I have written a pygame script that renders a horizontally moving text across the screen. It works, but when I change the string to a non-latin string (Persian), it does not work completely. I mean it does everything (animation, rendering ...) but the characters are depareted from each, though they are shown healthy, but are not in the expected order. I mean each letter is shown well, but a word is not rendered, a sequence of characters are rendered.
the string should beسلام
but it is rendered م ا ل س
Here is the full code:
import sys, pygame; #importing the required modules
#initialize the game module
pygame.init();
#setting the display properties and put in a variable
width = 800; #px
height = 600; #px
display_info = (width, height);
screen = pygame.display.set_mode(display_info);
# adding contents
arial = pygame.font.SysFont("Tahoma", 21);
text = arial.render("سلام", 1, (233,114,93), (255,255,255));
clock = pygame.time.Clock();
x = 0;
#starting the game loop
while True :
#it sets the timing of the loop-execution (40 fps)
clock.tick(40);
#getting the list of event on each game loop
for event in pygame.event.get() :
#if the event is QUIT (if the user has acted to close the application)
if event.type == pygame.QUIT :
pygame.quit(); #terminate python-side
sys.exit(); #exits system-side
#refreshing the screen with overall blackness
screen.fill((0,0,0));
#rendering the text. We do not move the text, we just increment the position on each loop
screen.blit(text, (x, height/3));
#incrementing the x-position
x += 1;
#updating the display to the latest changes
pygame.display.update();
#end of the while loop
This is a known bug in pygame and is currently classified as "won't fix", because:
To support all languages, we'd need to include a much larger font file, and changing files would break existing games.
One user in the thread suggests that python-fribidi can be used to get the correct behaviour.
Related
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 am struggling with a problem I can't solve.
I want to change the image of my character when the enemy hurts it.
In pseudocode, it would be like this:
*If enemy collides -> player close eyes and get red;*
*After 0.50 seg -> player gets normal back again*
I tried to do it with Clock and Timers but it is very difficult. I only get changing the image, but not getting it back.
Any ideas?
Thank you!
I would assume it's as easy as this. pygame.time.set_timer(x, y) basically creates an x event on the event stack every y milliseconds.
# Main game loop
while True:
# display stuff and other parts of your game
# replace this with whatever detection you have for collision
if enemycollide:
player.setSprite(1)
pygame.time.set_timer(14, 500) # 500 milliseconds = .5 seconds
# event handling
for event in pygame.event.get():
if event.type == 14:
player.setSprite(0)
pygame.time.set_timer(14, 0) # Disable the timer
I'm trying to make an instance class (Block) spawn when the mouse is clicked and fade out slowly, and i want to be able to spawn an infinite number of blocks that fade out provided that the mouse is clicked fast enough.
To do this, I want to initiate the fade() function when the instance is first spawned and set ticks to 255 and set the alpha to ticks.
However, when using a while loop, the function completes itself without updating the display because the program gets constrained to the while loop in the fade() function.
Can someone help me with calling the fade function 255 times per instance?
import pygame,sys,time,Blockm
from pygame.locals import *
black,white=(0,0,0),(255,255,255)
size=w,h=1400,800
screen=pygame.display.set_mode(size)
pygame.init()
class Block(object):
sprite = None
def __init__(self, x, y):
if not Block.sprite:
Block.sprite = pygame.image.load("Block.png").convert_alpha()
self.rect = Block.sprite.get_rect(top=y, left=x)
self.fade()
def fade(self):
ticks=255
Block.sprite.set_alpha(ticks)
while ticks!=0:
ticks-=1
print(ticks)
while True:
blocks = []
mmraw=pygame.mouse.get_pos()
mmx,mmy=mmraw[0]-(pygame.image.load("Block.png").get_width())/2,mmraw[1]-(pygame.image.load("Block.png").get_width())/2
for event in pygame.event.get():
if event.type== pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
print('click')
blocks.append(Block(mmx,mmy))
for block in blocks:
screen.blit(block.sprite, block.rect)
print('trying to blit')
print(Block.sprite.get_offset())
pygame.display.update()
I have one solution for you that ought to accomplish what you want it to, but I concede that it does not answer the question exactly as asked.
The first and most hindering problems you may be having are that you need to use pygame.image.load("Block.png").convert() and not pygame.image.load("Block").convert_alpha(), since .convert_alpha() doesn't work with .set_alpha(..).
It's also possible that you aren't noticing when blocks fade in any solution because screen isn't being refreshed prior to update. New, faded blocks are being drawn over 'brighter' ones, producing no difference (overlapping blocks notwithstanding). I've added a stopgap to my solution code below that fills the screen with blue, but I imagine you'll want something different. It's marked with a comment.
What I would suggest is having each Block process its alpha locally during a call from the main loop in your for block in blocks: block before you blit it. This version of your code should give you the result you want, although it does it using just the main loop, rather than parallel loops like you were asking about...
import pygame,sys,time,Blockm
from pygame.locals import *
black,white=(0,0,0),(255,255,255)
size=w,h=1400,800
screen=pygame.display.set_mode(size)
pygame.init()
class Block(object):
sprite = None
def __init__(self, x, y):
if not Block.sprite:
Block.sprite = pygame.image.load("Block.png").convert()
# ^ MODIFIED: .convert_alpha() won't recognize the effects of .set_alpha(), so use regular .convert() instead.
self.rect = Block.sprite.get_rect(top=y, left=x)
self.ticks = 255 # NEW: Set a local tick count.
# REMOVED `self.fade()`: This runs on main now.
def fade(self):
## REPURPOSED METHOD: Runs each frame that the Block is active. Called on main loop.
# MODIFIED BLOCK: Update local tick count before setting the class's sprite alpha.
self.ticks -= 1
Block.sprite.set_alpha(self.ticks) # MOVED, MODIFIED: uses local tick count for alpha.
print(self.ticks) # UPDATED: Using local ticks.
blocks = [] # MOVED: Make a list for the Blocks, but don't clear it on frame.
while True:
mmraw=pygame.mouse.get_pos()
mmx,mmy=mmraw[0]-(pygame.image.load("Block.png").get_width())/2,mmraw[1]-(pygame.image.load("Block.png").get_width())/2
# ^ There may be a tidier way of doing this. Described in solution body...
for event in pygame.event.get():
if event.type== pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
print('click')
blocks.append(Block(mmx,mmy))
screen.fill((22,22,222))
# ^ NEW: Fill the screen with some backdrop so that the erasure is obvious!
# If you don't do this, you'll be blitting faded images over brighter ones and there will be no real change!!
for block in blocks:
block.fade() # NEW: Update this block.
if block.ticks < 1: # NEW BLOCK: If the block has become invisible...
blocks.remove(block) # NEW: Expunge this invisible block.
continue # NEW: Immediately move on to the next block.
screen.blit(Block.sprite, block.rect)
print('trying to blit')
print(Block.sprite.get_offset())
pygame.display.update()
There's a small problem with it, which is that vanishing Blocks trigger a 'flicker' in other remaining Blocks (or at least the next one in blocks) and I'm not sure why or how.
While I was looking, I found a few other things you might want to consider:
...in class Block::
-Consider using sprite = pygame.image.load("Block.png").convert() instead of sprite = None. This way, you can use something like mmx,mmy = mmraw[0] - Block.sprite.get_rect.centerx, mmraw[1] - Block.sprite.get_rect().centery instead of loading the image for a moment, just to know its size. Since all Blocks use the same graphic, it shouldn't make a difference, and this way, you won't have to reacquire the offset if you change Block.sprite during runtime!
-Consider assigning a copy of Block's sprite to each instance instead of using the class's Surface. This will take up more processing power, but only momentarily if you use it as a return instead. For instance:
class Block(object):
...
def fade(self):
sprite = Block.sprite.copy()
sprite.set_alpha(self.ticks)
self.ticks -= 1
return sprite
...
while True: # main loop
...
for block in blocks:
screen.blit(block.fade(), block.rect) # Although there are more Pythonic ways of writing this.
Alternatively, you could use screen.blit(sprite, self.rect) in Block.fade() rather than on main and forego the return entirely. Because the alpha is set locally, it won't have to be reset every time fade runs, and Block's unbound sprite can stay fresh!
Anyway, I hope this solves your problem, even if it does not (exactly) answer your question!
You probably want to use threads. These allow you to run multiple things at once. For your code, change it like this:
from threading import Thread
import pygame, sys, time, Blockm
from pygame.locals import *
black = (0,) * 3
white = (255,) * 3
size = w, h = 1400, 800
screen = pygame.display.set_mode(size)
pygame.init()
class Block(object):
sprite = None
def __init__(self, x, y):
if not Block.sprite:
Block.sprite = pygame.image.load("Block.png").convert_alpha()
self.rect = Block.sprite.get_rect(top=y, left=x)
Thread(target=self.fade) # Made this a Thread so it runs separately.
def fade(self):
for tick in range(255, 0, -1):
Block.sprite.set_alpha(tick)
print(tick)
def game():
while True:
# The contents of that while True loop at the end
def main():
Thread(target=Main)
if __name__ == "__main__":
main()
This also adds an entry point to your program, which was lacking. Also, Block.fade wouldn't actually do what you want, as you only set_alpha once. I fixed that with a for loop instead. Also, note that you can now just return to break out of the whole game.
I am using PsychoPy and I would like to print the position of my mouse when it has been clicked.
The actual printing of the position needs to be placed inside a while loop. Using the code below, when I click I get more than one output lines, which print the same positions. I would like to have only one output printing for each click.
This is the code I am using:
#!/usr/bin/env python2
from psychopy import visual, core, event
from pyglet.gl import *
width = 600
height = 600
myWin = visual.Window([width,height], color='white',units='pix',monitor='testMonitor')
#This will set the windows units (pixels) to GL units
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, width, 0, height, -1, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_BLEND)
glBlendFunc(GL_ZERO, GL_SRC_COLOR)
myMouse = event.Mouse() # will use myWin by default
while True:
#Triangle left
glColor3f(1.0, 0.0, 0.0)
glBegin(GL_TRIANGLES)
glVertex3f(150, 550, 1)
glVertex3f(50, 350, 1)
glVertex3f(250, 350, -1)
glEnd()
if myMouse.getPressed()[0]:
myMouse.clickReset()
print myMouse.getPos()
myWin.flip()
core.quit()
Is there something wrong I am doing? Should the 'frame rate' of the while loop be changed?
I've not used the module, but it seems like mouse events are thrown for mouse raises as well.
You'll need to
Store the mouse state for next time
Each iteration, test whether the mouse state for button 0 has gone up → down
The mouse state is returned by myMouse.getPressed.
So something like:
oldMouseIsDown = False
while True:
...
mouseIsDown = myMouse.getPressed()[0]
myMouse.clickReset()
if mouseIsDown and not oldMouseIsDown:
print myMouse.getPos()
oldMouseIsDown = mouseIsDown
Veedrac's answer is correct. Your code is using the typical PsychoPy pattern of checking for events once every time the window is redrawn. This will typically be happening at least at 60 Hz. So unless you manage to press the mouse button for less than 16.7 ms (or less for a faster screen), you will detect it multiple times as being pressed, as each time you check on successive window redraws, the mouse button remains down. Even though it was pushed only once, the duration of the push is not instantaneous.
As Veedrac suggests, you therefore need to maintain the previous state of the mouse button in a variable so that you can choose to only print the position once. Mouseup events are not relevant here: you are purely testing for whether the button is currently pressed.
I had a very similar problem and fixed it in a slightly different way from the accepted answer. The advantage of this one is that you can set how long you want to 'desensitize' the mouse after a click (i.e. to prevent longer clicks from triggering your if loop multiple times). Depending on your mouse or the user's click release speed you can change minFramesAfterClick:
minFramesAfterClick = 10 # to prevent re-entering the if loop too early
myMouse.clickReset()
timeAfterClick = 0
while True:
timeAfterClick += 1
if myMouse.getPressed()[0] and timeAfterClick >= minFramesAfterClick:
print myMouse.getPos()
myMouse.clickReset()
timeAfterClick = 0
myWin.flip()
By the way, the reason why the OP couldn't get Veedrac's answer work is because line oldMouseIsDown = mouseIsDown should be placed it inside the if loop rather than after it (not enough reputation to comment there).
I've been following a tutorial "McGugan - Beginning Game Development with Python and Pygame (Apress, 2007)" and in the code at around chapter five involving object movement I keep getting invalid syntax alerts on '-' being used in the code. It isn't up to date but I would've thought a subtract wouldn't be changed in any updates due to its simplicity and necessity.
This is the code I have:
background_image_filename = 'sushiplate.jpg'
sprite_image_filename = 'fugu.png'
import pygame
from pygame.locals import *
from sys import exit
from gameobjects.vector2 import Vector2
pygame.init()
screen = pygame.display.set_mode((640, 480), 0, 32)
background = pygame.image.load(background_image_filename).convert()
sprite = pygame.image.load(sprite_image_filename).convert_alpha()
clock = pygame.time.Clock()
position = Vector2(100.0, 100.0)
speed = 250.
heading = Vector2()
while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == MOUSEBUTTONDOWN:
destination = Vector2(*event.pos) – Vector2(*sprite.get_size())/2.
heading = Vector2.from_points(position, destination)
heading.normalize()
screen.blit(background, (0,0))
screen.blit(sprite, position)
time_passed = clock.tick()
time_passed_seconds = time_passed / 1000.0
distance_moved = time_passed_seconds * speed
position += heading * distance_moved
pygame.display.update()
am I doing something wrong or is it just simply outdated?
Any help is much needed.
In this line:
destination = Vector2(*event.pos) – Vector2(*sprite.get_size())/2.
You somehow typed the character "–" (EN DASH) instead of "-" (HYPHEN-MINUS).
Use "-" (HYPHEN-MINUS) instead, like this:
destination = Vector2(*event.pos) - Vector2(*sprite.get_size())/2.
I can't be sure without a stack trace, but I have a hunch that it's the wrong - symbol. What editor are you using? Is it possible that your editor is taking the - symbol and turning it into a fancier dash, like an ndash or an mdash?
Maybe try changing speed to "speed = 250.0". I don't know if that dangling dot would throw python off.
What is going on here, with your error message at least, is the Python parser is stumbling over something before your '-', which screws up its interpretation of '-'. So I recommend looking before the '-' for typos.
Also, make sure you turn on visible white space in your editor when debugging Python code. This could be a white space error, which would be invisible to us at Stack Overflow.
EDIT:
So I was completely wrong about that '-' error being a red herring. But keep that parser behavior in mind/white space thing in mind, could help in the future.
Apologies if this is obvious to you, I don't know what level you are at with Python.