quite new here and to programming in general I suppose, deciding to ask other people for help.
import sys,os
import pygame
black = ( 0, 0, 0)
white = ( 255, 255, 255)
green = ( 0, 255, 0)
red = ( 255, 0, 0)
blue = ( 0, 0, 255 )
pygame.init()
# Set the width and height of the screen [width,height]
size=[700,500]
screen=pygame.display.set_mode(size)
pygame.display.set_caption("DN[A]")
#Loop until the user clicks the close button.
done=False
# Used to manage how fast the screen updates
clock=pygame.time.Clock()
FPS=60
#Loading images below.
n=1
z=1
maxint=10
minint=-maxint
# -------- Main Program Loop -----------
while done==False:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT:
done=True
# above this, or they will be erased with this command.
screen.fill(black)
x,y=pygame.mouse.get_pos()
for i in range(size[1]):
screen.set_at((x,y),blue)
x+=1
y+=n
n+=z
if n==maxint or n==minint:
z=-z
pygame.display.flip()
clock.tick(FPS)
pygame.quit ()
So basically if maxint is 10 it gets a reflection. What I'm aiming for is the result when maxint is 5. Anyone knows why it does that?
Also when it's 6 or any other number it gets even stranger.
The reason why you see two sines, is because of our vision. We only see an image every few ms, so we see both sines, instead of them alternating.
When you have 10 as your maxint will end with a negative z, so the next time we draw we will draw the bottom half. You can fix this by putting n and z inside the while loop.
Also, its nicer to use not done instead of done==False.
Related
I am trying to make a game where if someone press left-click, pygame draws a circle, then a line connecting the circle to the upper left corner. If he/she press right-click, it removes everything created from the screen. I thought about just covering everything with a big black square, but that is not really clearing the screen, just covering it. My code is as follow:
from pygame import *
init()
size = width, height = 650, 650
screen = display.set_mode(size)
button = 0
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
def drawScene(screen, button):
# Draw circle if the left mouse button is down.
if button==1:
draw.circle(screen,GREEN,(mx,my), 10)
draw.line(screen,GREEN, (0,0),(mx,my))
if button == 3:
mouse.set_visible(False)
display.flip()
running = True
myClock = time.Clock()
# Game Loop
while running:
for e in event.get(): # checks all events that happen
if e.type == QUIT:
running = False
if e.type == MOUSEBUTTONDOWN:
mx, my = e.pos
button = e.button
drawScene(screen, button)
myClock.tick(60) # waits long enough to have 60 fps
quit()
Kindly guide me in this situation. Thanks in advance.
I thought about just covering everything with a big black square, but that is not really clearing the screen, just covering it.
There is not any difference between cover and clear. The screen consist of pixels. Drawing an object just changes the color of the pixels. Drawing a black square changes the color of the pixel again.
Note, operations like pygame.draw.circle() and pygame.draw.line() do not create any object. They just change the colors of some pixels of the surface which is passed to the operation.
The easiest way to clear the entire window is pygame.Surface.fill():
screen.fill((0, 0, 0))
respectively
screen.fill(BLACK)
In computer graphics, there is no such thing as "clearing" a screen. you can only overwrite the previous drawing with new pixels. your idea of drawing a big black rectangle would work perfectly but I may be more efficient to use screen.fill(0)
Im trying to make a rectangle bounce, without going off limits.
I want my rectangle to bounce depending on the wall it touched.
In this code im trying to bounce the rectangle in a 90º angle, but it isn't working.
Im using this to calculate each advance:
rect_x += rectxSpeed
rect_y += rectySpeed
When it reachs the limit
if rect_y>450 or rect_y<0:
rectySpeed=5
rect_y=rectySpeed*-(math.pi/2)
if rect_x>650 or rect_x<0:
rectxSpeed=5
rectx_y=rectxSpeed*-(math.pi/2)
Whole code here:
import pygame
import random
import math
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
rect_x= 50.0
rect_y = 50.0
rectxSpeed=5
rectySpeed=5
pygame.init()
# Set the width and height of the screen [width, height]
size = (700, 500)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
# --- Main event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Game logic should go here
# --- Screen-clearing code goes here
# Here, we clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
# If you want a background image, replace this clear with blit'ing the
# background image.
screen.fill(BLACK)
string=str(rect_x)
string2=str(rect_y)
string3="["+string+"]"+"["+string2+"]"
font = pygame.font.SysFont('Calibri', 25, True, False)
text = font.render(string3,True,RED)
screen.blit(text, [0, 0])
#Main rectangle
pygame.draw.rect(screen, WHITE, [rect_x, rect_y, 50, 50])
#Second rectangle inside the rectangle 1
pygame.draw.rect(screen, RED, [rect_x+10, rect_y+10, 30, 30])
rect_x += rectxSpeed
rect_y+=rectySpeed
if rect_y>450 or rect_y<0:
rectySpeed=5
rect_y=rectySpeed*-(math.pi/2)
if rect_x>650 or rect_x<0:
rectxSpeed=5
rect_x=rectxSpeed*-(math.pi/2)
# --- Drawing code should go here
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
clock.tick(20)
# Close the window and quit.
pygame.quit()
¿How can i adjust the advance?
This code produce this:
By Changing the reach limit code with:
if rect_y>450 or rect_y<0:
rectySpeed=rectySpeed*-(math.pi/2)
if rect_x>650 or rect_x<0:
rectxSpeed=rectxSpeed*-(math.pi/2)
Produces this:
I think it's important to recognize here that the speed of the rectangle object here is a scalar value, not it's vector counterpart velocity. You are attempting to multiply the rectySpeed (a scalar value) by -(math/pi)/2, which is a value that will be returned in radians as #0x5453 mentioned. As far as the rectangle bouncing differently depending on the wall that it contacted, you have not specified the differing constraints that you intend to impose. I think you may want to consider why you want the rectangle to always bounce at a 90° angle. Note that a rectangle that always bounces at a 90° angle would yield some very odd functionality to the player/user.
The angle that the rectangle is approaching the wall measured from the horizontal will be equal to the angle that the rectangle will rebound off the wall measured from the vertical line of the wall to it's new path (in the case of an x-directional bounce).
In terms of an accurate physics engine, you may want to consider just simplifying your mechanics to the following in the case that the rectangle contacts a wall:
if rect_y>450 or rect_y<0:
rectySpeed=rectySpeed*-1
if rect_x>650 or rect_x<0:
rectxSpeed=rectxSpeed*-1
The above ensures that the rectangle object simply changes direction, therefore the magnitude of the rectangle's speed does not change, however the velocity indeed does since it is a vector quantity.
This is different to the other questions as it uses another method. I have the following code and need to change it so that it produces a grid (all rows and columns filled in) as per Figure 16.7 on this link: http://programarcadegames.com/index.php?chapter=array_backed_grids
The following code produces a full row and a full column, but I can't quite work out how to extend it to fill the whole screen with rectangles with the appropriate margin built in.
Code:
"""
Create a grid with rows and colums
"""
import pygame
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
pygame.init()
# Set the width and height of the screen [width, height]
size = (255, 255)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
width=20
height=20
margin=5
# -------- Main Program Loop -----------
while not done:
# --- Main event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Game logic should go here
# --- Screen-clearing code goes here
# Here, we clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
# If you want a background image, replace this clear with blit'ing the
# background image.
screen.fill(BLACK)
# --- Drawing code should go here
#for column (that is along the x axis) in range (0 = starting position, 100=number to go up to, width+margin =step by (increment by this number)
#adding the 255 makes it fill the entire row, as 255 is the size of the screen (both ways)
for column in range(0+margin,255,width+margin):
pygame.draw.rect(screen,WHITE, [column,0+margin,width,height])
for row in range(0+margin,255,width+margin):
pygame.draw.rect(screen,WHITE,[0+margin,row,width,height])
#This simply draws a white rectangle to position (column)0,(row)0 and of size width(20), height(20) to the screen
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
clock.tick(60)
# Close the window and quit.
pygame.quit()
The problem lies in the inner loop (for row in...),
where the rect is drawn with:
pygame.draw.rect(screen,WHITE,[0+margin,row,width,height])
Note that the x coordinate always is 0+margin,
no matter which column is currently drawn. So
the code draws 10 columns on top of each other.
As a simple fix, change the line to:
pygame.draw.rect(screen,WHITE,[column,row,width,height])
You might then notice that the other call of the draw method in the outer loop is completely unnecessary. After all, the inner call now draws a rectangle for each row in each column. So you can reduce the loop code to:
for column in range(0+margin, 255, width+margin):
for row in range(0+margin, 255, height+margin):
pygame.draw.rect(screen, WHITE, [column,row,width,height])
I am asking if it is possible to draw a list of sprites in Pygame, and if so how?
I am attempting to draw from a two dimensional list, that will draw the map
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.init()
image = pygame.image.load("Textures(Final)\Grass_Tile.bmp").convert()
imagerect = image.get_rect()
tilemap = [
[image, image, image],
[image, image, image]
]
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(BLACK)
screen.blit(tilemap, imagerect)
clock.tick(20)
pygame.display.flip()
pygame.quit()
I know I can do something much simpler, like drawing each image. But, I am wondering if I can do this, so in the future when I have more sprites I can just add to the list, and create the map.
Thank you!
I don't believe this is quite possible as you describe it, but if these images aren't going to change often I would suggest pre-blitting all your map images to a pygame Surface which can later be used, using something like:
map_surface = pygame.Surface(( len(tilemap[0])*TILE_WIDTH, len(tilemap)*TILE_HEIGHT ))
for y,row in enumerate(tilemap):
for x,tile_surface in enumerate(row):
map_surface.blit(tile_surface,(x*TILE_WIDTH,y*TILE_HEIGHT))
and then later you can simply use:
screen.blit(map_surface)
One thing to note is that even if your map does change, you will only have to blit the changed tiles onto the map_surface surface, and not have to recreate the whole thing.
I am using pygame and python for a project I am building, and I am building a splashscreen for when the game first opens. I have a .png that I want to show for the splashscreen, and decided to fade it in and out from black. the best way I found to do this was by blitting the image with a set alpha. I made this code, but it runs really slowly (the program hangs for 30 seconds) and doesn't give an alpha. Only displays the picture onscreen. What am i doing wrong?
screen = pygame.display.set_mode([1066,600])
#Drawable surface
background = pygame.Surface(screen.get_size())
#Used for converting color maps
background = background.convert()
#Splashscreen
#image fades in
for i in range (225):
background.fill((0,0,0))
image = pygame.image.load("logo.png")
image.set_alpha(i)
logoimage = screen.blit(image,(0,0))
pygame.display.flip()
pygame.time.delay(2000)
#image fades out
#goes on to display main menu
Another problem that you might be having (besides what monkey said) is that you might need to use surface.convert() which converts the image into a form where the alpha can be changed. You can do either of the following.
image = pygame.image.load("logo.png")
image = image.convert()
or
image = pygame.image.load("logo.png").convert()
I have found that, although surface.convert_alpha() should do pretty much the same thing, it doesn't usually work. Try this test code to check.
import pygame, sys
pygame.init()
window=pygame.display.set_mode((1500, 800))
background=pygame.Surface((window.get_rect().width, window.get_rect().height))
background.fill((0, 0, 0))
image=pygame.image.load('InsertImageHere.png')
image=image.convert()
image2=pygame.image.load('InsertImage2Here.png')
image2=image2.convert_alpha()
rect=image.get_rect()
rect2=image2.get_rect()
rect2.left=rect.width+1
i=1
while True:
for event in pygame.event.get():
if event.type==12:
pygame.quit()
sys.exit()
image.set_alpha(i)
image2.set_alpha(i)
window.fill((255, 255, 255))
window.blit(background, background.get_rect())
window.blit(image, rect)
window.blit(image2, rect2)
pygame.time.delay(20)
i+=1
if i==255:
i=1
pygame.display.update()
In my testings, image 1 faded in properly, but image 2 stayed dark the whole time. You should try it for yourself; your computer might work differently.
If surface.convert_alpha() does work for you, you should use it, otherwise, do what I said before. This should solve your problem.
You should also note that I used pygame.time.delay(20) rather than 2000 like you had before. 2000 would be a bit too long if you are increasing the alpha in incraments of one.
[1] You don't want to load the image every iteration. Because creating a new surface is a slow operation. [2] Your loop draws 225 times, then afterward the final iteration, waits 2000ms.
You want:
image = pygame.image.load("logo.png")
for i in range (225):
background.fill((0,0,0))
image.set_alpha(i)
screen.blit(image,(0,0))
pygame.display.flip()
pygame.time.delay(20)
To fade in and out, you need to keep looping until the player clicks/hits a button. Like this:
import pygame
from pygame.locals import *
# ...
def title_loop():
# title screen main loop
image = pygame.image.load("logo.png")
done = False
alpha = 0
alpha_vel = 1
# fade alpha in-out while waiting
while not done:
# get key input
for event in pygame.event.get():
if event.type == QUIT:
done = true
if event.type == KEYDOWN:
if event.key = K_ESCAPE:
done = true
# draw
if alpha >= 255 or alpha <= 0:
alpha_vel *= -1
alpha += alpha_vel
background.fill((0,0,0))
image.set_alpha(i)
screen.blit(image,(0,0))
pygame.display.flip()
pygame.time.delay(20)
PygameNerd your example is close, but it doesn't really work.
The image.convert() will fade properly, but it doesn't support alpha channel. Try it on a non black background & it shows.
The image.convert_alpha() will not fade, but the alpha channel does work properly.
I'm surprised that pygame doesn't support this out of the box, but anyway. Here is an answer:
http://www.nerdparadise.com/tech/python/pygame/blitopacity/
Its a bit complex, but works fine. Transparent background & fading all in one package.