def function():
import pygame
import time
from pygame.locals import *
pygame.init()
Width = 272
Height = 552
white = 255,255,255
blue = 0,255,255
red = 255,0,0
Left_Rect = pygame.Rect(0,452,135,100)
Right_Rect = pygame.Rect(137,452,135,100)
Location = 136
WaterLevel = 452
Depth = 100
CLOCK = pygame.time.Clock()
FPS = 30
gameDisplay = pygame.display.set_mode((Width,Height))
pygame.display.set_caption('boat game')
stop = False
gameDisplay.fill(white)
while not stop:
####### CONTROLLES ####################################################
pygame.draw.rect(gameDisplay, red, Left_Rect)
pygame.draw.rect(gameDisplay, red, Right_Rect)
####### BOAT #########################################################
pygame.draw.rect(gameDisplay, red, (Location,WaterLevel-20,40,20))
####### WATER ########################################################
pygame.draw.rect(gameDisplay,blue,(0,WaterLevel,272,Depth))
WaterLevel -= 1
Depth += 1
######################################################################
for event in pygame.event.get():
print event
if event.type == pygame.MOUSEBUTTONDOWN:
is_Left = Left_Rect.collidepoint(pygame.mouse.get_pos())
if is_Left == 1:
Location -= 5
if event.type == pygame.MOUSEBUTTONDOWN:
is_Right = Right_Rect.collidepoint(pygame.mouse.get_pos())
if is_Right == 1:
Location += 5
if event.type == pygame.QUIT:
stop = True
pygame.quit()
quit()
CLOCK.tick(FPS)
pygame.display.update()
function()
I have a blue rectangle that rises up the screen, an a red rectangle that sits on top of the rising blue rectangle. put two boxes on the bottom left and right corners and when they are clicked the red box move horizontally left or right. How can I make it so I can hold down the mouse over one of those boxes and the rectangle will keep moving until I let Go
There are many different approaches for that problem. :)
A very simple and quick and dirty method is to
set one of two global variables called is_Left and is_Right each time a pygame.MOUSEBUTTONDOWN event occurs and the respective .collidepoint() method returns true
reset both variables when a pygame.MOUSEBUTTONUP is detected.
Your updated code for this approach:
#your original code
#declare global variables is_Left and is_Right
is_Left = False
is_Right = False
while not stop:
#draw controls, boat and water
#increment WaterLevel and Depth
#event loop
for event in pygame.event.get():
#detect MOUSEBUTTONDOWN event and collision
if event.type == pygame.MOUSEBUTTONDOWN:
is_Left = Left_Rect.collidepoint(pygame.mouse.get_pos())
is_Right = Right_Rect.collidepoint(pygame.mouse.get_pos())
if event.type == pygame.MOUSEBUTTONUP:
#reset is_Left and is_Right
is_Left = False
is_Right = False
if event.type == pygame.QUIT:
pygame.quit()
quit()
#change Location
if is_Left:
Location -= 5
elif is_Right:
Location += 5
CLOCK.tick(FPS)
pygame.display.update()
Another method is, as Marius already mentioned, to use the pygame.mouse.get_pressed() function of PyGames mouse module to get the state of the mouse buttons.
This function returns a tupel of three boolean values representing the state of all mouse buttons. In your case we only need the first value which represents the state of the left mouse button.
We call pygame.mouse.get_pressed()[0] inside the main game loop to get the state of the left mouse button and check at the same time if the respective .collidepoint() method returns true:
#your original code
while not stop:
#draw controls, boat and water
#increment WaterLevel and Depth
#event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
#get state of left mouse button
isPressed = pygame.mouse.get_pressed()[0]
#change location
if ispressed and Left_Rect.collidepoint(pygame.mouse.get_pos()):
Location -= 5
elif ispressed and Right_Rect.collidepoint(pygame.mouse.get_pos()):
Location += 5
CLOCK.tick(FPS)
pygame.display.update()
CLOCK.tick(FPS)
pygame.display.update()
In personally prefer the second variant, because we don´t need any extra global variables (is_Left, is_Right).
I hope this helps :)
Related
I am new to python and pygame and I am developing a weather app as a project to learn both.
I want to display a new rectangle when a user is clicking an area (=button) of the screen. The new rectangle should be visible until the user clicks again, this time anywhere on the screen.
I have my main loop where the screen is drawn, and then checking for event MOUSEBUTTONUP and with collidepoint checking if the mouse was on the button and then updating variable newscreen to True
Then I have a new loop that should be running until the user is clicking again, anywhere on the screen.
The problem is that the new while loop is breaking as soon as the mouse is moved. It also looks like the first condition, checking if the user is clicking the button, is returning true in every iteration until the mouse is moved. Why is this not only returning true one time?
Can this be done without having a second while loop?
import pygame
import pygame.freetype
from pygame.locals import *
pygame.init()
SIZE = 500, 200
RED = (75, 0, 0)
NOTGREY = (75, 150, 150)
#set up the screen
screen = pygame.display.set_mode([800, 480])
# create rectangle
#Rect(position from left, position from top, width in pixels, height in pixels)
rect = Rect(50, 20, 200, 80)
rect2 = Rect(50,200, 200, 300)
running = True
newscreen = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
running = False
screen.fill(NOTGREY)
pygame.draw.rect(screen, RED, rect)
# If user is clicking (on release of click) on the rectangle area update newscreen to true
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # Left mouse button.
if rect.collidepoint(event.pos):
newscreen = True
print("Clicking area")
while newscreen == True:
pygame.draw.rect(screen, RED, rect2)
pygame.display.flip()
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # Left mouse button.
print("now you clicked again")
newscreen = False
pygame.display.flip()
You have to draw the rectangles depending on the state of newscreen:
if newscreen:
pygame.draw.rect(screen, RED, rect2)
else:
pygame.draw.rect(screen, RED, rect)
All the events need to be handled in one event loop. Toggle the state of newscreen when the button is clicked (newscreen = not newscreen):
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # Left mouse button.
if newscreen or rect.collidepoint(event.pos):
newscreen = not newscreen
Complete example:
import pygame
import pygame.freetype
from pygame.locals import *
pygame.init()
SIZE = 500, 200
RED = (75, 0, 0)
NOTGREY = (75, 150, 150)
#set up the screen
screen = pygame.display.set_mode([800, 480])
# create rectangle
#Rect(position from left, position from top, width in pixels, height in pixels)
rect = Rect(50, 20, 200, 80)
rect2 = Rect(50,200, 200, 300)
running = True
newscreen = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
running = False
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # Left mouse button.
if newscreen or rect.collidepoint(event.pos):
newscreen = not newscreen
screen.fill(NOTGREY)
if newscreen:
pygame.draw.rect(screen, RED, rect2)
else:
pygame.draw.rect(screen, RED, rect)
pygame.display.flip()
The typical PyGame application loop has to:
limit the frames per second to limit CPU usage with pygame.time.Clock.tick
handle the events by calling either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by calling either pygame.display.update() or pygame.display.flip()
I might not use the second while loop:
while running:
# keep loop running at the right speed
clock.tick(30) // Frame per second
screen.fill(BLACK) // never forget this line of code, especially when you work with animation
pos = pygame.mouse.get_pos()
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
click = True
if click:
show_new_screen()
click = False
Solved with adding all events into one event loop as mentioned above. I still wanted the second box to be closed when clicking anywher on the screen. Solved by adding another event check, for MOUSEBUTTONDOWN. It did not work to have another MOUSEBUTTONUP event.
running = True
newscreen = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
running = False
# If user is clicking (on release of click) on the rectangle area update newscreen to true
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # Left mouse button.
if rect.collidepoint(event.pos):
newscreen = True
print("Clicking area")
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left mouse button.
newscreen = False
print("now you clicked again")
screen.fill(NOTGREY)
pygame.draw.rect(screen, RED, rect)
if newscreen:
pygame.draw.rect(screen, RED, rect2)
pygame.display.flip()
This is my python code, using pygame. When I pressed my mouse down, scene 1 does not switch to scene 2. I am coming from Code HS, so the scene switch is from the Tell A Story project. I realized that code is not the same as pygame's. So I used pygame docs and see what I can learn from that, but nothing still. Please can any one help me. Thank you.
import pygame as pg
pg.init()
win = pg.display.set_mode((500,500))
pg.display.set_caption('Scene Switcher')
center_x = 250 - 130
center_y = 250
black= (0,0,0)
red = (255,0,0)
blue = (0,0,255)
def ct(font, size, text, color):
mf = pg.font.Font(font, size)
t = mf.render(text, True, color)
return t
def draw_scene1():
print("This is Scene 1")
txt = ct("SB.ttf", 40, "Hello World!", black)
win.blit(txt, (center_x,center_y))
def draw_scene2():
print("This is scene 2")
txt2 = ct("SB.ttf", 40, "scene2 ", black)
win.blit(txt2, (center_x,center_y))
while True:
win.fill(red)
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
quit()
mouses = pg.mouse.get_pressed()
scene_counter = 0
# When this function is called the next scene is drawn.
def draw_next_screen():
global scene_counter
scene_counter += 1
if scene_counter == 1:
draw_scene1()
else:
draw_scene2()
if mouses:
draw_next_screen()
pg.display.update()
You have to initialize scene_counter before the application loop rather than in the application loop.
The pygame.mouse.get_pressed() returns a list of Boolean values that represent the state (True or False) of all mouse buttons. The state of a button is True as long as a button is held down. Therefor the scene_counter is continuously incremented in each frame as long a mouse button is hold down.
The MOUSEBUTTONDOWN event occurs once when you click the mouse button and the MOUSEBUTTONUP event occurs once when the mouse button is released. Increment the counter when the MOUSEBUTTONDOWN event occurs:
scene_counter = 0
run = True
while run:
for event in pg.event.get():
if event.type == pg.QUIT:
run = False
elif event.type == pg.MOUSEBUTTONDOWN:
scene_counter += 1
win.fill(red)
if scene_counter == 0:
draw_scene1()
else:
draw_scene2()
pg.display.update()
pg.quit()
So, I got stuck again, but I use this as a last resort when nothing's working after extensive research. Please don't roast me for this, I am a newbie. So, basically I am trying to make my sprite move (yoyo), but the frames keep replicating as the yoyo moves up and down. So, I don't know how to fix that. If the yoyo touches the borders of the game window, it collides and it's supposed to display a text and then the game starts over again. However, when the yoyo collides with the window border, it restarts, but the yoyo that got stuck is still being displayed and a new yoyo appears. The text is displayed but doesn't go away after 2 seconds.
import pygame
import time
pygame.init()
width = 900
height = 900
red = (255,0,0)
text = "game over"
screem = pygame.display.set_mode((width,height))
pygame.display.set_caption("yoyo")
clock = pygame.time.Clock()
background = pygame.image.load("room.png").convert()
win.blit(background, [0,0])
yoyo= pygame.image.load("yoyo.png").convert()
def Yoyo (x,y):
win.blit(yoyo, [x,y])
def mainloop():
x = 87
y = 90
yc = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
Exit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
Yoyo(x,y)
y += yc
if y > 23 or y < -90:
pygame.display.update()
clock.tick(60)
mainloop()
pygame.quit()
quit()
Redraw the entire scene in every frame. This means you've to draw the background in every frame, too.
Draw (blit) the background in the main loop, before anything else is drawn:
while not Exit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
Exit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
y_change = -5
elif event.key == pygame. K_DOWN:
y_change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
y_change = 0
y += y_change
if y > 405 or y < -200:
collision()
GameLoop()
win.blit(bg, [0,0]) # <----- draw background
Bee(x,y) # <----- draw the bee on the background
# [...] all further drawing has to be done here
pygame.display.update()
clock.tick(60)
I am a beginner of pygame. Recently I code a Pong game.
However, I cannot make paddles move when I press the certain keys in keyboard. Can someone helps me check the code. I think maybe I have some problems in giving paddles' new position. But I cannot fix it. And hopefully give me some hints about that.
Thanks!
Code below:
import pygame, sys, time,math
from pygame.locals import *
# User-defined functions
def main():
# Initialize pygame
pygame.init()
# Set window size and title, and frame delay
surfaceSize = (500, 400) # window size
windowTitle = 'Pong' #window title
frameDelay = 0.005 # smaller is faster game
# Create the window
pygame.key.set_repeat(20, 20)
surface = pygame.display.set_mode(surfaceSize, 0, 0)
pygame.display.set_caption(windowTitle)
# create and initialize red dot and blue dot
gameOver = False
color1=pygame.Color('white')
center1 = [250, 200]
radius1=10
score=[0, 0]
speed1=[4,1]
location1=[50, 150]
location2=[450, 150]
size=(5, 100)
position1=(0,0)
position2=(350,0)
rect1=pygame.Rect(location1,size)
rect2=pygame.Rect(location2,size)
# Draw objects
pygame.draw.circle(surface, color1, center1, radius1, 0)
# Refresh the display
pygame.display.update()
# Loop forever
while True:
# Handle events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# Handle additional events
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
location1[1] =+ 1
if event.key == pygame.K_p:
location2[1] =+ 1
if event.key == pygame.K_a:
location1[1] =- 1
if event.key == pygame.K_i:
location2[1] =- 1
if event.type == pygame.KEYUP:
if event.key == pygame.K_q:
location1[1] =+ 0
if event.key == pygame.K_p:
location2[1] =+ 0
if event.key == pygame.K_a:
location1[1] =- 0
if event.key == pygame.K_i:
location2[1] =- 0
# Handle additional events
# Update and draw objects for the next frame
gameOver = update(surface,color1,center1,radius1,speed1,rect1,rect2,score,position1,position2)
# Refresh the display
pygame.display.update()
# Set the frame speed by pausing between frames
time.sleep(frameDelay)
def update(surface,color1,center1,radius1,speed1,rect1,rect2,score,position1,position2):
# Check if the game is over. If so, end the game and
# returnTrue. Otherwise, erase the window, move the dots and
# draw the dots return False.
# - surface is the pygame.Surface object for the window
eraseColor=pygame.Color('Black')
surface.fill(eraseColor)
moveDot(surface,center1,radius1,speed1,score,position1,position2)
pygame.draw.circle(surface,color1,center1,radius1,0)
r1=pygame.draw.rect(surface, color1, rect1)
r2=pygame.draw.rect(surface, color1, rect2)
if r1.collidepoint(center1) and speed1[0]<0:
speed1[0]=-speed1[0]
if r2.collidepoint(center1) and speed1[0]>0:
speed1[0]=-speed1[0]
def moveDot(surface,center,radius,speed,score,position1,position2):
#Moves the ball by changing the center of the ball by its speed
#If dots hits left edge, top edge, right edge or bottom edge
#of the window, the then the ball bounces
size=surface.get_size()
for coord in range(0,2):
center[coord]=center[coord]+speed[coord]
if center[coord]<radius:
speed[coord]=-speed[coord]
if center[coord]+radius>size[coord]:
speed[coord]=-speed[coord]
if center[0]<radius:
score[0]=score[0]+1
drawScore(center,surface,score,position2,0)
if center[0]+radius>size[0]:
score[1]=score[1]+1
drawScore(center,surface,score,position1,1)
def drawScore(center1,surface,score,position,whichscore):
FontSize=30
FontColor=pygame.Color('White')
String='Score : '
font=pygame.font.SysFont(None, FontSize, True)
surface1=font.render(String+str(score[whichscore]), True, FontColor,0)
surface.blit(surface1,position)
main()
You always use the rects rect1 and rect2 to draw your paddles. But to update their position, you try to change values in the lists location1 and location2.
Stop it. Just alter the rects. The easiest way is to use move_ip to change the rects in place.
Also, if you want to keep your paddles moving while the players keep the movement keys pressed, use pygame.key.get_pressed to get a list of all pressed keys (since pressing a key only generates a single KEYDOWN event, unless you mess with pygame.key.set_repeat, which you shouldn't).
So your code should look like this:
...
while True:
# Handle events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
pressed = pygame.key.get_pressed()
if pressed[pygame.K_q]: rect1.move_ip(0, -1)
if pressed[pygame.K_a]: rect1.move_ip(0, 1)
if pressed[pygame.K_p]: rect2.move_ip(0, -1)
if pressed[pygame.K_i]: rect2.move_ip(0, 1)
gameOver = ...
...
Okay I'm pretty new to using Pygame, I'm really just playing around with some of the methods and events. So far i pretty much have an image that moves around the pygame frame and bounces off any of the edges of the frame when it hits it. if the image touches the top of the frame it will increase a count variable by 1 which will be displayed on the screen. I then wanted to add a feature whereby if I clicked the image which was moving it would also add one onto the count variable. When i added this code in however (I think because the function operates on a loop), depending how long you hold the mouse down, count increases by a multiple of 8. I want to make it so that no matter how long i hold the mouse down for, the event stored inside the MOUSEBUTTONDOWN handler will only fire once. what am I doing wrong?
import pygame, sys
from pygame.locals import *
pygame.init()
DISPLAYSURF = pygame.display.set_mode((400, 300))
pygame.display.set_caption('Hello World!')
screen =pygame.display.set_mode((600,400))
ball = pygame.image.load("homers.png")
ball = pygame.transform.scale(ball,(225,200))
x=200
y=100
left = True
up = True
color = 67,143,218
def text_objects(text,font):
text_surface = font.render(text,True, color)
return text_surface,text_surface.get_rect()
def message_display(text,x,y,z):
largeText = pygame.font.Font('freesansbold.ttf',z)
TextSurf,TextRect = text_objects(text,largeText)
TextRect.center = (x,y)
screen.blit(TextSurf,TextRect)
def hi(x,y,p,z):
message_display(x,y,p,z)
count = 0
message_count = str(count)
while True: # main game loop
screen.fill((180,0,0))
screen.blit(ball,(x,y))
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
hi(message_count,x,y,140)
hi("How Many Times Has Homer Hit His Head?",300,200,20)
if event.type == pygame.MOUSEBUTTONDOWN:
# Set the x, y postions of the mouse click
if ball.get_rect().collidepoint(x, y):
count = count+1
if event.type == pygame.MOUSEBUTTONUP:
0
if left == True:
x=x-10
if x == -100:
left =False
if left == False:
x=x+10
if x == 450:
left = True
if up == True:
y=y-10
if y == -20:
up =False
count = count+1
message_count = str(count)
hi(message_count,x,y,140)
if up == False:
y=y+10
if y== 230:
up =True
pygame.display.update()
You have to fix the indentation of your code:
while True: # main game loop
screen.fill((180,0,0))
screen.blit(ball,(x,y))
hi(message_count,x,y,140)
hi("How Many Times Has Homer Hit His Head?",300,200,20)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# this has to be part of the for loop
if event.type == pygame.MOUSEBUTTONDOWN:
if ball.get_rect().collidepoint(x, y):
count = count+1
...