I have to build a simple program like bouncing ball simulator with oop in python and I have built a function movement to move the balls but I have one more requirement is ball collision together, my idea is check the position between the balls but I don't know how, please help me, thanks
And here is my code:
from tkinter import *
import random
root = Tk()
root.title('Bouncing Ball Simulator')
root.resizable(False, False)
WIDTH = 800
HEIGHT = 600
canvas = Canvas(root, width=WIDTH, height=HEIGHT, bg='black')
colors = ['#82ffec', 'red', '#82ffda', '#fa867f', '#ce5fed', '#ff73a4', 'pink', '#ff9912', '#FFB90F', '#BF3EFF',
'#FFD700', '#00FF00']
gravity = 0.5
def create_circle(x, y, r, canvas_name):
x0 = x - r
y0 = y - r
x1 = x + r
y1 = y + r
return canvas_name.create_oval(x0, y0, x1, y1, outline='#82ffda', fill=random.choice(colors))
class Ball:
def __init__(self, speedx, speedy, radius):
top_left_corner = random.randint(20, 100)
bottom_right_corner = random.randint(5, 70)
self.radius = radius
self.speedx = speedx
self.speedy = speedy
self.ball = create_circle(top_left_corner, bottom_right_corner, radius, canvas)
self.movement()
def movement(self):
self.speedy += gravity
canvas.move(self.ball, self.speedx, self.speedy)
pos = canvas.coords(self.ball)
if WIDTH <= pos[2] or 0 >= pos[0]:
self.speedx *= -1
if 0 >= pos[1] or HEIGHT <= pos[3]:
self.speedy *= -1
canvas.after(30, self.movement)
ball_list = [Ball(random.randint(2, 9), random.randint(5, 10), random.randint(10, 20)) for _ in range(50)]
canvas.pack()
root.mainloop()
I think my idea was right, but I don't know how to calculate distance between two objects (Ball) and how can I compare that with two sum of radius ? Sorry but this is the first time I learn Python and Tkinter lib
Thanks for reading and more thanks for help :)
Related
I was just wondering how I would make this go horizontal or diagonal? right now, it is bouncing vertically would I need to change any of the variables or the pos?
I have tried to change the y to x as well as change the the horizontal width to height but it isn't working can anyone help, mind you I started coding a few weeks ago so i am a little new to everything
from tkinter import *
import time
import tkinter
from turtle import width
tk = Tk()
tk.title("bouncing ball")
tk.resizable(0,0)
canvas_width= 400
canvas_height =500
ball_size = 25
timer_duration = 20
y_move = 2
def draw():
global y_move
canvas.move(ball1, 0, y_move)
pos = canvas.coords(ball1)
top_y = pos[1]
bottom_y = pos[2]
if top_y <= 0:
y_move = -y_move
elif bottom_y >= canvas_height:
y_move = -y_move
def master_timer():
draw()
tk.update_idletasks()
tk.update()
tk.after(timer_duration, master_timer)
canvas = tkinter.Canvas(tk, width=canvas_width, height=canvas_height, bd=0, highlightthickness= 0)
ball1 = canvas.create_oval(0, 0, ball_size,ball_size,fill="red")
#move ball to center
canvas.move(ball1, canvas_width/2, canvas_width/2)
master_timer()
canvas.pack()
tk.mainloop()
This is my code:
from time import sleep
from tkinter import *
def moveWin(win, velx, vely):
x = win.winfo_x()
y = win.winfo_y()
win.geometry(f"+{str(x + velx)}+{str(y + vely)}")
downx, downy = x+width, y+height
global sWidth
global sHeight
if x <= 0 or downx >= sWidth:
velx = -velx
if y <= 0 or downy >= sHeight:
vely = -vely
return [x, y, downx, downy]
root = Tk()
width = 300
height = 300
velx = 1
vely = 1
sWidth = root.winfo_screenwidth() # gives 1366
sHeight = root.winfo_screenheight() # gives 1080
root.geometry("+250+250")
while True:
root.update()
root.geometry("300x300")
pos = moveWin(root, velx, vely)
print(pos)
sleep(0.01)
I want to bounce back my window when it touches the screen edge but its just going off the screen
whats wrong in my code?
pls help
If you need to modify global variables, then don't pass them as parameters. Instead, add
def movewin(win):
global velx
global vely
at the top of your function.
BIG FOLLOWUP
The more important issue in your app has to do with coordinates. root.winfo_x() and root.winfo_y() do NOT return the upper left corner of your window. Instead, they return the upper left corner of the drawable area, inside the borders and below the title bar. That screws up your drawing, and means you try to position off the bottom of the screen, which Tkinter fixes up.
The solution here is to track the x and y positions yourself, instead of fetching them from Tk.
Tkinter is mostly garbage. You would be better served by looking at pygame for simple games, or at a real GUI system like Qt or wxPython for applications.
from time import sleep
from tkinter import *
class Window(Tk):
def __init__(self):
Tk.__init__(self)
self.width = 300
self.height = 300
self.velx = 1
self.vely = 1
self.pos = (250,250)
self.geometry(f"{self.width}x{self.height}+{self.pos[0]}+{self.pos[1]}")
def moveWin(self):
x = self.pos[0] + self.velx
y = self.pos[1] + self.vely
downx, downy = x+self.width, y+self.height
sWidth = self.winfo_screenwidth() # gives 1366
sHeight = self.winfo_screenheight() # gives 1080
if x <= 0 or downx >= sWidth:
self.velx = -self.velx
if y <= 0 or downy >= sHeight:
self.vely = -self.vely
self.pos = (x,y)
self.geometry(f"+{x}+{y}")
return [x, y, downx, downy]
root = Window()
while True:
root.update()
pos = root.moveWin()
print(pos)
sleep(0.01)
I write a game in python in which the goal is to bounce the ball off the platform.
Everything works pretty well, but the platform's movement is not that smooth. Could you help me make the platform movement more smooth? If the code isn't too clear, I'm sorry, but I'm new in python
import tkinter as tk
import random
root = tk.Tk()
width = 900
height = 500
canvas = tk.Canvas(root, bg='white', width=width, height=height)
canvas.pack()
x = random.randrange(700)
ball = canvas.create_oval(x+10, 10, x+50, 50, fill='green')
platform_y = height - 20
platform = canvas.create_rectangle(width//2-50, platform_y, width//2+50, platform_y+10, fill='black')
xspeed = 2
yspeed = 2
skore = 0
body = 0
def move_ball():
global xspeed
global yspeed
x1, y1, x2, y2 = canvas.coords(ball)
if x1 <= 0 or x2 >= width:
xspeed = -xspeed
if y1 <= 0:
yspeed = 10
elif y2 == platform_y:
cx = (x1 + x2) // 2
px1, _, px2, _ = canvas.coords(platform)
if px1 <= cx <= px2:
yspeed = -10
else:
canvas.create_text(width//2, height//2, text='Game Over', font=('Arial Bold', 32), fill='red')
return
canvas.move(ball, xspeed, yspeed)
canvas.after(20, move_ball)
def board_right(event):
x1, y1, x2, y2 = canvas.coords(platform)
if x2 < width:
dx = min(width-x2, 10)
canvas.move(platform, dx, 0)
def board_left(event):
x1, y1, x2, y2 = canvas.coords(platform)
if x1 > 0:
dx = min(x1, 10)
canvas.move(platform, -dx, 0)
canvas.bind_all('<Right>', board_right)
canvas.bind_all('<Left>', board_left)
move_ball()
root.mainloop()
The problem is that the speed of the platform is dependent on the auto-repeat speed of your keyboard.
Instead of moving once for each <Right> or <Left> event, use a key press to start the platform moving in the desired direction and a key release to stop the platform moving. Then, use after to repeatedly move the platform in the given direction.
Example:
after_id = None
def platform_move(direction):
"""
direction should be -1 to move left, +1 to move right,
or 0 to stop moving
"""
global after_id
speed = 10
if direction == 0:
canvas.after_cancel(after_id)
after_id = None
else:
canvas.move(platform, direction*speed, 0)
after_id = canvas.after(5, platform_move, direction)
canvas.bind_all("<KeyPress-Right>", lambda event: platform_move(1))
canvas.bind_all("<KeyRelease-Right>", lambda event: platform_move(0))
canvas.bind_all("<KeyPress-Left>", lambda event: platform_move(-1))
canvas.bind_all("<KeyRelease-Left>", lambda event: platform_move(0))
The above code doesn't handle the case where you might press both keys at the same time, but that can be handled with a little additional logic. The point is to show how you can use the keys to start and stop an animation.
The enemy are being generated from above the screen and then move toward player in the middle, I want to generate enemies randomly around the screen from all directions but not inside the screen directly and proceed to move towards the player and also enemy sprites are sometimes joining combining and moving together how to repel the enemy sprites.
I have tried changing x,y coordinates of enemy objects using a random range but sometimes they generate objects inside the play screen, I want enemies to generate outside the playing window.
class Mob(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.image.load('enemy.png').convert_alpha()
self.image = pg.transform.smoothscale(pg.image.load('enemy.png'), (33, 33))
self.image_orig = self.image.copy()
self.radius = int(29 * .80 / 2)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = 4
self.rot = 0
self.rot_speed = 5
self.last_update = pg.time.get_ticks()
def rotate(self):
now = pg.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pg.transform.rotozoom(self.image_orig, self.rot, 1)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
self.rotate()
dirvect = pg.math.Vector2(rotator.rect.x - self.rect.x,
rotator.rect.y- self.rect.y)
if dirvect.length_squared() > 0:
dirvect = dirvect.normalize()
# Move along this normalized vector towards the player at current speed.
if dirvect.length_squared() > 0:
dirvect.scale_to_length(self.speed)
self.rect.move_ip(dirvect)
if self.rect.top > height + 10 or self.rect.left < -25 or self.rect.right > width + 20:
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1, 4)
[UPDATE]
This the remaining code:
import math
import random
import os
import pygame as pg
import sys
pg.init()
height = 650
width = 1200
os_x = 100
os_y = 45
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (os_x, os_y)
screen = pg.display.set_mode((width, height), pg.NOFRAME)
screen_rect = screen.get_rect()
background = pg.image.load('background.png').convert()
background = pg.transform.smoothscale(pg.image.load('background.png'), (width, height))
clock = pg.time.Clock()
running = True
font_name = pg.font.match_font('Bahnschrift', bold=True)
def draw_text(surf, text, size, x, y, color):
[...]
class Mob(pg.sprite.Sprite):
[...]
class Rotator(pg.sprite.Sprite):
def __init__(self, screen_rect):
pg.sprite.Sprite.__init__(self)
self.screen_rect = screen_rect
self.master_image = pg.image.load('spaceship.png').convert_alpha()
self.master_image = pg.transform.smoothscale(pg.image.load('spaceship.png'), (33, 33))
self.radius = 12
self.image = self.master_image.copy()
self.rect = self.image.get_rect(center=[width / 2, height / 2])
self.delay = 10
self.timer = 0.0
self.angle = 0
self.distance = 0
self.angle_offset = 0
def get_angle(self):
mouse = pg.mouse.get_pos()
offset = (self.rect.centerx - mouse[0], self.rect.centery - mouse[1])
self.angle = math.degrees(math.atan2(*offset)) - self.angle_offset
old_center = self.rect.center
self.image = pg.transform.rotozoom(self.master_image, self.angle, 1)
self.rect = self.image.get_rect(center=old_center)
self.distance = math.sqrt((offset[0] * offset[0]) + (offset[1] * offset[1]))
def update(self):
self.get_angle()
self.display = 'angle:{:.2f} distance:{:.2f}'.format(self.angle, self.distance)
self.dx = 1
self.dy = 1
self.rect.clamp_ip(self.screen_rect)
def draw(self, surf):
surf.blit(self.image, self.rect)
def shoot(self, mousepos):
dx = mousepos[0] - self.rect.centerx
dy = mousepos[1] - self.rect.centery
if abs(dx) > 0 or abs(dy) > 0:
bullet = Bullet(self.rect.centerx, self.rect.centery, dx, dy)
all_sprites.add(bullet)
bullets.add(bullet)
There's not much informations to go by here, but you probably need to check the x and y range your play window has and make sure the random spawn coordinates you generate are outside of it:
In your init:
# These are just example min/max values. Maybe pass these as arguments to your __init__ method.
min_x = min_y = -1000
max_x = max_y = 1000
min_playwindow_x = min_playwindow_y = 500
max_playwindow_x = max_playwindow_y = 600
self.x = (random.randrange(min_x, min_playwindow_x), random.randrange(max_playwindow_x, max_x))[random.randrange(0,2)]
self.y = (random.randrange(min_y, min_playwindow_y), random.randrange(max_playwindow_y, max_y))[random.randrange(0,2)]
This solution should work in basically any setup. For x and y it generates a tuple of values outside the playing window. Then a coinflip decides on the value. This will only spawn mobs that are diagonally outside the playing field, but it will always generate valid random coordinates.
Another approach would be just generating as many random variables as needed to get a valid pair like this:
while min_playingwindow_x <= self.x <= max_playingwindow_x and
min_playingwindow_y <= self.y <= max_playingwindow_y:
# While within screen(undesired) calculate new random positions
self.x = random.randrange(min_x, max_x)
self.y = random.randrange(min_y, max_y)
This can be really slow however if your valid amount of positions is (for example) only 1% of the total positions.
IF you need something really fleshed out, you need to know the corners of both your map and the rectangle that is actually displayed, which is I assume smaller than the entire map(otherwise you cannot spawn enemies outside your view.
(0,0)
+----------------------+
| A |
|-----+-----------+----|
| D | W | B |
|-----+-----------+----|
| C |
+----------------------+(max_x, max_y)
In this diagram W is the window that is acutally visible to the player, and A,B,C,D together are the part of your map that is not currently visible. Since you only want to spawn mobs outside the player's view, you'll need to make sure that the coordinates you generate are inside your map and outside your view:
def generate_coordinates_outside_of_view(map_width=1000, map_height=1000, view_window_top_left=(100, 100),
view_width=600, view_height=400):
"""
A very over the top way to generate coordinates outside surrounding a rectangle within a map almost without bias
:param map_width: width of map in pixels (note that 0,0 on the map is top left)
:param map_height: height of map in pixels
:param view_window_top_left: top left point(2-tuple of ints) of visible part of map
:param view_width: width of view in pixels
:param view_height: height of view in pixels
"""
from random import randrange
# generate 2 samples for each x and y, one guaranteed to be random, and one outside the view for sure.
x = (randrange(0, map_width), (randrange(0, view_window_top_left[0]),
randrange(view_window_top_left[0] + view_width, map_width))[randrange(0, 2)])
y = (randrange(0, map_height), (randrange(0, view_window_top_left[1]),
randrange(view_window_top_left[1] + view_height, map_height))[randrange(0, 2)])
# now we have 4 values. To get a point outside our view we have to return a point where at least 1 of the
# values x/y is guaranteed to be outside the view.
if randrange(0, 2) == 1: # to be almost completely unbiased we randomize the check
selection_x = randrange(0, 2)
selection_y = randrange(0, 2) if selection_x == 1 else 1
else:
selection_y = randrange(0, 2)
selection_x = randrange(0, 2) if selection_y == 1 else 1
return x[selection_x], y[selection_y]
HTH
trying to get the ball to move along the y coordinate, it wont work, more explanation at bottom
from livewires import games, color
games.init(screen_width = 640, screen_height = 480, fps = 50)
points = games.Text(value = 0, size = 25, color = color.green,
bottom = games.screen.height - 5, left = 10)
games.screen.add(points)
class Paddle(games.Sprite):
image = games.load_image("paddle.bmp")
def __init__(self):
super(Paddle, self).__init__(image = Paddle.image, y = games.mouse.y, right = games.screen.width)
def update(self):
""" Move to mouse x position. """
self.y = games.mouse.y
if self.top < 0:
self.top = 0
if self.bottom > games.screen.height:
self.bottom = games.screen.height
self.check_bounce()
def check_bounce(self):
for bouncingBall in self.overlapping_sprites:
bouncingBall.handle_bounce()
class BouncingBall(games.Sprite):
image = games.load_image("ball.bmp")
def __init__(self, x, y, dx, dy):
super(BouncingBall, self).__init__(image = BouncingBall.image, x = x, y = y, dx = dx, dy = dy)
def update(self):
""" Check if bottom edge has reached screen bottom. """
if self.top > 0 or self.bottom < games.screen.height:
self.dy = -self.dy
if self.left < 0:
self.dx = -self.dx
if self.right > games.screen.width:
self.end_game()
def handle_bounce(self):
global points
points.value += 10
points.left = 10
self.dx = -self.dx
def end_game(self):
end_message = games.Message(value = "GAME OVER",
size = 90,
color = color.red,
x = games.screen.width/2,
y = games.screen.height/2,
lifetime = 10 * games.screen.fps,
after_death = games.screen.quit)
games.screen.add(end_message)
def main():
background_image = games.load_image("background.png", transparent = False)
games.screen.background = background_image
the_paddle = Paddle()
games.screen.add(the_paddle)
games.mouse.is_visible = False
new_ball = BouncingBall(x = games.screen.width/2, y = games.screen.height/2, dx = 2, dy = 2) #<-believe it is right here im messing up
games.screen.add(new_ball)
games.screen.mainloop()
main()
I am having a horrible time at getting my ball to correctly follow the y coordinate, I believe I am doing it wrong when i create instance new_ball, (main function) but i have no idea lol, anyone see what im doing wrong?
Make sure that this line
if self.top > 0 or self.bottom < games.screen.height:
self.dy = -self.dy
Isn't constantly evaluating to True. If so, your y-velocity will constantly toggle and the ball will never appear to change y coordinate.