Doing long calculations while looking for pygame events [duplicate] - python

The couple other questions related to this were solved by moving a draw event out of a loop it shouldn't be in. I don't have this issue though. Any help would be greatly appreciated!
Python: 3.8
Pygame: 1.9.6
If you need to test play:
Run the game. Draw on the screen to place live cells. Click 'R' to start. You can also click 'S' after starting to stop and draw again, but you'll have to wait a few generations after clicking before it actually stops (due to the same lag I assume).
import pygame
import numpy
class Game():
def __init__(self):
self.Run()
def GetAdj(self, x, y):
nb = 0
for c in range (-1, 2):
for r in range (-1, 2):
if r == 0 and c == 0:
pass
else:
nposx = x + r
nposy = y + c
if nposx < len(self.pixels):
if nposy < len(self.pixels[nposx]):
if self.pixels[nposx][nposy] == 1:
nb += 1
return nb
def NextGeneration(self):
newGeneration = numpy.zeros(self.ScreenWidth//2, self.ScreenHeight//2, dtype=int)
for x, c in enumerate(self.pixels):
for y, cell in enumerate(c):
nbrs = self.GetAdj(x, y)
if cell == 1:
if nbrs in [2, 3]:
newGeneration[x][y] = 1
else:
if nbrs == 3:
newGeneration[x][y] = 1
self.pixels = newGeneration
def DrawBG(self):
black = (0,0,0)
white = (255,255,255)
self.bg.fill(black)
for c in range(self.ScreenWidth // self.cellsize):
for r in range(self.ScreenHeight // self.cellsize):
if self.pixels[c][r] == 1:
pygame.draw.rect(self.bg, white, (c*self.cellsize, r*self.cellsize, self.cellsize, self.cellsize))
def Run(self):
pygame.init()
self.ScreenHeight = 720
self.ScreenWidth = 1280
self.ScreenSize = (self.ScreenWidth, self.ScreenHeight)
screen = pygame.display.set_mode(self.ScreenSize)
self.bg = pygame.Surface(self.ScreenSize)
clock = pygame.time.Clock()
mousedown = False
self.pixels = numpy.zeros(self.ScreenWidth//2, self.ScreenHeight//2, dtype=int)
self.cellsize = 10
stage = 'Draw'
running = True
while running:
clock.tick(60)
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
running = False
if stage == 'Draw':
for event in events:
if event.type == pygame.MOUSEBUTTONUP and mousedown:
mousedown = False
elif event.type == pygame.MOUSEBUTTONDOWN:
mousedown = True
elif event.type == pygame.MOUSEMOTION and mousedown and stage == 'Draw':
mposx, mposy = pygame.mouse.get_pos()
self.pixels[mposx//self.cellsize][mposy//self.cellsize] = 1
elif event.type == pygame.KEYDOWN and event.key == pygame.K_r:
stage = 'Run'
self.NextGeneration()
elif stage == 'Run':
for event in events:
if event.type == pygame.KEYDOWN and event.key == pygame.K_s:
stage = 'Draw'
self.NextGeneration()
self.DrawBG()
screen.blit(self.bg, (0,0))
pygame.display.flip()
if __name__ == "__main__":
Game()

The numpy array is way too big. You create an array for every pixel, not every cell. So don't calculate it for every cell, but for every pixel.
Change the size of the array in the NextGeneration and the Run method:
newGeneration = numpy.zeros(self.ScreenWidth//2, self.ScreenHeight//2, dtype=int)
newGeneration = numpy.zeros((self.ScreenWidth//self.cellsize, self.ScreenHeight//self.cellsize), dtype=int)
self.pixels = numpy.zeros(self.ScreenWidth//2, self.ScreenHeight//2, dtype=int)
self.cellsize = 10
self.pixels = numpy.zeros((self.ScreenWidth//self.cellsize, self.ScreenHeight//self.cellsize), dtype=int)
The GetAdj method can be greatly simplified with numpy.sum:
class Game():
# [...]
def GetAdj(self, x, y):
x0, y0 = max(0, x-1), max(0, y-1)
nb = numpy.sum(self.pixels[x0 : x+2, y0 : y+2]) - self.pixels[x, y]
return nb
The performance can be improved further using scipy.ndimage.convolve and a lookup table (see Indexing Multi-dimensional arrays):
import numpy
from scipy.ndimage import convolve
class Game():
def __init__(self):
self.kernel = numpy.array([[1,1,1], [1,0,1], [1,1,1]])
self.lookup = numpy.array([0,0,0,1,0,0,0,0,0, 0,0,1,1,0,0,0,0,0])
self.Run()
def NextGeneration(self):
adjacent = convolve(self.pixels, self.kernel, mode='constant')
newGeneration = self.lookup[self.pixels * 9 + adjacent]
self.pixels = newGeneration

In addition to #Rabbid76's answer, you cal also implement the game with a sparse structure.
As we can see, having huge Numpy arrays is the bottleneck of your implementation. If you are just storing the information about cells that are alive, you can probably use a SciPy sparse boolean matrix, which essentially just initialises the information about cells that are alive. So even if you have a 1000x1000 grid with one cell alive, it will not actually store all those dead cells.
But even better, why not just use a Python set? For example, you could have a set of int tuples that represent the cells currently alive in each iteration. I found that this makes the implementation and logic a lot simpler, and the overheads of importing and creating huge numpy arrays kind of disappear.
I recently posted a Conway's Game Of Life implementation in fewer than 80 lines of Python, using Pygame. I use sets to store the live cells, so take a look and see how your implementation can be simplified with this approach.
Of course, if you are planning on having a full live cell board all the time, then this approach has its drawbacks. But I assume that, since you're using Python in the first place, you don't intend on having many computationally intensive setups (I'd recommend using native code for that, with heavy optimisations).

Related

Run 2 pygame windows with 2 different processes [duplicate]

I need to to build an application that has multiple windows. In one of these windows, I need to be able to play a simple game and another window has to display questions and get response from a user that influences the game.
(1) I was wanting to use pygame in order to make the game. Is there a simple way to have pygame operate with multiple windows?
(2) If there is no easy way to solve (1), is there a simple way to use some other python GUI structure that would allow for me to run pygame and another window simultaneously?
The short answer is no, creating two pygame windows in the same process is not possible (as of April 2015). If you want to run two windows with one process, you should look into pyglet or cocos2d.
An alternative, if you must use pygame, is to use inter-process communication. You can have two processes, each with a window. They will relay messages to each other using sockets. If you want to go this route, check out the socket tutorial here.
Internally set_mode() probably sets a pointer that represents the memory of a unique display. So if we write:
screenA = pygame.display.set_mode((500,480), 0, 32)
screenB = pygame.display.set_mode((500,480), 0, 32)
For instance we can do something like that later:
screenA.blit(background, (0,0))
screenB.blit(player, (100,100))
both blit() calls will blit on the same surface. screenA and screenB are pointing to the same memory address. Working with 2 windows is quite hard to achieve in pygame.
Yes, that is possible. SDL2 is able to open multiple windows. In the example folder you can take a look at "video.py".
https://github.com/pygame/pygame/blob/main/examples/video.py
"This example requires pygame 2 and SDL2. _sdl2 is experimental and will change."
I've been trying to do this for a few days now, and I'm finally making progress. Does this count as simple? Or even as "being in" pygame. In this exampe I never even call pygame.init() That just seems to get in the way. The event pump is running (for mouse and keyboard) but not all the normal events seem to be coming thru (FOCUSGAINED and LOST in particular). In this example each window renders it status (size, position, etc) to it's self. I also have versions where I mix SDL windows with the pygame display. But those involve encapsulating a Window rather than extending it.
In order to draw on these windows you can draw on a vanilla surface as usually and then use the Renderer associated with the window to create a texture that will update the the window. (texture.draw(), renderer.present). You dont't use display.update() or flip() because you you aren't using the pygame display surface.
The X11 package is just my experimental windowing stuff and has nothing to do with X11. I think all my imports are explicit so it should be easy to figure out what the missing pieces are.
from typing import List
from pygame import Rect, Surface, Color
import pygame.event
from pygame.event import Event
from pygame.freetype import Font
from pygame._sdl2.video import Window, Renderer, Texture
from X11.windows import DEFAULT_PAD, default_font, window_info
from X11.text import prt
class MyWindow(Window):
def __init__(self, font: Font=None):
super().__init__()
self._font = font if font else default_font()
self.resizable = True
self._renderer = None
def destroy(self) -> None:
super().destroy()
def update(self):
r = self.renderer
r.draw_color = Color('grey')
r.clear()
#self.render_line(f"TICKS: {pg.time.get_ticks()}", 5, size=16.0)
txt: List[str] = window_info(self)
self.render_text(txt, lineno=0)
r.present()
#property
def renderer(self):
if self._renderer is None:
try:
self._renderer = Renderer.from_window(self)
except:
self._renderer = Renderer(self)
return self._renderer
def render_text(self, txt: List[str], lineno: int=0):
for line in txt:
self.render_line(line, lineno, size=16.0)
lineno += 1
def render_line(self, txt: str, lineno: int = 0, size: float = 0.0):
font = self._font
line_spacing = font.get_sized_height(size) + DEFAULT_PAD
x = DEFAULT_PAD
y = DEFAULT_PAD + lineno * line_spacing
# compute the size of the message
src_rect = font.get_rect(txt, size=size)
# create a new surface (image) of text
l_surf = Surface((src_rect.width, src_rect.height))
src_rect = font.render_to(l_surf, (0, 0), txt, size=size)
# get ready to draw
texture = Texture.from_surface(self.renderer, l_surf)
dst = Rect(x, y, src_rect.width, src_rect.height)
texture.draw(None, dst)
_running: bool = False
def test():
global _running
win1 = MyWindow()
win2 = MyWindow()
my_windows = {win1.id: win1, win2.id: win2}
win = win1
rnd = win1.renderer
print("pygame.get_init():", pygame.get_init())
print("pygame.display.get_init():", pygame.display.get_init())
print("pygame.mouse.get_pos():", pygame.mouse.get_pos())
clock = pygame.time.Clock()
_running = True
while _running:
events = pygame.event.get()
for event in events:
if event.type != pygame.MOUSEMOTION:
print(event)
if event.type == pygame.QUIT:
_running = False
elif event.type == pygame.WINDOWENTER:
win = my_windows[event.window.id]
print(f"Enter Window ({event.window.id}")
elif event.type == pygame.WINDOWLEAVE:
pass
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
_running = False
if event.key == pygame.K_1:
win = my_windows[1]
rnd = win.renderer
if event.key == pygame.K_2:
win = my_windows[2]
rnd = win.renderer
elif event.key == pygame.K_b:
rnd.draw_color = Color('blue')
rnd.clear()
elif event.key == pygame.K_g:
rnd.draw_color = Color('grey')
rnd.clear()
elif event.key == pygame.K_t:
win.render_line("Hello, world")
elif event.key == pygame.K_s:
surface = pygame.display.get_surface()
print("surface: ", surface)
elif event.key == pygame.K_f:
pygame.display.flip()
# pygame.error: Display mode not set
elif event.key == pygame.K_u:
pygame.display.update()
# pygame.error: Display mode not set
for win in my_windows.values():
win.update()
clock.tick(40)
if __name__ == '__main__':
test()

Using multiprocessing with pygame?

I'm trying to separate my input loop from my game logic in my simple snake game that I've made with pygame, but, I'm really struggling to figure out why nothing is happening when I run the program.
I've tried importing pygame in the subprocess, I checked for errors on the subprocess, and got nowhere. I looked on google, but I wasn't able to find any usable examples, or similar issues. Has anybody ever figured any of this stuff out?
Okay, here's the code:
import pygame
import time
import multiprocessing as mp
import random as rnd
pygame.init()
def event_to_dict(event: pygame.event) -> dict:
return {
'type': event.type,
'key': event.key if event.type == pygame.KEYDOWN else None,
}
class SnakeBoard:
def __init__(self, rows: int, columns: int):
self.rows = rows
self.columns = columns
self.vertices = []
self.odd_column = False
self.buff = []
for _ in range(self.rows):
self.buff.append([' ' for _ in range(self.columns)])
def initialize(self):
for r in range(self.rows):
for c in range(self.columns):
self.buff[r][c] = ' '
self.odd_column = (self.columns >> 1) % 2 == 1
self.buff[self.rows >> 1][self.columns >> 1] = '\u25cb'
self.vertices = [(self.rows >> 1, self.columns >> 1)]
def place_food(self):
while True:
r = rnd.randint(0, self.rows - 1)
c = rnd.randint(0, self.columns - 1)
codd = c % 2 == 1
if (codd and self.odd_column or not codd and not self.odd_column) and self.buff[r][c] != '\u25cb':
self.buff[r][c] = '\u25c9'
break
def tick(self, direction: int) -> bool:
nr, nc = self.vertices[-1]
if direction == 0:
nr -= 1
elif direction == 1:
nc += 1
elif direction == 2:
nr += 1
elif direction == 3:
nc -= 1
else:
print("Invalid direction for snake")
exit(1)
if nr >= self.rows or nc >= self.columns or nr < 0 or nc < 0 or self.buff[nr][nc] == '\u25cb':
return False
self.vertices.append((nr, nc))
self.vertices.pop(0)
return True
class SnakeGame(SnakeBoard):
def __init__(self, rows: int, columns: int):
super().__init__(rows, columns)
self.score = 0
self.direction = 0
self.initialize()
self.place_food()
def tick(self, direction: int = -1) -> bool:
v = super().tick(self.direction if direction < 0 else direction)
if self.buff[self.vertices[-1][0]][self.vertices[-1][1]] == '\u25c9':
self.score += 1
self.vertices.append(self.vertices[-1])
self.place_food()
for r in range(self.rows):
for c in range(self.columns):
if (r, c) in self.vertices:
self.buff[r][c] = '\u25cb'
elif self.buff[r][c] != '\u25c9' and self.buff[r][c] != ' ':
self.buff[r][c] = ' '
return v
class GameLoop(mp.Process):
def __init__(self, q: object, size: list):
super().__init__()
self.q = q
self.size = size
self.g = SnakeGame(size[1] // 10, size[0] // 10)
self.g.initialize()
self.g.place_food()
self.screen = None
self.game_surf = None
self.font = None
def run(self) -> None:
try:
import pygame
pygame.init()
self.screen = pygame.display.set_mode(self.size)
self.game_surf = pygame.Surface(self.size)
self.font = pygame.font.SysFont('roboto', 16)
is_running = True
while is_running:
if self.q.poll(0):
d = self.q.recv()
if d is not None:
if d['type'] == pygame.KEYDOWN:
if d['key'] == pygame.K_a:
self.g.direction = 3
elif d['key'] == pygame.K_s:
self.g.direction = 2
elif d['key'] == pygame.K_d:
self.g.direction = 1
elif d['key'] == pygame.K_w:
self.g.direction = 0
elif d['key'] == pygame.K_ESCAPE:
is_running = False
else:
is_running = False
self.game_surf.fill((255, 255, 255))
for ri, r in enumerate(self.g.buff):
for ci, c in enumerate(r):
if c == '\u25cb':
# print("Drawing a snake at {}, {}".format(ri * 10, ci * 10))
pygame.draw.circle(self.game_surf,
(0, 0, 255),
((ci * 10) + 5, (ri * 10) + 5),
5)
elif c == '\u25c9':
# wprint("Placing food at {}, {}".format(ci, ri))
pygame.draw.circle(self.game_surf,
(0, 127, 255),
((ci * 10) + 5, (ri * 10) + 5),
5)
timg = self.font.render("Score: {}, Level: {}".format(self.g.score, self.g.score // 10 + 1),
True,
(0, 0, 0))
self.screen.blit(self.game_surf, (0, 0))
self.screen.blit(timg, (0, 0))
pygame.display.flip()
if self.g.tick():
time.sleep(1 / ((int(self.g.score / 10 + 1)) * 10))
else:
timg = self.font.render("Game Over! Would you like to try again?", True, (0, 0, 0))
self.screen.blit(timg, ((self.size[0] >> 1) - 150, self.size[1] >> 1))
timg = self.font.render("Yes", True, (0, 0, 0))
btn_pos = ((self.size[0] >> 1) - 25, (self.size[1] >> 1) + 20)
self.screen.blit(timg, btn_pos)
pygame.display.flip()
while True:
event = pygame.event.wait()
if event.type == pygame.QUIT:
is_running = False
break
elif event.type == pygame.MOUSEBUTTONUP:
mx, my = pygame.mouse.get_pos()
if btn_pos[0] - 5 <= mx <= btn_pos[0] + 30 and btn_pos[1] - 5 <= my <= btn_pos[1] + 20:
self.g.initialize()
self.g.place_food()
self.g.score = 0
break
self.q.close()
except Exception as e:
print(e)
if __name__ == '__main__':
size = [800, 600]
parent, child = mp.Pipe()
p = GameLoop(child, size)
p.start()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
ed = event_to_dict(event)
parent.send(ed)
parent.close()
p.join()
pygame.quit()
Sorry, it's kinda strange, this was migrated from the console to pygame, so some of the logic is still using the unicode symbols.
Generally in GUI applications it's common to want to separate the GUI from the logic.
There are benefits to doing this as it means your GUI remains responsive even if your logic
is busy. However, in order to run things concurrently there are many drawbacks, including
overheads. It's also important to know that python is not 'thread safe', so you can break
things (see race conditions) if you're not careful.
Simplified example with no concurrency
Your example is quite complex so lets start with a simple example: A simple pygame setup with
a moving dot
import pygame
import numpy as np
# Initialise parameters
#######################
size = np.array([800, 600])
position = size / 2
direction = np.array([0, 1]) # [x, y] vector
speed = 2
running = True
pygame.init()
window = pygame.display.set_mode(size)
pygame.display.update()
# Game loop
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
direction = np.array([0, -1])
elif event.key == pygame.K_a:
direction = np.array([-1, 0])
elif event.key == pygame.K_s:
direction = np.array([0, 1])
elif event.key == pygame.K_d:
direction = np.array([1, 0])
position += direction * speed
if position[0] < 0 or position[0] > size[0] or position[1] < 0 or position[1] > size[1]:
running = False
pygame.time.wait(10) # Limit the speed of the loop
window.fill((0, 0, 0))
pygame.draw.circle(window, (0, 0, 255), position, 10)
pygame.display.update()
pygame.quit()
quit()
We're going to split off the game logic from the gui
Mutliprocessing and other options:
So multiprocessing in python allows you to utilise multiple cores at the same time, through multiple interpreters.
While this sounds good, as far as I/O goes: it comes with higher overheads and doesn't help at all (it will likely
hurt your performance). Threading and asyncio both run on a single core i.e. they aren't 'parrallel' computing. But
what they allow is to complete code while waiting for other code to finish. In other words you can input commands
while your logic is running happily elsewhere.
TLDR: as a general rule:
CPU Bound (100% of the core) program: use multiprocessing,
I/O bound program: use threading or asyncio
Threaded version
import pygame
import numpy as np
import threading
import time
class Logic:
# This will run in another thread
def __init__(self, size, speed=2):
# Private fields -> Only to be edited locally
self._size = size
self._direction = np.array([0, 1]) # [x, y] vector, underscored because we want this to be private
self._speed = speed
# Threaded fields -> Those accessible from other threads
self.position = np.array(size) / 2
self.input_list = [] # A list of commands to queue up for execution
# A lock ensures that nothing else can edit the variable while we're changing it
self.lock = threading.Lock()
def _loop(self):
time.sleep(0.5) # Wait a bit to let things load
# We're just going to kill this thread with the main one so it's fine to just loop forever
while True:
# Check for commands
time.sleep(0.01) # Limit the logic loop running to every 10ms
if len(self.input_list) > 0:
with self.lock: # The lock is released when we're done
# If there is a command we pop it off the list
key = self.input_list.pop(0).key
if key == pygame.K_w:
self._direction = np.array([0, -1])
elif key == pygame.K_a:
self._direction = np.array([-1, 0])
elif key == pygame.K_s:
self._direction = np.array([0, 1])
elif key == pygame.K_d:
self._direction = np.array([1, 0])
with self.lock: # Again we call the lock because we're editing
self.position += self._direction * self._speed
if self.position[0] < 0 \
or self.position[0] > self._size[0] \
or self.position[1] < 0 \
or self.position[1] > self._size[1]:
break # Stop updating
def start_loop(self):
# We spawn a new thread using our _loop method, the loop has no additional arguments,
# We call daemon=True so that the thread dies when main dies
threading.Thread(target=self._loop,
args=(),
daemon=True).start()
class Game:
# This will run in the main thread and read data from the Logic
def __init__(self, size, speed=2):
self.size = size
pygame.init()
self.window = pygame.display.set_mode(size)
self.logic = Logic(np.array(size), speed)
self.running = True
def start(self):
pygame.display.update()
self.logic.start_loop()
# any calls made to the other thread should be read only
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.KEYDOWN:
# Here we call the lock because we're updating the input list
with self.logic.lock:
self.logic.input_list.append(event)
# Another lock call to access the position
with self.logic.lock:
self.window.fill((0, 0, 0))
pygame.draw.circle(self.window, (0, 0, 255), self.logic.position, 10)
pygame.display.update()
pygame.time.wait(10)
pygame.quit()
quit()
if __name__ == '__main__':
game = Game([800, 600])
game.start()
So what was achieved?
Something light like this doesn't really need any performance upgrades. What this does allow though, is that
the pygame GUI will remain reactive, even if the logic behind it hangs. To see this in action we can put the logic
loop to sleep and see that we can still move the GUI around, click stuff, input commands etc.
change:
# Change this under _loop(self) [line 21]
time.sleep(0.01)
# to this
time.sleep(2)
# if we tried this in the original loop the program becomes glitchy

Is there a way to get pygame to detect what color my cursor is on

I'm trying to make a game where it spawns another circle every time you click on a circle. And the error i'm getting is "TypeError: 'bool' object is not callable". I'm looking for a solution that doesn't completly change the code since i'm new and want to understand the code myself. But at this point i'll take any help.
import pygame
import random
import time
from pygame.math import Vector2
# Define some colors
BLACK = (0, 0, 0)
WHITE = (247, 247, 247)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (225,225,0)
tuple1 = (247, 247, 247, 255)
# Setup
pygame.init()
# Set the width and height of the screen [width,height]
surface = pygame.display.set_mode( (2560, 1440) )
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()
# Hide the mouse cursor
pygame.mouse.set_visible(0)
# Speed in pixels per frame
x_speed = 0
y_speed = 0
# Current position
cursor = pygame.image.load('cursor.png').convert_alpha()
pygame.image.load("pattern.jpg")
background_image = pygame.image.load("pattern.jpg").convert()
circposy = 770
circposx = 1280
# -------- Main Program Loop -----------
while done ==False:
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
done = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Drawing Code
surface.fill(WHITE)
# First, clear the screen to WHITE. Don't put other drawing commands
# above this, or they will be erased with this command.\
player_position = pygame.mouse.get_pos()
a = 0
b = 1
p=player_position[a]
o=player_position[b]
player_position = (p,o)
pygame.draw.circle(surface,RED,[circposx,circposy], 40)
tuple2 = surface.get_at(pygame.mouse.get_pos())
print (tuple2)
q = p - 2545
w = o - 2545
surface.blit( cursor, (q, w) )
a=0
result = tuple(map(int, tuple2)) > tuple1
print (result)
while event.type == pygame.MOUSEBUTTONDOWN:
done = True
if result == True():
a+1
surface.fill(WHITE)
pygame.draw.circle(surface,RED,[circposx + randint, circposy+randint],40)
print (a)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit frames per second
clock.tick(144)
# Close the window and quit.
pygame.quit()
cursor.png
The short answer is that the code is trying to call True(), which isn't a function.
while event.type == pygame.MOUSEBUTTONDOWN:
done = True
if result == True(): # <<-- HERE
a+1
surface.fill(WHITE)
pygame.draw.circle(surface,RED,[circposx + randint, circposy+randint],40)
Simply change this to True.
But you will also need to define what randint is a few lines lower. Did you mean random.randint( 0, 500 ) or suchlike? And fixing this leads to another error, because the surrounding loop to this code, is an infinite loop:
while event.type == pygame.MOUSEBUTTONDOWN: # <<-- HERE
done = True
if result == True:
a+1
surface.fill(WHITE)
rand_x = random.randint( 0, 500 )
rand_y = random.randint( 0, 500 )
pygame.draw.circle(surface,RED,[circposx + rand_x, circposy+rand_y],40)
Because there is no way event.type can ever change inside that loop. This should probably read:
if event.type == pygame.MOUSEBUTTONDOWN:
If I may make some suggestions:
Put all your event handling to a single place.
There's some doubling-up of event handling, and it would have prevented that infinite loop.
Move your screen dimensions into variables
SCREEN_WIDTH = 2560
SCREEN_HEIGHT = 1440
Instead of having constant numbers through the code (e.g.: 2545) make these functions of the screen size.
SCREEN_MARGIN = SCREEN_WIDTH - round( SCREEN_WIDTH * 0.10 )
q = p - SCREEN_MARGIN
If you want to detect what color your cursor is on, you can use pyautogui. Make sure you have pyautogui installed. type pip install pyautogui. If it doesn't install successfully, you already have it installed.
# Import everything
import pygame
import pyautogui
from pyautogui import *
# Initialize
pygame.init()
# Get mouse position
mouse_pos = pygame.mouse.get_pos()
x = mouse_pos[0]
y = mouse_pos[1]
# Get Color
r = pyautogui.pixel(x,y)[0]
g = pyautogui.pixel(x,y)[1]
b = pyautogui.pixel(x,y)[2]
color = [r,g,b]
Hopefully, you found this helpful!

I want to make a visualized bubble sort in pygame, the sort works but the visualization doesn't

like the title says I wanted to create a visualized bubble sort with python and pygame. The sort works perfectly but when it comes to visualize it it never gets the correct output.
Here's the code:
import pygame
import sys
import time
pygame.init()
Vector_len = 0
x = 0
numbers_to_order = []
IsRunning = True
Vector_len = eval(input("How many numbers do you want to sort? "))
for i in range(Vector_len):
numbers_to_order.append(0)
for i in range(len(numbers_to_order)):
numbers_to_order[i] = eval(input("Insert number at index "+str(i+1)+": "))
print("Inserted array: "+str(numbers_to_order))
screen = pygame.display.set_mode((1000,500))
while IsRunning:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
IsRunning = False
for i in range(len(numbers_to_order)):
for j in range(len(numbers_to_order)):
try:
if numbers_to_order[j] > numbers_to_order[j+1]:
x = numbers_to_order[j]
numbers_to_order[j] = numbers_to_order[j+1]
numbers_to_order[j+1] = x
except(IndexError):
pass
pygame.draw.rect(screen,(255,255,255),(j*(1000/len(numbers_to_order)),500-(numbers_to_order[j])*50,(1000/len(numbers_to_order)),(numbers_to_order[j])*50))
print((j*(1000/len(numbers_to_order)), (numbers_to_order[j])*50))
pygame.display.flip()
time.sleep(0.05)
print("Sorted array: "+str(numbers_to_order))
pygame.quit()
sys.exit()
When running, instead of showing the bars sorting correctly, they are displayed in a wrong order but the sort is correct. Any help?
The major issue is that you've to clear the display in every frame and to draw the entire "list" in every frame. Note, if a bar for a large number was drawn at position, then a bar for a smaller number won't "clear" that.
screen.fill(0)
for k, n in enumerate(numbers_to_order):
pygame.draw.rect(screen,(255,255,255),(k*(1000/len(numbers_to_order)),500-(numbers_to_order[k])*50,(1000/len(numbers_to_order)),(n)*50))
I recommend not to use nested loops in the game loop, which draw the scene. Use the main application loop and increment the control variables i and j in the loop:
i = 0
j = 0
while IsRunning:
# [...]
if j < len(numbers_to_order)-1:
j += 1
elif i < len(numbers_to_order)-1:
i += 1
j = 0
Further i recommend to use pygame.time.Clock()
See the example:
# start control variables
i = 0
j = 0
IsRunning = True
# main loop
clock = pygame.time.Clock()
while IsRunning:
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
IsRunning = False
if event.type == pygame.MOUSEBUTTONDOWN:
IsRunning = False
# clear screen
screen.fill(0)
# draw the entire range
for k, n in enumerate(numbers_to_order):
pygame.draw.rect(screen,(255,255,255),(k*(1000/len(numbers_to_order)),500-(numbers_to_order[k])*50,(1000/len(numbers_to_order)),(n)*50))
# update the display
pygame.display.flip()
clock.tick(10)
# sort (1 step)
print((j*(1000/len(numbers_to_order)), (numbers_to_order[j])*50))
try:
if numbers_to_order[j] > numbers_to_order[j+1]:
x = numbers_to_order[j]
numbers_to_order[j] = numbers_to_order[j+1]
numbers_to_order[j+1] = x
except(IndexError):
pass
# increment control variables
if j < len(numbers_to_order)-1:
j += 1
elif i < len(numbers_to_order)-1:
i += 1
j = 0

Pygame through SSH does not register keystrokes (Raspberry Pi 3)

So I got raspi 3 and simple 8x8 LED matrix. After some playing with it I decided to make a simple snake game (displaying on that matrix) with pygame's events, I have no prior experience with pygame. There is no screen/display connected besides the led matrix.
So the problem at first was "pygame.error: video system not initialized", though I think i got it fixed by setting an env variable:
os.putenv('DISPLAY', ':0.0')
Now that I got it working I run it...and nothing happens, like no keystrokes are registered. Just this "junk", I don't know how to call it The dot on LED matrix is not moving. If i alter the snake's x or y position somewhere in the loop it moves as intended.
My code:
#!/usr/bin/python2
import pygame
import max7219.led as led
from max7219.font import proportional, SINCLAIR_FONT, TINY_FONT, CP437_FONT
import numpy as nqp
import os
SIZE = (8, 8)
class Board:
def __init__(self, size, snake):
"Board object for snake game"
self.matrix = np.zeros(size, dtype=np.int8)
self.device = led.matrix()
self.snake = snake
def draw(self):
#add snake
self.matrix = np.zeros(SIZE, dtype=np.int8)
self.matrix[self.snake.x][self.snake.y] = 1
for x in range(8):
for y in range(8):
self.device.pixel(x, y, self.matrix[x][y], redraw=False)
self.device.flush()
def light(self, x, y):
"light specified pixel"
self.matrix[x][y] = 1
def dim(self, x, y):
"off specified pixel"
self.matrix[x][y] = 0
class Snake:
def __init__(self):
"Object representing an ingame snake"
self.length = 1
self.x = 3
self.y = 3
if __name__=="__main__":
os.putenv('DISPLAY', ':0.0')
pygame.init()
snake = Snake()
board = Board(SIZE, snake)
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
snake.y -= 1
elif event.key == pygame.K_DOWN:
snake.y += 1
elif event.key == pygame.K_LEFT:
snake.x -= 1
elif event.key == pygame.K_RIGHT:
snake.x += 1
board.draw()
I'm using pygame because I don't know anything else (Well I can't use pygame either but I just don't know of any alternatives). If it can be done simpler I will be happy to do it. Thank You in advance!
You should be able to use curses. Here's a simple example:
import curses
def main(screen):
key = ''
while key != 'q':
key = screen.getkey()
screen.addstr(0, 0, 'key: {:<10}'.format(key))
if __name__ == '__main__':
curses.wrapper(main)
You'll see that your key presses are registered - they're just strings.
However, this runs in blocking mode. Assuming that your code needs to do other things, you can turn nodelay on:
def main(screen):
screen.nodelay(True)
key = ''
while key != 'q':
try:
key = screen.getkey()
except curses.error:
pass # no keypress was ready
else:
screen.addstr(0, 0, 'key: {:<10}'.format(key))
In your scenario you probably would put this inside your game loop that's drawing out to your 8x8 display, so it would look something like this:
game = SnakeGame()
while game.not_done:
try:
key = screen.getkey()
except curses.error:
key = None
if key == 'KEY_UP':
game.turn_up()
elif key == 'KEY_DOWN':
game.turn_down()
elif key == 'KEY_LEFT':
game.turn_left()
elif key == 'KEY_RIGHT':
game.turn_right()
game.tick()
One thing to note - this approach will take 100% of your CPU, so if you don't have some other way to limit what your app is doing it can cause you some problems. You could extend this approach using threading/multiprocessing, if you find that to be something that you need.

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