Odd Python/Tkinter keybind class errors - python

Right now I'm attempting to bind the WASD keys to a player so that when pressed, a player will move in specific directions depending on what keys pressed. The problem is, whenever I press any keys, this error comes up and the "player" doesn't move.
File "main.py", line 143, in <module>
player.append(Player())
File "main.py", line 69, in __init__
root.bind('w', self.up)
AttributeError: 'Player' object has no attribute 'up'
the main code is below: (I dont know if some of the smaller bits are needed so apologies)
from tkinter import *
import random, math
root = Tk()
root.minsize(500,500)
class Player:
def __init__(self):
x = random.randint(100, 500)
y = random.randint(0, 500)
self.width = random.randint(75,100)
self.player = canvas.create_oval(x, y, x + self.width, y+self.width, fill="Blue")
self.speed =50/self.width
root.bind('w', self.up)
root.bind('d', self.right)
root.bind('s', self.down)
root.bind('a', self.left)
def getCoordsPlayer(self):
return canvas.coords(self.player)
def deleteplayer(self):
canvas.delete(self.player)
def moveplayer(self):
left, top, right, bottom = self.getCoords()
if left<0 or right > 500:
def left(self, event):
left, top, right, bottom = canvas.coords(self.player)
canvas.move(self.player, -10, 0)
canvas.update()
def right(self, event):
left, top, right, bottom = canvas.coords(self.player)
canvas.move(self.player, 10, 0)
canvas.update()
if top<0 or bottom > 500:
def up(self, event):
left, top, right, bottom = canvas.coords(self.player)
canvas.move(self.player, 0, -10)
canvas.update()
def down(self, event):
left, top, right, bottom = canvas.coords(self.player)
canvas.move(self.player, 0, 10)
canvas.update()
canvas = Canvas(root,width=600,height=600,bg="white")
canvas.place(x=0,y=0)
player = []
for i in range(1):
player.append(Player())

Related

How to display a moving ball trajectory

I have a solid-coloured ball moving in a tkinter canvas, using the move(), and update() method to refresh the canvas.
I want to keep track of the ball trajectory onscreen. i.e. - the ball moves to its new position but a line - series of points showing its trajectory - remains onscreen.
How do I do this? (two canvases, one of them transparent??)
Just as suggested, you can paint line that will start from the last position of the ball and end in the current new ball position.
I've made simple app doing so in tkinter, that you can modify to your needs.
It's using only one canvas and you can move ball just by clicking on the canvas. Right mouse click resets the canvas and ball position.
from tkinter import Tk, Canvas, Frame, BOTH
class MovingBall(Frame):
ball_r = 25
x, y = 0, 0 # ball last coords
def __init__(self):
super().__init__()
self.ball = None
self.initUI()
def initUI(self):
self.master.title("Moving Ball")
self.pack(fill=BOTH, expand=1)
self.canvas = Canvas(self)
self.ball = self.paint_ball(self.x, self.y)
self.canvas.pack(fill=BOTH, expand=1)
# Left click on canvas moves the ball
self.canvas.bind("<Button-1>", self.move)
# Right click on canvas reset ball position
self.canvas.bind("<Button-3>", self.reset)
def paint_ball(self, x, y):
return self.canvas.create_oval(x - self.ball_r, y - self.ball_r, x + self.ball_r, y + self.ball_r, fill="red",
outline="silver", width=1)
def paint_path(self, x, y):
return self.canvas.create_line(self.x, self.y, x, y, fill="silver", width=1)
def move(self, event):
# Remove last painted ball
self.canvas.delete(self.ball)
# Add new line to the path
self.paint_path(event.x, event.y)
# Paint new ball at new position
self.ball = self.paint_ball(event.x, event.y)
self.canvas.pack(fill=BOTH, expand=1)
# Store current ball coords
self.x, self.y = event.x, event.y
def reset(self, event):
"""Reset whole scene and put ball to 0,0"""
self.x, self.y = 0, 0
self.canvas.delete("all")
self.ball = self.paint_ball(self.x, self.y)
self.canvas.pack(fill=BOTH, expand=1)
def main():
root = Tk()
MovingBall()
root.geometry("1024x768")
root.mainloop()
if __name__ == '__main__':
main()

Move object function has no effect even after calling: Tkinter

So, yeah I'm a beginner to Tkinter Canvas Games and it's being too difficult for me to code than I thought.
Okk, let's come to the chase, below is my code:
import time
from tkinter import *
from numpy import random
class Paddle:
def __init__(self, Main_Frame):
Main_Frame.title("Paddle")
Main_Frame.geometry("300x300+630+150")
self.Random_X = random.randint(270)
self.Random_Y = random.randint(120)
self.x = 3
self.y = 3
self.Y_Position = 288
self.Can = Canvas(Main_Frame, height = 300, width = 300)
self.Can.pack()
self.paddle = self.Can.create_rectangle(0, 288, 90, 300, fill = "Aqua", outline = "Aqua")
self.ball = self.Can.create_oval(self.Random_X, self.Random_Y, self.Random_X + 20, self.Random_Y + 20, outline = "Red", fill = "Red")
self.Can.bind("<Motion>", self.Move_Paddle)
self.Move_Ball()
def Move_Ball(self):
Ball_x1, Ball_y1, Ball_x2, Ball_y2 = self.Can.coords(self.ball)
if Ball_x2 > 300:
self.x = -self.x
if Ball_y2 > 300:
self.y = -self.y
if Ball_x1 < 0:
self.x = -self.x
if Ball_y2 < 10:
self.y = -self.y
self.Can.moveto(self.ball, self.x, self.y)
Window.after(1, self.Move_Ball)
def Move_Paddle(self, event):
self.X_Position = event.x
self.Can.moveto(self.paddle, self.X_Position, self.Y_Position)
Window = Tk()
Class = Paddle(Window)
Window.mainloop()
So, my problem here is that even after calling the Move_Ball() function, it had no effect on the ball, (okk there is no error occurring though) when I tried to call the function under Move_Paddle() function (before adding the Window.after(1, self.Move_Ball) line), it worked well when I moved the mouse around the Canvas, well, I want it to automatically activate when the Paddle class is called.
I was trying to check the problem in the code by placing the function call in Move_Paddel() (with the Window.after(1, self.Move_Ball) line as in the code), it increased the trouble and insanely increased the speed of the ball.
If anyone could help me with these couple of problems, it would be highly appreciated.
Thanks in advance!
Use move() instead of moveto() method. move() method moves each of the items given by tagOrId in the canvas coordinate space by adding X amount to the x-coordinate of each point associated with the item and y amount to the y-coordinate of each point associated with the item.
Then you may increase the delay in the after() method.
Here is the working code:
import time
from tkinter import *
from numpy import random
class Paddle:
def __init__(self, Main_Frame):
Main_Frame.title("Paddle")
Main_Frame.geometry("300x300+630+150")
self.Random_X = random.randint(270)
self.Random_Y = random.randint(120)
self.x = 3
self.y = 3
self.Y_Position = 288
self.Can = Canvas(Main_Frame, height = 300, width = 300)
self.Can.pack()
self.paddle = self.Can.create_rectangle(0, 288, 90, 300, fill = "Aqua", outline = "Aqua")
self.ball = self.Can.create_oval(self.Random_X, self.Random_Y, self.Random_X + 20, self.Random_Y + 20, outline = "Red", fill = "Red")
self.Can.bind("<Motion>", self.Move_Paddle)
self.Move_Ball()
def Move_Ball(self):
Ball_x1, Ball_y1, Ball_x2, Ball_y2 = self.Can.coords(self.ball)
if Ball_x2 > 300:
self.x = -self.x
if Ball_y2 > 300:
self.y = -self.y
if Ball_x1 < 0:
self.x = -self.x
if Ball_y2 < 10:
self.y = -self.y
self.Can.move(self.ball, self.x, self.y)
Window.after(50 ,self.Move_Ball)
def Move_Paddle(self, event):
self.X_Position = event.x
self.Can.moveto(self.paddle, self.X_Position, self.Y_Position)
Window = Tk()
Class = Paddle(Window)
Window.mainloop()
I rewrote your code and now I think it works as you wished. Red ball slowly goes down:
import time
from tkinter import *
from numpy import random
class Paddle:
def __init__(self, main_frame):
self.root = main_frame
random.seed(int(time.time()))
self.x = random.randint(270)
self.y = random.randint(120)
self.Y_Position = 288
self.Can = Canvas(self.root, height=300, width=300)
self.Can.pack()
self.paddle = self.Can.create_rectangle(0, 288, 90, 300, fill="Aqua", outline="Aqua")
self.ball = self.Can.create_oval(self.x, self.y, self.x + 20, self.y + 20, outline="Red", fill="Red")
self.Can.bind("<Motion>", self.move_paddle)
self.move_ball()
def move_ball(self):
Ball_x1, Ball_y1, Ball_x2, Ball_y2 = self.Can.coords(self.ball)
# if Ball_x2 > 300:
# self.x = -self.x
# if Ball_y2 > 300:
# self.y = -self.y
# if Ball_x2 < 0:
# self.x = 300
if Ball_y2 > 300:
self.y = 0
self.y += 0.1
self.Can.moveto(self.ball, self.x, self.y)
self.root.after(1, self.move_ball)
def move_paddle(self, event):
self.X_Position = event.x
self.Can.moveto(self.paddle, self.X_Position, self.Y_Position)
root = Tk()
root.title("Paddle")
root.geometry("300x300+630+150")
Class = Paddle(root)
root.mainloop()
And please read about PEP8
You should use move() instead of moveto() inside Move_Ball() and after(1, ...) is too frequent so the ball will be moved very fast. Try after(50, ...) instead:
def Move_Ball(self):
...
self.Can.move(self.ball, self.x, self.y)
Window.after(50, self.Move_Ball)

Python: Why do both of my objects move at the same time?

Basically whenever I press left, right, a, or d, it moves both characters instead of just one. I've tried including print statements before and after updates, and I've asked around and been told it's an aliasing issue, but I still can't find the solution. Do I need to make two separate classes or am I doing something wrong within some of my code?
import simplegui
WIDTH = 800
HEIGHT = 600
#class for character
class Character:
def __init__(self, pos, radius, vel = [0,0]):
self.pos = pos
self.vel = vel
self.radius = radius
#updates position
def update(self, state):
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
#moving left and right
def change_left_vel(self):
self.vel[0] -= 2
def change_right_vel(self):
self.vel[0] += 2
#draws character
def draw(self, canvas, state):
canvas.draw_circle(self.pos, self.radius, 5, "White", "White")
#initializes characters and frame
class GameState:
def __init__(self):
self.frame = simplegui.create_frame("Super Smash Squad", WIDTH, HEIGHT)
self.frame.set_keydown_handler(self.keydown)
self.frame.set_keyup_handler(self.keyup)
self.frame.set_draw_handler(self.draw)
self.char1 = Character([200, 200], 15)
self.char2 = Character([400, 200], 25)
self.frame.start()
#movement for both characters
def keydown(self, key):
if key == simplegui.KEY_MAP["a"]:
self.char1.change_left_vel()
elif key == simplegui.KEY_MAP["d"]:
self.char1.change_right_vel()
elif key == simplegui.KEY_MAP["left"]:
self.char2.change_left_vel()
elif key == simplegui.KEY_MAP["right"]:
self.char2.change_right_vel()
def keyup(self, key):
if key == simplegui.KEY_MAP["a"]:
self.char1.change_right_vel()
elif key == simplegui.KEY_MAP["d"]:
self.char1.change_left_vel()
elif key == simplegui.KEY_MAP["left"]:
self.char2.change_right_vel()
elif key == simplegui.KEY_MAP["right"]:
self.char2.change_left_vel()
#draws everything
def draw(self, canvas):
self.char1.update(self)
self.char2.update(self)
self.char1.draw(canvas, self)
self.char2.draw(canvas, self)
# start frame
GameState()

Sprite in Pyglet not doing what I want

I am trying to have a circle that, when clicked, moves somewhere else on the screen. However, when I click the circle, nothing happens.
#IMPORT STUFF
import pyglet as pg
from random import randint
mouse = pg.window.mouse
#VARS
window = pg.window.Window(width = 640, height = 480)
score = 0
circleImg = pg.image.load("circle.png")
circle = pg.sprite.Sprite(circleImg, randint(1, window.width), randint(1, window.height))
text = pg.text.Label("Click red!", font_name = "Times New Roman", font_size = 18, x = 260, y = 10)
#DETECT MOUSE PRESS ON CIRCLE
#window.event
def on_mouse_press(x, y, button, modifiers):
if x == circle.x and y == circle.y:
circle.x = randint(1, window.width)
circle.y = randint(1, window.height)
#window.event
def on_draw():
window.clear()
text.draw()
circle.draw()
pg.app.run()
import pyglet
from pyglet.gl import *
from random import randint
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
class Circle(pyglet.sprite.Sprite):
def __init__(self, radiance=5, x=0, y=0):
self.texture = pyglet.image.load('circle.png')
super(Circle, self).__init__(self.texture)
def click(self, x, y):
if x >= self.x and y >= self.y:
if x <= self.x + self.texture.width and y <= self.y + self.texture.height:
return self
mouse = pyglet.window.mouse
#VARS
window = pyglet.window.Window(width = 640, height = 480)
score = 0
#circleImg = pyglet.image.load("circle.png")
#circle = pyglet.sprite.Sprite(circleImg, randint(1, window.width), randint(1, window.height))
circle = Circle(x=50, y=50)
text = pyglet.text.Label("Click red!", font_name = "Times New Roman", font_size = 18, x = 260, y = 10)
#DETECT MOUSE PRESS ON CIRCLE
#window.event
def on_mouse_press(x, y, button, modifiers):
if circle.click(x, y):
print('Clicked in circle')
circle.x = randint(0, window.width - 10)
circle.y = randint(0, window.height - 10)
#window.event
def on_draw():
window.clear()
text.draw()
circle.draw()
pyglet.app.run()
A short description of what this does is it creates a custom class called Circle that inherits the Sprite class. It loads the circle.png as a texture with a alpha channel that gets blended by the GL library.
We add a custom function called click that checks if the lowest x,y coordinates are higher than the circles lowest x,y, then we check if the cursor is below x+width and same for y of the image region.
If that's the case, we return the circle sprite class as a True value in case we want to use the sprite.
Future enhancements:
You should draw the circle using gl functions, hence why I've defined radiance in the class definitions. However radiance here is never used, it's a placeholder for the future.
This is so you can use math to defined if you actually clicked within the circle, but this is beyond my scope of quick answers.. I would have to do a lot of debugging myself in order to get the math to add up (it's not my strong side).
What makes it work now is that we use the image width, height, x and y data to crudely check if we're within the image, aka "the circle".
trying to draw over sprite or change picture pyglet
As a bonus, I'll add this answer to the list of enhancements because it contains some stuff that might be useful. One would be to replace 90% of your code with a custom pyglet.window.Window class to replace global variables and decorators and stuff.
And it would look something like this:
import pyglet
from pyglet.gl import *
from random import randint
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
key = pyglet.window.key
class Circle(pyglet.sprite.Sprite):
def __init__(self, radiance=5, x=0, y=0):
self.texture = pyglet.image.load('circle.png')
super(Circle, self).__init__(self.texture)
def click(self, x, y):
if x >= self.x and y >= self.y:
if x <= self.x + self.texture.width and y <= self.y + self.texture.height:
return self
class MainScreen(pyglet.window.Window):
def __init__ (self):
super(MainScreen, self).__init__(800, 600, fullscreen = False)
self.x, self.y = 0, 0
self.bg = pyglet.sprite.Sprite(pyglet.image.load('background.jpg'))
self.sprites = {}
self.sprites['circle'] = Circle(x=50, y=50)
self.sprites['label'] = pyglet.text.Label("Click red!", font_name = "Times New Roman", font_size = 18, x = 260, y = 10)
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def on_mouse_press(self, x, y, button, modifiers):
if self.sprites['circle'].click(x, y):
print('Clicked in circle')
self.sprites['circle'].x = randint(0, self.width - 10)
self.sprites['circle'].y = randint(0, self.height - 10)
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
def render(self):
self.clear()
self.bg.draw()
for sprite_name, sprite_obj in self.sprites.items():
sprite_obj.draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
x = MainScreen()
x.run()
I'm not familiar with pyglet, but I'm guessing the problem is that you're checking whether x == circle.x etc, which means it only moves when you click the single pixel at the exact centre of the circle. Try some kind of maximum distance from the centre (e.g. a hypotenuse math.sqrt( (x-circle.x)**2 + (y-circle.y)**2) < circle.radius

Menu for a game made in Pygame

I have no clue how I would implement a game menu into the game I've made, I was thinking about having buttons for instructions credits and a 'play game' button. So would someone mind helping me out in figuring how to make a simple menu in pygame or livewires? Thanks in advance :)
This is the complete code to my game:
# Asteroid Dodger
# Player must avoid asteroids
# make the score a global variable rather than tied to the asteroid.
import pygame
from livewires import games, color
import math, random
#score
games.init(screen_width = 640, screen_height = 480, fps = 50)
score = games.Text(value = 0, size = 25, color = color.green,
top = 5, right = games.screen.width - 10)
games.screen.add(score)
#lives
lives = games.Text(value = 3, size = 25, color = color.green,
top = 5, left = games.screen.width - 620)
games.screen.add(lives)
#inventory
inventory=[]
#Asteroid images
images = [games.load_image("asteroid_small.bmp"),
games.load_image("asteroid_med.bmp"),
games.load_image("asteroid_big.bmp")]
class Ship(games.Sprite):
"""
A Ship controlled by player that explodes when it by Asteroids.
"""
image = games.load_image("player.bmp")
VELOCITY_STEP = .05
def __init__(self):
""" Initialize Ship object """
super(Ship, self).__init__(image = Ship.image,
bottom = games.screen.height)
def update(self):
global inventory
""" uses A and D keys to move the ship """
if games.keyboard.is_pressed(games.K_a):
self.dx -= Ship.VELOCITY_STEP * 2
if games.keyboard.is_pressed(games.K_d):
self.dx += Ship.VELOCITY_STEP * 2
if self.left < 0:
self.left = 0
if self.right > games.screen.width:
self.right = games.screen.width
self.check_collison()
def ship_destroy(self):
self.destroy()
new_explosion = Explosion(x = self.x, y = self.y)
games.screen.add(new_explosion)
def check_collison(self):
""" Check for overlapping sprites in the ship. """
global lives
for items in self.overlapping_sprites:
items.handle_caught()
if lives.value <=0:
self.ship_destroy()
class Explosion(games.Animation):
sound = games.load_sound("explosion.wav")
images = ["explosion1.bmp",
"explosion2.bmp",
"explosion3.bmp",
"explosion4.bmp",
"explosion5.bmp",
"explosion6.bmp",
"explosion7.bmp",
"explosion8.bmp",
"explosion9.bmp"]
def __init__(self, x, y):
super(Explosion, self).__init__(images = Explosion.images,
x = x, y = y,
repeat_interval = 4, n_repeats = 1,
is_collideable = False)
Explosion.sound.play()
class Asteroid(games.Sprite):
global lives
global score
global inventory
"""
A asteroid which falls through space.
"""
image = games.load_image("asteroid_med.bmp")
speed = 3
def __init__(self, x,image, y = 10):
""" Initialize a asteroid object. """
super(Asteroid, self).__init__(image = image,
x = x, y = y,
dy = Asteroid.speed)
def update(self):
""" Check if bottom edge has reached screen bottom. """
if self.bottom>games.screen.height:
self.destroy()
score.value+=10
def handle_caught(self):
if lives.value>0:
lives.value-=1
self.destroy_asteroid()
if lives.value <= 0:
self.destroy_asteroid()
self.end_game()
def destroy_asteroid(self):
self.destroy()
def die(self):
self.destroy()
def end_game(self):
""" End the game. """
end_message = games.Message(value = "Game Over",
size = 90,
color = color.red,
x = games.screen.width/2,
y = games.screen.height/2,
lifetime = 5 * games.screen.fps,
after_death = games.screen.quit)
games.screen.add(end_message)
class Spawner(games.Sprite):
global images
"""
Spawns the asteroids
"""
image = games.load_image("spawner.bmp")
def __init__(self, y = 10, speed = 5, odds_change = 50):
super(Spawner, self).__init__(image = Spawner.image,
x = games.screen.width / 2,
y = y,
dx = speed)
self.odds_change = odds_change
self.time_til_drop = 0
def update(self):
""" Determine if direction needs to be reversed. """
if self.left < 0 or self.right > games.screen.width:
self.dx = -self.dx
elif random.randrange(self.odds_change) == 0:
self.dx = -self.dx
self.check_drop()
self.check_for_lives()
def check_drop(self):
""" Decrease countdown or drop asteroid and reset countdown. """
if self.time_til_drop > 0:
self.time_til_drop -= 0.7
else:
asteroid_size = random.choice(images)
new_asteroid = Asteroid(x = self.x,image = asteroid_size)
games.screen.add(new_asteroid)
# makes it so the asteroid spawns slightly below the spawner
self.time_til_drop = int(new_asteroid.height * 1.3 / Asteroid.speed) + 1
def check_for_lives(self):
droplives = random.randrange(0, 4000)
if droplives == 5:
lifetoken = Extralives(x = self.x)
g ames.screen.add(lifetoken)
class Extralives(games.Sprite):
global lives
image = games.load_image('addlives.png')
speed = 2
sound = games.load_sound("collectlives.wav")
def __init__(self,x,y = 10):
""" Initialize a asteroid object. """
super(Extralives, self).__init__(image = Extralives.image,
x = x, y = y,
dy = Extralives.speed)
def update(self):
""" Check if bottom edge has reached screen bottom. """
if self.bottom>games.screen.height:
self.destroy()
def handle_caught(self):
Extralives.sound.play()
lives.value+=1
self.destroy()
def main():
""" Play the game. """
bg = games.load_image("space.jpg", transparent = False)
games.screen.background = bg
the_spawner = Spawner()
games.screen.add(the_spawner)
pygame.mixer.music.load("Jumpshot.ogg")
pygame.mixer.music.play()
the_ship = Ship()
games.screen.add(the_ship)
games.mouse.is_visible = False
games.screen.event_grab = True
games.screen.mainloop()
#starts the game
main()
The Pygbutton module provides a way to create buttons in Pygame programs. You can download it via "pip install pygbutton". There are demos on the github: https://github.com/asweigart/pygbutton
Try this code out:
Game Menu function
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
titleText = gameDisplay.blit(title, (170, 200)) # title is an image
titleText.center = ((display_width / 2), (display_height / 2))
# button(x, y, w, h, inactive, active, action=None)
button(100, 350, 195, 80, startBtn, startBtn_hover, game_loop)
button(300, 350, 195, 80, creditsBtn, creditsBtn_hover, #Your function)
pygame.display.update()
clock.tick(15)
you can call this menu above your game loop.
Button function
Pygame doesn't have buttons but it is pretty easy to make one!
def button(x, y, w, h, inactive, active, action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x + w > mouse[0] > x and y + h > mouse[1] > y:
gameDisplay.blit(active, (x, y))
if click[0] == 1 and action is not None:
action()
else:
gameDisplay.blit(inactive, (x, y))
you can call this function inside your game menu like this:
#Example function call
button(340, 560, 400, 200, randomBtn, randomBtn_hover, random_func)
Here's what each parameter means in button():
x: x-coordinate of button
y: y-coordinate of button
w: button width(in pixels)
h: button height(in pixels)
active: the picture of the button when it is active(e.g when the mouse is hovering ver it)
inactive: the picture of the button when it is idle
action: the function to be executed when the button is pressed
Note: It is better to make a button function since it is easier to make one and it saves a lot of time
Hope this helped!

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