How to call a function with pymunk's collision handler? - python

I am trying to implement an AI to solve a simple task: move from A to B, while avoiding obstacles.
So far I used pymunk and pygame to build the enviroment and this works quite fine. But now I am facing the next step: to get rewards for my reinforcement learning algorithm I need to detect the collision between the player and, for example, a wall. Or simply to restart the enviroment when a wall/obstacle gets hit.
Setting the c_handler.begin function equals the Game.restart fuctions helped me to print out that the player actually hit something.
But except from print() I can't access any other function concerning the player position and I don't really know what to do next.
So how can i use the pymunk collision to restart the environment? Or are there other ways for resetting or even other libraries to build a proper enviroment?
def restart(self, arbiter, data):
car.body.position = 50, 50
return True
def main(self):
[...]
c_handler = space.add_collision_handler(1,2)
c_handler.begin = Game.restart
[...]

In general it seems like it would be useful for you to read up a bit on how classes works in python, particularly how class instance variables works.
Anyway, if you already know you want to manipulate the car variable, you can store it in the class itself. Then since you have self available in the restart method you can just do whatever there.
Or, the other option is to find out the body that you want to change from the arbiter that is passed into the callback.
option 1:
class MyClass:
def restart(self, space, arbiter, data):
self.car.body.position = 50,50
return True
def main(self):
[...]
self.car = car
c_handler = space.add_collision_handler(1,2)
c_handler.begin = self.restart
[...]
option 2:
def restart(space, arbiter, data):
arbiter.shapes[0].body.position = 50,50
# or maybe its the other shape, in that case you should do this instead
# arbiter.shapes[1].body.position = 50,50

Related

Clearing the screen for text based rpg in python

I am trying to make a text based rpg game in python. I just started and this is what my code looks so far:
class Game:
def __init__(self):
self.map = [[" " for i in range(50)]for i in range(30)]
def draw_map(self):
for i in range(len(self.map)):
print(self.map[i])
def add_stuff(self, thing, x, y):
self.map[y][x] = thing
game = Game()
class Player:
def __init__(self):
self.x = 1
self.y = 1
self.player = "ME"
def draw(self):
game.add_stuff(self.player, self.x, self.y)
def move(self):
pass
player = Player()
player.draw()
game.draw_map()
I was trying to find a way to implement a game loop in some way. To do this i was thinking of running the draw_map() and clearing the screen right away and printing the map again, a bit like real game loops. However i am having problems doing this. Based on other answers to other similar questions, i managed to produce the following code(it just shows the main loop and subprocess is imported as sp).
while True:
game.draw_map()
sp.call("cls", shell = True)
However this is not working for me. It simply dosent do anything. I also tried using clear function from clear_screen` module in a similar way and i cant figure out why this wouldnt work. Thanks for any help
so based on your previous comments you want to clear the screen in a Python interpreter. There is no "command" to clear the screen just like this. But you can use a loop to print some new lines until your screen is blank again.
def clear(lines):
for l in range(lines):
print()
while True:
game.draw_map()
clear(35)
time.sleep(0.05)
You may need to increase or decrease the amount of lines cleared. I hope this works for you. P.S.: I would use a normal console.
https://en.wikipedia.org/wiki/Interpreter_(computing)#Efficiency:
Efficiency:
The main disadvantage of interpreters is that an interpreted program typically runs slower than if it had been compiled. The difference in speeds could be tiny or great; often an order of magnitude and sometimes more. It generally takes longer to run a program under an interpreter than to run the compiled code but it can take less time to interpret it than the total time required to compile and run it. This is especially important when prototyping and testing code when an edit-interpret-debug cycle can often be much shorter than an edit-compile-run-debug cycle.
If your problem is clearing the console window, you can just use
import os
os.system('cls')
in place of
sp.call("cls", shell = True)
(Assuming you are working on windows)
EDIT for clarity:
This is the new loop after the change:
while True:
game.draw_map()
os.system('cls')

How do I get animations to play one after the other using the Kivy Module

I'm using the Clock.schedule_interval module in kivy and want to get the processes happen one after the other. I'm trying this but it doesn't seem to work:
class Process1(Widget):
def move(self):
#process 1 occurs with this function
class Process2(Widget):
def move(self):
#process 1 occurs with this function
class GameApp(App):
def build(self):
p1 = Process1()
P2 = Process2()
p1.add_widget(p2)
x = Clock.schedule_interval(p1.move,1/60)
x.cancel()
y= Clock.schedule_interval(p2.move,1/60)
y.cancel()
return p1
if __main__ == '__name__':
GameApp.run()
I would appreciate any help.
i havent used kivy too much but i am fairly familiar with animations in tkinter.
what i have used to do is putting the animation in a while loop and when my animation reaches position x or/and y it changes path or start another animation.
Also, if you post a link to your full code i would be able to test this out for my self and it would be easier to help you with questions you might have later on

trying to draw over sprite or change picture pyglet

I am trying to learn pyglet and practice some python coding with a questionnaire thing, but I am unable to find a way to make the background picture be removed or drawn on top of or something for 10 seconds. I am new and am lacking in a lot of the knowledge I would need, thank you for helping!
import pyglet
from pyglet.window import Window
from pyglet.window import key
from pyglet import image
import time
card1 = False
cat_image = pyglet.image.load("cat.png")
dog_image = pyglet.image.load("dog.png")
image = pyglet.image.load("backg.png")
background_sprite = pyglet.sprite.Sprite(image)
cat = pyglet.sprite.Sprite(cat_image)
dog = pyglet.sprite.Sprite(dog_image)
window = pyglet.window.Window(638, 404, "Life")
mouse_pos_x = 0
mouse_pos_y = 0
catmeme = pyglet.image.load("catmeme.png")
sprite_catmeme = pyglet.sprite.Sprite(catmeme)
#window.event
def on_draw():
window.clear()
background_sprite.draw()
card_draw1(63, 192, 385, 192)
def card1():
while time.time() < (time.time() + 10):
window.clear()
sprite_catmeme.draw()
#window.event
def card_draw1(x1, y1, x2, y2):
cat.set_position(x1, y1)
dog.set_position(x2, y2)
cat.draw()
dog.draw()
def card_draw2():
pass
#window.event
def on_mouse_press(x, y, button, modifiers):
if x > cat.x and x < (cat.x + cat.width):
if y > cat.y and y < (cat.y + cat.height):
card1()
game = True
while game:
on_draw()
pyglet.app.run()
There's a few flaws in the order and in which you do things.
I will try my best to describe them and give you a piece of code that might work better for what your need is.
I also think your description of the problem is a bit of an XY Problem which is quite common when asking for help on complex matters where you think you're close to a solution, so you're asking for help on the solution you've come up with and not the problem.
I'm assuming you want to show a "Splash screen" for 10 seconds, which happens to be your background? And then present the cat.png and dog.png ontop of it, correct?
If that's the case, here's where you probably need to change things in order for it to work:
The draw() function
It doesn't really update the screen much, it simply adds things to the graphical memory. What updates the screen is you or something telling the graphics library that you're done adding things to the screen and it's time to update everything you've .draw()'n. So the last thing you need in the loop would be window.flip() in order for the things you've drawn to actually show.
Your things might show if you try to wiggle the window around, it should trigger a re-draw of the scene because of how the internal mechanics of pyglet work..
If you don't call .flip() - odds are probable that the redraw() call will never occur - which again, is a internal mechanism of Pyglet/GL that tells the graphics card that something has been updated, we're done updating and it's time to redraw the scene.
a scene
This is the word most commonly used for what the user is seeing.
I'll probably throw this around a lot in my text, so it's good to know that this is what the user is seeing, not what you've .draw()'n or what's been deleted, it's the last current rendering of the graphics card to the monitor.
But because of how graphical buffers work we've might have removed or added content to the memory without actually drawing it yet. Keep this in mind.
The pyglet.app.run() call
This is a never ending loop in itself, so having that in a while game: loop doesn't really make sense because .run() will "hang" your entire application, any code you want to execute needs to be in def on_draw or an event that is generated from within the graphical code itself.
To better understand this, have a look at my code, i've pasted it around a couple of times here on SO over the years and it's a basic model of two custom classes that inherits the behavior of Pyglet but lets you design your own classes to behave slightly differently.
And most of the functionality is under on_??? functions, which is almost always a function used to catch Events. Pyglet has a lot of these built in, and we're going to override them with our own (but the names must be the same)
import pyglet
from pyglet.gl import *
key = pyglet.window.key
class CustomSprite(pyglet.sprite.Sprite):
def __init__(self, texture_file, x=0, y=0):
## Must load the texture as a image resource before initializing class:Sprite()
self.texture = pyglet.image.load(texture_file)
super(CustomSprite, self).__init__(self.texture)
self.x = x
self.y = y
def _draw(self):
self.draw()
class MainScreen(pyglet.window.Window):
def __init__ (self):
super(MainScreen, self).__init__(800, 600, fullscreen = False)
self.x, self.y = 0, 0
self.bg = CustomSprite('bg.jpg')
self.sprites = {}
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
elif symbol == key.C:
print('Rendering cat')
self.sprites['cat'] = CustomSprite('cat.png', x=10, y=10)
elif symbol == key.D:
self.sprites['dog'] = CustomSprite('dog.png', x=100, y=100)
def render(self):
self.clear()
self.bg.draw()
for sprite_name, sprite_obj in self.sprites.items():
sprite_obj._draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
x = MainScreen()
x.run()
Now, this code is kept simple on purpose, the full code I usually paste on SO can be found at Torxed/PygletGui, the gui.py is where most of this comes from and it's the main loop.
What I do here is simply replace the Decorators by using "actual" functions inside a class. The class itself inherits the functions from a traditional pyglet.window.Window, and as soon as you name the functions the same as the inherited onces, you replace the core functionality of Window() with whatever you decide.. In this case, i mimic the same functions but add a few of my own.
on_key_press
One such example is on_key_press(), which normally just contain a pass call and does nothing, here, we check if key.C is pressed, and if so - we add a item to self.sprites.. self.sprites just so happen to be in our render() loop, anything in there will be rendered ontop of a background.
Here's the pictures I used:
(named bg.jpg, cat.png, dog.png - note the different file endings)
class:CustomSprite
CustomSprite is a very simple class designed to make your life easier at this point, nothing else. It's very limited in functionality but the little it do is awesome.
It's soul purpose is to take a file name, load it as an image and you can treat the object like a traditional pyglet.sprite.Sprite, meaning you can move it around and manipulate it in many ways.
It saves a few lines of code having to load all the images you need and as you can see in gui_classes_generic.py you can add a heap of functions that's "invisible" and normally not readily availbale to a normal sprite class.
I use this a bunch! But the code gets complicated real fast so I kept this post simple on purpose.
the flip function
Even in my class, I still need to use flip() in order to update the contents of the screen. This is because .clear() clears the window as you would expect, that also triggers a redraw of the scene.
bg.draw() might in some cases trigger a redraw if the data is big enough or if something else happens, for instance you move the window.
but calling .flip() will tell the GL backend to force a redraw.
Further optimizations
There's a thing called batched rendering, basically the graphic card is designed to take enormous ammounts of data and render it in one go, so calling .draw() on several items will only clog the CPU before the GPU even gets a chance to shine. Read more about Batched rendering and graphics! It will save you a lot of frame rates.
Another thing is to keep as little functionality as possible in the render() loop and use the event triggers as your main source of coding style.
Pyglet does a good job of being fast, especially if you only do things on event driven tasks.
Try to avoid timers, but if you really do need to use time for things, such as removing cat.png after a certain ammount of time, use the clock/time event to call a function that removes the cat. Do not try to use your own t = time() style of code unless you know where you're putting it and why. There's a good timer, I rarely use it.. But you should if you're starting off.
This has been one hell of a wall of text, I hope it educated you some what in the life of graphics and stuff. Keep going, it's a hurdle to get into this kind of stuff but it's quite rewarding once you've mastered it (I still haven't) :)

Python and Pygame: Avoiding creating display surface twice

Heyo, this is a bit of an extension of the "Imports within imports" question asked earlier by me, so moderators feel free to merge the 2.
I have 2 files: A.py and B.py
#A.py
import pygame
import B
pygame.init()
tv = pygame.display.set_mode((256, 256))
tv.blit(<some surface here>)
#B.py
import pygame
pygame.init()
tv.blit()??? <--- I need to blit to tv, but how do I do it here?
I've tried making a blank file called Globe and assigning global values to it, but most of the time I've found it just makes my code look clunky and hard to write.
As well.. I don't want to init pygame twice either.
Is there any 'Pythonic' way to do it?
This question could really apply to any structured python application.
An executable python script is going to have an entry-point. This is the script that you call to start the application. Within this script, it can import library modules to reuse extended functionality.
Your application needs to have a single entry point. Lets assume it will be A.py.
B.py would be a library module that you will import and use its functions. It should not have to expect a global tv variable to operate on. Instead, it should have, at the very least, functions that take arguments. Or even, a class that is instantiated with a surface to use. The benefit of this approach is that your B module is now reusable and not dependent on some executable main script providing a global surface always called tv
B.py
def blitSpecial(surf):
surf.blit()
A.py
import B
tv = pygame.display.set_mode((256, 256))
B.blitSpecial(tv)
This is a good habit to get into. If all your modules depend on global objects from a main script, they will be far less reusable.
Specifically for your pygame situation, everything with the screen surface should be happening in A.py which is using all of the other modules for custom classes and utility functions.
You can write functions that take pygame.Surface objects as parameters:
class TV():
def __init__(self):
self.img = ...
### insert code to load image here
self.rect = self.img.get_rect()
def draw(self, surface):
surface.blit(self.img, self.rect.topleft)
def erase(self, surface, background):
surface.blit(background, self.rect)
I don't personally know how fast/slow this is compared to other sprite-based engines, but it's a very quick way to build out a class that can draw/erase itself.
To use it, just create a display screen and a TV object.
screen = pygame.display.set_mode((256, 256))
background = pygame.Surface((0,0),(256,256))
background.fill(pygame.Color(0,0,0))
screen.fill(pygame.Color(0,0,0))
myTVobj = TV()
Every time you want to draw a copy of the TV onto the screen you call
myTVobj.draw(screen)
To erase the object, use
myTVobj.erase(screen, background)
Then you can do fun stuff later with objects created from the TV class, like stick them in a list.
tv_list = []
tv_list.append(myTVobj)
You can add a whole bunch of TVs to a list and draw all of them at the same time.
tv_list = []
tv_list.append(myTVobj)
tv_list.append(myTVobj)
tv_list.append(myTVobj)
for tv in tv_list:
tv.draw(screen)
Or you can erase them all just by changing one line
for tv in tv_list:
tv.erase(screen)
Finally, you can add one more function to your TV class that lets you move it around. If you treat the .rect member as a 'position marker', all you have to do is fiddle with its members (hehe) to change your object's onscreen update location.
def move(self, move_amount=(1,0):
self.rect.move_ip(move_amount[0], move_amount[1])
You only need to call pygame.init() once, so I think your code should look something like this:
#A.py
import pygame
import B
def setup():
pygame.init()
tv = pygame.display.set_mode((256, 256))
...
mysurface = ...
tv.blit(mysurface)
return tv
#B.py
import pygame
def mydraw(surface):
...
surface.blit()
# In whatever file you like :)
if __name__ == '__main__':
surface_A = B.setup() # Do this first
mydraw(surface_A)

top down friction in pymunk

Been struggling with this for a couple of days, hard to find code examples on the net.
I'm making a topdown game and having trouble getting the player to move on key press. At the moment i'm using add_force or add_impulse to move the player in a direction, but the player doesn't stop.
I've read about using surface friction between the space and the player to simulate friction and here is how it's done in the tank.c demo.
However I don't understand the API enough to port this code from chipmunk into pymunk.
cpConstraint *pivot = cpSpaceAddConstraint(space, cpPivotJointNew2(tankControlBody, tankBody, cpvzero, cpvzero));
So far, I have something that looks like this:
class Player(PhysicalObject):
BASE_SPEED = 5
VISIBLE_RANGE = 400
def __init__(self, image, position, world, movementType=None):
PhysicalObject.__init__(self, image, position, world)
self.mass = 100
self.CreateBody()
self.controlBody = pymunk.Body(pymunk.inf, pymunk.inf)
self.joint = pymunk.PivotJoint(self.body, self.controlBody, (0,0))
self.joint.max_force = 100
self.joint.bias_coef = 0
world.space.add(self.joint)
I don't know how to add the constraint of the space/player to the space.
(Need someone with 1500+ rep to create a pymunk tag for this question).
Joe crossposted the question to the Chipmunk/pymunk forum, and it got a couple of more answers there. http://www.slembcke.net/forums/viewtopic.php?f=1&t=1450&start=0&st=0&sk=t&sd=a
Ive pasted/edited in parts of my answer from the forum below:
#As pymunk is python and not C, the constructor to PivotJoint is defined as
def __init__(self, a, b, *args):
pass
#and the straight conversion from c to python is
pivot1 = PivotJoint(tankControlBody, tankBody, Vec2d.zero(), Vec2d.zero())
# but ofc it works equally well with 0 tuples instead of the zero() methods:
pivot2 = PivotJoint(tankControlBody, tankBody, (0,0), (0,0))
mySpace.add(pivot1, pivot2)
Depending on if you send in one or two arguments to args, it will either use the cpPivotJointNew or cpPivotJointNew2 method in the C interface to create the joint. The difference between these two methods is that cpPivotJointNew want one pivot point as argument, and the cpPivotJointNew2 want two anchor points. So, if you send in one Vec2d pymunk will use cpPivotJointNew, but if you send in two Vec2d it will use cpPivotJointNew2.
Full PivotJoint constructor documentation is here: PivotJoint constructor docs
I'm not familiar with either system you've mentioned, but some basic game ideas that may relate are:
If you add a force (or impulse) which affects movement, for the entity to stop, you must also take it away. In my games if I had a function AddImpulse()/AddForce() I would have a corresponding one such as Apply_Friction() which would reverse the effect by however much you want (based on terrain?) until movespeed is zero or less. I personally wouldn't bother with this method for movement unless needed for gameplay since it can add more computations that its worth each update.
There should be some way to track KeyPressed and/or KeyPosition and then using those x/y coordinates are incrememnted based on player speed. Without knowing what you've tried or how much the API does for you, it's hard to really say more.
Hope this helps. If this is stuff you already knew kindly ignore it.

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