PyGame making grid by appending squares - python

I am trying to understand how python and pygame works
So ,I am trying go build this square grid from:
http://programarcadegames.com/index.php?lang=en&chapter=array_backed_grids#step_07
Managed to do the row with 10 squares, but somehow i stuck on the part that i have to do the actual grid by creating another for loop and get this result
my code looks like this:
import pygame
pygame.init()
win = pygame.display.set_mode((728, 728))
tile_width = 64
tile_height = 64
margin = 8 # space between the boxes
white = (255, 255, 255)
clock = pygame.time.Clock()
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
x, y = margin, margin
for column in range(10):
for row in range(0, column):
rect = pygame.Rect(x, y, tile_width, tile_height)
pygame.draw.rect(win, white, rect)
x = x + tile_width + margin
y = y + tile_width + margin
pygame.display.update()
pygame.quit()

You have to reset y before the inner loop and you have to increment x after the inner loop rather than in the inner loop:
run = True
while run:
# [...]
x = margin
for column in range(10):
y = margin
for row in range(10):
rect = pygame.Rect(x, y, tile_width, tile_height)
pygame.draw.rect(win, white, rect)
y = y + tile_height + margin
x = x + tile_width + margin
pygame.display.update()
Alternatively you can compute x and y in the loop, dependent on row and column:
run = True
while run:
# [...]
for column in range(10):
x = margin + column * (tile_height + margin)
for row in range(10):
y = margin + row * (tile_width + margin)
rect = pygame.Rect(x, y, tile_width, tile_height)
pygame.draw.rect(win, white, rect)
pygame.display.update()

Related

How to generate my maze instantly so I don't have to watch it Generate?

So I'm creating a game and I'm using Recursive backtracking algorithm to create the maze, however, I don't want it to show the maze generation and just to instantly generate the maze. I'm unsure of how to actually do this though so any help would be appreciated, I've already tried not drawing the generated white part but that then doesn't create the maze.
import pygame
import random
import time
class Cell(object):
def __init__(self, x, y, cell_size, screen, black, white, red, blue):
# position in matrix
self.x = x
self.y = y
# keeps track of which walls are still visible
self.walls = [True, True, True, True]
# checks if cell has been visited during generation
self.generated = False
# checks if cell is on path during solving
self.on_path = False
# checks if cell has been visited during solving
self.visited = False
self.cell_size = cell_size
self.screen = screen
self.black = black
self.white = white
self.red = red
self.blue = blue
def draw_cell(self):
# coordinates on screen
x = self.x * self.cell_size
y = self.y * self.cell_size
# draws a wall if it still exists
if self.walls[0]:
pygame.draw.line(self.screen, self.black, (x, y), (x + self.cell_size, y), 5)
if self.walls[1]:
pygame.draw.line(self.screen, self.black,
(x, y + self.cell_size), (x + self.cell_size, y + self.cell_size), 5)
if self.walls[2]:
pygame.draw.line(self.screen, self.black,
(x + self.cell_size, y), (x + self.cell_size, y + self.cell_size), 5)
if self.walls[3]:
pygame.draw.line(self.screen, self.black, (x, y), (x, y + self.cell_size), 5)
# marks out white if generated during generation
if self.generated:
pygame.draw.rect(self.screen, self.white, (x, y, self.cell_size, self.cell_size))
class Maze:
def __init__(self, screen, cell_size, rows, cols, white, black, red, blue):
self.screen = screen
self.cell_size = cell_size
self.rows = rows
self.cols = cols
self.state = None
self.maze = []
self.stack = []
self.current_x = 0
self.current_y = 0
self.row = []
self.neighbours = []
self.black = black
self.white = white
self.red = red
self.blue = blue
self.cell = None
def on_start(self):
# maintains the current state
# maze matrix of cell instances
self.maze = []
# stack of current cells on path
self.stack = []
self.current_x, self.current_y = 0, 0
self.maze.clear()
self.stack.clear()
for x in range(self.cols):
self.row = []
for y in range(self.rows):
self.cell = Cell(x, y, self.cell_size, self.screen, self.black, self.white, self.red, self.blue)
self.row.append(self.cell)
self.maze.append(self.row)
def in_bounds(self, x, y):
return 0 <= x < self.cols and 0 <= y < self.rows
def find_next_cell(self, x, y):
# keeps track of valid neighbors
self.neighbours = []
# loop through these two arrays to find all 4 neighbor cells
dx, dy = [1, -1, 0, 0], [0, 0, 1, -1]
for d in range(4):
# add cell to neighbor list if it is in bounds and not generated
if self.in_bounds(x + dx[d], y + dy[d]):
if not self.maze[x + dx[d]][y + dy[d]].generated:
self.neighbours.append((x + dx[d], y + dy[d]))
# returns a random cell in the neighbors list, or -1 -1 otherwise
if len(self.neighbours) > 0:
return self.neighbours[random.randint(0, len(self.neighbours) - 1)]
else:
return -1, -1
def remove_wall(self, x1, y1, x2, y2):
# x distance between original cell and neighbor cell
xd = self.maze[x1][y1].x - self.maze[x2][y2].x
# to the bottom
if xd == 1:
self.maze[x1][y1].walls[3] = False
self.maze[x2][y2].walls[1] = False
# to the top
elif xd == -1:
self.maze[x1][y1].walls[1] = False
self.maze[x2][y2].walls[3] = False
# y distance between original cell and neighbor cell
xy = self.maze[x1][y1].y - self.maze[x2][y2].y
# to the right
if xy == 1:
self.maze[x1][y1].walls[0] = False
self.maze[x2][y2].walls[2] = False
# to the left
elif xy == -1:
self.maze[x1][y1].walls[2] = False
self.maze[x2][y2].walls[0] = False
def create_maze(self):
self.maze[self.current_x][self.current_y].generated = True
# self.maze[self.current_x][self.current_y].draw_current()
next_cell = self.find_next_cell(self.current_x, self.current_y)
# checks if a neighbor was returned
if next_cell[0] >= 0 and next_cell[1] >= 0:
self.stack.append((self.current_x, self.current_y))
self.remove_wall(self.current_x, self.current_y, next_cell[0], next_cell[1])
self.current_x = next_cell[0]
self.current_y = next_cell[1]
# no neighbor, so go to the previous cell in the stack
elif len(self.stack) > 0:
previous = self.stack.pop()
self.current_x = previous[0]
self.current_y = previous[1]
def main():
WIDTH, HEIGHT = 800, 800
CELL_SIZE = 40
ROWS, COLUMNS = int(HEIGHT / CELL_SIZE), int(WIDTH / CELL_SIZE)
# color variables
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
# initialize pygame
pygame.init()
SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
SCREEN.fill(WHITE)
pygame.display.set_caption("Maze Gen")
CLOCK = pygame.time.Clock()
FPS = 60
m = Maze(SCREEN, CELL_SIZE, ROWS, COLUMNS, WHITE, BLACK, RED, BLUE)
m.on_start()
running = True
while running:
CLOCK.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for i in range(m.cols):
for j in range(m.rows):
m.maze[i][j].draw_cell()
m.create_maze()
pygame.display.flip()
if __name__ == "__main__":
main()
pygame.quit()
Call m.create_maze() in a loop before the application loop. Terminate the loop when len(m.stack) == 0:
def main():
# [...]
m = Maze(SCREEN, CELL_SIZE, ROWS, COLUMNS, WHITE, BLACK, RED, BLUE)
m.on_start()
while True:
m.create_maze()
if len(m.stack) == 0:
break
running = True
while running:
CLOCK.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for i in range(m.cols):
for j in range(m.rows):
m.maze[i][j].draw_cell()
pygame.display.flip()

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()

How to draw outline on the font(Pygame)

How can I draw an outline on the font?
I want to use black font, but the background has to be blackish so it's hard to see the font.
I assume myfont.render doesn't support drawing outline on the font.
Is there other way?
Pygame doesn't support this out of the box, but one way to do it is render the text in the outline color and blit it to the result surface shifted multiple times, then render the text in the desired color on top of it.
pgzero uses this technique; a trimmed down version of its code is shown below:
import pygame
_circle_cache = {}
def _circlepoints(r):
r = int(round(r))
if r in _circle_cache:
return _circle_cache[r]
x, y, e = r, 0, 1 - r
_circle_cache[r] = points = []
while x >= y:
points.append((x, y))
y += 1
if e < 0:
e += 2 * y - 1
else:
x -= 1
e += 2 * (y - x) - 1
points += [(y, x) for x, y in points if x > y]
points += [(-x, y) for x, y in points if x]
points += [(x, -y) for x, y in points if y]
points.sort()
return points
def render(text, font, gfcolor=pygame.Color('dodgerblue'), ocolor=(255, 255, 255), opx=2):
textsurface = font.render(text, True, gfcolor).convert_alpha()
w = textsurface.get_width() + 2 * opx
h = font.get_height()
osurf = pygame.Surface((w, h + 2 * opx)).convert_alpha()
osurf.fill((0, 0, 0, 0))
surf = osurf.copy()
osurf.blit(font.render(text, True, ocolor).convert_alpha(), (0, 0))
for dx, dy in _circlepoints(opx):
surf.blit(osurf, (dx + opx, dy + opx))
surf.blit(textsurface, (opx, opx))
return surf
def main():
pygame.init()
font = pygame.font.SysFont(None, 64)
screen = pygame.display.set_mode((350, 100))
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill((30, 30, 30))
screen.blit(render('Hello World', font), (20, 20))
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
If you are a beginer and are not looking for very complex code, and you are only using a simple font such as arial, helvetica, calibri, etc...
You can just blit the text in the outline colour 4 times in the 'corners', then blit the actual text over it:
white = pygame.Color(255,255,255)
black = pygame.Color(0,0,0)
def draw_text(x, y, string, col, size, window):
font = pygame.font.SysFont("Impact", size )
text = font.render(string, True, col)
textbox = text.get_rect()
textbox.center = (x, y)
window.blit(text, textbox)
x = 300
y = 300
# TEXT OUTLINE
# top left
draw_text(x + 2, y-2 , "Hello", black, 40, win)
# top right
draw_text(x +2, y-2 , "Hello", black, 40, win)
# btm left
draw_text(x -2, y +2 , "Hello", black, 40, win)
# btm right
draw_text(x-2, y +2 , "Hello", black, 40, win)
# TEXT FILL
draw_text(x, y, "Hello", white, 40, win)
You can use masks to add an outline to your text. Here is an example:
import pygame
def add_outline_to_image(image: pygame.Surface, thickness: int, color: tuple, color_key: tuple = (255, 0, 255)) -> pygame.Surface:
mask = pygame.mask.from_surface(image)
mask_surf = mask.to_surface(setcolor=color)
mask_surf.set_colorkey((0, 0, 0))
new_img = pygame.Surface((image.get_width() + 2, image.get_height() + 2))
new_img.fill(color_key)
new_img.set_colorkey(color_key)
for i in -thickness, thickness:
new_img.blit(mask_surf, (i + thickness, thickness))
new_img.blit(mask_surf, (thickness, i + thickness))
new_img.blit(image, (thickness, thickness))
return new_img
And here is how I use this function to create a white text with a 2px black outline:
text_surf = myfont.render("test", False, (255, 255, 255)).convert()
text_with_ouline = add_outline_to_image(text_surf, 2, (0, 0, 0))

Python Pygame randomly draw non overlapping circles

Im very new to python and seem to be missing something.
I want to randomly draw circles on a pygame display but only if the circles don't overlap each other.
I believe I must find the distance between all circle centers and only draw it if the distance is bigger than circle radius * 2.
I've tried many different things but all without success, I always get the same result - circles drawn overlapping.
#!/usr/bin/env python
import pygame, random, math
red = (255, 0, 0)
width = 800
height = 600
circle_num = 10
tick = 2
speed = 5
pygame.init()
screen = pygame.display.set_mode((width, height))
class circle():
def __init__(self):
self.x = random.randint(0,width)
self.y = random.randint(0,height)
self.r = 100
def new(self):
pygame.draw.circle(screen, red, (self.x,self.y), self.r, tick)
c = []
for i in range(circle_num):
c.append('c'+str(i))
c[i] = circle()
for j in range(len(c)):
dist = int(math.hypot(c[i].x - c[j].x, c[i].y - c[j].y))
if dist > int(c[i].r*2 + c[j].r*2):
c[j].new()
pygame.display.update()
else:
continue
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
You did not check against all other circles. I added a variable shouldprint which gets set to false if any other circle is too close.
import pygame, random, math
red = (255, 0, 0)
width = 800
height = 600
circle_num = 20
tick = 2
speed = 5
pygame.init()
screen = pygame.display.set_mode((width, height))
class circle():
def __init__(self):
self.x = random.randint(0,width)
self.y = random.randint(0,height)
self.r = 100
def new(self):
pygame.draw.circle(screen, red, (self.x,self.y), self.r, tick)
c = []
for i in range(circle_num):
c.append('c'+str(i))
c[i] = circle()
shouldprint = True
for j in range(len(c)):
if i != j:
dist = int(math.hypot(c[i].x - c[j].x, c[i].y - c[j].y))
if dist < int(c[i].r*2):
shouldprint = False
if shouldprint:
c[i].new()
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
The for loop has been changed to a while loop. It will keep trying to generate circles until the target number is reached. A circle is first generated. Then, it checks if it intersects with any existing circle using the formula from this answer.
It iterates through every existing circle (store in the list circles) and performs the check using the formula. any() returns True if the formula evaluates to True for any iteration. If it's True, it means it found an intersection. Thus, it continues to the next iteration to try again with a new circle.
circles = []
while len(circles) < circle_num:
new = circle()
if any(pow(c.r - new.r, 2) <=
pow(c.x - new.x, 2) + pow(c.y - new.y, 2) <=
pow(c.r + new.r, 2)
for c in circles):
continue
circles.append(new)
new.new()
pygame.display.update()

Pygame, how to draw a shape to the screen and delete the previous surface?

So I have this code, and it does what it's supposed to fine. What I want it to do is randomly scale the square by different amounts, which it does. My problem lies with the blit function, my square only seems to scale up because blit doesn't delete the old shape it just copies the new one to the surface.
How can I make the shape expand and shrink, and not just expand?
My code:
import sys, random, pygame
from pygame.locals import *
pygame.init()
w = 640
h = 480
screen = pygame.display.set_mode((w,h))
morphingShape = pygame.Surface((20,20))
morphingShape.fill((255, 137, 0)) #random colour for testing
morphingRect = morphingShape.get_rect()
def ShapeSizeChange(shape, screen):
x = random.randint(-21, 20)
w = shape.get_width()
h = shape.get_height()
if w + x > 0 and h + x > 0:
shape = pygame.transform.smoothscale(shape, (w + x, h + x))
else:
shape = pygame.transform.smoothscale(shape, (w - x, h - x))
shape.fill((255, 137, 0))
rect = shape.get_rect()
screen.blit(shape, rect)
return shape
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
morphingShape = ShapeSizeChange(morphingShape, screen)
pygame.display.update()
On every frame (each iteration of the While loop) you should erase the screen. By default the screen (window) color is black, so you should clear the screen by calling screen.fill( (0,0,0) ). Below is the full code, now working as you expect:
import sys, random, pygame
from pygame.locals import *
pygame.init()
w = 640
h = 480
screen = pygame.display.set_mode((w,h))
morphingShape = pygame.Surface((20,20))
morphingShape.fill((255, 137, 0)) #random colour for testing
morphingRect = morphingShape.get_rect()
# clock object that will be used to make the animation
# have the same speed on all machines regardless
# of the actual machine speed.
clock = pygame.time.Clock()
def ShapeSizeChange(shape, screen):
x = random.randint(-21, 20)
w = shape.get_width()
h = shape.get_height()
if w + x > 0 and h + x > 0:
shape = pygame.transform.smoothscale(shape, (w + x, h + x))
else:
shape = pygame.transform.smoothscale(shape, (w - x, h - x))
shape.fill((255, 137, 0))
rect = shape.get_rect()
screen.blit(shape, rect)
return shape
while True:
# limit the demo to 50 frames per second
clock.tick( 50 );
# clear screen with black color
# THIS IS WHAT WAS REALLY MISSING...
screen.fill( (0,0,0) )
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
morphingShape = ShapeSizeChange(morphingShape, screen)
pygame.display.update()
Note that just the addition of screen.fill( (0,0,0) ) solves your question.

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