Pygame draw not drawing what it should - python

Ok, so I am using pygame.draw to make a stick figure in the class called Entity:
class Entity: #Used with default arguments blited on a 600 by 600 pixel screen
def __init__(self, pos=[300, 300]):
self.pos = pos
self.legR = [10, 25]
self.legL = [-10, -25]
self.armR = [0, 0]
self.armL = [0, 0]
self.body = [30, 5]
self.head = [0, 0, 5]
self.size = [60, 110]
self.color = [0, 0, 0]
self.image = pygame.surface.Surface(self.size)
self.image.fill([255, 255, 255])
def render(self, screen, frame):
self.image = pygame.surface.Surface(self.size)
self.image.fill([255, 255, 255])
pygame.draw.line(self.image, self.color, [self.size[0]/2, self.size[1]/2],
[self.size[0]/2+self.legR[0], self.size[0]/2+self.legR[1]], 5)
pygame.draw.line(self.image, self.color, [self.size[0]/2, self.size[1]/2],
[self.size[0]/2+self.legL[0], self.size[0]/2+self.legL[1]], 5)
pygame.draw.line(self.image, self.color, [self.size[0]/2, self.size[1]/2],
[self.size[0]/2+self.body[0], self.size[0]/2+self.body[1]], self.body[1])
pygame.draw.circle(self.image, self.color,
[self.size[0]/2+self.body[0]+self.head[0], self.size[1]/2+self.body[1]+self.head[1]],
self.head[2])
#pygame.draw.line(self.image, self.color, [self.size/2
screen.blit(self.image, self.pos)
So I run this and it gives me this weird messed up image with a bunch of lines in random directions. It seams to me I do not really understand the function well. Could I please have a example of a render able stick figure with configurable joints? If not, could someone please at least tell me my fatal error? Thanks!

I started writing an example based off your code. For now it just draws 2 legs and his spine:
Note:
Using vectors instead of tuples would let you do return
self.pos+offset vs return (self.pos[0]+offset[0],
self.pos[1]+offset[1])
I use offsets relative a local origin to draw.
code:
import pygame
from pygame.locals import *
pygame.init()
# not normally all global, but simplified demo
color_bg = Color("gray20")
color_fg = Color("gray80")
clock = pygame.time.Clock()
screen = pygame.display.set_mode((600,400))
class Entity():
def __init__(self, pos=(300, 300)):
self.pos = pos
self.armR = (10, 10)
self.armL = (-10, 10)
self.body = (0, -20)
self.head_offset = self.offset(self.body)
def offset(self, offset):
# get offset to draw, relative stickman's hips
return (self.pos[0]+offset[0], self.pos[1]+offset[1])
def render(self):
b = self.pos
#pygame.draw.line( screen, color_fg, (10,10), (20,30) )
o = self.offset( self.armL )
pygame.draw.line( screen, color_fg, b, o )
o = self.offset( self.armR )
pygame.draw.line( screen, color_fg, b, o )
o = self.offset( self.body )
pygame.draw.line( screen, Color("red"), b, o )
class Game():
def __init__(self):
self.e = Entity()
def draw(self):
screen.fill( color_bg )
self.e.render()
pygame.display.flip()
clock.tick(80)
def loop(self):
done=False
while not done:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT: done = True
# event: keydown
elif event.type == KEYDOWN:
if event.key == K_ESCAPE or event.key == K_SPACE: done = True
elif event.type == MOUSEMOTION:
self.mouse_loc = event.pos
self.draw()
g = Game()
g.loop()

The main problem I see is that you're using the x-value of your entity's size for the y-value of one of the points on your lines:
pygame.draw.line(self.image, self.color, [self.size[0]/2, self.size[1]/2],
[self.size[0]/2+self.legR[0], self.size[0]/2+self.legR[1]], 5)
The second value in the third argument should be:
self.size[1]/2+self.legR[1]
That will get you want you want rendered, but I would also takes monkey's advice and organize a bit and compartmentalize repeated code into functions.

Related

Why does this variable change value despite not being referenced?

I need to create a base rectangle, and the blitted rectangle (default_rect and rect) for both scaling and scrolling purposes. I'm trying to change the y value of the RECT individually, but it somehow changes the value of default_rect also? I have no idea why. Perhaps the issue is coming from somewhere else. I have tried to create a minimum reproducible example to show what I'm talking about.
class Element(pg.sprite.Sprite):
def __init__(self, img, x, y, placement="center"):
super().__init__()
self.image = img
if placement == "topright":
self.rect = self.image.get_rect(topright=(x, y))
if placement == "center":
self.rect = self.image.get_rect(center=(x, y))
self.default_rect = self.rect
print("Test")
def update_rect(self, y_offset):
self.rect.centery = self.default_rect.centery + y_offset
When calling this update_rect() function, I see no reason why the value of self.default_rect.centery should be affected at all. This is the only place I reference default_rect.centery. I do not think that the issue is coming from the __init__ running multiple times because "Test" is only printed when initalising.
Rest of the minimum reproducible example. The rectangle continuously increases it's y position to -1,000,000 in seconds (without fps limit).
import pygame as pg
pg.init()
screen_width, screen_height = 800, 600
screen = pg.display.set_mode((screen_width, screen_height))
grey = (150, 150, 150)
dark_grey = (60, 60, 60)
class Element(pg.sprite.Sprite):
def __init__(self, img, x, y, placement="center"):
super().__init__()
self.image = img
if placement == "topright":
self.rect = self.image.get_rect(topright=(x, y))
if placement == "center":
self.rect = self.image.get_rect(center=(x, y))
self.default_rect = self.rect
print("Test")
def update_rect(self, y_offset):
self.rect.centery = self.default_rect.centery + y_offset
class ScrollBar(Element):
def __init__(self, x, y, total_bar_w, total_bar_h, total_h):
img = pg.Surface((total_bar_w, total_bar_h))
img.fill(dark_grey)
super().__init__(img, x, y, "topright")
bar_w = 0.98*total_bar_w
bar_h = (total_bar_h / total_h) * total_bar_h
bar_img = pg.Surface((bar_w, bar_h))
bar_img.fill(grey)
self.bar = Element(bar_img, x, y, "topright")
self.total_h = total_h
self.ratio = self.total_h / self.rect.h
self.offset = 0
self.y_offset = 0
self.pressed = False
self.active = False
def update(self):
pos = pg.mouse.get_pos()
click = pg.mouse.get_pressed()[0]
# Check if the slider bar was pressed
if click and self.rect.collidepoint(pos):
self.active = True
# Checking if mouse was released or mouse left the allowed zone
if not click or abs(pos[0] - self.rect.midleft[0]) > self.rect.w*3:
self.active = False
if self.active:
self.bar.rect.centery = pos[1]
if self.bar.rect.top < 0:
self.bar.rect.top = 0
if self.bar.rect.bottom > self.rect.top + self.rect.h:
self.bar.rect.bottom = self.rect.top + self.rect.h
# Calculate y offset for elements. Multiply by negative
# to allow us to add the offset rather than subtract
self.y_offset = (self.bar.rect.centery - self.bar.rect.h / 2) * -self.ratio
def draw(self):
screen.blit(self.image, (self.rect.x, self.rect.y))
screen.blit(self.bar.image, (self.bar.rect.x, self.bar.rect.y))
class Button(Element):
def __init__(self, x, y, w, h):
super().__init__(pg.Surface((w, h)), x, y, "center")
self.clicked = False
def update(self):
self.update_rect(scroll_bar.y_offset)
action = False
if self.rect.collidepoint(pg.mouse.get_pos()):
if pg.mouse.get_pressed()[0] and not self.clicked:
self.clicked = True
action = True
if not pg.mouse.get_pressed()[0]:
self.clicked = False
return action
def draw(self):
pg.draw.rect(screen, "blue", self.rect)
button1 = Button(400, 100, 200, 150)
button2 = Button(400, 300, 200, 150)
button3 = Button(400, 500, 200, 150)
buttons = [button1, button2, button3]
total_height = screen_height * 2
scroll_bar = ScrollBar(screen_width, 0, 0.05 * screen_width, screen_height, total_height)
run = True
while run:
screen.fill("white")
for button in buttons:
button.draw()
if button.update():
print("Button's y value is: " + str(button.rect.y))
scroll_bar.update()
scroll_bar.draw()
for e in pg.event.get():
if e.type == pg.QUIT:
run = False
if e.type == pg.KEYDOWN:
if e.key == pg.K_SPACE:
print(f"{button1.rect.y} / {button2.rect.y} / {button3.rect.y}")
if e.key == pg.K_r:
print(scroll_bar.y_offset)
pg.display.update()
When you assign self.default_rect = self.rect in __init__() both variables are references to the same object. So later in update_rect() when you change self.rect.centery, the change is reflected in self.default_rect because they both refer to the same object.
To understand how this works, check out the excelent talk by Ned Batchelder about names and values.

looping image with fade between them [duplicate]

So I am trying to fade my screen out and back in after completing a level using PyGame. My problem is that only the fadeout() works and not the fadein(). When calling the fadein() the screen turns black for a few seconds then suddenly shows the next level. I can't find the problem, any ideas?
def fadeout():
fadeout = pg.Surface((screen_width, screen_height))
fadeout = fadeout.convert()
fadeout.fill(black)
for i in range(255):
fadeout.set_alpha(i)
screen.blit(fadeout, (0, 0))
pg.display.update()
def fadein():
fadein = pg.Surface((screen_width, screen_height))
fadein = fadein.convert()
fadein.fill(black)
for i in range(255):
fadein.set_alpha(255-i)
screen.blit(fadein, (0, 0))
pg.display.update()
Your problem is that you fade in to a black screen, so you don't see any effect. A black screen with a black half-translucent Surface drawn on top is still a black Surface.
You should render the first frame of your level, and blit that Surface to the screen before blitting the fadein surface onto the screen.
Here's a simple example that I hacked together. Press a key to switch from one scene to the next.
import pygame
import random
from itertools import cycle
class Cloud(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((50, 20))
self.image.set_colorkey((11, 12, 13))
self.image.fill((11, 12, 13))
pygame.draw.ellipse(self.image, pygame.Color('white'), self.image.get_rect())
self.rect = self.image.get_rect(topleft=(x,y))
def update(self, dt, events):
self.rect.move_ip(dt/10, 0)
if self.rect.left >= pygame.display.get_surface().get_rect().width:
self.rect.right = 0
class DayScene:
def __init__(self):
self.clouds = pygame.sprite.Group(Cloud(0, 30), Cloud(100, 40), Cloud(400, 50))
def draw(self, screen):
screen.fill(pygame.Color('lightblue'))
self.clouds.draw(screen)
def update(self, dt, events):
self.clouds.update(dt, events)
class NightScene:
def __init__(self):
sr = pygame.display.get_surface().get_rect()
self.sky = pygame.Surface(sr.size)
self.sky.fill((50,0,50))
for x in random.sample(range(sr.width), 50):
pygame.draw.circle(self.sky, (200, 200, 0), (x, random.randint(0, sr.height)), 1)
self.clouds = pygame.sprite.Group(Cloud(70, 70), Cloud(60, 40), Cloud(0, 50), Cloud(140, 10), Cloud(100, 20))
def draw(self, screen):
screen.blit(self.sky, (0, 0))
self.clouds.draw(screen)
def update(self, dt, events):
self.clouds.update(dt, events)
class Fader:
def __init__(self, scenes):
self.scenes = cycle(scenes)
self.scene = next(self.scenes)
self.fading = None
self.alpha = 0
sr = pygame.display.get_surface().get_rect()
self.veil = pygame.Surface(sr.size)
self.veil.fill((0, 0, 0))
def next(self):
if not self.fading:
self.fading = 'OUT'
self.alpha = 0
def draw(self, screen):
self.scene.draw(screen)
if self.fading:
self.veil.set_alpha(self.alpha)
screen.blit(self.veil, (0, 0))
def update(self, dt, events):
self.scene.update(dt, events)
if self.fading == 'OUT':
self.alpha += 8
if self.alpha >= 255:
self.fading = 'IN'
self.scene = next(self.scenes)
else:
self.alpha -= 8
if self.alpha <= 0:
self.fading = None
def main():
screen_width, screen_height = 300, 300
screen = pygame.display.set_mode((screen_width, screen_height))
clock = pygame.time.Clock()
dt = 0
fader = Fader([DayScene(), NightScene()])
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.KEYDOWN:
fader.next()
fader.draw(screen)
fader.update(dt, events)
pygame.display.flip()
dt = clock.tick(30)
main()
By abstracting each scene into it's own class and delegating the scene change to the Fader class, we're able to let the scenes continue (or add a simple if statement to prevent that) and to handle events while fading.

Pygame Scroll Bar To Play Volume Low OR High.?

so I have a scroll bar in my game what Im trying to do is make it so if my mouse is over the bar1 button and we are on the moving_spot of the bar1 button then we can move it up and down on its y axis
how can I move the bar up and down and if its colliding with with any of the volume buttons I can change the volume of my background music either 0.1 or 0.2 or 0.3 so it controls my game volumepygame.mixer.music.set_volume(0.3)
my problem is im not sure how I could get this started I have everything in place but not sure where to start ***how can I move the bar with my mouse on the moving_spot on its y values only and if the bar1 is over and of the volume1 2 or 3 4 buttons then it should play the volume at defferent level
im not sure how to approach this problem any help is appreciated I just need a way to adjust my music of my game if the player moves the bar up or down
while run:
# Making game run with fps
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
# this is our bar1 the gray part that we will be able to move
if bar1.isOver(pos):
bar1.y = pos
print("WORKING{")
here are my buttons and positions places the move_spot is where the bar1 can only move up and down
the bar1 is the bar that the player can control to control the volume
and also the volume 1 2 3 4 are where the defferent volume of our background music will be set
move_spot = button((colors),720,125,25,260, '')
bar1 = button((colors),715,125,30,60, '')
volume1 = button((colors2),715,145,30,60, '')
volume2 = button((colors2),715,210,30,60, '')
volume3 = button((colors2),715,280,30,60, '')
volume4 = button((colors2),715,350,30,60, '')
buttons = [bar1,move_spot,volume1,volume2,volume3,volume4]
this is my buttons class
# our buttons
class button():
def __init__(self, color, x,y,width,height, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
self.over = False
def draw(self,window,outline=None):
#Call this method to draw the button on the screen
if outline:
pygame.draw.rect(window, outline, (self.x-2,self.y-2,self.width+4,self.height+4),0)
pygame.draw.rect(window, self.color, (self.x,self.y,self.width,self.height),0)
if self.text != '':
font = pygame.font.SysFont('image/abya.ttf', 60)
text = font.render(self.text, 1, (255,255,255))
window.blit(text, (self.x + (self.width/2 - text.get_width()/2), self.y + (self.height/2 - text.get_height()/2)))
def isOver(self, pos):
#Pos is the mouse position or a tuple of (x,y) coordinates
if pos[0] > self.x and pos[0] < self.x + self.width:
if pos[1] > self.y and pos[1] < self.y + self.height:
return True
return False
def playSoundIfMouseIsOver(self, pos, sound):
if self.isOver(pos):
if not self.over:
click.play()
self.over = True
else:
self.over = False
here a minimal code you can run and test with this bar image
heres the background music music
import pygame
pygame.init()
window = pygame.display.set_mode((800,800))
# our buttons
class button():
def __init__(self, color, x,y,width,height, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
self.over = False
def draw(self,window,outline=None):
#Call this method to draw the button on the screen
if outline:
pygame.draw.rect(window, outline, (self.x-2,self.y-2,self.width+4,self.height+4),0)
pygame.draw.rect(window, self.color, (self.x,self.y,self.width,self.height),0)
if self.text != '':
font = pygame.font.SysFont('freesansbold.ttf', 60)
text = font.render(self.text, 1, (255,255,255))
window.blit(text, (self.x + (self.width/2 - text.get_width()/2), self.y + (self.height/2 - text.get_height()/2)))
def isOver(self, pos):
#Pos is the mouse position or a tuple of (x,y) coordinates
if pos[0] > self.x and pos[0] < self.x + self.width:
if pos[1] > self.y and pos[1] < self.y + self.height:
return True
return False
def playSoundIfMouseIsOver(self, pos, sound):
if self.isOver(pos):
if not self.over:
click.play()
self.over = True
else:
self.over = False
colors = 0,23,56
colors2 = 0,123,56
bar11 = pygame.image.load("bar.png").convert_alpha()
move_spot = button((colors),720,125,25,260, '')
bar1 = button((colors),715,125,30,60, '')
volume1 = button((colors2),715,145,30,60, '')
volume2 = button((colors2),715,210,30,60, '')
volume3 = button((colors2),715,280,30,60, '')
volume4 = button((colors2),715,350,30,60, '')
buttons = [bar1,move_spot,volume1,volume2,volume3,volume4]
# fos
fps = 60
clock = pygame.time.Clock()
# redraw
def redraw():
window.fill((40,100,200))
for button in buttons:
button.draw(window)
window.blit(bar11,(bar1.x,bar1.y))
# main loop
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
redraw()
pygame.display.update()
pygame.quit()
As a general rule of thumb, you want to delegate all the heavy lifting to classes, and leave the "good" stuff to the mainloop of your program. I have created a simple class here, which takes some inputs (width, height, number of slider options), and will take care of all the drawing, positioning, etc. for you. It also has an option of self.chosen, which tells you which option is picked. I then used this to set the volume outputted by the mixer, based on which option is chosen, in the update() function:
class VolumeBar(pygame.sprite.Sprite):
def __init__(self, options, width, height):
# Store these useful variables to the class
self.options = options
self.width = width
self.height = height
# The slider
self.slider = pygame.image.load('slider.png')
self.slider_rect = self.slider.get_rect()
# The background "green" rectangles, mostly for decoration
self.back = []
objectHeight = (height-options*6)/(options-1)
self.backHeight = objectHeight
for index in range(options-1):
self.back.append(pygame.Rect((0, rint((6*index+6)+index*objectHeight)), (width, rint(objectHeight))))
# The foreground "blue" rectangles, mostly for decoration
self.fore = []
for index in range(options):
self.fore.append(pygame.Rect((0, rint(index*(objectHeight+6))), (width, 6)))
# Get list of possible "snaps", which the slider can be dragged to
self.snaps = []
for index in range(options):
self.snaps.append((width/2, 3+(index*(objectHeight+6))))
# A simple variable to tell you which option has been chosen
self.chosen = 0
# Generate the image surface, then render the bar to it
self.image = pygame.Surface((width, height))
self.rect = self.image.get_rect()
self.render()
self.focus = False
def render(self):
self.image.fill([255, 255, 255])
for back in self.back:
pygame.draw.rect(self.image, [0, 192, 0], back)
for fore in self.fore:
pygame.draw.rect(self.image, [0, 0, 0], fore)
self.image.blit(self.slider, (rint((self.width-self.slider_rect.width)/2),
rint(self.snaps[self.chosen][1]-(self.slider_rect.height/2))))
def draw(self, surface):
surface.blit(self.image, self.rect.topleft)
def mouseDown(self, pos):
if self.rect.collidepoint(pos):
self.focus = True
return True
return False
def mouseUp(self, pos):
if not self.focus:
return
self.focus = False
if not self.rect.collidepoint(pos):
return
pos = list(pos)
# We've made sure the mouse started in our widget (self.focus), and ended in our widget (collidepoint)
# So there is no reason to care about the exact position of the mouse, only where it is relative
# to this widget
pos[0] -= self.rect.x
pos[1] -= self.rect.y
# Calculating max distance from a given selection, then comparing that to mouse pos
dis = self.backHeight/2 + 3
for index, snap in enumerate(self.snaps):
if abs(snap[1]-pos[1]) <= dis:
self.chosen = index
break
self.render()
def update(self):
pygame.mixer.music.set_volume((self.options-self.chosen)*0.1)
Most of the __init__ function is spent calculating positions for each of the green and black rectangles, which are drawn in render() and displayed in draw(). The other functions are there for the mouse input, the first checks if the mouseDown happened on said button, and if it did, it sets self.focus to True, so that the mouseUp handler knows that it should change the slider position.
All of this works together to make a working VolumeBar. Below is an example of how it would be used in a mainloop:
import pygame
pygame.init()
rint = lambda x: int(round(x, 0)) # Rounds to the nearest integer. Very useful.
class VolumeBar(pygame.sprite.Sprite):
def __init__(self, options, width, height):
# Store these useful variables to the class
self.options = options
self.width = width
self.height = height
# The slider
self.slider = pygame.image.load('slider.png')
self.slider_rect = self.slider.get_rect()
# The background "green" rectangles, mostly for decoration
self.back = []
objectHeight = (height-options*6)/(options-1)
self.backHeight = objectHeight
for index in range(options-1):
self.back.append(pygame.Rect((0, rint((6*index+6)+index*objectHeight)), (width, rint(objectHeight))))
# The foreground "blue" rectangles, mostly for decoration
self.fore = []
for index in range(options):
self.fore.append(pygame.Rect((0, rint(index*(objectHeight+6))), (width, 6)))
# Get list of possible "snaps", which the slider can be dragged to
self.snaps = []
for index in range(options):
self.snaps.append((width/2, 3+(index*(objectHeight+6))))
# A simple variable to tell you which option has been chosen
self.chosen = 0
# Generate the image surface, then render the bar to it
self.image = pygame.Surface((width, height))
self.rect = self.image.get_rect()
self.render()
self.focus = False
def render(self):
self.image.fill([255, 255, 255])
for back in self.back:
pygame.draw.rect(self.image, [0, 192, 0], back)
for fore in self.fore:
pygame.draw.rect(self.image, [0, 0, 0], fore)
self.image.blit(self.slider, (rint((self.width-self.slider_rect.width)/2),
rint(self.snaps[self.chosen][1]-(self.slider_rect.height/2))))
def draw(self, surface):
surface.blit(self.image, self.rect.topleft)
def mouseDown(self, pos):
if self.rect.collidepoint(pos):
self.focus = True
return True
return False
def mouseUp(self, pos):
if not self.focus:
return
self.focus = False
if not self.rect.collidepoint(pos):
return
pos = list(pos)
# We've made sure the mouse started in our widget (self.focus), and ended in our widget (collidepoint)
# So there is no reason to care about the exact position of the mouse, only where it is relative
# to this widget
pos[0] -= self.rect.x
pos[1] -= self.rect.y
# Calculating max distance from a given selection, then comparing that to mouse pos
dis = self.backHeight/2 + 3
for index, snap in enumerate(self.snaps):
if abs(snap[1]-pos[1]) <= dis:
self.chosen = index
break
self.render()
def update(self):
pygame.mixer.music.set_volume((self.options-self.chosen)*0.1)
screen = pygame.display.set_mode([500, 500])
test = VolumeBar(10, 30, 300)
test.rect.x = 50
test.rect.y = 50
clock = pygame.time.Clock()
game = True
while game:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
game = False
if event.type == pygame.MOUSEBUTTONDOWN:
test.mouseDown(pygame.mouse.get_pos())
if event.type == pygame.MOUSEBUTTONUP:
test.mouseUp(pygame.mouse.get_pos())
if not game:
break
screen.fill([255, 255, 255])
test.update()
test.draw(screen)
pygame.display.update()
clock.tick(60)
The final product:
https://i.gyazo.com/f6c2b5ede828f7715e5fd53a65c32c13.mp4
As long as your mouseDown happened on this widget, mouseUp will determine where the slider ends up. Thusly, you can click, drag, or tap the slider anywhere on it, and the slider will go to the correct position.
Accessing the position of the slider is quite simple, just look at self.chosen. It defaults to 0 (Because it was set to that in the __init__) function, which is at the very top.

Collision detection between pygame.Surface and mouse not working [duplicate]

This question already has answers here:
Why is my collision test always returning 'true' and why is the position of the rectangle of the image always wrong (0, 0)?
(1 answer)
How to detect collisions between two rectangular objects or images in pygame
(1 answer)
Closed 2 years ago.
I am trying to make a canvas for pixel art.
class Canvas:
def __init__(self):
self.__blocks = []
self.__positions = []
for i in range(1830):
self.__blocks.append(pygame.Surface((20, 20)).convert())
for y in range(30):
y *= 20
for x in range(61):
x = x* 20
self.__positions.append([x, y])
self.__color = False
def draw(self, window):
for i in range(1830):
self.__color = not self.__color
if self.__color:
self.__blocks[i].fill((200, 200, 200))
else:
self.__blocks[i].fill((50, 50, 50))
window.blit(self.__blocks[i], (self.__positions[i][0]
, self.__positions[i][1]))
Here I am trying to generate and draw 1830 unique surfaces and this works. I then tried implementing collision detection between each block and the mouse and failed.
def collided(self, pos):
for i in range(1380):
block = self.__blocks[i].get_rect()
if block.collidepoint(pos[0], pos[1]):
print(block.x, block.y)
Then I did different tests on why it might be failing. Here is one of them. I will change a single block's color, in our case the 10th block self.__blocks[10].fill((255, 0, 0)) to red so we know which box to click on. Then we will try to check for collision for that particular block.
def testBlock(self, pos):
block = self.__blocks[10].get_rect()
if block.collidepoint(pos[0], pos[1]):
print(block.x)
And it doesn't work, but the weird thing is it works for the first block(in the 0th index) and only the first block no matter which surface I test. Any idea on how to fix this would be appreciated. The following is copy and paste code.
import pygame
pygame.init()
win = pygame.display
D = win.set_mode((1220, 600))
class Canvas:
def __init__(self):
self.__blocks = []
self.__positions = []
for i in range(1830):
self.__blocks.append(pygame.Surface((20, 20)).convert())
for y in range(30):
y *= 20
for x in range(61):
x = x* 20
self.__positions.append([x, y])
self.__color = False
self.testBlock = 10
def draw(self, window):
for i in range(1830):
self.__color = not self.__color
if self.__color:
self.__blocks[i].fill((200, 200, 200))
else:
self.__blocks[i].fill((50, 50, 50))
self.__blocks[self.testBlock].fill((255, 0, 0)) # Changing the color for testing
window.blit(self.__blocks[i], (self.__positions[i][0]
, self.__positions[i][1]))
def test(self, pos):
block = self.__blocks[self.testBlock].get_rect()
if block.collidepoint(pos[0], pos[1]):
print(block.x, block.y)
canvas = Canvas()
while True:
D.fill((0, 0, 0))
pygame.event.get()
mousepos = pygame.mouse.get_pos()
canvas.draw(D)
canvas.test(mousepos)
win.flip()
When you call .get_rect() on a Surface, it does not know its current position, because that is not Surface information. So you need to assign the location to the Rect before collision detection.
With your current code layout, you could do this during the construction. With the Canvass blocks position now held in the __rects list, the __positions list becomes superfluous.
class Canvass:
def __init__(self):
self.__blocks = []
self.__rects = []
for y in range( 30 ):
for x in range( 61 ):
self.__blocks.append(pygame.Surface((20, 20)).convert())
self.__rects.append( self.__blocks[-1].get_rect() )
self.__rects[-1].topleft = ( x, y )
self.__color = False
self.testBlock = 10
This gives you a simple test:
def collided(self, pos):
hit = False
for i in range( len( self.__rects ) ):
if ( self.__rects[i].collidepoint( pos[0], pos[1] ) ):
print( "Click on block %d" % ( i ) )
hit = True
break
return hit, i
.get_rect() gives rect with block's size but with position (0, 0)
you have real position in __positions and you would need
.get_rect(topleft=self.__positions[self.testBlock])
def test(self, pos):
block = self.__blocks[self.testBlock].get_rect(topleft=self.__positions[self.testBlock])
if block.collidepoint(pos[0], pos[1]):
print(block.x, block.y)
But it would be better to get rect and set its position at start and later not use get_rect().
You could also create class Pixel similar to class Sprite with self.image to keep surface and self.rect to keep its size and position. And then you could use Group to check collision with all pixels.
EDIT:
Example which uses class pygame.sprite.Sprite to create class Pixel and it keeps all pixels in pygame.sprite.Group
It also handle events (MOUSEBUTTONDOWN) to change color in any pixel when it is clicked.
import pygame
# --- classes ---
class Pixel(pygame.sprite.Sprite):
def __init__(self, x, y, color, width=20, height=20):
super().__init__()
self.color_original = color
self.color = color
self.image = pygame.Surface((20, 20)).convert()
self.image.fill(self.color)
self.rect = pygame.Rect(x, y, width, height)
def handle_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
if self.color != self.color_original:
self.color = self.color_original
else:
self.color = (255,0,0)
self.image.fill(self.color)
# event handled
return True
# event not handled
return False
class Canvas:
def __init__(self):
# create group for sprites
self.__blocks = pygame.sprite.Group()
# create sprites
self.__color = False
for y in range(30):
y *= 20
for x in range(61):
x *= 20
self.__color = not self.__color
if self.__color:
color = (200, 200, 200)
else:
color = (50, 50, 50)
self.__blocks.add(Pixel(x, y, color))
# changing the color for testing
self.testBlock = 10
all_sprites = self.__blocks.sprites()
block = all_sprites[self.testBlock]
block.image.fill((255, 0, 0))
def draw(self, window):
# draw all sprites in group
self.__blocks.draw(window)
def test(self, pos):
# test collision with one sprite
all_sprites = self.__blocks.sprites()
block = all_sprites[self.testBlock]
if block.rect.collidepoint(pos):
print(block.rect.x, block.rect.y)
def handle_event(self, event):
for item in self.__blocks:
if item.handle_event(event):
# don't check other pixels if event already handled
return True
# --- main ---
pygame.init()
win = pygame.display
D = win.set_mode((1220, 600))
canvas = Canvas()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
canvas.handle_event(event)
#mousepos = pygame.mouse.get_pos()
#canvas.test(mousepos)
# draws (without updates, etc)
#D.fill((0, 0, 0)) # no need clean screen if it will draw all elements again
canvas.draw(D)
win.flip()

How to get the coordinates of the place where the sprites are colliding?

is it possible to get the coordinates of the place where the sprites are colliding?, and if it more than one is it possible to get both?
Thanks a lot for the solvers
You can use the Pymunk physics library to get the contact points. Of course that means you'll have to familiarize yourself with this library first (it can be a bit difficult for beginners). You especially need to know how collision handlers, arbiters and callback functions work.
So you create a collision handler which checks if there were collisions between shapes of two specified collision types, e.g. handler = space.add_collision_handler(1, 1). When a collsion occurs the handler calls some callback functions (in the example I set handler.post_solve to the callback function) which receive an arbiter object as an argument that holds the collision data. Then you can extract the needed information from this arbiter, add it to a list or other data structure and use it in your main loop.
import sys
import random
import pygame as pg
import pymunk as pm
from pymunk import Vec2d
def flipy(p):
"""Convert chipmunk coordinates to pygame coordinates."""
return Vec2d(p[0], -p[1]+600)
class Ball(pg.sprite.Sprite):
def __init__(self, space, pos, mass=5, radius=30, elasticity=0.9):
super().__init__()
self.image = pg.Surface((60, 60), pg.SRCALPHA)
pg.draw.circle(self.image, pg.Color('royalblue'), (30, 30), radius)
self.rect = self.image.get_rect(center=pos)
# Set up the body and shape of this object and add them to the space.
inertia = pm.moment_for_circle(mass, 0, radius, (0, 0))
self.body = pm.Body(mass, inertia)
self.body.position = flipy(pos)
self.shape = pm.Circle(self.body, radius, (0, 0))
self.shape.elasticity = elasticity
# This type will be used by the collision handler.
self.shape.collision_type = 1
self.space = space
self.space.add(self.body, self.shape)
def update(self):
pos = flipy(self.body.position)
self.rect.center = pos
if pos.y > 600:
self.space.remove(self.body, self.shape)
self.kill()
def main():
screen = pg.display.set_mode((800, 600))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
done = False
contact_points = []
def contact_callback(arbiter, space, data):
"""Append the contact point to the contact_points list."""
if arbiter.is_first_contact:
for contact in arbiter.contact_point_set.points:
contact_points.append(contact.point_a)
# Pymunk stuff.
space = pm.Space()
space.gravity = Vec2d(0, -900)
# This collision handler will be used to get the contact points.
# It checks if shapes with `collision_type` 1 collide with others
# that also have type 1.
handler = space.add_collision_handler(1, 1)
# After a collision is solved, the callback funtion will be called
# which appends the contact point to the `contact_points` list.
handler.post_solve = contact_callback
# Create some static lines.
static_lines = [
pm.Segment(space.static_body, (170, 200), (0, 300), .1),
pm.Segment(space.static_body, (170, 200), (500, 200), .1),
pm.Segment(space.static_body, (500, 200), (600, 260), .1),
]
for line in static_lines:
line.elasticity = 0.9
space.add(static_lines)
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
all_sprites.add(Ball(space, event.pos))
contact_points = []
space.step(1/60) # Update the physics space.
all_sprites.update()
screen.fill((60, 70, 80))
all_sprites.draw(screen) # Draw the sprite group.
# Draw static_lines.
for line in static_lines:
body = line.body
p1 = flipy(body.position + line.a.rotated(body.angle))
p2 = flipy(body.position + line.b.rotated(body.angle))
pg.draw.line(screen, pg.Color('gray68'), p1, p2, 5)
# Draw contact_points.
for point in contact_points:
x, y = flipy(point)
x, y = int(x), int(y)
pg.draw.circle(screen, pg.Color('orange'), (x, y), 8)
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
sys.exit()

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