that should be a non-static variable being called as a static variable?
I even tried to use deepcopy to see if that fixed it, but to no avail
This is my chunk of code, apologies since I don't know what is needed to understand it.
The key parts are most likely the Bullet class, the shoot() function in the Player class, and the drawBulletCollision() function
# PyGame template.
# Import modules.
import sys, random, math, time, copy
from typing import List
import pygame
from pygame.locals import *
from pygame import mixer
import pymunk
import pymunk.pygame_util
from pymunk.shapes import Segment
from pymunk.vec2d import Vec2d
pygame.mixer.pre_init(44110, -16, 2, 512)
mixer.init()
# Set up the window.
width, height = 1440, 640
screen = pygame.display.set_mode((width, height))
bg = pygame.image.load("space.png")
def draw_bg():
screen.blit(bg, (0, 0))
#load sounds
#death_fx = pygame.mixer.Sound("")
#death_fx.set_volume(0.25)
shoot_fx = mixer.Sound("shot.wav")
shoot_fx.set_volume(0.25)
#mixer.music.load("video.mp3")
#mixer.music.play()
#time.sleep(2)
#mixer.music.stop()
#gun_mode_fx = pygame.mixer.Sound("")
#gun_mode_fx.set_volume(0.25)
#thrust_mode_fx = pygame.mixer.Sound("")
#thrust_mode_fx.set_volume(0.25)
collision_fx = mixer.Sound("thump.wav")
collision_fx.set_volume(0.25)
ship_group = pygame.sprite.Group()
space = pymunk.Space()
space.gravity = 0, 0
space.damping = 0.6
draw_options = pymunk.pygame_util.DrawOptions(screen)
bulletList = []
playerList = []
environmentList = []
arbiterList = []
b0 = space.static_body
segmentBot = pymunk.Segment(b0, (0,height), (width, height), 4)
segmentTop = pymunk.Segment(b0, (0,0), (width, 0), 4)
segmentLef = pymunk.Segment(b0, (width,0), (width, height), 4)
segmentRit = pymunk.Segment(b0, (0,0), (0, height), 4)
walls = [segmentBot,segmentLef,segmentRit,segmentTop]
for i in walls:
i.elasticity = 1
i.friction = 0.5
i.color = (255,255,255,255)
environmentList.append(i)
class Player(object):
radius = 30
def __init__(self, position, space, color):
self.body = pymunk.Body(mass=5,moment=10)
self.mode = 0 # 0 is gun, 1 is thrust, ? 2 is shield
self.body.position = position
self.shape = pymunk.Circle(self.body, radius = self.radius)
#self.image
#self.shape.friction = 0.9
self.shape.elasticity= 0.2
space.add(self.body,self.shape)
self.angleGun = 0
self.angleThrust = 0
self.health = 100
self.speed = 500
self.gearAngle = 0
self.turningSpeed = 5
self.shape.body.damping = 1000
self.cooldown = 0
self.fireRate = 30
self.shape.collision_type = 1
self.shape.color = color
playerList.append(self)
def force(self,force):
self.shape.body.apply_force_at_local_point(force,(0,0))
def rocketForce(self):
radians = self.angleThrust * math.pi/180
self.shape.body.apply_force_at_local_point((-self.speed * math.cos(radians),-self.speed * math.sin(radians)),(0,0))
def draw(self):
gear = pygame.image.load("gear.png")
gearBox = gear.get_rect(center=self.shape.body.position)
gearRotated = pygame.transform.rotate(gear, self.gearAngle)
#gearRotated.rect.center=self.shape.body.position
x,y = self.shape.body.position
radianGun = self.angleGun * math.pi/180
radianThrust = self.angleThrust * math.pi/180
radiyus = 30 *(100-self.health)/100
screen.blit(gearRotated,gearBox)
self.gearAngle += 1
if radiyus == 30:
radiyus = 32
pygame.draw.circle(screen,self.shape.color,self.shape.body.position,radiyus,0)
pygame.draw.circle(screen,(0,0,0),self.shape.body.position,radiyus,0)
pygame.draw.line(
screen,(0,255,0),
(self.radius * math.cos(radianGun) * 1.5 + x,self.radius * math.sin(radianGun) * 1.5 + y),
(x,y), 5
)
pygame.draw.line(
screen,(200,200,0),
(self.radius * math.cos(radianThrust) * 1.5 + x,self.radius * math.sin(radianThrust) * 1.5 + y),
(x,y), 5
)
#more
def targetAngleGun(self,tAngle):
tempTAngle = tAngle - self.angleGun
tempTAngle = tempTAngle % 360
if(tempTAngle < 180 and not tempTAngle == 0):
self.angleGun -= self.turningSpeed
elif(tempTAngle >= 180 and not tempTAngle == 0):
self.angleGun += self.turningSpeed
self.angleGun = self.angleGun % 360
#print(tAngle, "target Angle")
#print(self.angleGun, "selfangleGun")
#print(tempTAngle, "tempTAngle")
def targetAngleThrust(self,tAngle):
tempTAngle = tAngle - self.angleThrust
tempTAngle = tempTAngle % 360
if(tempTAngle < 180 and not tempTAngle == 0):
self.angleThrust -= self.turningSpeed
elif(tempTAngle >= 180 and not tempTAngle == 0):
self.angleThrust += self.turningSpeed
self.angleThrust = self.angleThrust % 360
#print(tAngle, "target Angle")
#print(self.angleThrust, "selfangleGun")
#print(tempTAngle, "tempTAngle")
def targetAngle(self,tAngle):
if(self.mode == 0):
self.targetAngleGun(tAngle)
elif(self.mode == 1):
self.targetAngleThrust(tAngle)
def shoot(self):
if(self.cooldown == self.fireRate):
x,y = self.shape.body.position
radianGun = self.angleGun * math.pi/180
spawnSpot = (self.radius * math.cos(radianGun) * 1.5 + x,self.radius * math.sin(radianGun)*1.5+y)
self.shape.body.apply_impulse_at_local_point((-20 * math.cos(radianGun),-20 * math.sin(radianGun)),(0,0))
print(spawnSpot)
bT = Bullet(spawnSpot, 5, 50,self.shape.color)
b = copy.deepcopy(bT)
bulletList.append(b)
space.add(b.shape,b.shape.body)
b.getShot(self.angleGun)
self.cooldown = 0
print('pew')
shoot_fx.play()
# HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
def tick(self):
self.draw()
if(self.cooldown < self.fireRate):
self.cooldown += 1
#for o in playerList:
# c = self.shape.shapes_collide(o.shape)
# if(len(c.points)>0):
# self.damage(c.points[0].distance/10)
for o in bulletList:
c = self.shape.shapes_collide(o.shape)
#print(c)
for o in walls:
c = self.shape.shapes_collide(o)
if(len(c.points)>0):
self.damage(c.points[0].distance * 3)
def damage(self, damage):
self.health -= abs(damage)
if self.health < 0:
self.health = 0
#maybe make it part of the player class
def drawWallCollision(arbiter, space, data):
for c in arbiter.contact_point_set.points:
r = max(3, abs(c.distance * 5))
r = int(r)
p = tuple(map(int, c.point_a))
pygame.draw.circle(data["surface"], pygame.Color("red"), p, r, 0)
print('magnitude', math.sqrt(arbiter.total_impulse[0]**2 + arbiter.total_impulse[1]**2))
#print('position', p)
#print(data)
print("its all arbitrary")
s1, s2 = arbiter.shapes
collision_fx.play()
def drawBulletCollision(arbiter, space, data):
s1, s2 = arbiter.shapes
for c in arbiter.contact_point_set.points:
magnitude = math.sqrt(arbiter.total_impulse[0]**2 + arbiter.total_impulse[1]**2)
for p in playerList:
avr = ((c.point_a[0] + c.point_b[0])/2, (c.point_a[1] + c.point_b[1])/2)
distance = (math.sqrt((avr[0] - p.shape.body.position[0]) **2 + (avr[1] - p.shape.body.position[1]) **2 ))
if(distance < Bullet.explosionRadius + Player.radius):
if not(s1.color == s2.color):
p.damage(magnitude)
for b in bulletList:
avr = ((c.point_a[0] + c.point_b[0])/2, (c.point_a[1] + c.point_b[1])/2)
distance = (math.sqrt((avr[0] - p.shape.body.position[0]) **2 + (avr[1] - p.shape.body.position[1]) **2 ))
if(distance < Bullet.explosionRadius + Player.radius):
if not(s1.color == s2.color):
b.damage(magnitude)
pygame.draw.circle(data["surface"], pygame.Color("red"), tuple(map(int, c.point_a)), 10, 0)
print('magnitude', magnitude)
#print('position', p)
#print(data)
print("its all arbitrary")
def drawArbitraryCollision(arbiter, space, data):
collision_fx.play()
class Ship(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("gear.png")
self.rect = self.image.get_rect()
self.rect.center = [x, y]
def rotate(self):
self.image = pygame.transform.rotate(self.image,1)
class Bullet(object):
damage = 2
explosionRadius = 5
def __init__(self, position, size, speed,color):
pts = [(-size, -size), (size, -size), (size, size), (-size, size)]
self.body = copy.deepcopy(pymunk.Body(mass=0.1,moment=1))
self.shape = copy.deepcopy(pymunk.Poly(self.body, pts))
self.shape.body.position = position
self.shape.friction = 0.5
self.shape.elasticity = 1
self.shape.color = color
self.speed = speed
self.size = size
self.shape.collision_type = 2
#space.add(self.body,self.shape)
#bulletList.append(self)
self.lifetime = 0
def getShot(self,angle):
radians = angle * math.pi/180
self.shape.body.apply_impulse_at_local_point((self.speed * math.cos(radians),self.speed * math.sin(radians)),(0,0))
def tick(self):
self.lifetime += 1
if(self.lifetime > 300):
self.shape.body.position = (10000,30)
def damage(self, damage):
self.lifetime = 300
#VELOCITY OF BULLET STARTS WITH VELOCITY OF PLAYER
#MAKE VOLUME OF SOUND DEPEND ON THE IMPULSE FOR THE IMPACTS
#error on purpose so you notice this
#INSTANCES NOT WORKING????
def runPyGame():
# Initialise PyGame.
pygame.init()
# Set up the clock. This will tick every frame and thus maintain a relatively constant framerate. Hopefully.
fps = 60.0
fpsClock = pygame.time.Clock()
running = True
font = pygame.font.SysFont("Arial", 16)
p1 = Player((240,240),space,(132, 66, 245,255))
p2 = Player((1200,400),space,(47, 247, 184,255))
space.add(segmentBot,segmentTop,segmentLef,segmentRit)
# Main game loop.
ch = space.add_collision_handler(1, 0)
ch.data["surface"] = screen
ch.post_solve = drawWallCollision
ch = space.add_collision_handler(1, 2)
ch.data["surface"] = screen
ch.post_solve = drawBulletCollision
ch = space.add_collision_handler(0, 2)
ch.data["surface"] = screen
ch.post_solve = drawArbitraryCollision
dt = 1/fps # dt is the time since last frame.
while True: # Loop forever!
keys = pygame.key.get_pressed()
for event in pygame.event.get():
# We need to handle these events. Initially the only one you'll want to care
# about is the QUIT event, because if you don't handle it, your game will crash
# whenever someone tries to exit.
if event.type == QUIT:
pygame.quit() # Opposite of pygame.init
sys.exit() # Not including this line crashes the script on Windows.
if event.type == KEYDOWN:
if event.key == pygame.K_s:
p1.mode = -(p1.mode - 0.5) + 0.5
print(p1.mode)
if (event.key == pygame.K_k and p1.mode == 0):
p1.shoot()
if event.key == pygame.K_KP_5:
p2.mode = -(p2.mode - 0.5) + 0.5
print(p2.mode)
if (event.key == pygame.K_m and p2.mode == 0):
p2.shoot()
#b = Bullet((200,200),51,51)
if(keys[K_w]):
p1.targetAngle(90)
if(keys[K_q]):
p1.targetAngle(45)
if(keys[K_a]):
p1.targetAngle(0)
if(keys[K_z]):
p1.targetAngle(315)
if(keys[K_x]):
p1.targetAngle(270)
if(keys[K_c]):
p1.targetAngle(225)
if(keys[K_d]):
p1.targetAngle(180)
if(keys[K_e]):
p1.targetAngle(135)
if(keys[K_k] and p1.mode == 1):
p1.rocketForce()
if(keys[K_KP_8]):
p2.targetAngle(90)
if(keys[K_KP_7]):
p2.targetAngle(45)
if(keys[K_KP_4]):
p2.targetAngle(0)
if(keys[K_KP_1]):
p2.targetAngle(315)
if(keys[K_KP_2]):
p2.targetAngle(270)
if(keys[K_KP_3]):
p2.targetAngle(225)
if(keys[K_KP_6]):
p2.targetAngle(180)
if(keys[K_KP_9]):
p2.targetAngle(135)
if(keys[K_m] and p2.mode == 1):
p2.rocketForce()
# Handle other events as you wish.
screen.fill((250, 250, 250)) # Fill the screen with black.
# Redraw screen here.
### Draw stuff
draw_bg()
space.debug_draw(draw_options)
for i in playerList:
i.tick()
screen.blit(
font.render("P1 Health: " + str(p1.health), True, pygame.Color("white")),
(50, 10),
)
screen.blit(
font.render("P2 Health: " + str(p2.health), True, pygame.Color("white")),
(50, 30),
)
for i in bulletList:
i.tick()
ship_group.draw(screen)
# Flip the display so that the things we drew actually show up.
pygame.display.update()
dt = fpsClock.tick(fps)
space.step(0.01)
pygame.display.update()
runPyGame()
I cant point to the exact error since the code is quite long and depends on files I dont have. But here is a general advice for troubleshooting:
Try to give a name to each shape when you create them, and then print it out. Also print out the name of each shape that you add or remove from the space. This should show which shape you are actually removing and will probably make it easy to understand whats wrong.
For example:
...
self.shape = pymunk.Circle(self.body, radius = self.radius)
self.shape.name = "circle 1"
print("Created", self.shape.name)
...
print("Adding", self.shape.name)
space.add(self.body,self.shape)
...
(Note that you need to reset the name of shapes you copy, since otherwise the copy will have the same name.)

Converting pygame 2d water ripple to pyOpenGL

I have a 2d pygame water simulation thingy that I followed a tutorial to make. I also found the answer to this question to fix issues with the tutorial: Pygame water physics not working as intended
I have since been trying to convert this program over to using pyopengl to render things. However, I have been struggling to:
A: Draw the water polygon
B: texture the water polygon with a tiled texture
Here is my (rather poor) attempt at converting this code to pyopengl.
import pygame, random
import math as m
from pygame import *
from OpenGL import *
from OpenGL.GLU import *
from OpenGL.GL import *
pygame.init()
WINDOW_SIZE = (854, 480)
screen = pygame.display.set_mode(WINDOW_SIZE,0,32,DOUBLEBUF|OPENGL) # initiate the window
clock = pygame.time.Clock()
def draw_polygon(polygon_points):
glBegin(GL_POLYGON);
for i in polygon_points:
glVertex3fv(i)
#glEnd()
class surface_water_particle():
def __init__(self, x,y):
self.x_pos = x
self.y_pos = y
self.target_y = y
self.velocity = 0
self.k = 0.04
self.d = 0.08
self.time = 1
def update(self):
x = self.y_pos - self.target_y
a = -(self.k * x + self.d * self.velocity)
if self.y_pos > self.target_y:
self.y_pos -= 0.1
if self.y_pos < self.target_y:
self.y_pos += 0.1
self.velocity = round(self.velocity)
self.y_pos += self.velocity
self.velocity += a
self.time += 1
class water_tile():
def __init__(self, x_start, x_end, y_start, y_end, segment_length):
self.springs = []
self.x_start = x_start
self.y_start = y_start
self.x_end = x_end
self.y_end = y_end - 10
for i in range(abs(x_end - x_start) // segment_length):
self.springs.append(surface_water_particle(i * segment_length + x_start, y_end))
def update(self, spread):
passes = 4 # more passes = more splash spreading
for i in range(len(self.springs)):
self.springs[i].update()
leftDeltas = [0] * len(self.springs)
rightDeltas = [0] * len(self.springs)
for p in range(passes):
for i in range(0, len(self.springs)):
if i > 0:
leftDeltas[i] = spread * (self.springs[i].y_pos - self.springs[i - 1].y_pos)
self.springs[i - 1].velocity += leftDeltas[i]
if i < len(self.springs):
rightDeltas[i] = spread * (self.springs[i].y_pos - self.springs[(i + 1)%len(self.springs)].y_pos)
self.springs[(i + 1)%len(self.springs)].velocity += rightDeltas[i]
for i in range(0, len(self.springs)):
if round (leftDeltas[i],12) == 0 or round (rightDeltas[i],12) == 0:
self.springs[i - 1].y_pos = self.y_end+10
if i > 0:
self.springs[i - 1].y_pos += leftDeltas[i] # you were updating velocity here!
if i < len(self.springs):
self.springs[(i + 1)%len(self.springs)].y_pos += rightDeltas[i]
def splash(self, index, speed):
if index >= 0 and index < len(self.springs):
self.springs[index].velocity = speed
def draw(self):
water_surface = pygame.Surface((abs(self.x_end-self.x_start), abs(self.y_start - self.y_end)), depth=8).convert_alpha()
polygon_points = []
polygon_points.append((self.x_start, self.y_start,0))
for spring in range(len(self.springs)):
polygon_points.append((self.springs[spring].x_pos, self.springs[spring].y_pos,0))
polygon_points.append((self.springs[len(self.springs) - 1].x_pos, self.y_start,0))
draw_polygon(polygon_points)
return water_surface
class water_object:
def __init__(self, x_start, x_end, y_start, y_end, segment_length, x_pos, y_pos):
self.water = water_tile(x_start,x_end,y_start,y_end,segment_length)
self.image = self.water.draw()
self.rect = self.image.get_rect()
self.rect.x = x_pos
self.rect.y = y_pos
def update(self):
self.water.update(0.1)
self.image = self.water.draw()
water_list = [water_object(0,276+16,64,0,16,0,20)]
while True:
screen.fill((0,0,0))
for water in water_list:
gluPerspective(45, (WINDOW_SIZE[0]/WINDOW_SIZE[1]), 0.1, 50.0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
water.update()
#screen.blit(water.image, (water.rect.x,water.rect.y))
#water_test.x_start = water_test.x_start + 1
#if random.randint(0,8) == 1:
#water_test.splash(random.randint(0, len(water_test.springs) - 1),2)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
if event.type == MOUSEBUTTONDOWN:
print (len(water.water.springs))
water.water.splash(random.randint(0, len(water.water.springs) - 1),50)
pygame.display.update()
clock.tick(60)
However, despite my attempt, I couldnt get anything to display on screen at all. How can I fix this/how can I attain the 2 things I have been struggling with?
You cannot draw an OpenGL primitive to a pygame.Surface. Anyway there is no need to do so.
For the best performance, directly draw to the default framebuffer (window).
Since you want to draw a line, you have to use a Line primitive type. GL_POLYGON would draw a filed convex polygon. Use the primitive type GL_LINE_STRIP:
def draw_polygon(polygon_points):
glBegin(GL_LINE_STRIP)
for pt in polygon_points:
glVertex2f(*pt)
glEnd()
Before you draw the line, ser the current color by glColor:
glColor3f(0, 0, 1)
draw_polygon(polygon_points)
The vertex coordinates of the lie are specified in window space. Hence you have to setup an Orthographic projection rather than a Perspective projection. Specify the current matrix by [glMatrixMode] and set the projection matrix by glOrtho. Since the matrix operations do not set a matrix, but multiply the current matrix by the specified matrix, I recommend to load the identity matrix before (glLoadIdentity):
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, WINDOW_SIZE[0], WINDOW_SIZE[1], 0, -1, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
Before you draw the line you have to clear the framebuffer by glClear. The clear color can be defined by glClearColor:
glClearColor(1, 1, 1, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Complete example:
import pygame
from OpenGL import *
from OpenGL.GL import *
def draw_polygon(surf_rect, polygon_points):
glBegin(GL_LINE_STRIP)
#glBegin(GL_TRIANGLE_STRIP)
for pt in polygon_points:
glVertex2f(*pt)
glVertex2f(pt[0], surf_rect.height)
glEnd()
class WaterParticle():
def __init__(self, x, y):
self.x, self.y = x, y
self.target_y = y
self.velocity = 0
self.k = 0.04
self.d = 0.08
def update(self):
x = self.y - self.target_y
a = -(self.k * x + self.d * self.velocity)
#self.p[1] += -0.1 if x > 0 else 0.1 if x < 0 else 0
self.y += self.velocity
self.velocity += a
class Water():
def __init__(self, x_start, x_end, y_start, segment_length, passes, spread):
n = abs(x_end - x_start + segment_length - 1) // segment_length + 1
self.particles = [WaterParticle(i * segment_length + x_start, y_start) for i in range(n)]
self.passes = passes
self.spread = spread
def update(self):
for particle in self.particles:
particle.update()
left_deltas = [0] * len(self.particles)
right_deltas = [0] * len(self.particles)
for _ in range(self.passes):
for i in range(len(self.particles)):
if i > 0:
left_deltas[i] = self.spread * (self.particles[i].y - self.particles[i - 1].y)
self.particles[i - 1].velocity += left_deltas[i]
if i < len(self.particles)-1:
right_deltas[i] = self.spread * (self.particles[i].y - self.particles[i + 1].y)
self.particles[i + 1].velocity += right_deltas[i]
for i in range(len(self.particles)):
if i > 0:
self.particles[i-1].y += left_deltas[i]
if i < len(self.particles) - 1:
self.particles[i+1].y += right_deltas[i]
def splash(self, index, speed):
if index > 0 and index < len(self.particles):
self.particles[index].velocity += speed
def draw(self, surf_rect):
polygon_points = []
for spring in range(len(self.particles)):
polygon_points.append((self.particles[spring].x, self.particles[spring].y))
glColor3f(0, 0, 1)
draw_polygon(surf_rect, polygon_points)
pygame.init()
window = pygame.display.set_mode((640, 480), pygame.DOUBLEBUF | pygame.OPENGL)
clock = pygame.time.Clock()
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, *window.get_size(), 0, -1, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glClearColor(1, 1, 1, 1)
water_line_y = window.get_height() // 2
water = Water(0, window.get_width(), window.get_height() // 2, 3, 8, 0.025)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
velocity = water_line_y - event.pos[1]
if velocity > 0:
index = int(len(water.particles) * event.pos[0] / window.get_width())
water.splash(index, velocity)
water.update()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
water.draw(window.get_rect())
pygame.display.flip()
clock.tick(50)

Problem with animating a sprite in pygame

i have a problem with this code, i am a new person with programming and been using the book "how to think like a computer scientist 3rd edition" and he did not solve exercise 2 of chapter 17 this given: "he deliberately left a mistake in the code to animate Duke. If you click on one of the checkerboard squares to the right of Duke, he salutes anyway. Why? Find a one-line solution to the error ", I've tried many forms but I have not succeeded, I leave you all the code and the images that I have used
PS: images must have the name: ball.png and duke_spritesheet.png
import pygame
gravity = 0.025
my_clock = pygame.time.Clock()
class QueenSprite:
def __init__(self, img, target_posn):
self.image = img
self.target_posn = target_posn
(x, y) = target_posn
self.posn = (x, 0) # Start ball at top of its column
self.y_velocity = 0 # with zero initial velocity
def update(self):
self.y_velocity += gravity
(x, y) = self.posn
new_y_pos = y + self.y_velocity
(target_x, target_y) = self.target_posn # Unpack the position
dist_to_go = target_y - new_y_pos # How far to our floor?
if dist_to_go < 0: # Are we under floor?
self.y_velocity = -0.65 * self.y_velocity # Bounce
new_y_pos = target_y + dist_to_go # Move back above floor
self.posn = (x, new_y_pos) # Set our new position.
def draw(self, target_surface): # Same as before.
target_surface.blit(self.image, self.posn)
def contains_point(self, pt):
""" Return True if my sprite rectangle contains point pt """
(my_x, my_y) = self.posn
my_width = self.image.get_width()
my_height = self.image.get_height()
(x, y) = pt
return ( x >= my_x and x < my_x + my_width and
y >= my_y and y < my_y + my_height)
def handle_click(self):
self.y_velocity += -2 # Kick it up
class DukeSprite:
def __init__(self, img, target_posn):
self.image = img
self.posn = target_posn
self.anim_frame_count = 0
self.curr_patch_num = 0
def update(self):
if self.anim_frame_count > 0:
self.anim_frame_count = (self.anim_frame_count + 1 ) % 60
self.curr_patch_num = self.anim_frame_count // 6
def draw(self, target_surface):
patch_rect = (self.curr_patch_num * 50, 0,
50, self.image.get_width())
target_surface.blit(self.image, self.posn, patch_rect)
def contains_point(self, pt):
""" Return True if my sprite rectangle contains pt """
(my_x, my_y) = self.posn
my_width = self.image.get_width()
my_height = self.image.get_height()
(x, y) = pt
return ( x >= my_x and x < my_x + my_width and
y >= my_y and y < my_y + my_height)
def handle_click(self):
if self.anim_frame_count == 0:
self.anim_frame_count = 5
def draw_board(the_board):
""" Draw a chess board with queens, as determined by the the_board. """
pygame.init()
colors = [(255,0,0), (0,0,0)] # Set up colors [red, black]
n = len(the_board) # This is an NxN chess board.
surface_sz = 480 # Proposed physical surface size.
sq_sz = surface_sz // n # sq_sz is length of a square.
surface_sz = n * sq_sz # Adjust to exactly fit n squares.
# Create the surface of (width, height), and its window.
surface = pygame.display.set_mode((surface_sz, surface_sz))
ball = pygame.image.load("ball.png")
# Use an extra offset to centre the ball in its square.
# If the square is too small, offset becomes negative,
# but it will still be centered :-)
ball_offset = (sq_sz-ball.get_width()) // 2
all_sprites = [] # Keep a list of all sprites in the game
# Create a sprite object for each queen, and populate our list.
for (col, row) in enumerate(the_board):
a_queen = QueenSprite(ball,
(col*sq_sz+ball_offset, row*sq_sz+ball_offset))
all_sprites.append(a_queen)
# Load the sprite sheet
duke_sprite_sheet = pygame.image.load("duke_spritesheet.png")
# Instantiate two duke instances, put them on the chessboard
duke1 = DukeSprite(duke_sprite_sheet,(sq_sz*2, 0))
duke2 = DukeSprite(duke_sprite_sheet,(sq_sz*5, sq_sz))
# Add them to the list of sprites which our game loop manages
all_sprites.append(duke1)
all_sprites.append(duke2)
while True:
# Look for an event from keyboard, mouse, etc.
ev = pygame.event.poll()
if ev.type == pygame.QUIT:
break;
if ev.type == pygame.KEYDOWN:
key = ev.dict["key"]
if key == 27: # On Escape key ...
break # leave the game loop.
if key == ord("r"):
colors[0] = (255, 0, 0) # Change to red + black.
elif key == ord("g"):
colors[0] = (0, 255, 0) # Change to green + black.
elif key == ord("b"):
colors[0] = (0, 0, 255) # Change to blue + black.
if ev.type == pygame.MOUSEBUTTONDOWN: # Mouse gone down?
posn_of_click = ev.dict["pos"] # Get the coordinates.
for sprite in all_sprites:
if sprite.contains_point(posn_of_click):
sprite.handle_click()
break
for sprite in all_sprites:
sprite.update()
# Draw a fresh background (a blank chess board)
for row in range(n): # Draw each row of the board.
c_indx = row % 2 # Alternate starting color
for col in range(n): # Run through cols drawing squares
the_square = (col*sq_sz, row*sq_sz, sq_sz, sq_sz)
surface.fill(colors[c_indx], the_square)
# Now flip the color index for the next square
c_indx = (c_indx + 1) % 2
# Ask every sprite to draw itself.
for sprite in all_sprites:
sprite.draw(surface)
my_clock.tick(60) # Waste time so that frame rate becomes 60 fps
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
draw_board([0, 5, 3, 1, 6, 4, 2]) # 7 x 7 to test window size
PS: I think the error is here but it did not succeed
return ( x >= my_x and x + my_width and y >= my_y and y < my_y + my_height)
The issue is caused by the face, that "duke_spritesheet.png" is a sprite sheet. When you define the rectangular region which is covered by the object, then you have to use the width of a single image, rather than the width of the entire sprite sheet:
my_width = self.image.get_width()
my_width = 50
Change this in the method contains_point of the class DukeSprite:
class DukeSprite:
# [...]
def contains_point(self, pt):
""" Return True if my sprite rectangle contains pt """
(my_x, my_y) = self.posn
my_width = 50
my_height = self.image.get_height()
(x, y) = pt
return ( x >= my_x and x < my_x + my_width and
y >= my_y and y < my_y + my_height)

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