How can i make this kind of countdown in Pygame? (i'm looking for how could i make the circle's perimeter decrease, that's the issue, because displaying the time isn't hard )
Keep in mind that how long the perimeter of the circle is and the displayed time should be in proportion with each other.
Just use pygame.draw.arc and specify the stop_angle argument depending on the counter:
percentage = counter/100
end_angle = 2 * math.pi * percentage
pygame.draw.arc(window, (255, 0, 0), arc_rect, 0, end_angle, 10)
Minimal example:
import pygame
import math
pygame.init()
window = pygame.display.set_mode((200, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
counter = 100
text = font.render(str(counter), True, (0, 128, 0))
timer_event = pygame.USEREVENT+1
pygame.time.set_timer(timer_event, 1000)
def drawArc(surf, color, center, radius, width, end_angle):
arc_rect = pygame.Rect(0, 0, radius*2, radius*2)
arc_rect.center = center
pygame.draw.arc(surf, color, arc_rect, 0, end_angle, width)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == timer_event:
counter -= 1
text = font.render(str(counter), True, (0, 128, 0))
if counter == 0:
pygame.time.set_timer(timer_event, 0)
window.fill((255, 255, 255))
text_rect = text.get_rect(center = window.get_rect().center)
window.blit(text, text_rect)
drawArc(window, (255, 0, 0), (100, 100), 90, 10, 2*math.pi*counter/100)
pygame.display.flip()
pygame.quit()
exit()
Sadly the quality of pygame.draw.arc with a width > 1 is poor. However this can be improved, using cv2 and cv2.ellipse:
import pygame
import cv2
import numpy
pygame.init()
window = pygame.display.set_mode((200, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
counter = 100
text = font.render(str(counter), True, (0, 128, 0))
timer_event = pygame.USEREVENT+1
pygame.time.set_timer(timer_event, 1000)
def drawArcCv2(surf, color, center, radius, width, end_angle):
circle_image = numpy.zeros((radius*2+4, radius*2+4, 4), dtype = numpy.uint8)
circle_image = cv2.ellipse(circle_image, (radius+2, radius+2),
(radius-width//2, radius-width//2), 0, 0, end_angle, (*color, 255), width, lineType=cv2.LINE_AA)
circle_surface = pygame.image.frombuffer(circle_image.flatten(), (radius*2+4, radius*2+4), 'RGBA')
surf.blit(circle_surface, circle_surface.get_rect(center = center))
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == timer_event:
counter -= 1
text = font.render(str(counter), True, (0, 128, 0))
if counter == 0:
pygame.time.set_timer(timer_event, 0)
window.fill((255, 255, 255))
text_rect = text.get_rect(center = window.get_rect().center)
window.blit(text, text_rect)
drawArcCv2(window, (255, 0, 0), (100, 100), 90, 10, 360*counter/100)
pygame.display.flip()
pygame.quit()
exit()
Related
I am having an issue where the display doesn't update for some reason. I have confirmed that x goes up but the display doesn't show it for some reason.
Code:
import pygame
SIZE = (500, 500)
CENTER = (SIZE[0] / 2, SIZE[1] / 2)
FPS = 60
COLORS = {
"white": (255, 255, 255),
"red": (255, 0, 0),
"green": (0, 255, 0),
"blue": (0, 0, 255),
"black": (0, 0, 0)
}
WIN = pygame.display.set_mode(SIZE)
pygame.display.set_caption("what da dog doing?")
def main():
clock = pygame.time.Clock()
run = True
player = pygame.draw.rect(WIN, COLORS.get(
"white"), (CENTER[0] - 400 / 2, CENTER[1] - 70 / 2, 400, 70), border_radius=10)
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
player.x += 1
pygame.display.update()
pygame.quit()
if __name__ == "__main__":
main()
Any help is appreciated.
you need to place stuff that is supposed to be updated in the main loop, also you need to fill the screen with some color (or blit an image that is large enough to cover the area you need) to draw over the previously drawn stuff
def main():
clock = pygame.time.Clock()
run = True
player = pygame.draw.rect(WIN, COLORS.get(
"white"), (CENTER[0] - 400 / 2, CENTER[1] - 70 / 2, 400, 70), border_radius=10)
while run:
clock.tick(FPS)
WIN.fill((0, 0, 0))
pygame.draw.rect(WIN, COLORS.get('white'), player, border_radius=10)
player.x += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.update()
pygame.quit()
So I read the documentation of pygame but I could not understand it clearly. I recently asked a question about bitmap fonts and I got some code as my answer; here is the code:
import pygame
pygame.init()
win = pygame.display.set_mode((800, 600))
font = pygame.font.Font("freesansbold.ttf", 32)
i = 0
text = "hello how are you?"
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
letter = text[i]
text_1 = font.render(letter, True, (255, 255, 255))
bw, bh = font.size(letter)
glyph_rect = pygame.mask.from_surface(text_1).get_bounding_rects()
# print(glyph_rect)
if glyph_rect:
gh = glyph_rect[0].height
print(f'letter {letter} bitmap height: {bh} glyph height: {gh}')
win.fill((0, 0, 0))
win.blit(text_1, (0, 0))
pygame.display.update()
i += 1
run = i < len(text)
pygame.quit()
So, my questions are on the line glyph_rect = pygame.mask.from_surface(text_1).get_bounding_rects().
What does the pygame.mask.from_surface() function do?
What does the line glyph_rect = pygame.mask.from_surface(text_1).get_bounding_rects() do?
What arguments does the variable glyph_rect return, and what is the meaning of those arguments?
pygame.mask.from_surface creates a pygame.mask.Mask object form a pygame.Surface.
A Surface is bitmap. A Mask is an 2 dimensional array with Boolean values. The Mask created is the size of the _Surface. A field is True if the corresponding pixel in the surface is not transparent, and False if it is transparent.
pygame.mask.Mask.get_bounding_rects creates a list of pygame.Rect objects. Each rectangle describes a bounding area of connected pixles.
If the Surface contains exactly 1 connected image, you will get exactly 1 rectangle surrounding the image.
See the example. The black rectangle is the Surface rectangle and the red rectangle is the bound rectangle of the connected component:
repl.it/#Rabbid76/ImageHitbox
import pygame
def getMaskRect(surf, top = 0, left = 0):
surf_mask = pygame.mask.from_surface(surf)
rect_list = surf_mask.get_bounding_rects()
surf_mask_rect = rect_list[0].unionall(rect_list)
surf_mask_rect.move_ip(top, left)
return surf_mask_rect
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
try:
my_image = pygame.image.load('Bomb-256.png')
except:
my_image = pygame.Surface((200, 200), pygame.SRCALPHA)
pygame.draw.circle(my_image, (0, 128, 0), (60, 60), 40)
pygame.draw.circle(my_image, (0, 0, 128), (100, 150), 40)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pos = window.get_rect().center
my_image_rect = my_image.get_rect(center = pos)
my_image_mask_rect = getMaskRect(my_image, *my_image_rect.topleft)
window.fill((255, 255, 255))
window.blit(my_image, my_image_rect)
pygame.draw.rect(window, (0, 0, 0), my_image_rect, 3)
pygame.draw.rect(window, (255, 0, 0), my_image_mask_rect, 3)
pygame.display.flip()
pygame.quit()
exit()
I have a question regarding the glyph a font and the pygame width of a font yesterday i some code regarding this here is the code:
import pygame
pygame.init()
win = pygame.display.set_mode((800, 600))
font = pygame.font.Font("freesansbold.ttf", 32)
i = 0
text = "hello how are you?"
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
letter = text[i]
text_1 = font.render(letter, True, (255, 255, 255))
bw, bh = font.size(letter)
glyph_rect = pygame.mask.from_surface(text_1).get_bounding_rects()
# print(glyph_rect)
if glyph_rect:
gh = glyph_rect[0].height
print(f"{glyph_rect[0]}")
print(f'letter {letter} bitmap height: {bh} glyph height: {gh} width = {glyph_rect[0].width} width_2 = {bw}')
win.fill((0, 0, 0))
win.blit(text_1, (0, 0))
pygame.display.update()
i += 1
run = i < len(text)
pygame.quit()
# win.blit(text_1, (0, 0))
I know why the glyph height is diffrent because i asked that in a question and i got a answer for that but why is the glyph width always a bit less than the actual width? Can someone explain me in detail
The width is different because there is a space between characters when they are connected to words.
glyph_rect[0].width is the width of the glyph. bw is the width of the bitmap. The glyph does not fill the entire bitmap and has some space on both sides.
You can investigate this with the following program (each letter is displayed for 1 second):
import pygame
pygame.init()
win = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
font = pygame.font.Font("freesansbold.ttf", 200)
i = 0
text = "hello how are you?"
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
letter = text[i]
text_1 = font.render(letter, True, (0, 0, 0))
text_draw = font.render(letter, True, (0, 0, 0), (255, 255, 255))
bw, bh = font.size(letter)
glyph_rect = pygame.mask.from_surface(text_1).get_bounding_rects()
if glyph_rect:
gh = glyph_rect[0].height
print(f"{glyph_rect[0]}")
print(f'letter {letter} bitmap height: {bh} glyph height: {gh} width = {glyph_rect[0].width} width_2 = {bw}')
win.fill((128, 128, 128))
win.blit(text_draw, (100, 100))
for r in glyph_rect:
draw_rect = r.move(100, 100)
pygame.draw.rect(win, (255, 0, 0), draw_rect, 3)
pygame.display.update()
i += 1
run = i < len(text)
clock.tick(1)
pygame.quit()
I am rewriting my question
Pygame - rect disappears before I reach it because I think I have not described it clearly.
Full code:
#! /usr/bin/python
import pygame, time, sys, random, os
from pygame.locals import *
from time import gmtime, strftime
pygame.init()
w = 640
h = 400
screen = pygame.display.set_mode((w, h),RESIZABLE)
clock = pygame.time.Clock()
x = y = 100
def starting():
basicfont = pygame.font.SysFont(None, 48)
text = basicfont.render('Starting...', True, (255, 255, 255), (0, 0, 255))
textrect = text.get_rect()
textrect.centerx = screen.get_rect().centerx
textrect.centery = screen.get_rect().centery
screen.fill((0, 0, 255))
screen.blit(text, textrect)
pygame.display.update()
def taskbar():
basicfont = pygame.font.SysFont(None, 24)
pygame.draw.rect(screen, ((0, 255, 0)), (0, h-40, w, 40), 0)
text = basicfont.render(strftime("%Y-%m-%d", gmtime()), True, (0, 0, 0))
text2 = basicfont.render(strftime("%H:%M:%S", gmtime()), True, (0, 0, 0))
screen.blit(text, (w - 100, h - 37))
screen.blit(text2, (w - 100, h - 17))
logoimage = pygame.image.load("C:\Users\chef\Desktop\logo.png").convert()
logoimage = pygame.transform.scale(logoimage, (40, 40))
screen.blit(logoimage, (0, h-40),)
def start():
button1, button2, button3 = pygame.mouse.get_pressed()
mousex, mousey = pygame.mouse.get_pos()
if 0 < mousex < 40 and h-40 < mousey < h:
if button1:
pygame.draw.rect(screen, ((255, 0, 0)), (0, int(h/2), int(w/6), int(h/2)-40), 0)
pygame.display.update()
starting()
#time.sleep(2)
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type==VIDEORESIZE:
w = event.dict['size'][0]
h = event.dict['size'][1]
screen=pygame.display.set_mode(event.dict['size'],RESIZABLE)
screen.fill((255, 255, 255))
taskbar()
start()
pygame.display.update()
clock.tick(60)
Just like my original question, when I press logoimage.png and the red rectangle pops up, it shows for a second then immediately disappears. How can I make it so that the rect will stay until I press outside of it?
You should move the screen.fill((255, 255, 255)) out of the while loop. This is causing problems, because each time the program loops, it colors the display white, writing over whatever you had there before. One way to work around this is to move the screen.fill((255, 255, 255)) out of the loop and place it before the pygame.draw.rect function. This will color the screen before you place the rect, and will not continue to fill it. For instance:
if button1:
screen.fill((255, 255, 255))
pygame.draw.rect(screen, ((255, 0, 0)), (0, int(h/2), int(w/6), int(h/2)-40), 0)
You could also move it elsewhere or come up with a way to draw rect every loop after you fill the window.
Hope this helped.
You need to flag a boolean that it's been clicked. Something like:
btnClicked = false
def start():
button1, button2, button3 = pygame.mouse.get_pressed()
mousex, mousey = pygame.mouse.get_pos()
if button1:
if 0 < mousex < 40 and h-40 < mousey < h:
btnClicked = true
else:
btnClicked = false
if btnClicked:
pygame.draw.rect(screen, ((255, 0, 0)), (0, int(h/2), int(w/6), int(h/2)-40), 0)
pygame.display.update()
I've been trying to make a game, and everything in there works so far except that the pause button , that when pressed the button P should pause and when pressed S should continue. I kinda understand the problem such that once in enters the while loop in the main code it wont get out. I tried putting the pause function inside the while loop. Please do help or provide tips to fix if possible thank you.
import pygame
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
Blue = (2,55,55)
def recursive_draw(x, y, width, height):
""" Recursive rectangle function. """
pygame.draw.rect(screen, WHITE,
[x, y, width, height],
1)
speed = [10,0]
rect_change_x = 10
rect_change_y = 10
# Is the rectangle wide enough to draw again?
if (width > 25):
# Scale down
x += width * .1
y += height * .1
width *= .8
height *= .8
# Recursively draw again
recursive_draw(x, y, width, height)
def recursive_draw2(x, y, width, height):
""" Recursive rectangle function. """
pygame.draw.rect(screen, Blue,
[x, y, width, height],
1)
speed = [10,0]
rect_change_x = 10
rect_change_y = 10
# Is the rectangle wide enough to draw again?
if (width > 25):
x += width * .1
y += height * .1
width *= .8
height *= .8
# Recursively draw again
recursive_draw2(x, y, width, height)
def paused():
screen.fill(black)
largeText = pygame.font.SysFont("comicsansms",115)
TextSurf, TextRect = text_objects("Paused", largeText)
TextRect.center = ((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf, TextRect)
while pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
#gameDisplay.fill(white)
button("Continue",150,450,100,50,green,bright_green,unpause)
button("Quit",550,450,100,50,red,bright_red,quitgame)
pygame.display.update()
clock.tick(15)
pygame.init()
#rectanglelist = [big()]
# Set the height and width of the screen
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()
black=(0,0,0)
end_it=False
time = 100
USEREVENT = 0
pygame.time.set_timer(USEREVENT+1, 10)
milliseconds = 0
seconds = 0
start_it = False
while (end_it==False):
screen.fill(black)
myfont=pygame.font.SysFont("Britannic Bold", 40)
nlabel=myfont.render("Welcome to "+ " Jet shooter ", 1, (255, 0, 0))
label=myfont.render("Click on the mouse to start ", 1, (255, 0, 0))
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
end_it=True
screen.blit(nlabel,(200, 100))
screen.blit(label, (170,300))
pygame.display.flip()
while (start_it==False):
screen.fill(black)
myfont2=pygame.font.SysFont("Britannic Bold", 40)
label2=myfont2.render("Ready?", 1, (255, 0, 0))
screen.blit(label2, (300,250))
pygame.display.flip()
pygame.time.wait(3000)
start_it = True
fall = False
while (fall==False):
nlist = [3,2,1]
for i in (nlist):
screen.fill(black)
n = str(i)
myfont3=pygame.font.SysFont("Britannic Bold", 40)
score = myfont3.render(n,1,(255,0,0))
screen.blit((score), (350,250))
pygame.display.flip()
pygame.time.wait(1000)
screen.fill(black)
myfont4=pygame.font.SysFont("Britannic Bold", 40)
label4=myfont3.render("GOOO!!!", 1, (255, 0, 0))
screen.blit(label4, (300,250))
pygame.display.flip()
pygame.time.wait (1000)
fall = True
pause = 0
b = 0
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_p:
pause=True
if pause == True:
screen.fill(black)
font=pygame.font.SysFont("Britannic Bold", 40)
nlabelBB=myfont.render("Pause", 1, (255, 0, 0))
screen.blit(nlabelBB,(200, 100))
pygame.display.flip()
# Set the screen background
screen.fill(BLACK)
flip = 1
a = 0
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
recursive_draw(0, 0, 700, 500)
recursive_draw2(35,25, 625, 450)
**###I TRIED TO PUT THE PAUSE GAME HERE AND IF PRESSED P PAUSE AND S CONTINUE
while a == 0 :
if flip == 1 :
recursive_draw(35,25,625,450)
recursive_draw2(0, 0, 700, 500)
flip = flip + 1
pygame.display.flip()
if event.type == pygame.KEYUP:
if event.key==K_p:
a = 1
screen.fill(black)
font=pygame.font.SysFont("Britannic Bold", 40)
nlabelBB=myfont.render("Pause", 1, (255, 0, 0))
screen.blit(nlabelBB,(200, 100))
pygame.display.flip()
if event.key==K_s:
a = 0
if flip == 2 :
recursive_draw(0, 0, 700, 500)
recursive_draw2(35, 25, 625, 450)
flip = flip - 1
pygame.display.flip()
if event.type == pygame.KEYUP:
if event.key==K_p:
a = 1
screen.fill(black)
font=pygame.font.SysFont("Britannic Bold", 40)
nlabelBB=myfont.render("Pause", 1, (255, 0, 0))
screen.blit(nlabelBB,(200, 100))
pygame.display.flip()
if event.key==K_s:
a = 0**
if event.type == pygame.QUIT:
done = True
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(20)
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
Just use a single game loop for everything and keep track of the current state (e.g. main menu, pause screen, game scene) of your game..
Here's an example where we keep track of the state by a simple variable called state and act in our game loop accordingly:
import pygame, math, itertools
def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))
def sub(u, v):
return [u[i]-v[i] for i in range(len(u))]
def normalize(v):
return [v[i]/magnitude(v) for i in range(len(v))]
pygame.init()
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
path = itertools.cycle([(26, 43), (105, 110), (45, 225), (145, 295), (266, 211), (178, 134), (250, 56), (147, 12)])
target = next(path)
ball, speed = pygame.rect.Rect(target[0], target[1], 10, 10), 3.6
pause_text = pygame.font.SysFont('Consolas', 32).render('Pause', True, pygame.color.Color('White'))
RUNNING, PAUSE = 0, 1
state = RUNNING
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT: break
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_p: state = PAUSE
if e.key == pygame.K_s: state = RUNNING
else:
screen.fill((0, 0, 0))
if state == RUNNING:
target_vector = sub(target, ball.center)
if magnitude(target_vector) < 2:
target = next(path)
else:
ball.move_ip([c * speed for c in normalize(target_vector)])
pygame.draw.rect(screen, pygame.color.Color('Yellow'), ball)
elif state == PAUSE:
screen.blit(pause_text, (100, 100))
pygame.display.flip()
clock.tick(60)
continue
break
As you can see, the rectangle keeps moving until you press P, which will change the state to PAUSE; and a simple message will now be displayed instead of drawing/moving the rectangle further.
If you press S the state switches back to the normal mode; all done in a single game loop.
Further reading:
Pygame level/menu states
Mulitple Displays in Pygame
Trying to figure out how to track Pygame events and organize the game's functions