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pygame capture keyboard events when window not in focus
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Get Inputs without Focus in Python/Pygame?
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Closed 3 months ago.
I'm trying to implement a feature in Pygame where if the user moves the mouse outside the window the relative position (event.rel) can be returned. I'm trying to do this because I want to make a game where you can keep turning left or right from mouse input.
I know this is possible from the docs:
If the mouse cursor is hidden, and input is grabbed to the current display the mouse will enter a virtual input mode, where the relative movements of the mouse will never be stopped by the borders of the screen. See the functions pygame.mouse.set_visible() and pygame.event.set_grab() to get this configured.
For this reason, I've implemented these lines in my code
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
However this doesn't help. The actual behaviour is:
when the mouse is moving in the window, event.rel prints to the console (expected)
when the mouse is moving outside the window, event.rel doesn't print to the console (not expected)
Other strange behaviour:
Initially event.rel is set to (300, 300) which is the center of my 600x600 screen. Ideally initial event.rel should be (0,0)
Possible cause:
I'm running the code below in trinket.io or repl.it. Because this is a browser the demo window might cause problems. Maybe this is solved by downloading python locally but i don't want to do this as it takes up too much space (my laptop sucks) and also it would be good to have an online demo to easily show employers that are too lazy to paste code into their IDEs.
Similar issue:
This guy on reddit had a very similar issue but I think his solution is not related to my situation
This block of code was what I asked originally but it doesn't demonstrate the question as well as the last block. Please scroll down to see the last block of code instead :)
import pygame
pygame.init()
# screen
X = 600 # width
Y = 600 # height
halfX = X/2
halfY = Y/2
screen = pygame.display.set_mode((X, Y), pygame.FULLSCREEN)
clock = pygame.time.Clock()
# Colors
WHITE = (255, 255, 255)
RED = (255, 0, 0)
# From the docs:
# "If the mouse cursor is hidden, and input is grabbed to the
# current display the mouse will enter a virtual input mode, where
# the relative movements of the mouse will never be stopped by the
# borders of the screen."
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
def drawCross(point, size, color):
pygame.draw.line(screen, color, (point[0]-size,point[1]-size), (point[0]+size,point[1]+size), 2)
pygame.draw.line(screen, color, (point[0]+size,point[1]-size), (point[0]-size,point[1]+size), 2)
canvas_rel = (halfX,halfY)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.MOUSEMOTION:
print('event.rel = ' + str(event.rel))
canvas_rel = [10 * event.rel[0] + halfX, 10 * event.rel[1] + halfY]
print(' canvas_rel = ' + str(canvas_rel))
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
print('escape')
running = False
break
screen.fill(WHITE)
# Red sight to represent pygame mouse event.rel
drawCross(canvas_rel, 10, RED)
pygame.display.flip()
clock.tick(20)
pygame.quit()
EDIT:
The above code doesn't fully demonstrate my problem. I've added a better sample below to make the the question easier to understand. This sample will draw a triangle in the centre of the screen. The triangle will rotate with relative horizontal motion of the mouse. Note the attempt to use pygame.mouse.set_pos
import pygame
from math import pi, cos, sin
pygame.init()
# screen
X = 600 # width
Y = 600 # height
halfX = X/2
halfY = Y/2
screen = pygame.display.set_mode((X, Y), pygame.FULLSCREEN)
clock = pygame.time.Clock()
# for getting relative mouse position when outside the screen
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
# sensitivity
senseTheta = 0.01
# player
stand = [halfX, halfY]
t = 0 # angle in radians from positive X axis to positive x axis anticlockwise about positive Z
# draws a white cross in the screen center for when shooting is implemented :)
def drawPlayer():
p = stand
d = 50
a1 = 0.25*pi-t
a2 = 0.75*pi-t
P = (p[0],p[1])
A1 = (p[0] + d*cos(a1), p[1] + d*sin(a1)) # P + (d*cos(a1), d*sin(a1))
A2 = (p[0] + d*cos(a2), p[1] + d*sin(a2)) # P + (d*cos(a2), d*sin(a2))
pygame.draw.line(screen, BLACK, P, A1, 2)
pygame.draw.line(screen, BLACK, A1, A2, 2)
pygame.draw.line(screen, BLACK, A2, P, 2)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.MOUSEMOTION:
mouseMove = event.rel
print('mouseMove = ' + str(mouseMove))
t -= mouseMove[0] * senseTheta
# "Fix" the mouse pointer at the center
# pygame.mouse.set_pos((screen.get_width()//2, screen.get_height()//2))
# But I think set_pos triggers another MOUSEMOTION event as moving in positive x
# seems to move backward the same amount in x (i.e. the triangle doesn't
# rotate). See the console log.
# If you uncomment this line it works ok (the triangle rotates) but still
# glitches when the mouse leaves the window.
# uncommented or not I still cant get the mouse to work outside the window
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
break
screen.fill(WHITE)
drawPlayer()
pygame.display.flip()
clock.tick(40)
pygame.quit()
Related
I think my understanding of Pygame is a little bit weak. I would appreciate any help in general about the intricacies of the code (since this was given by the teacher) or simply how I can at least make the obstacle visible.
def draw(screen, background, boids, obstaclearray):
#redrawing the whole window
boids.clear(screen, background)
dirty = boids.draw(screen)
for element in obstaclearray:
pygame.draw.circle(screen, (255,255,255), (element.x, element.y), element.radius)
pygame.display.update(dirty)
Above is where I actually do the drawing and attempt to draw the circle.
The CircularObstacle class is a very simple class that looks like this:
import pygame
class CircularObstacle():
def __init__(self, x, y, radius): #MAYBE ADD A SIZE
self.x = x
self.y = y
self.radius = radius
The problem is that the circle only draws itself when the boids have went over it, which is really weird. I think it has to do with the way the pygame has been setup with and the Surfaces and everything, so below is all the code in main. Of course the obstacle does not work as intended, but I plan to fix that later, first I want to at least get a circle to show.
Below is my full code because I believe it is crucial to solving the issue:
import pygame
from pygame.locals import *
import argparse
import sys
from boid import Boid
from Obstacle import CircularObstacle
def add_boids(boids,num_boids):
for boid in range (num_boids):
boids.add(Boid())
def update(dt, boids):
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit(0)
elif event.type == KEYDOWN:
mods = pygame.key.get_mods()
if event.key == pygame.K_q:
# quit
pygame.quit()
sys.exit(0)
elif event.key == pygame.K_UP:
# add boids
if mods & pygame.KMOD_SHIFT:
add_boids(boids, 100)
else:
add_boids(boids, 10)
elif event.key == pygame.K_DOWN:
# remove boids
if mods & pygame.KMOD_SHIFT:
boids.remove(boids.sprites()[:100])
else:
boids.remove(boids.sprites()[:10])
#ADD STUFF LIKE THE SLIDER AND STUFF
for b in boids:
b.update(dt, boids)
def draw(screen, background, boids, obstaclearray):
#redrawing the whole window
boids.clear(screen, background)
dirty = boids.draw(screen)
for element in obstaclearray:
pygame.draw.circle(screen, (255,255,255), (element.x, element.y), element.radius)
pygame.display.update(dirty)
default_boids = 0
default_geometry = "1000x1000"
# Initialise pygame.
pygame.init()
pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP])
# keep a good framerate so the graphics are better
fps = 60.0
fpsClock = pygame.time.Clock()
# Set up pygamme window
window_width, window_height = 800,600
flags = DOUBLEBUF
screen = pygame.display.set_mode((window_width, window_height), flags)
screen.set_alpha(None)
background = pygame.Surface(screen.get_size()).convert()
background.fill(pygame.Color('black'))
boids = pygame.sprite.RenderUpdates()
add_boids(boids, default_boids)
obstaclearray = []
defaultcircleobstacle = CircularObstacle(200,200,13)
obstaclearray.append(defaultcircleobstacle)
#The "game loop"
dt = 1/fps # here dt means the amount of time elapsed since the last frame
#it seems like thie is a forever loop but in reality this is not since in the update method we provide functinality to quit the program
while True:
update(dt, boids)
draw(screen, background, boids, obstaclearray)
dt = fpsClock.tick(fps)
When you call pygame.display.update() you have 2 options. You can call it without any parameter. In this case the complete screen is updated.
pygame.display.update()
Or call it with a list of rectangular regions that need to be updated. In this case, only the rectangular areas will be updated.
pygame.display.update(rect_list)
You do the 2nd option, but the areas where the circles are drawn are not in the dirty list, therefore this regions are not updated.
pygame.display.update(dirty)
Either update the whole screen with pygame.display.update() or add the regions of the circles to the dirty list:
def draw(screen, background, boids, obstaclearray):
boids.clear(screen, background)
dirty = boids.draw(screen)
for element in obstaclearray:
dirty_rect = pygame.draw.circle(screen, (255,255,255), (element.x, element.y), element.radius)
dirty.append(dirty_rect)
pygame.display.update(dirty)
I am trying do end credits like animation the code above for Title crawl, I am trying to make the following changes to it:- 1) The text should begin at the bottom of screen at certain location, such that no other text from the string should be displayed below that location on the screen. 2) The text should stop at certain location on top of screen such that the line at the top should be deleted as soon as it reaches that location making room for other lines in the string.
I am a python newbie, I am just experimenting with things, the following code doesn't belong to me either.
import pygame
from pygame.locals import *
pygame.init()
pygame.display.set_caption('Title Crawl')
screen = pygame.display.set_mode((1000, 800))
screen_r = screen.get_rect()
font = pygame.font.SysFont("franklingothicdemibold", 40)
clock = pygame.time.Clock()
def main():
crawl = ["Star Wars - The Wilds"," ","It is a dark time for the Galaxy. The evil Dark","Lord, Vitiate is rising to power. Alone, a single", "spec is on a trip, a trip that will ultimately", "rectify the wrongs of the galaxy. The keepers ", "of peace are dying out and the DARK SIDE is", "lurking, a conniving force determined to", "become the omniarch."]
texts = []
# we render the text once, since it's easier to work with surfaces
# also, font rendering is a performance killer
for i, line in enumerate(crawl):
s = font.render(line, 1, (229, 177, 58))
# we also create a Rect for each Surface.
# whenever you use rects with surfaces, it may be a good idea to use sprites instead
# we give each rect the correct starting position
r = s.get_rect(centerx=screen_r.centerx, y=screen_r.bottom + i * 45)
texts.append((r, s))
while True:
for e in pygame.event.get():
if e.type == QUIT or e.type == KEYDOWN and e.key == pygame.K_ESCAPE:
return
screen.fill((0, 0, 0))
for r, s in texts:
# now we just move each rect by one pixel each frame
r.move_ip(0, -1)
# and drawing is as simple as this
screen.blit(s, r)
# if all rects have left the screen, we exit
if not screen_r.collidelistall([r for (r, _) in texts]):
return
# only call this once so the screen does not flicker
pygame.display.flip()
# cap framerate at 60 FPS
clock.tick(60)
if __name__ == '__main__':
main()
Use set_clip() to set the clipping region of the display surface.
e.g. Clip 100 rows at the top and the bottom:
# set clipping rectangle
clip_rect = (0, 100, screen.get_width(), screen.get_height()-200)
screen.set_clip(clip_rect)
for r, s in texts:
# now we just move each rect by one pixel each frame
r.move_ip(0, -1)
# and drawing is as simple as this
screen.blit(s, r)
# cancel clipping for further drawing
screen.set_clip(None)
UPDATED ISSUE
I have discovered the issue appears to be with the fact that I am using the FULLSCREEN display flag to create the window. I added a rectangle to be drawn in the top left of the scree (0, 0), but when I run the program, It is mostly off the screen. Then, when I Alt-Tab away and back, the rectangle is appropriately placed at 0,0 and the turret is off center.
So basically, when the program starts, the game screen is larger than my actual screen, but centered. Then after Alt-Tab, the game screen is lined up with 0,0 but since the game screen is larger than my screen, the turret looks off center, but is actually centered relative to the game.
So the real question is why does using the FULLSCREEN display flag make a screen larger than my computer screen?
ORIGINAL ISSUE
I am building a simple demonstration of a turret in the center of the screen which follows the location of the cursor as if to fire where it is. Everything works perfectly until I Alt-Tab away from the screen, and then Alt-Tab back. At this point to turret is now off center (down and to the right)
import pygame, math
pygame.init()
image_library = {}
screen_dimen = pygame.display.Info()
print("Screen Dimensions ", screen_dimen)
def get_image(name):
if name not in image_library:
image = pygame.image.load(name)
image_library[name] = image
else:
image = image_library[name]
return image
robot_turret_image = get_image('robot_turret.png')
screen = pygame.display.set_mode((0, 0), pygame.`FULLSCREEN`)
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEMOTION:
print(event.pos)
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
done = True
screen.fill((0, 0, 0))
pos = pygame.mouse.get_pos()
angle = 360 - math.atan2(pos[1] - (screen_dimen.current_h / 2),
pos[0] - (screen_dimen.current_w / 2)) * 180 / math.pi
rot_image = pygame.transform.rotate(robot_turret_image, angle)
rect = rot_image.get_rect(center=(screen_dimen.current_w / 2, screen_dimen.current_h / 2))
screen.blit(rot_image, rect)
color = (0, 128, 255)
pygame.draw.rect(screen, color, pygame.Rect(0, 0, 200, 200))
pygame.display.update()
clock.tick(60)
It seems that the center is now off. I have printed out the screen dimensions before and after the Alt-Tab and they are the same, so I can't figure out why the image moves. I believe I am missing something regarding state changes with Pygame, but can't figure out what. If it is relevant, I am on Windows 10.
Alright, I discovered a solution from gamedev.stackexchange
And I will re-hash it here. The issue was that Using the fullscreen tag was making a screen larger than my computer screen. The following code solves this
import ctypes
ctypes.windll.user32.SetProcessDPIAware()
true_res = (ctypes.windll.user32.GetSystemMetrics(0), ctypes.windll.user32.GetSystemMetrics(1))
pygame.display.set_mode(true_res,pygame.FULLSCREEN)
It is important to note that this is potentially just a windows fix, but I do not have another system with which to test it on. But It works on Windows 10 with python 3.5.1 and pygame 1.9.2a0
Okay, I'am trying to create a Tom and Jerry game with the pygame library.
The game focuses on catching mice by clicking on them as they appear in their holes. The problem
is that sometimes a cat appears instead of a mouse and should the player erroneously click on the
cat (s)he looses all earned points, but the game continues.
The mouse is an image of a mouse and the cat is an image of an cat.
If you click on the mouse, you get mouse, otherwise the cat gets the points.
The code is a mess, that's because I don't know what I'am doing and just set an another event loop because then it works, because it runs after I create the mouse. It works to click on the mouse but then you click somewhere else and after that it's like you did not clicked on the mouse.
The mouse is created in a loop and is supposed to wait for 5 seconds and if you click on the mouse within these seconds then an appropriate message prints out in the console ,,Jerry clicked!" else "1 click". If you don't click on the mouse within 5 seconds a image covers the mouse so she disappears.
Now, what I'am trying to do right now is to print the message 1 click when the player does not click on anything but print 1 click jerry clicked when the player clicks on the mouse. I have a image of the mousehole and then I put the mouse on the mousehole, that is, on an another image.
This code works with one image at least:
pygame.init()
width=350;
height=400
screen = pygame.display.set_mode( (width, height ) )
pygame.display.set_caption('clicked on image')
redSquare = pygame.image.load("images/red-square.png").convert()
x = 20; # x coordnate of image
y = 30; # y coordinate of image
screen.blit(redSquare , ( x,y)) # paint to screen
pygame.display.flip() # paint screen one time
running = True
while (running):
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
# Set the x, y postions of the mouse click
x, y = event.pos
if redSquare.get_rect().collidepoint(x, y):
print('clicked on image')
#loop over, quite pygame
pygame.quit()
My problem is that, when I click on the mouse and then I don't click on the mouse I can't click on the mouse again at another position.
So what's wrong? What I'am doing wrong here?
Here is my code:
import pygame
from pygame import *
from random import *
init()
run = True
screen = (800,800)
screen = display.set_mode(screen)
xpos = 0
ypos = 0
mouseorcatxpos = 5
mouseorcatypos = 0
mousehole = image.load("mousehole.png").convert()
cat = image.load("tom.png")
jerry = image.load("jerry.png")
def makeholes():
global ypos
global xpos
for holey in range(1,9):
for holex in range(1,9):
screen.blit(mousehole,(xpos,ypos))
display.flip()
xpos += 100
ypos += 100
xpos = 0
def mouseorcat():
global xpos
mouseorcatxpos = 5
ypos = 0
for mousecaty in range(1,9):
pygame.event.pump()
for mousecatx in range(1,9):
randommouse = randint(1, 3)
randomcat = randint(1, 10)
if(randommouse == 2):
screen.blit(jerry, (mouseorcatxpos, ypos))
display.flip()
for event in pygame.event.get():
if (event.type == MOUSEBUTTONDOWN):
if jerry.get_rect().collidepoint(xpos, ypos) == False:
print("l clicked!")
x, y = event.pos
if jerry.get_rect().collidepoint(xpos, y):
print("JERRY CLICKED!!")
x, y = event.pos
print(x, y)
time.wait(5000)
#screen.blit(mousehole, (mouseorcatxpos - 5, ypos))
display.flip()
elif(randomcat == 2):
screen.blit(cat, (mouseorcatxpos, ypos))
display.flip()
time.wait(1500)
screen.blit(mousehole, (mouseorcatxpos-5, ypos))
display.flip()
mouseorcatxpos += 100
mouseorcatxpos = 0
ypos += 100
makeholes()
while run == True:
for event in pygame.event.get():
mouseorcat()
if event.type == QUIT:
run = False
I rewrote your game to show you how I would do it.
To keep track of the time and to limit the framerate I used a pygame.time.Clock and a timer variable. The clock returns the time in milliseconds since clock.tick was called the last time, which is used to increase the timer variable. The cat just replaces the mouse after two seconds and the mouse is set to a new position. I use pygame.Rects to store the positions, but you could also use lists or tuples.
import sys
import random
import pygame
pygame.init()
size = (800, 800)
screen = pygame.display.set_mode(size)
# Images replaced by pygame.Surface. Do that too
# in the future before you post your code.
mousehole = pygame.Surface((40, 40)).convert()
mousehole.fill(pygame.Color(30, 30, 30))
cat = pygame.Surface((40, 40)).convert()
cat.fill(pygame.Color(110, 110, 130))
jerry = pygame.Surface((40, 40)).convert()
jerry.fill(pygame.Color(190, 130, 0))
# Create the background image and blit the holes.
background = pygame.Surface(size).convert()
for holey in range(8):
for holex in range(8):
background.blit(mousehole, (holex*100, holey*100))
def new_position():
"""Return a random position between 0-700 in steps of 100."""
return (random.randrange(0, 701, 100), random.randrange(0, 701, 100))
def main():
fps = 30
clock = pygame.time.Clock()
jerry_rect = jerry.get_rect() # Stores jerry's position and size.
jerry_rect.topleft = new_position() # New random position.
# The cat is outside of the screen first.
cat_rect = cat.get_rect(topleft=(-100, -100))
points = 0
timer = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
if jerry_rect.collidepoint(event.pos):
points += 1
print('Jerry caught! Points:', points)
timer = 0
jerry_rect.topleft = new_position()
else:
print('Missed. Points:', points)
# Run logic.
timer += clock.tick(fps) / 1000 # timer + seconds since last tick.
if timer > 2: # Cat catches mouse after 2 seconds.
cat_rect.topleft = jerry_rect.topleft
jerry_rect.topleft = new_position()
timer = 0
points = 0
print('Tom caught Jerry.')
# Draw.
# Clear the screen by blitting the bg.
screen.blit(background, (0, 0))
screen.blit(jerry, jerry_rect)
screen.blit(cat, cat_rect)
pygame.display.flip()
if __name__ == '__main__':
main()
pygame.quit()
sys.exit()
Side notes:
Don't use star imports (from module import *), because that can make code harder to read. If you want you can use from pygame.locals import *, if it's the only star import.
Don't use global variables, because they can make code harder to read, understand and maintain. Pass variables to functions as arguments and then return the result.
Update: Some notes about your program:
The first big problem is that your game has two event loops and the important one is deeply nested inside of two other for loops and a if. The event loop should be directly under the main while loop (one indentation level (when you have more experience you can put it into a function or class method)).
The two for loops seem to have the purpose to let the code run until randommouse or randomcat are 2. To run code until a condition is met is the purpose of a while loop. But in this case you should better just pick a random number and write the if/elif conditions so that they always apply. For example, you want a 2/3 chance for mouse and 1/3 for a cat,
random_number = random.randint(1, 3)
if random_number < 3:
print("2/3 probability. It's a mouse")
else:
print("1/3 probability. It's a cat")
Or use random.choice with a list:
>>> random.choice(['mouse', 'mouse', 'cat'])
'mouse'
time.wait(5000) shouldn't be used because the game just hangs in this time. You can't even close the window. Limit the framerate and get the time since the last tick with a pygame.time.Clock.
pygame.event.pump() is not needed.
If you call get_rect() without an argument, the rect is positioned at (0, 0).
if jerry.get_rect().collidepoint(xpos, y):
That's the reason why clicking on jerry only works in the top row, and because you use the global xpos here. Since xpos is 0, the whole top row counts as Jerry.
You can pass coordinates to get_rect like so (you can also use center or other args instead of topleft):
jerry_rect = jerry.get_rect(topleft=(50, 100))
I'm sorry but I don't think I can simply fix your code. I've tried it several times, but I always end up re-writing it completely.
I begin by extracting the event loop out of the two nested for loops, then remove these loops, create rects for the mouse and cat, fix the collision detection, add a timer and so on. Take a close look at my example and try to rewrite your game in a similar way, and keep asking questions if you don't understand something.
UPDATED ISSUE
I have discovered the issue appears to be with the fact that I am using the FULLSCREEN display flag to create the window. I added a rectangle to be drawn in the top left of the scree (0, 0), but when I run the program, It is mostly off the screen. Then, when I Alt-Tab away and back, the rectangle is appropriately placed at 0,0 and the turret is off center.
So basically, when the program starts, the game screen is larger than my actual screen, but centered. Then after Alt-Tab, the game screen is lined up with 0,0 but since the game screen is larger than my screen, the turret looks off center, but is actually centered relative to the game.
So the real question is why does using the FULLSCREEN display flag make a screen larger than my computer screen?
ORIGINAL ISSUE
I am building a simple demonstration of a turret in the center of the screen which follows the location of the cursor as if to fire where it is. Everything works perfectly until I Alt-Tab away from the screen, and then Alt-Tab back. At this point to turret is now off center (down and to the right)
import pygame, math
pygame.init()
image_library = {}
screen_dimen = pygame.display.Info()
print("Screen Dimensions ", screen_dimen)
def get_image(name):
if name not in image_library:
image = pygame.image.load(name)
image_library[name] = image
else:
image = image_library[name]
return image
robot_turret_image = get_image('robot_turret.png')
screen = pygame.display.set_mode((0, 0), pygame.`FULLSCREEN`)
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEMOTION:
print(event.pos)
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
done = True
screen.fill((0, 0, 0))
pos = pygame.mouse.get_pos()
angle = 360 - math.atan2(pos[1] - (screen_dimen.current_h / 2),
pos[0] - (screen_dimen.current_w / 2)) * 180 / math.pi
rot_image = pygame.transform.rotate(robot_turret_image, angle)
rect = rot_image.get_rect(center=(screen_dimen.current_w / 2, screen_dimen.current_h / 2))
screen.blit(rot_image, rect)
color = (0, 128, 255)
pygame.draw.rect(screen, color, pygame.Rect(0, 0, 200, 200))
pygame.display.update()
clock.tick(60)
It seems that the center is now off. I have printed out the screen dimensions before and after the Alt-Tab and they are the same, so I can't figure out why the image moves. I believe I am missing something regarding state changes with Pygame, but can't figure out what. If it is relevant, I am on Windows 10.
Alright, I discovered a solution from gamedev.stackexchange
And I will re-hash it here. The issue was that Using the fullscreen tag was making a screen larger than my computer screen. The following code solves this
import ctypes
ctypes.windll.user32.SetProcessDPIAware()
true_res = (ctypes.windll.user32.GetSystemMetrics(0), ctypes.windll.user32.GetSystemMetrics(1))
pygame.display.set_mode(true_res,pygame.FULLSCREEN)
It is important to note that this is potentially just a windows fix, but I do not have another system with which to test it on. But It works on Windows 10 with python 3.5.1 and pygame 1.9.2a0