Pygame: Moving an image around another image in a circular path - python

I know that there are already some solutions here but unfortunately they did not help me with my problem. I want to move a satellite image around a planet image in a circular path. I know how to move it in a line from left to right but I don't get it how to make the circle. This is my code so far
import pygame
from pygame.locals import *
from sys import exit
from math import sin
from math import cos
player_image = 'dragon-500px.png'
pygame.init()
screen = pygame.display.set_mode((1080, 720), 0, 32)
pygame.display.set_caption("Animate X!")
mouse_cursor = pygame.image.load(player_image).convert_alpha()
image_earth = pygame.image.load('Erde.jpg').convert()
image_earth = pygame.transform.scale(image_earth, (300,300))
image_earth_rect = image_earth.get_rect()
image_earth_rect.center = (540, 360)
radius = 100
center = (540, 360)
direction = pygame.math.Vector2(1,0)
clock = pygame.time.Clock()
speed = 300.0
x = 0 - mouse_cursor.get_width()
y = 10
while True:
time_passed = clock.tick() / 1000.0
moved_distance = time_passed * speed
for event in pygame.event.get():
if event.type == QUIT:
exit()
direction.rotate_ip(4)
direction.normalize_ip()
Satellite_pos = [int(i) for i in center + direction*radius]
screen.fill((255,255,255))
if x > screen.get_width():
x = 0 - mouse_cursor.get_width()
elif y > screen.get_height():
y = 10
screen.blit(mouse_cursor, (x, y))
screen.blit(image_earth, image_earth_rect)
x+=moved_distance
y+= moved_distance
pygame.display.update() ```

Compute the position of the satellite dependent on an angle:
angle = 0
# [...]
while True:
# [...]
center = image_earth_rect.center
Satellite_pos = [center[0] + radius * cos(angle), center[1] + radius * sin(angle)]
angle += 0.01
# [...]

Related

My screen glitches out when I try to run my subprogram code

I'm working on a subprogram code that will make this happy face bounce around the screen and turn different colours. For some reason, the screen turns into that black glitchy screen and when I press exit at the top the face shows for a quick second before the program shuts down. I can't figure out why this is, here is my code and I've included a picture of what happens at first when I run it:
""" Program to show a very basic function
Most of the program is exactly the same as other programs we have done
The main difference is the grouping of code into a function called
drawHappy() to draw a few shapes together
In the main loop we "call" this function whenever we want to draw this
group of shapes
"""
# import the necessary modules
import pygame
import sys
import math
import random
from random import randint
# initialize pygame
pygame.init()
# set the size for the surface (screen)
# note this screen is resizable by the user
screen = pygame.display.set_mode((800, 600), pygame.RESIZABLE)
# set the caption for the screen
pygame.display.set_caption("Happy Face")
#screen width and height
screenW = screen.get_width()
screenH = screen.get_height()
# define colours you will be using
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
YELLOW = (255, 255, 0)
# funtion to draw a the "happy face"
# it has 4 parameters passed to it xPos, yPos, radius, and colour
# notice all the shapes are drawn "relative" to the xPos and yPos and the radius
def drawHappy(xPos,yPos,r,colour):
pygame.draw.circle(screen,colour,(xPos,yPos),r,1)
eyeRadius = int(1/6*r)
eyeX = int(xPos-1/3*r)
eyeY = int(yPos- 1/3*r)
pygame.draw.circle(screen,colour,(eyeX,eyeY),eyeRadius,1)
eyeX = int(xPos + 1/3*r)
pygame.draw.circle(screen,colour,(eyeX,eyeY),eyeRadius,1)
wMouth = 1.5*r
xMouth = xPos - 3/4*r
yMouth = yPos - 3/4*r
pygame.draw.arc(screen,colour,(xMouth,yMouth,wMouth,wMouth),math.pi,2*math.pi,1)
randomR = randint(1,300)
r = randomR
randomX = randint(r, 800-r)
randomY = randint(r, 600-r)
dx = 0
dy = 0
x = 100
y = 100
speed = 3
x2 = randomX
y2 = randomY
dx2 = speed
dy2 = -speed
colour_list = [YELLOW, BLACK, BLUE, RED, GREEN]
randomcolour = random.choice(colour_list)
colour = RED
# set up clock to control frames per second
clock = pygame.time.Clock()
FPS = 120
# set main loop to True so it will run
main = True
# main loop
while main:
for event in pygame.event.get(): # check for any events (i.e key press, mouse click etc.)
if event.type == pygame.QUIT: # check to see if it was "x" at top right of screen
main = False # set the "main" variable to False to exit while loop
clock.tick(FPS)
screen.fill(WHITE)
oldx = x
oldy = y
x += dx
y += dy
if x >= 800-r or x <= 0+r:
x = oldx
if y >= 600-r or y <= 0+r:
y = oldy
x2 += dx2
y2 += dy2
if x >= 800-r or x <= 0+r:
dx2 = -dx2
randomcolour = random.choice(colour_list)
colour = randomcolour
if y2 >= 600-r or y2 <= 0+r:
dy2 = -dy2
randomcolour = random.choice(colour_list)
colour = randomcolour
# "call" the function "drawHappy()" to draw the happy face
# this is where we would normally do a pygame.draw or a screen.blit()
# we are "passing" the function 4 values to use(x,y,radius, colour)
# it will use these to know where to draw the happy face
drawHappy(x2,y2,r,colour)
pygame.display.flip()
# quit pygame and exit the program (i.e. close everything down)
pygame.quit()
sys.exit()
First of all, you need to call your draw function inside the loop. Your current code shows only a glimpse of "drawing" because it gets executed once you exit the main loop.
So, put your drawHappy() inside of main loop:
while main:
for event in pygame.event.get(): # check for any events (i.e key press, mouse click etc.)
if event.type == pygame.QUIT: # check to see if it was "x" at top right of screen
main = False # set the "main" variable to False to exit while loop
drawHappy(x2,y2,r,colour)
pygame.display.update()
clock.tick(FPS)
screen.fill(WHITE)
Now you will get a random size "smiley" on the screen, But now it will move on exit only, for the same reason it wouldn't display earlier. Next thing is to make it bounce (move). For this you'll need some kind of update of the coordinates, just like you did in the last part of your code, except they also need to be updated during the loop, not after it.
I suggest making a Class because then it will be easier to manipulate the object.
Also, I found it easier to separate draw and update_coordinates code into separate functions and them call them from main loop for example.
Hope this helps, and if you need more help, ask.
Here, I made a quick solution using parts of your code, there is plenty room for improvement especially for update_smiley_position() method where you can control how "smiley" moves.
Also, if you need multiple objects, a list should be passed instead of single object.
import pygame as pg
import math
import random
pg.init()
clock = pg.time.Clock()
window = pg.display.set_mode((800, 600), pg.RESIZABLE)
pg.display.set_caption("Happy Face")
SCREEN_W = window.get_width()
SCREEN_H = window.get_height()
class Smiley:
def __init__(self, x, y, r, color):
self.x = x
self.y = y
self.r = r
self.color = color
self.create_smiley()
def create_smiley(self):
self.eye_radius = int(1/6 * self.r)
self.eye_x1 = int(self.x - 1/3 * self.r)
self.eye_x2 = int(self.x + 1/3 *self.r)
self.eye_y = int(self.y - 1/3 *self.r)
self.mouth_width = 1.5 * self.r
self.mouth_x = self.x - self.r * 0.75
self.mouth_y = self.y - self.r * 0.75
def draw_smiley(self, win):
pg.draw.circle(win, self.color, (self.x, self.y), self.r, 1)
pg.draw.circle(win, self.color, (self.eye_x1, self.eye_y), self.eye_radius, 1)
pg.draw.circle(win, self.color, (self.eye_x2, self.eye_y), self.eye_radius, 1)
pg.draw.arc(win, self.color, (self.mouth_x, self.mouth_y, self.mouth_width, self.mouth_width), math.pi, 2*math.pi, 1)
def update_smiley_position(self):
if self.x >= SCREEN_H - self.r or self.x <= 0 + self.r:
self.x = random.randint(100, 400)
else:
self.x += 5
if self.y >= SCREEN_W - self.r or self.y <= 0 + self.r:
self.y = random.randint(100, 400)
else:
self.y -= 5
self.create_smiley()
def draw(win, smiley):
win.fill(pg.Color("white"))
smiley.draw_smiley(win)
smiley.update_smiley_position()
pg.display.update()
def main_loop(win, smiley):
clock.tick(30)
for event in pg.event.get():
if event.type == pg.QUIT:
return False
draw(win, smiley)
return True
r = random.randint(1, 300)
x = random.randint(r, SCREEN_W - r)
y = random.randint(r, SCREEN_H - r)
smiley = Smiley(x, y, r, pg.Color("red"))
while main_loop(window, smiley):
pass
pg.quit()

Python: pygame deleting image on mouse click and creating it again

im trying to make a simple game where the there are soldiers coming towards you and when you click them to "kill" them they go at the back of the screen and start to come towards you, so on.....
however i'm having trouble with pygame mouse click event and it just doesnt work.
heres my code so far:
import pygame, math
from random import randrange
import sys, math, pygame
from operator import itemgetter
def getKey(customobj):
return customobj.getKey()
class Point3D:
def __init__(self, imfiles, nfrm, x = 0, y = 0, z = 0):
self.x, self.y, self.z = float(x), float(y), float(z)
self.frms = []
self.nfrm=nfrm
self.index=0
for k in range(0,nfrm):
im=pygame.image.load(imfiles+'_'+str(k+1)+'.png')
im.set_colorkey((0,0,0))
self.frms.append(im)
def
project(self, win_width, win_height, fov, viewer_distance):
""" Transforms this 3D point to 2D using a perspective projection. """
factor = fov / (viewer_distance + self.z)
x = self.x * factor + win_width / 2
y = -self.y * factor + win_height / 2
return Point3D(x, y, self.z)
def draw3D(self, wsurface, fov, viewer_distance, max_depth):
win_width=wsurface.get_width()
win_height=wsurface.get_height()
factor = fov / (viewer_distance + self.z)
x = self.x * factor + win_width / 2
y = -self.y * factor + win_height / 2
size = int((1 - float(self.z) / max_depth) * 64)
im=pygame.transform.smoothscale(self.frms[self.index],(size,size))
try:
wsurface.blit(im, (x, y))
except:
print((x,y))
self.index=self.index+1
if self.index >= self.nfrm:
self.index=0
def getKey(self):
return -self.z
class StartField:
def __init__(self, num_stars, max_depth):
pygame.init()
myWin = pygame.display.set_mode((640, 450), 0, 32)
pygame.display.set_caption('Drawing')
self.screen = myWin.subsurface([0,0,640,400]);
self.txtwin = myWin.subsurface([0,400,640,50]);
pygame.display.set_caption("Task C")
self.clock = pygame.time.Clock()
self.num_stars = num_stars
self.max_depth = max_depth
self.init_stars()
def init_stars(self):
""" Create the starfield """
self.stars = []
for i in range(self.num_stars):
# A star is represented as a list with this format: [X,Y,Z]
star = Point3D('im',8,randrange(-25,25), randrange(-25,25), randrange(1, self.max_depth))
self.stars.append(star)
def move_and_draw_stars(self):
""" Move and draw the stars """
origin_x = self.screen.get_width() / 2
origin_y = self.screen.get_height() / 2
stars=sorted(self.stars,key = getKey)
for star in stars:
# The Z component is decreased on each frame.
star.z -= 0.05
# If the star has past the screen (I mean Z<=0) then we
# reposition it far away from the screen (Z=max_depth)
# with random X and Y coordinates.
if star.z <= 0:
star.x = randrange(-25,25)
star.y = randrange(-25,25)
star.z = self.max_depth
# Convert the 3D coordinates to 2D using perspective projection.
star.draw3D(self.screen, 128, 0, self.max_depth)
def run(self):
""" Main Loop """
bgPicture = pygame.transform.smoothscale(pygame.image.load('Starfield.jpg'),(self.screen.get_width(),self.screen.get_height()))
font = pygame.font.Font(None, 36)
while 1:
# Lock the framerate at 50 FPS.
self.clock.tick(50)
# Handle events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return
self.screen.blit(bgPicture, [0,0])
self.move_and_draw_stars()
# Text window outputs
self.txtwin.fill([200,200,200])
text = font.render("Total Score: ", 1, (10, 10, 10))
self.txtwin.blit(text, [5, 5])
pygame.display.update()
if __name__ == "__main__":
StartField(256, 24).run()
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("MuseUprising.mp3")
sounda.play()
To test for the left mouse button:
if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]:
If give the soldier a pygame.Rect you can use that to check for collision with the mouse pointer like this:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0] and self.rect.collidepoint(mouse_pos):

Pygame: Line fails to collide with rectangle

I am trying to write a program that looks like a radar map. I have a line drawn that rotates 360 degrees, and a "bogey" image on the radar. I'm trying to figure out hot to get a line collide with a rectangle, but I get this error. AttributeError: 'pygame.Rect' object has no attribute 'get_rect'
Basically, my question is how do you get a drawn line to collide with a blitted image?
Thanks.
import pygame
import math
from colors import *
from pygame.locals import *
pygame.init()
bkrd = pygame.image.load("radar//radar2.jpg")
bkrdrect = bkrd.get_rect()
bogey = pygame.image.load("radar//bogey2.png")
bogeyrect = bogey.get_rect()
window_size = window_width, window_height = 1101,822
window = pygame.display.set_mode( window_size, pygame.RESIZABLE )
pygame.display.set_caption( "Radar" )
clock = pygame.time.Clock()
FPS = 60
pygame.time.set_timer(USEREVENT + 1, 100)
pygame.key.set_repeat(0,0)
window.blit(bkrd,bkrdrect)
pygame.display.update()
angle = 0
eta = 0
bogey_one_x = 532
bogey_one_y = 210
def mainloop():
global angle,eta,bogey_one_x,bogey_one_y
while True:
angle +=1
eta +=1
bogey_one_x += .05
bogey_one_y +=.02
window.blit(bkrd,bkrdrect)
window.blit(bogey,(bogey_one_x,bogey_one_y))
radar = (685,413)
radar_len = 253
x = radar[0] + math.cos(math.radians(angle)) * radar_len
y = radar[1] + math.sin(math.radians(angle)) * radar_len
line = pygame.draw.line(window, (green), radar, (x,y), 1)
linerect = line.get_rect()
if linerect.colliderect(bogeyrect):
print "collide"
pygame.display.update()
for event in pygame.event.get():
if ( event.type == pygame.QUIT ) or \
( event.type == pygame.KEYDOWN and \
( event.key == pygame.K_ESCAPE) ):
running = False
pygame.quit()
mainloop()

Pygame Collision Detection (rectangles) [duplicate]

This question already has answers here:
How do I detect collision in pygame?
(5 answers)
Closed 1 year ago.
I was only just introduced to Python and I am having a bit of trouble on detecting collision between two rectangles. I want a one rectangle to bounce off the other when they collide
Here is my code so far:
import pygame
import sys
from pygame.locals import *
pygame.init()
ww = 400
wh = 300
w = pygame.display.set_mode((ww,wh))
pygame.display.set_caption('OFK')
s = pygame.display.get_surface()
green = pygame.Color(152,251,152)
blue = pygame.Color(135,206,250)
white = pygame.Color(255,255,240)
clock = pygame.time.Clock()
background_file = 'ice-in-water.jpg'
background_image = pygame.image.load(background_file).convert()
rx = ww/2
ry = wh/2
rw = 30
rh = 20
px = ww/2
py = wh - 40
pw = 60
ph = 10
vdirection = -1
hdirection = 1
while True:
clock.tick(60)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
quit()
if event.type == KEYDOWN:
#print (event.key,event.unicode)
if event.key == 275:
px = px + 30
if px > ww - pw:
px = ww - pw
if event.key == 276:
px = px - 30
if px < 0:
px = 0
s.fill(green)
pygame.draw.rect(s,blue,(rx,ry,rw,rh),0)
pygame.draw.rect(s,white,(px,py,pw,ph),0)
#w.blit(background_image,(-80,0))
pygame.display.update()
#mx,my = pygame.mouse.get_pos()
#print ("x: ", mx, "y: ", my)
#print ("ry: ", ry, "wh: ", wh)
rx = rx + 1.5 * hdirection
if rx > ww - rw:
hdirection = -hdirection
if rx < 0:
hdirection = -hdirection
ry = ry + 1.5 * vdirection
if ry > ww:
rx = ww/2
ry = wh/2
vdirection = -vdirection
if ry < 0:
vdirection = -vdirection
I have tried finding tutorials on how to do this, but I can't understand very well. A little help would be appreciated.
In the Rect class of pygame there is a method called colliderect.
You can also refer to this previous answer for some hints.
I calculate the angle between the two center points of the circles. Also remember arctan returns an angle between -pi/2 and pi/2 meaning you need to account for the other side of the unit circle.
then I use the angle to determine the exact points of the circles which point toward the other circle if you were to draw a line from center point to center point.
finally, I'm casting them to int as an easy way of checking to see if the two points end up being equal.
def detectCollision(self, game):
for planet in game.planets:
directionX = self.x - planet.x
directionY = self.y - planet.y
theta = atan(directionY / directionX)
if directionX < 0:
theta += pi
if theta < 0:
theta += 2 * pi
# point on player circle
point1 = [self.x + self.radius*cos(theta+pi),self.y + self.radius*sin(theta+pi)]
# point on planet circle
point2 = [planet.x + planet.radius*cos(theta), planet.y + planet.radius*sin(theta)]
if int(point1[0]) == int(point2[0]) and int(point1[1]) == int(point2[1]):
print("collided!")
This technically works, but will probably have problems if the movement steps are greater than a unit of 1 integer, since we're only checking that they are equal, not whether they've overlapped. A better way might be to leave them as floats and check that the difference comes within a certain bound, possibly dependent on the player velocity to account for larger jumps between frames.

moving an object in a circular path [duplicate]

This question already has answers here:
Why it doesn't spin in a circle? And how to fix it?
(1 answer)
Ship moves up and left faster than down and right when rotating in pygame
(1 answer)
Closed 2 years ago.
This question is related to
My code is below. You can use any small image for my images.
import sys, os, pygame, itertools
from math import sin,cos,pi, radians
from pygame.locals import *
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (50,50) #Set window position
pygame.init()
clock = pygame.time.Clock()
FPS = 1000
SCREENW = 800 #screen width
SCREENH = 740 #screen height
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
ORANGE = (128, 100, 30)
FONT1= "Cookie-Regular.ttf"
SCREEN = pygame.display.set_mode((SCREENW, SCREENH), 0, 32) #display screen
clock = pygame.time.Clock()
#-------------------------------------------------------------------------------
def maketext(msg,fontsize, colour = ORANGE, font = FONT1):
mafont = pygame.font.Font(font, fontsize)
matext = mafont.render(msg, True, colour)
matext = matext.convert_alpha()
return matext
#-------------------------------------------------------------------------------
def print_info():
""""""
textcos = maketext(str(round(obj.rect.x, 2)) + " " + str(round(obj.rect.y, 2)), 30)
SCREEN.blit(textcos, (obj.rect.x, obj.rect.y + 30))
#-------------------------------------------------------------------------------
class object_factory(pygame.sprite.Sprite):
def __init__(self, imagelist, xpos, ypos, speedx = 0, speedy = 0, value = 0):
"""Constructor"""
pygame.sprite.Sprite.__init__(self)
self.name = ""
self.frame = 0
self.imagelist = imagelist
self.image = imagelist[self.frame]
self.mask = pygame.mask.from_surface(self.image) # pixelmask
self.rect = self.image.get_rect()
self.rect.x = xpos
self.rect.y = ypos
#self.speedx = speedx
#self.speedy = speedy
self.timer = 0
self.timerlimit = 10
#----------------------------------------------------------------------
#def move(self): # wallsprites, Herosprite, looptime
#self.rect.x += self.speedx
#self.rect.y += self.speedy
#----------------------------------------------------------------------
def update(self):
""""""
self.image = self.imagelist[self.frame]
if self.timer >= self.timerlimit:
self.frame += 1
if self.frame >= len(self.imagelist):
self.frame = 0
self.timer = 0
self.timer += 1
plat = pygame.image.load("plt0.png").convert_alpha()
star = pygame.image.load("gemp0.png").convert_alpha()
#box = pygame.image.load("crateB.png").convert_alpha()
platforms = pygame.sprite.Group()
boxes = pygame.sprite.Group()
rotcenx = SCREENW/2
rotceny = SCREENH/2
radius = 200
angle = radians(90) #pi/4 # starting angle 45 degrees
omega = radians(5) #Angular velocity
m = rotcenx + radius * cos(angle) #Starting position x
n = rotceny - radius * sin(angle) #Starting position y
for _ in itertools.repeat(None, 1):
madyax = SCREENW/2
madyay = SCREENH/2
araya = 200
konaya = radians(180) #pi/4 # starting angle 45 degrees
konika_pravegaya = radians(5) #Angular velocity
a = madyax + (araya * cos(konaya)) #Starting position x
b = madyay - (araya * sin(konaya)) #Startinh position y
plat = object_factory([plat], a, b)
plat.araya = araya
plat.konaya = konaya
plat.kp = konika_pravegaya
platforms.add(plat)
while True:
ms = clock.tick(FPS) # milliseconds passed since last frame
#looptime = milliseconds / 1000.0 # seconds passed since last frame
SCREEN.fill((BLACK))
pygame.draw.circle(SCREEN, BLUE, (SCREENW / 2, SCREENH / 2), 5)
##-----------------------------------------------------------
SCREEN.blit(star, (m, n)) # Draw current x,y
angle = angle + omega # New angle, we add angular velocity
m = m + radius * omega * cos(angle + pi / 2) # New x
n = n - radius * omega * sin(angle + pi / 2) # New y
##-----------------------------------------------------------
# show object anchored to center of rotation
pygame.draw.line(SCREEN, ORANGE, (rotcenx, rotceny), (m, n))
text = maketext(str(radius), 30)
SCREEN.blit(text, (m, n - 40))
text = maketext((str(round(m, 2)) + " " + str(round(n, 2))), 30)
SCREEN.blit(text, (m, n + 40)) # Draw current x,y
##------------------------------------------------------------------
for plat in platforms:
plat.konaya = plat.konaya + plat.kp
plat.rect.x = plat.rect.x + plat.araya * plat.kp * cos(plat.konaya + pi / 2)
plat.rect.y = plat.rect.y - plat.araya * plat.kp * sin(plat.konaya + pi / 2)
##------------------------------------------------------------------------
pygame.draw.line(SCREEN, ORANGE, (madyax, madyay), (plat.rect.x, plat.rect.y))
platforms.update()
platforms.draw(SCREEN)
pygame.event.pump()
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
pygame.display.update()
pygame.time.wait(100)
Why does the code work when used outside a class and NOT when in? I simply can't find what I have done wrong.
Please don't ask me to read any Google documents or search on the Internet as I am posting after doing so and NOT finding an answer to my question. I am NOT an expert in math and would only like to know a solution to this problem. Please help.
Link to video is below
http://youtu.be/0oRDX246aj8

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