I have seen image.get_rect() and pygame.Rect() being used in different programs.How do they exactly differ from each other.Don't both of these codes are used to set a rectangular boundary around a surface/image or are they different?
rect = pygame.Rect(x, y, w, h) constructs an instance object of the class pygame.Rect.
pygame.Surface.get_rect creates a pygame.Rect object from a surface the size of the surface. e.g.:
rect = image.get_rect(center = (x, y))
pygame.Surface.get_rect.get_rect() returns a rectangle with the size of the Surface object, that always starts at (0, 0) since a Surface object has no position. The position of the rectangle can be specified by a keyword argument. For example, the center of the rectangle can be specified with the keyword argument center. These keyword argument are applied to the attributes of the pygame.Rect before it is returned (see pygame.Rect for a full list of the keyword arguments).
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I was learning to create a simple Pygame window which displays a Rectangle. I watched two different videos on Youtube. One of the Youtuber used Pygame.draw.rect() to create a rectangle whereas other Youtuber used both pygame.Rect() and Pygame.draw.rect(). Both gave same result at the end. So what is the difference between these two codes??
pygame.Rect is a class whose instances represent rectangular areas.
pygame.draw.rect is a function that draws rectangles. One of its arguments is a pygame.Rect instance representing the rectangle to draw.
They are completely different things.
pygame.Rect creates a Rect instance to be passed into pygame.draw.rect. Consider this short snippet:
For anyone else who is reading this, first install pygame by running pip install pygame in your IDE's terminal or your default operating system's terminal.
import pygame
SCREEN = pygame.display.set_mode((300, 300))
while True:
pygame.draw.rect(SCREEN, 'white', (30, 30, 100, 100))
pygame.display.update()
The tuple that we passed in to pygame.draw.rect consists of (x, y, width, height):
x being where our rectangle will sit on the vertical axis
y being where our rectangle will sit on the horizontal axis
width being the width of our rectangle
height being the height of our rectangle
This is how you would use pygame.draw.rect by itself. Behind the scenes, pygame transforms this tuple into a pygame.Rect object. So you are only doing a bit more work when using pygame.Rect. For example:
pygame_rect_object = pygame.Rect(30, 30, 100, 100)
pygame.draw.rect(SCREEN, 'white', pygame_rect_object)
As you can see, creating a pygame.Rect object is the same as passing the tuple. A few advantages are readability, and you can pass it into multiple pygame.draw.rect functions without having to repeat the tuple.
Hope this has helped!!!
Check the official documents as follows:
Surface objects are objects that represent a rectangular 2D image.
The Sprite class is intended to be used as a base class for the different types of objects in the game.
They all have image and rect attributes.The difference is that sprites can be grouped?
They all have image and rect attributes [...]
No this is wrong. A pygame.Surface has not rect attribute. pygame.Surface.get_rect.get_rect() returns a rectangle with the size of the Surface object, that always starts at (0, 0) since a Surface object has no position. The rectangle returned is just a rectangle the size of the surface area starting at (0, 0).
In short words: A pygame.Surface has no location, it's just a bitmap. A pygame.sprite.Sprite is a object that consists of a Surface object and pygame.Rect object. An instance of a Sprite describes the position of an image in the game window.
Here is what I understand so far about Rect, it is a data type that contains all the properties of a given rectangular surface. And is used along the pygame.draw.rect() function as the third argument in order for it to work.
The code follows this syntax (from the official documentation):
Rect(left, top, width, height)
I understand about the third and fourth argument, which suppose to represent the dimensions of the rectangular surface. What I don't understand is the first 2 argument - what is it suppose to represent and what does it do? Why does it always start at (0,0) and what can we use it for?
The first two arguments get assigned to the x and y attributes of the rect, the coordinates of the topleft corner. So if you want to create a rect that is positioned at the coordinates (200, 300), you can write: rect = pygame.Rect(200, 300, 40, 50). The third and fourth argument are indeed the dimensions of the resulting rect instance.
pygame.Rects also have a lot of other attributes which you can use to position your rect.
x,y
top, left, bottom, right
topleft, bottomleft, topright, bottomright
midtop, midleft, midbottom, midright
center, centerx, centery
If you want to move a rect, you can assign the new position to the x, y, topleft or one of the other attributes.
rect.x = 5
rect.y = 10
# That's pretty much the same as writing:
rect.topleft = (5, 10)
# You can also increment the position.
rect.x += 5
# Or use the `rect.move_ip` method.
rect.move_ip(5, 10)
Rects are used to store the blit position of sprites or images and for collision detection, for example with the colliderect or collidepoint methods.
I am trying to find the point where a line collides with a brick in the arkanoid that i am making. The most logical way i found is getting the mask from the line and use collidemask as it returns the point. Well as i tried with this:
linemask = pygame.mask.from_surface(pygame.draw.line(screen, (0,0,0), bola.line[0], bola.line[1], 2))
it gave me this error:
TypeError: argument 1 must be pygame.Surface, not pygame.Rect
meaning that the input(in this case the line) can't be a rect but needs to be a surface. Do you know how to get the surface from a rect or any alternative solution ?
pygame.draw.line draws on a Surface and returns the affected area in form of a Rect object.
The Surface you drew on is screen. So it's screen you want to create a mask from. Alternatively, create a new Surface that you use pygame.draw on and create a mask from it. Or create a mask from the subsurface of the screen (so you don't have to create a mask from the whole screen), like this:
rect = pygame.draw.line(screen, (0,0,0), bola.line[0], bola.line[1], 2)
surface = screen.subsurface(rect)
mask = pygame.mask.from_surface(surface)
I am learning pygame and want a graphic for a button with the three states: normal, hover, and pressed. I have an image like this one ...
... and I want to get a new Surface using a portion of it.
I'm loading the image with this code:
buttonStates = pygame.image.load(os.path.join('image','button.png'))
How can I make a new surface using just a portion of that graphic?
cropped = pygame.Surface((80, 80))
cropped.blit(buttonStates, (0, 0), (30, 30, 80, 80))
The blit method on a surface 'pastes' another surface on to it. The first argument to blit is the source surface. The second is the location to paste to (in this case, the top left corner). The third (optional) argument is the area of the source image to paste from -- in this case an 80x80 square 30px from the top and 30px from the left.
You can also use the pygame.Surface.subsurface method to create subsurfaces that share their pixels with their parent surface. However, you have to make sure that the rect is inside of the image area or a ValueError: subsurface rectangle outside surface area will be raised.
subsurface = a_surface.subsurface((x, y, width, height))
There are 2 possibilities.
The blit method allows to specify a rectangular sub-area of the source _Surface:
[...] An optional area rectangle can be passed as well. This represents a smaller portion of the source Surface to draw. [...]
In this way you can blit an area of the source surface directly onto a target:
cropped_region = (x, y, width, height)
target.blit(source_surf, (posx, posy), cropped_region)
Alternatively, you can define a subsurface that is directly linked to the source surface with the subsurface method:
Returns a new Surface that shares its pixels with its new parent. The new Surface is considered a child of the original. Modifications to either Surface pixels will effect each other.
As soon as a subsurface has been created, it can be used as a normal surface at any time:
cropped_region = (x, y, width, height)
cropped_subsurf = source_surf.subsurface(cropped_region)
target.blit(cropped_subsurf, (posx, posy))
I think the best way to do it is crop the image of these 3 kind of buttons in a external program and load in different surface instead use pygame to crop it