I have started to learn pygame and I code a simple analog clock.
import sys, pygame
pygame.init()
white = 255, 255, 255
size = width, height = 480, 480
screen = pygame.display.set_mode(size)
minute_hand = pygame.image.load('minute_hand.png')
minute_hand_rect = minute_hand.get_rect()
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
center = minute_hand_rect.center
rotate = pygame.transform.rotate
minute_hand = rotate(minute_hand, -1)
minute_hand_rect = minute_hand.get_rect(center=center)
screen.fill(white)
screen.blit(minute_hand, minute_hand_rect)
pygame.display.update()
pygame.time.delay(100)
But my hand_clock getting slower and slower for a while then stops to running and says:
Traceback (most recent call last):
File "clock.py", line 21, in <module>
minute_hand = rotate(minute_hand, -1)
pygame.error: Width or height is too large
Apparently I'm doing something so wrong but I couldn't figure what is wrong.
The problem is the minute_hand = rotate(minute_hand, -1)
This is using the last frames image to generate the next, which means storing a whole load of transformation data each time it updates. It also gave me an 'Out of memory error' and as you'll notice causes the image to get distorted over time
The solution is to keep using the original image and rotate it more
Shown below:
import sys, pygame
pygame.init()
white = 255, 255, 255
size = width, height = 480, 480
screen = pygame.display.set_mode(size)
minute_hand = pygame.image.load('box4.jpg')
minute_hand_rect = minute_hand.get_rect()
angle = 0
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
center = minute_hand_rect.center
rotate = pygame.transform.rotate
new_image = rotate(minute_hand, angle)
new_image_rect = new.get_rect(center=center)
angle -= 1
if angle == -360:
angle = 0
screen.fill(white)
screen.blit(new, new_rect)
pygame.display.update()
pygame.time.delay(100)
This takes an angle that changes every frame and applies it to the original
Hope this helps.
Related
I am using the cv2.imread() function to make a a level editor in pygame that works with images, the only problem is that cv2.imread() gives me information on pixels thus I can only display one rect per pixel.This makes the code really slow and makes it impossible to work with it. I have tried storing all the values in a list but the problem is in the pygame rect function because it foes not have the ability to display all the pixels with collisions and all.
code:
import sys
import pygame
from pygame import *
import cv2
pygame.init()
screen = pygame.display.set_mode((388, 404))
lib = ['Map1.png']
Read = list(cv2.imread(lib[0]))
clock = pygame.time.Clock()
while True:
screen.fill((15, 15, 15))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
for i in range(len(Read)):#y coords
for j in range(len(Read[i])):#x coords
blue = list(Read[i][j])[0]
green = list(Read[i][j])[0]
red = list(Read[i][j])[0]
if blue > 240 and green > 240 and red > 240:
pygame.draw.rect(screen, (255,255,255), pygame.Rect(j, i, 32,32))
else:
pygame.draw.rect(screen, (0), pygame.Rect(j, i, 32, 32))
pygame.display.update()
clock.tick(120)
map1:
I recommend to use pygame.image.load and a pygame.mask.Mask:
Create a mask form the surface (pygame.mask.from_surface)
Invert the mask (invert())
Create a black and whit Surfcae from the mask (to_surface())
Scale up the black and white Surface (pygame.transform.scale)
import sys
import pygame
from pygame import *
pygame.init()
screen = pygame.display.set_mode((388, 404))
read_surf = pygame.image.load("Map1.png")
w, h = read_surf.get_size()
mask = pygame.mask.from_surface(read_surf)
# mask.invert() # optional
mask_surf = pygame.transform.scale(mask.to_surface(), (w*32, h*32))
clock = pygame.time.Clock()
while True:
screen.fill((15, 15, 15))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.blit(mask_surf, (0, 0))
pygame.display.update()
clock.tick(120)
So I was making a game in python with pygame and I had some assets as characters. I coded everything correctly. But when I run the program none of the images show up and the window crashes immediately.
import pygame
import os
import random
WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Fly game")
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
FPS = 60
VEL = 5
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)
PLAYER_WIDTH, PLAYER_HEIGHT = 55, 40
SKY = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\SKY.jpg')), (WIDTH, HEIGHT)
JETPACK_MAN_IMAGE = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\JETPACK_MAN.jpg'))
JETPACK_MAN = pygame.transform.scale(
JETPACK_MAN_IMAGE, (PLAYER_WIDTH, PLAYER_HEIGHT))
FLY_IMAGE = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\FLY.png'))
FLY = pygame.transform.scale(
FLY_IMAGE, (PLAYER_WIDTH, PLAYER_HEIGHT))
def draw_window(jetpack, fly):
WIN.blit(SKY, (0, 0))
pygame.draw.rect(WIN, BLACK, BORDER)
WIN.blit(JETPACK_MAN, (jetpack.x, jetpack.y))
WIN.blit(FLY, (fly.x, fly.y))
pygame.display.update()
def main():
jetpack = pygame.Rect(225, 250, PLAYER_WIDTH, PLAYER_HEIGHT)
fly = pygame.Rect(675, 250, PLAYER_WIDTH, PLAYER_HEIGHT)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
draw_window(jetpack, fly)
main()
if __name__ == "__main__":
main
No error showed up so I didn't know what was wrong.
If you can, please check out the code and try to fix it!
This is an indentation error.
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
# <---- INDENTATION
# this should be in the while loop, the "game loop", not in the quit condition
draw_window(jetpack, fly)
Also, you probably don't want to call main() after you program terminates. (Assuming you want people to be able to exit your game easily.
if __name__ == "__main__":
main
This main does nothing, it needs to be called, like main(). With the parentheses. It's not "crashing instantly," it's just not running anything.
SKY = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\SKY.jpg')), (WIDTH, HEIGHT)
That (WIDTH, HEIGHT) at the end is very suspicious. Presumably you just want the image put in the SKY variable, not another random tuple.
On another note, os.path.join() does nothing if you give it the full path as an argument.
I'm making a basic game where I have a surface and everytime I click on the surface it moves 5 pixels to the right. The program is working just fine without the checkCollide(event) function, but when I put the that condition it doesn't move. What is wrong?
My code until now is this
import pygame, sys
from pygame.locals import *
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300,300))
def checkCollide(event):
k = 0
a,b = event.pos
x = P1[0].get_rect()
if x.collidepoint(a,b):
return True
return False
CP1 = [(150, 150)
,(155, 150)
,(160, 150)
,(165, 150)
,(170, 150)
,(175, 150)
,(180, 150)
,(185, 150)
,(190, 150)]
statp1_1 = 0
WHITE = (255,255,255)
DISPLAYSURF.fill(WHITE)
while True: # the main game loop
P1 = [pygame.image.load('PAzul.png'),CP1[statp1_1],statp1_1]
DISPLAYSURF.blit(P1[0], P1[1])
e = pygame.event.get()
for event in e:
if event.type == MOUSEBUTTONUP:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
statp1_1 +=1
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
Thank you
Check your logic in these lines of your function:
x = P1[0][0].get_rect()
if x.collidepoint(a,b):
return True
return False
Your code hinges on this bit:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
So you're never evaluating this piece to be true.
I just realized what was wrong. When I do x = P1[0].get_rect() it creates a surface with topleft at (0,0).
What I needed to do was change the position of the rectangle using x.topleft = P1[1]
I've got some tips for you. First store the rect in the P1 list (it contains only the image and the rect in the following example, but maybe you could also add the statp1_1 index to it). Now we can just move this rect, if the user clicks on it (in the example I set the topleft attribute to the next point). Read the comments for some more tips. One thing you need to fix is to prevent the game from crashing when the statp1_1 index gets too big.
import sys
import pygame
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300, 300))
WHITE = (255, 255, 255)
# Don't load images in your while loop, otherwise they have to
# be loaded again and again from your hard drive.
# Also, convert loaded images to improve the performance.
P1_IMAGE = pygame.image.load('PAzul.png').convert() # or .convert_alpha()
# Look up `list comprehension` if you don't know what this is.
CP1 = [(150+x, 150) for x in range(0, 41, 5)]
statp1_1 = 0
# Now P1 just contains the image and the rect which stores the position.
P1 = [P1_IMAGE, P1_IMAGE.get_rect(topleft=CP1[statp1_1])]
clock = pygame.time.Clock() # Use this clock to limit the frame rate.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
if P1[1].collidepoint(event.pos):
print('clicked')
statp1_1 += 1
# Set the rect.topleft attribute to CP1[statp1_1].
P1[1].topleft = CP1[statp1_1]
DISPLAYSURF.fill(WHITE)
DISPLAYSURF.blit(P1[0], P1[1]) # Blit image at rect.topleft.
pygame.display.update()
clock.tick(30) # Limit frame rate to 30 fps.
I am trying to make a 'Runner' style game in PyGame (like Geometry Dash) where the background is constantly moving. So far everything works fine, but the rendering of the background images restricts the frame rate from exceeding 35 frames per second. Before I added the infinite/repeating background element, it could easily run at 60 fps. These two lines of code are responsible (when removed, game can run at 60+fps):
screen.blit(bg, (bg_x, 0)) |
screen.blit(bg, (bg_x2, 0))
Is there anything I could do to make the game run faster? Thanks in advance!
Simplified Source Code:
import pygame
pygame.init()
screen = pygame.display.set_mode((1000,650), 0, 32)
clock = pygame.time.Clock()
def text(text, x, y, color=(0,0,0), size=30, font='Calibri'): # blits text to the screen
text = str(text)
font = pygame.font.SysFont(font, size)
text = font.render(text, True, color)
screen.blit(text, (x, y))
def game():
bg = pygame.image.load('background.png')
bg_x = 0 # stored positions for the background images
bg_x2 = 1000
pygame.time.set_timer(pygame.USEREVENT, 1000)
frames = 0 # counts number of frames for every second
fps = 0
while True:
frames += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.USEREVENT: # updates fps every second
fps = frames
frames = 0 # reset frame count
bg_x -= 10 # move the background images
bg_x2 -= 10
if bg_x == -1000: # if the images go off the screen, move them to the other end to be 'reused'
bg_x = 1000
elif bg_x2 == -1000:
bg_x2 = 1000
screen.fill((0,0,0))
screen.blit(bg, (bg_x, 0))
screen.blit(bg, (bg_x2, 0))
text(fps, 0, 0)
pygame.display.update()
#clock.tick(60)
game()
Here is the background image:
Have you tried using convert()?
bg = pygame.image.load('background.png').convert()
From the documentation:
You will often want to call Surface.convert() with no arguments, to create a copy that will draw more quickly on the screen.
For alpha transparency, like in .png images use the convert_alpha() method after loading so that the image has per pixel transparency.
I'm trying to create "end credits" like the ones at the end of a movie, using pygame. I've googled for other ways to achieve this using python, but I haven't found any yet.
I've almost achieved this with the following code: http://pastebin.com/nyjxeDYQ
#!/usr/bin/python
import time
import threading
import pygame
from pygame.locals import *
# Initialise pygame + other settings
pygame.init()
pygame.fastevent.init()
event_get = pygame.fastevent.get
pygame.display.set_caption('End credits')
screen = pygame.display.set_mode((1920, 1080))
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((255, 255, 255))
fontsize = 40
font = pygame.font.SysFont("Arial", fontsize)
x = 0
def main():
global x
credit_list = ["CREDITS - The Departed"," ","Leonardo DiCaprio - Billy","Matt Damon - Colin Sullivan", "Jack Nicholson - Frank Costello", "Mark Wahlberg - Dignam", "Martin Sheen - Queenan"]
going = True
while going:
events = event_get()
for e in events:
if e.type in [QUIT]:
going = False
if e.type in [KEYDOWN] and e.key == pygame.K_ESCAPE:
going = False
# Loop that creates the end credits
ypos = screen.get_height()
while ypos > (0 - len(credit_list)*50) and x == 0: # Loop through pixel by pixel, screenheight + height of all the textlines combined
drawText(credit_list,ypos)
ypos = ypos - 1
x = 1
pygame.quit()
def drawText(text,y):
for line in text:
text = font.render(line, 1, (10, 10, 10))
textpos = text.get_rect()
textpos.centerx = background.get_rect().centerx
background.blit(text, (textpos.x,y))
y = y + 45
# Blit all the text
screen.blit(background, (0, 0))
pygame.display.flip()
time.sleep(0.0001) # Sleep function to adjust speed of the end credits
# Blit white background (else all the text will stay visible)
background.fill((255, 255, 255))
screen.blit(background, (0, 0))
pygame.display.flip()
if __name__ == '__main__': main()
The problem is that the scrolling text is flickering. This is because I use a time.sleep()-function to control the speed of the scrolling. When I use a value like 0.04 sec, it works pretty well, but the text moves too slow and there is still a bit of flickering. When I use a much lower value, like: 0.001 sec, the text is moving at a speed that I like, but there is a lot more flickering going on.
There is another value I can use to adjust the speed of the scrolling: the number of pixels to move. But when I set this to anything higher than 1, the scrolling isn't smooth anymore.
Does anyone know a solution to this problem? I don't necessarily have to use pygame, I do have to use python though.
Many thanks in advance!
Albrecht
Here are some simpe rule you should follow that will help you with your problem:
Don't call pygame.display.flip() more than once per frame
Don't use time.sleep() to control the speed of something in your application
Use a Clock to control the framerate
Here's a cleaned up, minimal working example:
#!/usr/bin/python
import pygame
from pygame.locals import *
pygame.init()
pygame.display.set_caption('End credits')
screen = pygame.display.set_mode((800, 600))
screen_r = screen.get_rect()
font = pygame.font.SysFont("Arial", 40)
clock = pygame.time.Clock()
def main():
credit_list = ["CREDITS - The Departed"," ","Leonardo DiCaprio - Billy","Matt Damon - Colin Sullivan", "Jack Nicholson - Frank Costello", "Mark Wahlberg - Dignam", "Martin Sheen - Queenan"]
texts = []
# we render the text once, since it's easier to work with surfaces
# also, font rendering is a performance killer
for i, line in enumerate(credit_list):
s = font.render(line, 1, (10, 10, 10))
# we also create a Rect for each Surface.
# whenever you use rects with surfaces, it may be a good idea to use sprites instead
# we give each rect the correct starting position
r = s.get_rect(centerx=screen_r.centerx, y=screen_r.bottom + i * 45)
texts.append((r, s))
while True:
for e in pygame.event.get():
if e.type == QUIT or e.type == KEYDOWN and e.key == pygame.K_ESCAPE:
return
screen.fill((255, 255, 255))
for r, s in texts:
# now we just move each rect by one pixel each frame
r.move_ip(0, -1)
# and drawing is as simple as this
screen.blit(s, r)
# if all rects have left the screen, we exit
if not screen_r.collidelistall([r for (r, _) in texts]):
return
# only call this once so the screen does not flicker
pygame.display.flip()
# cap framerate at 60 FPS
clock.tick(60)
if __name__ == '__main__':
main()