I'm looking to display a message on the screen when a player wins, and get the text to display for 5 seconds, and then go back to the main menu start screen. Using the time.delay function however, my screen pauses and then displays the text in a flash, but then immediately goes to the startscreen. Is there a more efficient way of getting the text to be displayed for long enough to be read?
Below is the function I use to actually display the message:
def winnerPlayerOne():
screen.fill(PINK)
winnerP1Message = winnerFont.render("Congrats Player 1. You Win!", True, WHITE)
screen.blit(winnerP1Message, ((400 - (winnerP1Message.get_width()/2)),(300 - (winnerP1Message.get_height()/2))))
pygame.display.update()
pygame.time.delay(5000)
startscreen()
And below this is how I call this function, within the main loop:
if playeroneScore == 5:
winnerPlayerOne()
if playertwoScore == 5:
winnerPlayerTwo()
Any help would be greatly appreciated!
Benjamin's answer probably will work fine in your case. But if you want something that doesn't interfere with your game's visuals, I would consider setting a timer like so...
WITHIN GAME LOOP:
if gameWonScreen:
screen.fill(PINK)
winnerP1Message = winnerFont.render("Congrats Player 1. You Win!", True, WHITE)
screen.blit(winnerP1Message, ((400 - (winnerP1Message.get_width()/2)),(300 - (winnerP1Message.get_height()/2))))
timer = timer + elapsed/1000
elapsed = fpsClock.tick(FPS)
if timer > timeWinScreen:
gameWonScreen = false
Initialize 'timeWinScreen' to the desired message duration at the start of the application and set 'timer' to '0' and gameWonScreen to 'true' when the player wins. Using elapsed = fpsClock.tick(FPS) will hold the time value since the last tick. You don't need to use it for this process (you could just use a fraction of your FPS) but using 'elapsed' is good practice because it helps with smoothing animations of certain objects.
Try out pygame.time.wait(5000). It should behave more in the way you are expecting. It does prevent any code running in the background as well, but that didn't seem like it would be an issue for your use case.
Try this:
Remember that in the class below, time is not the way you measure time in pygame. It is the number of loop happened in the main loop.
class disp_txt:
def __init__(self,text,time,destination):
self.text = text
self.time = time
self.destination = destination
self.shfnt = pygame.font.SysFont("comicsens",30,False)
self.shtxt = self.shfnt.render(self.text,0,(255,0,0))
def show(self,surface):
if self.time>0:
surface.blit(self.shtxt,self.destination)
self.time -= 1
hint = disp_txt("text",100,(100,400)) #example
hint.show(screen) #in the main loop or where you are drawing
Related
I want to have a delay between each shot or maybe a limited bulled number and then a reload time.
def input (key):
if key == 'space':
e = Entity(y=zeri.y, x=zeri.x+2, model='quad', collider='box', texture="textures/bum.png")
e.animate_x(30, duration=2, curve=curve.linear)
invoke(destroy, e, delay=2)
This is the bullet code.
I tried by using time.sleep() and expected it to stop the player from using commands but it just stops everything.
For the bulled reload I tried:
def input (key):
bullets=10
if key == 'space' and if bullets>0:
e = Entity(y=zeri.y, x=zeri.x+2, model='quad', collider='box', texture="textures/bum.png")
e.animate_x(30, duration=2, curve=curve.linear)
invoke(destroy, e, delay=2)
bullets=bullets-1
I expected it to stop shooting after 10 bullets, but you can still shoot for as long as you want.
This would give you delay after each shot (untested pseudo code out of my head but you should get the picture)
from time import time
shot_threshold = 20 # Each shot no sooner than 20ms from last one
last_shot = None
if key == 'space':
if not last_shot or time.time_ns() - last_shot > shot_threshold:
# store the shot stamp to check when fired again
last_shot = time.time_ns()
# handle your shot normal way
Similar way logic would be for reload delay. Just add another variable
to hold the stamp when you start the reload and extend the condition
to check for that (or reorganize your code as you like, as you i.e.
may want to add some visual effect for the period of reloading etc).
The only difference would be that that stamp would be set after your
bullet count drops to 0.
I have made some little games with the pygame module and it had been fun. However, right now i´m trying to move the character with a piano via midi using pygame.midi. there´s the problem. I did it but not in the way i wanted to because
the character moves sometimes and other it doesn´t. I think i know where is the problem: If i understand correctly, the pygame.event.get() function "catch" the events always, it does not matter when (inside the main loop of the game), so i think that with my code this is not happening, i mean, i believe that the player not always do what is supposed to do because the midi input has to be in a specific "time" not as pygame.event.get(). I looked into the pygame documentation and there seems to be a function that does the trick: pygame.midi.midis2events(), but i don´t know how to use it.The question is just:
How can i move the character through the piano via midi with pygame in order that the character moves everytime?
import pygame as pg, pygame.midi
WIDTH = 800
HEIGHT = 600
FPS = 60
BLACK = (0,0,0)
BLUE = (0,0,255)
pg.init()
pg.midi.init()
screen = pg.display.set_mode((WIDTH,HEIGHT))
pg.display.set_caption('STACKOVERFLOW_EXAMPLE_MIDI')
clock = pg.time.Clock()
running = True
inp = pg.midi.Input(1)
x = WIDTH//2
y = HEIGHT//2
speedx = 0
midi_list = []
while running:
clock.tick(FPS)
if inp.poll():
midi_value = inp.read(1000)[0][0][1]
if midi_value==57:
midi_list.append(midi_value)
if len(midi_list)==1:
speedx = -1
else:
speedx = 0
midi_list = []
if midi_value == 63:
running = False
x = x+speedx
screen.fill(BLUE)
pg.draw.rect(screen,BLACK,[x,y,50,60])
pg.display.update()
pg.display.flip()
pg.quit()
I need that the player moves to the left (or to the right) when the piano´s key A3 (a specific note) is being pressed and that the player stops moving when
the key has been released. In this particular fragment of the code, but also to do things like press a piano´s key an shoot one bullet regardless of whether is being pressed or not, in short, to do the same things i can do with the keyboard events.
ok! i found and answer that works well for the time being:
if inp.poll():
s(0.1)
midi_values = inp.read(1000)
for midi in midi_values:
midi_value = midi[0][1]
#Movement to the left
if midi_value==57:
midi_list.append(midi_value)
if len(midi_list)==1:
speedx = -50
Modifying the code in order to iterate the list midi_values gives me the correct input-output response without the inestability which i experienced. Also i did introduce a sleep(0.1) delay and works well without to much cpu use. I found the answer here:
https://www.reddit.com/r/learnpython/comments/36dxu9/python_whileloop_cpu_demanding/
The only problem which i find now is that the pygame window stops with the message no responde (doesn´t respond or something similar) and it stops working.
For example the cube which i´m moving with the keys of the piano doesn´t do anything but the key to close the program does work fine!!
I created this function that randomly spawn a dot, but because its in my game loop the dot just does not stay where it is. I want it to spawn a dot and then wait 6 seconds and spawn another one randomly, but the first still being there. Because there is other things happening on the screen at the same time I cant use time.sleep(6). Any help solving this would be really appreciated.
def random_spawn():
image_x = random.randrange(122, 476)
image_y = random.randrange(90, 350)
screen.blit(Green, (image_x, image_y))
Don't use time.sleep. In general, in game programming, you never want to use time.sleep for any reason.
In your case, you just need to check a timer or clock every so often, and if the time is up, run your spawn function.
This is what a typical game loop will look like:
while True:
# get/handle player input
# update game state
# update sprites
# draw background
# draw sprites
# flip display
In your case, when you update your game state, you should check how much time has passed since you last spawned your random sprite. If it has been longer than 6 seconds, spawn a new one.
It will look something like this:
if time.clock() - last_spawn_time > 6.0:
random_spawn()
I think a way to fix this would be to only randomly spawn a dot if certain conditions are met. So you can define a function that randomly generates new coordinates outside of your main function (and returns them). Then your main game loop will take care of rendering the dot on the screen if certain conditions are met. For example:
image_x, image_y = get_random_coordinates()
while True:
if time.clock() - last_spawn_time > 6.0:
image_x, image_y = get_random_coordinates()
last_spawn_time = time.clock()
screen.blit(Green, (image_x, image_y))
So the idea is that you draw the same random coordinates, and keep drawing those same coordinates until the time between your last spawning and now is more than 6 seconds.
If you are trying to avoid using threads, and just using a while loop, perhaps this might work:
import time
def my_function():
print 'it has been about 6 seconds'
prev_time_stamp = time.time()
while True:
#do something
#do something else
if time.time() > prev_time_stamp + 6:
prev_time_stamp = time.time()
my_function()
#do something else
import random module:
import random
create random coordinates:
rand_X = (random.randrange(0, display_width - image_width)
rand_Y = (random.randrange(0, display_height - image_height)
blit image:
gameDisplay.blit(yourimage,(randAppleX,randAppleY))
I'm writing a program for my physics final. Throughout the semester we have used vPython to model situations and get exact answers, etc. Our final project is to create a game using vPython that includes some type of physics.
I chose to remake Bowman except with tanks. So you have a tank on the right hand of the screen and left hand of the screen with a wall in the middle. The object is to aim your cannon and shoot the right velocity to hit your opponent's tank. I have the a good chunk of the program complete however I am stuck on a few different things.
First, how can I time a keystroke? I have it so I shoot from the each cannon however I want to be able to hold down a key and dependent on how long it's held down for the faster the initial velocity will be.
Second, where would I incorporate gravity into the program? I have a general idea of how to but I just don't know which function to put it into.
Lastly, I have a wall height being generated randomly each time the program is run. However sometimes the wall is so small you can't see it. Is there a way I can set a range of values for this?
Here is my code:
from visual import*
from random import*
scene.autoscale=False
scene.width = 1500
scene.height = 800
scene.title='Tanks'
def moveaup(gun):
theta=arctan(gun.axis.y/gun.axis.x)
dtheta=.1
if (theta<pi/2):
theta=theta+dtheta
if not (theta>pi/2):
gun.axis=(cos(theta),sin(theta),0)
else:
gun.axis=vector(0,1,0)
def moveadown(gun):
theta=arctan(gun.axis.y/gun.axis.x)
dtheta=.1
if (theta>0):
theta=theta-dtheta
gun.axis=(cos(theta),sin(theta),0)
def movebup(gun):
theta=arctan(gun.axis.y/gun.axis.x)+pi
dtheta=.1
if (theta>pi/2):
theta=theta-dtheta
if not (theta<pi/2):
gun.axis=(cos(theta),sin(theta),0)
else:
gun.axis=vector(0,1,0)
def movebdown(gun):
theta=arctan(gun.axis.y/gun.axis.x)+pi
dtheta=.1
if (theta<pi):
theta=theta+dtheta
gun.axis=(cos(theta),sin(theta),0)
def shoota(gun):
vel = vector(1,1,0)
bullet = sphere(pos=(gun.pos.x+gun.axis.x,gun.pos.y+gun.axis.y,0),radius=(.0785),color=color.yellow)
bullet.v = vector(0,0,0)
bullet.v = bullet.v+vel
bulletlist.append(bullet)
def shootb(gun):
vel = vector(-1,1,0)
bullet = sphere(pos=(gun.pos.x+gun.axis.x,gun.pos.y+gun.axis.y,0),radius=(.0785),color=color.green)
bullet.v = vector(0,0,0)
bullet.v = bullet.v+vel
bulletlist.append(bullet)
def bulletlistupdate(bulletlist):
dt=.01
for a in bulletlist:
a.pos=a.pos+a.v*dt
def checks(agun,bgun):
if scene.kb.keys:
key=scene.kb.getkey()
if key=='a':
moveaup(agun)
if key=='s':
moveadown(agun)
if key=='l':
movebup(bgun)
if key=='k':
movebdown(bgun)
if key=='d':
shoota(agun)
if key=='j':
shootb(bgun)
#enviroment
ground = box(pos=(0,-8,0),size=(50,5,0),color=color.red)
wall = box(pos=(0,-8,0),size=(.25,20*random(),0),color=color.red)
#playerA
abody = box(pos=(-11,-5.25,0),size=(.5,.5,0),color=color.blue)
agun = cylinder(pos=(-11,-5.1,0),axis=(.8,.8,0),radius=(.08),color=color.blue)
#playerB
bbody= box(pos=(11,-5.25,0),size=(.5,.5,0),color=color.yellow)
bgun = cylinder(pos=(11,-5.1,0),axis=(-.8,.8,0),radius=(.08),color=color.yellow)
bulletlist = []
while True:
rate(1000)
checks(agun,bgun)
bulletlistupdate(bulletlist)
Any and all help is welcome!
Thanks much!
You can time things in python using the time module
import time
start = time.time()
finish = time.time()
print start # 1386269106.18
print finish # 1386269111.11
print (finish - start) # 4.9276599884
So when the player first starts pressing the button, save the time. Then save the time again when the player stops pressing the button. The difference between these two times is the number of seconds the player held the button.
[Edit] If all you can do is check if the key is pressed down, you can get the time inside the main loop and calculate dt (the amount of time that has passed):
t = time.time()
while True:
new_t = time.time()
dt = new_t - t
t = new_t
rate(1000)
checks(agun,bgun, dt)
bulletlistupdate(bulletlist)
Then pass dt to checks, and if the key is pressed down, you know the key has been held down for another dt seconds, and you can add it to your running total of time that it has been held down.
For the random you would need to enter a command similar to this:
random.randrange(5,31) #this would give you a random range between the numbers 4-30
I don't want to do your homework for you as I don't think you are asking for that. I hope this helps you.
I'm sorry this should be the correct code for you:
random.randint(7,40) # this would get you a random integer of 7-40
I apologize for the misinformation.
I'm working on a galactica type of game using pygame and livewires. However, in this game, instead of enemy's, there are balloons that you fire at. Every 25 mouse clicks, I have the balloons move down a row using the dy property set to a value of 1. If a balloon reaches the bottom, the game is over. However, I'm having some trouble figuring out how to get this to run only for, say, 1 second, or 2 seconds. Because I don't have a way to "time" the results, the dy value just indefinitely gets set to 1. Therefore, after the first 25 clicks, the row just keeps moving down. This is ok, but like I said, it's not my intended result.
Here is the code I have so far for this action:
if games.mouse.is_pressed(0):
new_missile = missile(self.left + 6, self.top)
games.screen.add(new_missile)
MISSILE_WAIT = 0 #25
CLICKS += 1
if CLICKS == 25:
SPEED = 1
CLICKS = 0
CLICKS, and MISSILE_WAIT are global variables that are created and set to an initial value of 0 before this block of code. What I'm trying to figure out is the algorithim to put underneath the if CLICKS statement. I've looked through the python documentation on the time module, but just can't seem to find anything that would suit this purpose. Also, I don't think using a while loop would work here, because the computer checks those results instantly, while I need an actual timer.
I'm not sure if I got your question but what I can suggest is that:
class Foo():
def __init__(self):
self.start_time = time.time()
self.time_delay = 25 # seconds
def my_balloon_func(self):
if(time.time() - self.start_time) > self.time_delay:
self.start_time = time.time()
else:
# do something