I follow a youtube video 'https://www.youtube.com/watch?v=cCiXqK9c18g' and in the video he make a class that represent a ball and he used pymunk to make a body and added it to the space and after that he created a method inside the ball class that will use pygame to draw the ball and I did almost like him
import pygame
import pymunk
pygame.init()
fps = 60
dt = 1/fps
dsX = 800 # screen width
dsY = 500 # screen height
display = pygame.display.set_mode((dsX, dsY))
space = pymunk.Space()
clock = pygame.time.Clock()
def convert_cor(point): # convet the coordinates from pymunk to pygame coordinates
return point[0], dsY - point[1]
class Particle: # v: velocity, pos: position[x, y], r: radius of particle(Circle)
def __init__(self, pos = [0, 0], v = [0, 0], r = 10, color = (255, 0, 0)):
self.pos = pos
self.v = v
self.r = r
self.color = color
self.body = pymunk.Body()
self.body.position = self.pos
self.body.velocity = self.v # this is the veclocity
self.shape = pymunk.Circle(self.body, self.r)
self.shape.dencity = 1
self.shape.elasticity = 1
space.add(self.body, self.shape)
def draw(self):
pygame.draw.circle(display, self.color, convert_cor(self.pos), self.r)
class Box: # thickness of the sides of the box and L1, L2, L3, L4 are the sides of the box
def __init__(self, thickness, color):
self.thickness = thickness
self.color = color
L1 = pymunk.Body(body_type = pymunk.Body.STATIC)
L2 = pymunk.Body(body_type = pymunk.Body.STATIC)
L3 = pymunk.Body(body_type = pymunk.Body.STATIC)
L4 = pymunk.Body(body_type = pymunk.Body.STATIC)
L1_shape = pymunk.Segment(L1, (0, 0), (dsX, 0), self.thickness)
L2_shape = pymunk.Segment(L2, (dsX, 0), (dsX, dsY), self.thickness)
L3_shape = pymunk.Segment(L3, (dsX, dsY), (0, dsY), self.thickness)
L4_shape = pymunk.Segment(L4, (0, dsY), (0, 0), self.thickness)
space.add(L1, L1_shape)
space.add(L2, L2_shape)
space.add(L3, L3_shape)
space.add(L4, L4_shape)
def draw(self):
pygame.draw.line(display, self.color, convert_cor((0, 0)), convert_cor((dsX, 0)), self.thickness * 2)
pygame.draw.line(display, self.color, convert_cor((dsX, 0)), convert_cor((dsX, dsY)), self.thickness * 2)
pygame.draw.line(display, self.color, convert_cor((dsX, dsY)), convert_cor((0, dsY)), self.thickness * 2)
pygame.draw.line(display, self.color, convert_cor((0, dsY)), convert_cor((0, 0)), self.thickness * 2)
def Sim(): # the infinite while loop as a function
box = Box(2, (0, 255, 255))
particle = Particle(pos =[dsX/2, dsY/2], v = [-200, 500]) # here i gave the position and the velocity
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
display.fill((255, 255, 255))
box.draw()
particle.draw()
clock.tick(fps)
space.step(dt)
pygame.display.update()
Sim()
pygame.quit()
The thing is, I did also a class that will add a rigid sides for the display and i drew the sides from the Box class using the method 'draw' The problem is in the time 5:58 in the video he gave the ball velocity and it start moving and in my code it does not move. any idea why it doen't move?
note: I called the ball particle in my code
You error is both a typo and using the wrong variable.
Inside your particles draw function...
# OLD
def draw(self):
pygame.draw.circle(display, self.color, convert_cor(self.pos), self.r)
# New
def draw(self):
pygame.draw.circle(display, self.color, convert_cor(self.body.position), self.r)
You have to use the body's position cause that is the position of the physics body in pymunk's space.
Secondly...
class Particle: # v: velocity, pos: position[x, y], r: radius of particle(Circle)
def __init__(self, pos, v, r=10, color=(255, 0, 0)):
...
# Old
self.shape.dencity = 1
# New
self.shape.density = 1
Since density was not set to anything Pymunk was having a divide by zero error so it wouldn't update the body's position.
self.body.position = self.pos
To be clear about the problem:
From what I could find in the documentation, pymunk.Body.position is a property; it expects you to pass either an ordinary Python tuple or a Vec2d (not a list, although anything it's relying on internally to handle a tuple probably handles a list just fine), and calls some internal code written in another programming language. The effect is that, instead of storing your list object and then making changes to the list (which would be visible in your class, since it would be the same object), it just gets the initial values out of your list, and then doesn't use the list object.
This means that when Pymunk applies physics calculations, self.body.position changes, but self.pos does not. So the current self.pos is useless; we can't use it to check the object position.
If you don't need to do that, then there is no need to create a self.pos at all - just feed self.body.position = pos directly, and make sure to use self.body.position when drawing.
If you do, I recommend using your own property instead of trying to set self.pos. Do the above, and then add to the class:
#property
def pos(self):
return self.body.position
And if you want to change the position from your code (but you probably shouldn't! Why else are you using the physics engine in the first place?), also add:
#pos.setter
def pos(self, value):
self.body.position = value
Related
I started playing a little with pygame and so far I'm not doing badly. I encountered a problem and managed to solve it. The solution is possible. It is not 100% correct. I want to implement an eat method when the head of the subject meets the food.
It is probably a relatively simple method when the rest of the value of X and Y are equal to the head of the snake being eaten.
For some reason I was not able to fully understand the overlap of pixels and I am not really correct in the method.
The problem at the moment is that there is no overlap between the pixels and "eating is not done".
BACKGROUND = pygame.image.load("background.jpg")
WIDTH, HEIGHT = BACKGROUND.get_width(), BACKGROUND.get_height()
pygame.font.init()
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
def checkForEat(self):
head = self.body[-1]
x = self.food.getPos()[0]
y= self.food.getPos()[1]
# if abs(head[0] - x ) < 9 and abs(head[1] - y ) < 9: -- This is my temporary solution
if head[0] == x and head[1] == y:
self.food = Food()
self.eat()
I try not to add too much unnecessary code.
class Food:
def __init__(self):
self.color = (5, 5, 255)
self.pos = (random.randint(10,WIDTH-50),random.randint(10,HEIGHT-50))
def draw(self,win):
pygame.draw.circle(win,self.color, self.pos, 5)
def getPos(self):
return self.pos
class Snake:
START_POS = (85, 85)
def __init__(self):
self.food = Food()
self.block_size = 11
self.x , self.y = self.START_POS
self.body = self.create_body()
def create_body(self):
body = []
for i in range(self.length):
body.append((85,85+i*self.block_size))
return body
def draw(self,win):
WIN.blit(BACKGROUND, (0, 0))
self.food.draw(win)
for i in range(self.length):
pygame.draw.circle(win, (255, 0, 0), self.body[i], 5)
I'm not adding the rest of the program.
Just saying that apart from the problem I wrote above everything works fine.
Use pygame.Rect/pygame.Rect.colliderect to check if the bounding rectangle of the food overlaps with the head of the snake:
class Food:
def __init__(self):
self.color = (5, 5, 255)
self.pos = (random.randint(10,WIDTH-50),random.randint(10,HEIGHT-50))
def draw(self,win):
pygame.draw.circle(win,self.color, self.pos, 5)
def getPos(self):
return self.pos
def getRect(self):
return pygame.Rect(self.pos[0]-5, self.pos[1]-5, 10, 10)
class Snake:
START_POS = (85, 85)
def __init__(self):
self.food = Food()
self.block_size = 11
self.x , self.y = self.START_POS
self.body = self.create_body()
# [...]
def checkForEat(self):
head = self.body[-1]
head_rect = pygame.Rect(head[0]-5, head[1]-5, self.block_size, self.block_size)
food_rect = self.food.getRect()
if food_rect.colliderect(head_rect):
self.food = Food()
self.eat()
Also see How do I detect collision in pygame?.
Alternatively you can compute the Euclidean distance between the circle center of the circles and compare the distance to the sum of the radii:
class Snake:
# [...]
def checkForEat(self):
dx = self.food.getPos()[0] - self.body[-1][0]
dy = self.food.getPos()[1] - self.body[-1][1]
dist_center = math.hypot(dx, dy)
if dist_center <= 20:
self.food = Food()
self.eat()
I am trying to learn PyMunk and I used their basic example from the website:
import pymunk
space = pymunk.Space()
space.gravity = 0,-1000
body = pymunk.Body(1,1666)
body.position = 50,100
poly = pymunk.Poly.create_box(body)
space.add(body, poly)
while True:
space.step(0.02)
But it does not create a window, does not show anything. How to use PyGame to create the graphical window?
What that example does is create a simulation, add a box shaped object inside and then run the simulation infinitely. The code doesn't print or draw anything, so you will not actually see the output. To get a better understanding and something on screen I suggest you start with the tutorial: http://www.pymunk.org/en/latest/tutorials/SlideAndPinJoint.html
Pymunk is a 2d rigid body physics library, which means that what it does is simulate how objects move and interact with each other in 2 dimensions. Its not made for drawing to the screen or read input.
You can of course use it as is without anything else, and just print out the result of the simulation. But more common is that you want to draw to the screen, read input and so on. One way to do that is by using the game library Pygame that helps out with drawing to the screen, reading input, having a game loop and so on.
Pymunk itself does have some helper functions so that you can easily connect it with Pygame (and a couple of other libraries), but this is not the core part. Usually these helper functions are good for when you want something quick-n-dirty such as a prototype and you don't have need to customize the drawing.
Now, this said, if you want to see something you can add a print statement to the while loop, so it becomes like this:
while True:
space.step(0.02)
print(body.position)
Then it will print out the position of the ball each step of the simulation, and you can see that its changing all the time (because of the gravity that is set on the space).
There are more advanced examples included in Pymunk that are both interactive and show something on screen. These examples depends on mostly either Pygame or Pyglet, but the principle is the same in case you have a different library you want to use it with.
Here's an example that shows how I use Pymunk in combination with pygame. The Entity class is a pygame.sprite.Sprite subclass to which I attach a pymunk.Body and a pymunk.Shape as well as a reference to the pm.Space, so that the bodies and shapes can be added and removed from it. The position of the sprite's rect gets set to the self.body.position each frame, so that we get the correct blit position for the self.image and can simply draw all sprites by calling self.sprite_group.draw(self.screen).
import math
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 Entity(pg.sprite.Sprite):
def __init__(self, pos, space):
super().__init__()
self.image = pg.Surface((46, 52), pg.SRCALPHA)
pg.draw.polygon(self.image, (0, 50, 200),
[(0, 0), (48, 0), (48, 54), (24, 54)])
self.orig_image = self.image
self.rect = self.image.get_rect(topleft=pos)
vs = [(-23, 26), (23, 26), (23, -26), (0, -26)]
mass = 1
moment = pm.moment_for_poly(mass, vs)
self.body = pm.Body(mass, moment)
self.shape = pm.Poly(self.body, vs)
self.shape.friction = .9
self.body.position = pos
self.space = space
self.space.add(self.body, self.shape)
def update(self, dt):
pos = flipy(self.body.position)
self.rect.center = pos
self.image = pg.transform.rotate(
self.orig_image, math.degrees(self.body.angle))
self.rect = self.image.get_rect(center=self.rect.center)
# Remove sprites that have left the screen.
if pos.x < 20 or pos.y > 560:
self.space.remove(self.body, self.shape)
self.kill()
def handle_event(self, event):
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
self.body.angular_velocity = 5.5
elif event.key == pg.K_w:
self.body.apply_impulse_at_local_point(Vec2d(0, 900))
class Game:
def __init__(self):
self.done = False
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((800, 600))
self.gray = pg.Color('gray68')
self.red = pg.Color('red')
# Pymunk stuff.
self.space = pm.Space()
self.space.gravity = Vec2d(0.0, -900.0)
self.static_lines = [
pm.Segment(self.space.static_body, (60, 100), (370, 100), 0),
pm.Segment(self.space.static_body, (370, 100), (600, 300), 0),
]
for lin in self.static_lines:
lin.friction = 0.8
self.space.add(self.static_lines)
# A sprite group which holds the pygame.sprite.Sprite objects.
self.sprite_group = pg.sprite.Group(Entity((150, 200), self.space))
def run(self):
while not self.done:
self.dt = self.clock.tick(30) / 1000
self.handle_events()
self.run_logic()
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
if event.type == pg.MOUSEBUTTONDOWN:
self.sprite_group.add(Entity(flipy(event.pos), self.space))
for sprite in self.sprite_group:
sprite.handle_event(event)
def run_logic(self):
self.space.step(1/60) # Update physics.
self.sprite_group.update(self.dt) # Update pygame sprites.
def draw(self):
self.screen.fill(pg.Color(140, 120, 110))
for line in self.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(self.screen, self.gray, p1, p2, 5)
self.sprite_group.draw(self.screen)
# Debug draw. Outlines of the Pymunk shapes.
for obj in self.sprite_group:
shape = obj.shape
ps = [pos.rotated(shape.body.angle) + shape.body.position
for pos in shape.get_vertices()]
ps = [flipy((pos)) for pos in ps]
ps += [ps[0]]
pg.draw.lines(self.screen, self.red, False, ps, 1)
pg.display.flip()
if __name__ == '__main__':
pg.init()
Game().run()
pg.quit()
So I'm working on a hobby game, and i'm not able to get one class to inherit another properly. The file structure is as shown below:
main.py
Enemy
|walker.py
|genericEnemy.py
main.py calls walker.py, whose main class inherits from genericEnemy.py. Both of their contents are below:
walker.py
import pygame
from .genericEnemy import generic
class walker(generic):
pass
genericEnemy.py
'''
This class controls generic capabilities for all enemies.
Specific abilities are in the enemy type's class in the superfolder
'''
import pygame
class generic:
def __init__(self, speed, pos, size):
'''
speed - The entity speed, an int greater than 0
pos - The (x,y) position of the entity, a list of length 2
size - The entity hitbox, a list with length 2
'''
#Movement Variables
self.speed = speed
self.currDir = 1
self.isMoving = True
#Drawing Variables
self.pos = pos
self.size = size
#Gravity Variables
self.isJumping = False
self.fallCounter = 0
self.gravityTimer = 0
#==================================================
def draw(self, surface):
pygame.draw.rect(surface, (255, 0, 0), (self.pos[0], self.pos[1], self.size[0], self.size[1]))
#==================================================
def updateGravity(self):
self.fallCounter += 1
if self.fallCounter == 8:
self.fallCounter = 0
self.gravityTimer += 1
#==================================================
def walk(self):
if self.isMoving:
self.pos[0] += self.speed * self.currDir
The issue I'm having is that in main when I say:
SCREEN = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
ENEMY = walker(6, [120, 1000], [10, 30])
and then later on
ENEMY.draw(SCREEN)
I get the error: AttributeError: 'walker' object has no attribute 'draw'
Any help would be greatly appreciated, like I said this is a hobbyist project, so i'm fairly inexperienced in python/pygame
User Barmar was correct. I, as an absolute walnut, had my functions indented too far.
Use class generic(pygame.sprite.Sprite):
and
all_sprites = pygame.sprite.Group()
all_sprites.add(ENEMY)
all_sprites.draw(SCREEN)
pygame sprite group has
draw function
And maybe it need sprite.image!
It can be surface
self.image = pygame.Surface([self.size[0], self.size[1]])
self.image.fill((255, 0, 0))
or image file
self.image = pygame.transform.scale(pygame.image.load(imgname).convert_alpha(), (self.size[0], self.size[1]))
I have a ball object that waits one second in the middle of the screen before moving. This is the update method:
def update(self, dt):
now = pygame.time.get_ticks() / 1000
if now - self._spawn_time >= BALL_WAIT_TIME:
self.rect = self.calcnewpos(dt)
self.handle_collision()
else:
step = 255 / FPS
value = int(self._frame * step)
rgb = (value, value, value)
self._draw_ball(rgb)
self._frame += 1
That one second happens below the else clause. My goal is to have the ball image go from black (8, 8, 8) to white (255, 255, 255) in that time but as it is _draw_ball doesn't do anything.
def _draw_ball(self, rgb):
pygame.draw.circle(self.image, rgb, self.rect.center, BALL_RADIUS)
The funny things is, it works the first time when it's called in __init__. I've tried taking lines out of update and testing this code on its own in another module but can't figure out what's the problem. Why is pygame.draw.circle not drawing the the circles in the colors passed by the update method?
Here is the whole class:
#!python3
class Ball(pygame.sprite.Sprite):
def __init__(self, game, velocity):
super(Ball, self).__init__()
self.image = pygame.Surface((BALL_RADIUS*2, BALL_RADIUS*2))
self.image.fill(BLACK)
self.image.set_colorkey(BLACK, RLEACCEL)
self.rect = self.image.get_rect()
screen = pygame.display.get_surface()
self.area = screen.get_rect().inflate(-GAP*2, 0)
self.velocity = velocity
self.game = game
self.start_to_the = random.choice(['left', 'right'])
self._draw_ball(BALL_COLOR)
self.reinit()
def _draw_ball(self, rgb):
pygame.draw.circle(self.image, rgb, self.rect.center, BALL_RADIUS)
def _hit_topbottom(self):
return self.rect.top < self.area.top or self.rect.bottom > self.area.bottom
def _hit_leftright(self):
if self.rect.left < self.area.left: return 'left'
elif self.rect.right > self.area.right: return 'right'
else: return 0
def reinit(self):
self._spawn_time = pygame.time.get_ticks() / 1000
self._frame = 1
if self.start_to_the == 'left':
self.velocity = Vec2D(-BALL_SPEED, 0)
else:
self.velocity = Vec2D(BALL_SPEED, 0)
self.rect.center = self.area.center
def update(self, dt):
now = pygame.time.get_ticks() / 1000
if now - self._spawn_time >= BALL_WAIT_TIME:
self.rect = self.calcnewpos(dt)
self.handle_collision()
else:
step = 255 / FPS
value = int(self._frame * step)
rgb = (value, value, value)
self.image.fill(rgb)
self._frame += 1
def calcnewpos(self, dt):
(dx, dy) = self.velocity.x, self.velocity.y
return self.rect.move(dx, dy)
def handle_collision(self):
(dx, dy) = self.velocity.x, self.velocity.y
if self._hit_topbottom():
dy = -dy
elif self._hit_leftright():
side = self._hit_leftright()
self.game.enemy.update_hitpos()
self.game.increase_score(side)
if side == 'left': self.start_to_the = 'right'
elif side == 'right': self.start_to_the = 'left'
self.reinit()
return
else:
if self.hit_paddle():
paddle = self.hit_paddle()
paddle.handle_collision()
if paddle == self.game.paddles['left']:
self.rect.left = GAP + PADDLE_WIDTH
elif paddle == self.game.paddles['right']:
self.rect.right = SCREEN_WIDTH - (GAP + PADDLE_WIDTH)
dx = -dx
dy = (self.rect.centery - paddle.rect.centery)
dy = (math.copysign(min(abs(dy) // 16 * 16, 32), dy)) / 4
paddle.handle_collision()
self.velocity = Vec2D(dx, dy)
def hit_paddle(self):
paddles = self.game.paddles.values()
for paddle in paddles:
if self.rect.colliderect(paddle.rect): return paddle
I don't see any calls to pygame.display.flip. This is the function responsible for updating the screen with the current state of your display surface. It also doesn't look like you are redrawing your ball on the display surface. Somewhere, probably in update or _draw_ball there should be calls like the following:
self.screen.draw(self.image, self.rect)
pygame.display.flip()
The first line draws the image of the ball to the surface representing the screen, and the second call updates the screen to reflect the new surface.
My second theory is that you are drawing new frames of the ball outside of the bounds of self.image. This theory comes from seeing that are moving the ball's rect according to velocity, but always drawing a circle on self.image at self.rect's center. The size of self.image is only BALL_RADIUS*2, which makes it easy to draw outside of it if self.rect's topleft becomes something that's not (0,0). Even if this isn't your problem now, it will be later.
in pygame the draw circle statement is :
pygame.draw.circle (SURFACE, COLOUR, (X, Y), SIZE, 0)
if you put your screen.fill statement after the circle statement then it will draw the circle and immediately cover it up with the colour of the screen, making your circle disappear a 10000th of a second after its drawn.
First off, i have searched online and this website for solutions and the ones i have tried are not working so i decided to post my individual question and code. This program was created using Python 3.2.2 and the corresponding compatible version of pygame. I also realize a more efficient method would be to use sprites, sprite groups and 'dirty rect' updating but i unable to convert the program and so i will continue without the added benefits of such functions.
Problem: Smudge trails where the 'asteroids' are moving are left behind.
Hypothesis: Background is blitted onto the screen however the asteroids are blitted onto the Background.
Please Reply - btw i'm a highschooler from AUS :D
import pygame
import random
import math
pygame.init()
height = 550
width = 750
screen = pygame.display.set_mode((width, height))
background = pygame.image.load("Planet.jpg")
Clock = pygame.time.Clock()
class asteroid(pygame.sprite.Sprite):
def __init__(self, x, y, size):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.size = 15
self.speed = 0.0
self.angle = 0
self.colour = (171, 130, 255)
self.thickness = 0
def display(self):
pygame.draw.circle(background, self.colour, (int(self.x),int(self.y)), self.size, self.thickness)
pygame.draw.circle(background, (255, 255, 255), (int(self.x),int(self.y)), self.size, 1)
def move(self):
self.x += math.sin(self.angle) * self.speed
self.y -= math.cos(self.angle) * self.speed
def boundaries(self):
if self.x > width - self.size:
self.x = 0 + self.size
elif self.x < self.size:
self.x = width - self.size
if self.y > height - self.size:
self.y = 0 + self.size
elif self.y <self.size:
self.y = height - self.size
num_target = 5
my_particles = []
num_particles = len(my_particles)
while num_particles < 5:
for n in range(num_target):
size = 20
x = random.randint(size, height - size)
y = random.randint(size, width - size)
target = asteroid(x, y, size)
target.speed = random.uniform(1.0, 1.0)
target.angle = random.uniform(0, math.pi*2)
my_particles.append(target)
num_particles = num_particles + 1
def main():
pygame.display.set_caption("Anyu's Game")
screen.blit(background, (0,0))
pygame.display.update()
score = (pygame.time.get_ticks()/1000)
print (score)
while True:
pygame.display.update()
screen.blit(background, (0,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit();
if __name__=='__main__':
main()
Basically, you are right! The circles are drawn directly onto the background, and everytime new circles are drawn, the old circles remain. Resulting in the smudges/trails.
You can just change background to screen in your draw method. This will fix it.
But it is really worth using the Sprite classes as intended. I've made a few changes to your code to switch it over for you. With these changes it runs without trails :)
Here are the changes and explainations:
Add this near the top:
#Create a new `pygame.Surface`, and draw a circle on it, then set transparency:
circle = pygame.Surface((30,30))
circle = circle.convert()
pygame.draw.circle(circle, (171, 130, 255), (int(15),int(15)), 15, 0)
circle.set_colorkey(circle.get_at((0, 0)), pygame.RLEACCEL)
Add this to the asteroid, __init__ method:
#Sets the asteroid image, and then the asteroids co-ords (these are in `rect`)
self.image = circle
self.rect = self.image.get_rect()
Add this to the end of def move(self):
self.rect[0] = self.x
self.rect[1] = self.y
change:
my_particles = []
to:
#This is a special pygame container class, it has a draw() method that tracks changed areas of the screen.
my_particles = pygame.sprite.RenderUpdates()
change:
my_particles.append(target)
to:
my_particles.add(target)
change:
while True:
pygame.display.update()
screen.blit(background, (0,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
to:
#initial screen draw:
screen.blit(background, (0,0))
pygame.display.update()
while True:
#remove previous drawn sprites and replaces with background:
my_particles.clear(screen, background)
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
#draws changed sprites to the screen:
pygame.display.update(my_particles.draw(screen))
Remove the display method as it is no longer needed.
This will also run a lot faster than the your earlier code, as the time taken to draw something is proportional to the size of the drawing area, and previously it was drawing the whole background everytime - now it only draws the sprites and changes to the background!
Hope this helps :)
This already has an answer but this can be useful instead of other methods.
Make sure when you blit the images onto the screen, flip the display after blitting everything.
I would consider making a draw() function
Like this:
def draw(self):
# Blit images
self.screen.blit(image)
# Flip display
pygame.display.flip()
This will flip the display every frame and then draw the next frame without a trail.
Also quick notes, remember to do image = pygame.image.load(image).convert or .convert_alpha() else after adding more images the game will slow down.
Also, if you do import pygame as pg you don't have to type out pygame each time, instead you can just type pg.