So I could save a big drawing and see its full size in an image visualizer, I resized my turtle window bigger then my monitor size. But the saved image is not being resized, so the drawing is being truncated:
from turtle import Screen, Turtle
import random
screen = Screen()
screen.setup(width=1200, height=2700, startx=None, starty=None)
t = Turtle(visible=False)
t.speed('fastest') # because I have no patience
t2 = Turtle(visible=False)
t2.speed('fastest') # because I have no patience
t3 = Turtle(visible=False)
t3.speed('fastest') # because I have no patience
def got(x, y, d): # to use goto more easily
t.penup()
t.goto(x, y)
t.pendown()
t.seth(d)
def flatoval(r): # Horizontal Oval
t.right(45)
for loop in range(2):
t.circle(r, 90)
t.circle(r / 2, 90)
got(0, -200, 0)
def elipse(r, a, b, c):
for extent in range(9):
rnd = random.randint(1, 20)
# if extent == 0 or extent == 3 or extent == 6 :
# t.color('red')
# if extent == 1 or extent == 4 or extent == 7 :
# t.color('yellow')
# if extent == 2 or extent == 5 or extent == 8 :
# t.color('blue')
t.circle(r, 10)
heading = t.heading()
if extent == 0 or extent == 1 or extent == 2:
# t.color('green')
t.setheading(0)
t.forward(rnd)
t.forward(a)
t.backward(rnd)
t.forward(c)
t.setheading(heading)
def canais(x, y, d, egnar):
for tog in range(egnar):
got(x, y, d)
elipse(100, 0, 0, 0)
elipse(50, 0, 0, 0)
elipse(100, 0, 0, 0)
elipse(50, 0, 0, 0)
d = d + 10
elipse(200, 0, 0, 0)
elipse(100, 0, 0, 0)
elipse(200, 0, 0, 0)
elipse(100, 0, 0, 0)
elipse(300, 0, 0, 0)
elipse(200, 0, 0, 0)
elipse(300, 0, 0, 0)
elipse(200, 0, 0, 0)
canais(0, -100, 0, 40)
ts = t.getscreen()
ts.getcanvas().postscript(file="canais_organizados_separadamente.eps")
I also tried this change:
screen = Screen()
screen.setup(width=1200, height=2700, startx=None, starty=None)
in place of:
screen = Screen()
screen.setup(400, 500)
Truncated image:
By default, the tkinter canvas postscript() method only captures the visible portion of the canvas. You need to tell it, via the width and height arguments, whether you want more than that. Below is your code reworked with that fix and several others to improve the performance and/or simplify the logic:
from turtle import Screen, Turtle
from random import randint
def got(x, y, d): # to use goto more easily
turtle.penup()
turtle.goto(x, y)
turtle.pendown()
turtle.setheading(d)
def flatoval(r): # Horizontal Oval
turtle.right(45)
for _ in range(2):
turtle.circle(r, 90)
turtle.circle(r / 2, 90)
def elipse(r, a, b, c):
for extent in range(9):
rnd = randint(1, 20)
turtle.circle(r, 10)
heading = turtle.heading()
if extent <= 2:
turtle.setheading(0)
turtle.forward(rnd)
turtle.forward(a)
turtle.backward(rnd)
turtle.forward(c)
turtle.setheading(heading)
def canais(x, y, d, egnar):
for _ in range(egnar):
got(x, y, d)
elipse(100, 0, 0, 0)
elipse(50, 0, 0, 0)
elipse(100, 0, 0, 0)
elipse(50, 0, 0, 0)
elipse(200, 0, 0, 0)
elipse(100, 0, 0, 0)
elipse(200, 0, 0, 0)
elipse(100, 0, 0, 0)
elipse(300, 0, 0, 0)
elipse(200, 0, 0, 0)
elipse(300, 0, 0, 0)
elipse(200, 0, 0, 0)
d += 10
screen = Screen()
screen.setup(1200, 1200)
turtle = Turtle(visible=False)
got(0, -200, 0)
screen.tracer(False)
canais(0, -100, 0, 36)
screen.tracer(True)
canvas = screen.getcanvas()
canvas.postscript(file="canais_organizados_separadamente.eps", width=1200, height=1200)
So I've been working on a few games in Python (battleships, tic-tac-toe etc.) and this week's project is Snake. I've got a basic set-up going; the snake can move and eats the food but I haven't programmed in collision detection or going off the edge yet. The problem is response time. If you run the code below, you'll see that the snake responds to key presses, but not for a couple of - I'll call them frames - after the press. I don't quite understand how the listen() method works; am I using it properly? If not, how should I use it, and if so, how can I fix the delay? I know about Pygame, but a) I can't find an easy to install 64 bit version for python 3.4 (this one http://www.lfd.uci.edu/~gohlke/pythonlibs/#pygame is not easy to install, what the heck is a whl file?) and b) I want to challenge myself anyway.
Any help would be appreciated.
import random
import turtle
import time
class Square:
def __init__(self, x, y):
self.x = x
self.y = y
def drawself(self, turtle):
# draw a black box at its coordinates, leaving a small gap between cubes
turtle.goto(self.x - 9, self.y - 9)
turtle.begin_fill()
for i in range(4):
turtle.forward(18)
turtle.left(90)
turtle.end_fill()
class Food:
def __init__(self, x, y):
self.x = x
self.y = y
self.state = "ON"
def changelocation(self):
# I haven't programmed it to spawn outside the snake's body yet
self.x = random.randint(0, 20)*20 - 200
self.y = random.randint(0, 20)*20 - 200
def drawself(self, turtle):
# similar to the Square drawself, but blinks on and off
if self.state == "ON":
turtle.goto(self.x - 9, self.y - 9)
turtle.begin_fill()
for i in range(4):
turtle.forward(18)
turtle.left(90)
turtle.end_fill()
def changestate(self):
# controls the blinking
self.state = "OFF" if self.state == "ON" else "ON"
class Snake:
def __init__(self):
self.headposition = [20, 0] # keeps track of where it needs to go next
self.body = [Square(-20, 0), Square(0, 0), Square(20, 0)] # body is a list of squares
self.nextX = 1 # tells the snake which way it's going next
self.nextY = 0
self.crashed = False # I'll use this when I get around to collision detection
self.nextposition = [self.headposition[0] + 20*self.nextX,
self.headposition[1] + 20*self.nextY]
# prepares the next location to add to the snake
def moveOneStep(self):
if Square(self.nextposition[0], self.nextposition[1]) not in self.body:
# attempt (unsuccessful) at collision detection
self.body.append(Square(self.nextposition[0], self.nextposition[1]))
# moves the snake head to the next spot, deleting the tail
del self.body[0]
self.headposition[0], self.headposition[1] = self.body[-1].x, self.body[-1].y
# resets the head and nextposition
self.nextposition = [self.headposition[0] + 20*self.nextX,
self.headposition[1] + 20*self.nextY]
else:
self.crashed = True # more unsuccessful collision detection
def moveup(self): # pretty obvious what these do
self.nextX = 0
self.nextY = 1
def moveleft(self):
self.nextX = -1
self.nextY = 0
def moveright(self):
self.nextX = 1
self.nextY = 0
def movedown(self):
self.nextX = 0
self.nextY = -1
def eatFood(self):
# adds the next spot without deleting the tail, extending the snake by 1
self.body.append(Square(self.nextposition[0], self.nextposition[1]))
self.headposition[0], self.headposition[1] = self.body[-1].x, self.body[-1].y
self.nextposition = [self.headposition[0] + 20*self.nextX,
self.headposition[1] + 20*self.nextY]
def drawself(self, turtle): # draws the whole snake when called
for segment in self.body:
segment.drawself(turtle)
class Game:
def __init__(self):
# game object has a screen, a turtle, a basic snake and a food
self.screen = turtle.Screen()
self.artist = turtle.Turtle()
self.artist.up()
self.artist.hideturtle()
self.snake = Snake()
self.food = Food(100, 0)
self.counter = 0 # this will be used later
self.commandpending = False # as will this
def nextFrame(self):
while True: # now here's where it gets fiddly...
game.screen.listen()
game.screen.onkey(game.snakedown, "Down")
game.screen.onkey(game.snakeup, "Up")
game.screen.onkey(game.snakeleft, "Left")
game.screen.onkey(game.snakeright, "Right")
turtle.tracer(0) # follow it so far?
self.artist.clear()
if self.counter == 5:
# only moves to next frame every 5 loops, this was an attempt to get rid of the turning delay
if (self.snake.nextposition[0], self.snake.nextposition[1]) == (self.food.x, self.food.y):
self.snake.eatFood()
self.food.changelocation()
else:
self.snake.moveOneStep()
self.counter = 0
else:
self.counter += 1
self.food.changestate() # makes the food flash
self.food.drawself(self.artist) # show the food and snake
self.snake.drawself(self.artist)
turtle.update()
self.commandpending = False
time.sleep(0.05)
def snakeup(self):
print("going up") # put this in for debugging purposes
if not self.commandpending:
# should allow only one turn each frame; I don't think it's working
self.snake.moveup()
self.commandpending = True
def snakedown(self):
print("going down")
if not self.commandpending:
self.snake.movedown()
self.commandpending = True
def snakeleft(self):
print("going left")
if not self.commandpending:
self.snake.moveleft()
self.commandpending = True
def snakeright(self):
print("going right")
if not self.commandpending:
self.snake.moveright()
self.commandpending = True
game = Game()
game.nextFrame()
print("game over!")
game.screen.mainloop()
Whenever you use while True: (sans break) in turtle code, you're defeating the event hander. You should instead use an ontimer() event to run your code compatibly with the event handler. Below is my rewrite of your code to do this along with some other functional and style tweaks:
from turtle import Turtle, Screen
import random
import time
SIZE = 20
class Square:
def __init__(self, x, y):
self.x = x
self.y = y
def drawself(self, turtle):
""" draw a black box at its coordinates, leaving a small gap between cubes """
turtle.goto(self.x - SIZE // 2 - 1, self.y - SIZE // 2 - 1)
turtle.begin_fill()
for _ in range(4):
turtle.forward(SIZE - SIZE // 10)
turtle.left(90)
turtle.end_fill()
class Food:
def __init__(self, x, y):
self.x = x
self.y = y
self.is_blinking = True
def changelocation(self):
# I haven't programmed it to spawn outside the snake's body yet
self.x = random.randint(0, SIZE) * SIZE - 200
self.y = random.randint(0, SIZE) * SIZE - 200
def drawself(self, turtle):
# similar to the Square drawself, but blinks on and off
if self.is_blinking:
turtle.goto(self.x - SIZE // 2 - 1, self.y - SIZE // 2 - 1)
turtle.begin_fill()
for _ in range(4):
turtle.forward(SIZE - SIZE // 10)
turtle.left(90)
turtle.end_fill()
def changestate(self):
# controls the blinking
self.is_blinking = not self.is_blinking
class Snake:
def __init__(self):
self.headposition = [SIZE, 0] # keeps track of where it needs to go next
self.body = [Square(-SIZE, 0), Square(0, 0), Square(SIZE, 0)] # body is a list of squares
self.nextX = 1 # tells the snake which way it's going next
self.nextY = 0
self.crashed = False # I'll use this when I get around to collision detection
self.nextposition = [self.headposition[0] + SIZE * self.nextX, self.headposition[1] + SIZE * self.nextY]
# prepares the next location to add to the snake
def moveOneStep(self):
if Square(self.nextposition[0], self.nextposition[1]) not in self.body:
# attempt (unsuccessful) at collision detection
self.body.append(Square(self.nextposition[0], self.nextposition[1]))
# moves the snake head to the next spot, deleting the tail
del self.body[0]
self.headposition[0], self.headposition[1] = self.body[-1].x, self.body[-1].y
# resets the head and nextposition
self.nextposition = [self.headposition[0] + SIZE * self.nextX, self.headposition[1] + SIZE * self.nextY]
else:
self.crashed = True # more unsuccessful collision detection
def moveup(self): # pretty obvious what these do
self.nextX, self.nextY = 0, 1
def moveleft(self):
self.nextX, self.nextY = -1, 0
def moveright(self):
self.nextX, self.nextY = 1, 0
def movedown(self):
self.nextX, self.nextY = 0, -1
def eatFood(self):
# adds the next spot without deleting the tail, extending the snake by 1
self.body.append(Square(self.nextposition[0], self.nextposition[1]))
self.headposition[0], self.headposition[1] = self.body[-1].x, self.body[-1].y
self.nextposition = [self.headposition[0] + SIZE * self.nextX, self.headposition[1] + SIZE * self.nextY]
def drawself(self, turtle): # draws the whole snake when called
for segment in self.body:
segment.drawself(turtle)
class Game:
def __init__(self):
# game object has a screen, a turtle, a basic snake and a food
self.screen = Screen()
self.artist = Turtle(visible=False)
self.artist.up()
self.artist.speed("slowest")
self.snake = Snake()
self.food = Food(100, 0)
self.counter = 0 # this will be used later
self.commandpending = False # as will this
self.screen.tracer(0) # follow it so far?
self.screen.listen()
self.screen.onkey(self.snakedown, "Down")
self.screen.onkey(self.snakeup, "Up")
self.screen.onkey(self.snakeleft, "Left")
self.screen.onkey(self.snakeright, "Right")
def nextFrame(self):
self.artist.clear()
if (self.snake.nextposition[0], self.snake.nextposition[1]) == (self.food.x, self.food.y):
self.snake.eatFood()
self.food.changelocation()
else:
self.snake.moveOneStep()
if self.counter == 10:
self.food.changestate() # makes the food flash slowly
self.counter = 0
else:
self.counter += 1
self.food.drawself(self.artist) # show the food and snake
self.snake.drawself(self.artist)
self.screen.update()
self.screen.ontimer(lambda: self.nextFrame(), 100)
def snakeup(self):
if not self.commandpending:
self.commandpending = True
self.snake.moveup()
self.commandpending = False
def snakedown(self):
if not self.commandpending:
self.commandpending = True
self.snake.movedown()
self.commandpending = False
def snakeleft(self):
if not self.commandpending:
self.commandpending = True
self.snake.moveleft()
self.commandpending = False
def snakeright(self):
if not self.commandpending:
self.commandpending = True
self.snake.moveright()
self.commandpending = False
game = Game()
screen = Screen()
screen.ontimer(lambda: game.nextFrame(), 100)
screen.mainloop()
Does this provide the kind of response for which you're looking?
It probably is a challenge to make a speedy game this way (but that's not all bad). I think that listen() should go after the onkey()s.
You should also look at getting rid of all the duplicated code. It might seem easy short term to just copy/paste then alter. But if you have to make major changes (like after asking on a forum) it will be tedious and error prone to alter.
PS (EDIT) also your Snake.moveOneStep() method makes a new instance of Square just to check for self collision, this seems extravagant for the sake of elegance. Better to just keep a list of locations that python (ho, ho) can check through. (Quite apart from this probably not working. Try print(Square(1,2) in [Square(1,2)]))
def check_self_collision(self, x, y):
for s in self.body:
if s.x == x and s.y == y:
return False
return True
def moveOneStep(self):
if self.check_self_collision(self.nextposition[0], self.nextposition[1]):
# attempt (unsuccessful) at collision detection
self.body.append(Square(self.nextposition[0], self.nextposition[1]))
My version:
#coding: utf-8
from Tkinter import *
import random
import time
class Levely:
def __init__(self):
self.urovne=[
[[0, 0, 0, 0, 0, 1, 1, 1, 1, 1], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 1, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 0, 0, 1, 0, 1, 1, 0], [0, 0, 0, 0, 0, 0, 0, 1, 0, 0], [0, 0, 0, 0, 0, 0, 1, 1, 0, 0], [0, 0, 1, 1, 1, 0, 0, 0, 0, 0], [0, 0, 0, 0, 1, 1, 1, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1, 1, 1, 1]],
[[0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [0, 1, 1, 1, 0, 1, 1, 1, 0, 1], [0, 0, 0, 0, 0, 0, 1, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [1, 1, 1, 1, 0, 0, 1, 0, 0, 0], [1, 1, 1, 0, 0, 0, 1, 0, 0, 0], [0, 0, 1, 0, 0, 0, 1, 1, 0, 1], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]],
[[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 1, 1, 0, 0, 0, 0, 0, 0, 0], [0, 0, 1, 0, 1, 1, 1, 1, 0, 1], [0, 0, 1, 0, 0, 0, 1, 0, 0, 1], [0, 0, 0, 0, 0, 0, 1, 0, 0, 0], [0, 0, 1, 0, 0, 0, 1, 0, 0, 0], [0, 0, 1, 1, 0, 0, 0, 0, 1, 0], [0, 0, 0, 1, 1, 0, 0, 1, 0, 0], [0, 0, 0, 0, 0, 0, 0, 1, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]],
[[0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [0, 1, 1, 0, 0, 0, 0, 0, 0, 1], [0, 0, 1, 0, 0, 0, 0, 0, 1, 1], [0, 0, 1, 0, 0, 0, 1, 0, 0, 0], [0, 0, 0, 0, 0, 1, 1, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1, 0, 0, 1], [0, 0, 0, 1, 0, 0, 1, 0, 0, 1], [0, 0, 0, 1, 0, 0, 0, 0, 0, 0], [0, 0, 0, 1, 0, 0, 0, 1, 1, 0], [0, 0, 1, 1, 1, 0, 0, 0, 0, 0]],
]
self.data=[[400,13],[400,10],[400,13],[400,13],[400,13],[400,13]]
print "Choose from", len(self.urovne), "levels"
self.vyber=input("Level: ")
self.vyber-=1
h=Had(self)
class Had:
def __init__(self,Levely):
self.l=Levely
self.level=self.l.urovne[self.l.vyber]
self.mrizka=len(self.level[0])
self.velikost=self.l.data[self.l.vyber][0]
self.vtelo=100
self.r=self.l.data[self.l.vyber][1]
self.x=0
self.y=0
self.u=0
self.k=self.velikost
self.c=(self.velikost/self.mrizka)
self.poprve=0
self.neco=[[0,0],0,0,0]
self.ukonceni=None
self.aakce1=None
self.aakce2=None
self.aakce3=None
self.aakce4=None
self.s=[0,0,0,0]
self.j=[]
self.konec=0
self.score=0
self.pocet_zelenych=0
self.okno=Tk()
self.platno=Canvas(self.okno,width=self.velikost,height=self.velikost,bg="white")
self.platno.pack()
self.tl=Button(self.okno, text="Restart", command=self.start)
self.tl.pack(fill=BOTH)
self.start()
self.okno.bind("<Key-d>", self.akce1)
self.okno.bind("<Key-w>", self.akce2)
self.okno.bind("<Key-s>", self.akce3)
self.okno.bind("<Key-a>", self.akce4)
self.okno.bind("<Key-r>", self.start1)
def akce1(self, klik):
self.akce11()
def akce2(self, klik):
self.akce21()
def akce3(self, klik):
self.akce31()
def akce4(self, klik):
self.akce41()
def start1(self, klik):
self.start()
def akce11(self):
if int(self.s[1])%self.c!=0:
self.aakce1=self.okno.after(9,self.akce11)
if int(self.s[1])%self.c==0:
self.x=self.c
self.y=0
self.u=0
if self.poprve==1:
self.okno.after_cancel(self.aakce1)
self.stop()
self.pohyb()
def akce21(self):
if int(self.s[0])%self.c!=0:
self.aakce1=self.okno.after(9,self.akce21)
if int(self.s[0])%self.c==0:
self.x=0
self.y=-self.c
self.u=0
if self.poprve==1:
self.okno.after_cancel(self.aakce2)
self.stop()
self.pohyb()
def akce31(self):
if int(self.s[0])%self.c!=0:
self.aakce1=self.okno.after(9,self.akce31)
if int(self.s[0])%self.c==0:
self.x=0
self.y=self.c
self.u=1
if self.poprve==1:
self.okno.after_cancel(self.aakce3)
self.stop()
self.pohyb()
def akce41(self):
if int(self.s[1])%self.c!=0:
self.aakce1=self.okno.after(9,self.akce41)
if int(self.s[1])%self.c==0:
self.x=-self.c
self.y=0
self.u=0
if self.poprve==1:
self.okno.after_cancel(self.aakce4)
self.stop()
self.pohyb()
def pohyb(self):
self.smrt()
if self.konec==1:
return None
self.test()
s=self.platno.coords(self.hlava)
self.s=self.platno.coords(self.hlava)
self.platno.delete(ALL)
self.hlava=self.platno.create_rectangle(s[0],s[1],s[2],s[3], fill="green4", outline="white")
self.jablko=self.platno.create_rectangle(self.j[0],self.j[1],self.j[2],self.j[3], fill="red", outline="red")
for x in range(self.mrizka):
for y in range(self.mrizka):
if self.level[x][y]==0:
continue
if self.level[x][y]==1:
#KURVVAAAAA x,y,x,y
self.block=self.platno.create_rectangle(y*self.c,(x*self.c),(y*self.c)+self.c,(x*self.c)+self.c, fill="black")
self.test()
s=self.platno.coords(self.hlava)
self.poloha.append(s)
self.delka=len(self.poloha)
if s[self.u]<=self.k:
self.dx=self.x
self.dy=self.y
self.platno.move(self.hlava,self.dx/10,self.dy/10)
s=self.platno.coords(self.hlava)
self.nahrada=self.platno.create_rectangle(s[0],s[1],s[2],s[3], fill="green4", outline="green4")
if s[self.u]>=self.k:
self.dx=0
self.dy=0
bla="Restart-Score:", int(self.score)
self.tl.config(text=bla)
for a in range(self.delka):
if 1==1:
self.ocas=self.platno.create_rectangle(self.poloha[a][0],self.poloha[a][1],self.poloha[a][2],self.poloha[a][3], fill="green2", outline="green2")
self.poloha_zeleny=self.platno.coords(self.ocas)
self.zeleny.append(self.poloha_zeleny)
self.pocet_zelenych=len(self.zeleny)
if self.pocet_zelenych>=self.delka:
del self.zeleny[0]
if self.delka>=self.vtelo:
self.neco=self.poloha[0]
del self.poloha[0]
self.s=self.platno.coords(self.hlava)
self.nahrada=self.platno.create_rectangle(s[0],s[1],s[2],s[3], fill="green4", outline="green4")
self.ukonceni=self.okno.after(self.r,self.pohyb)
def smrt(self):
s=self.platno.coords(self.hlava)
bla="Restart-Score:", int(self.score)
if self.level[int(s[1]/self.c)][int(s[0]/self.c)]==1:
self.platno.delete(self.hlava)
self.tl.config(text=bla)
self.konec=1
self.smrtak=self.platno.create_rectangle(s[0],s[1],s[2],s[3], fill="brown", outline="brown")
for b in range(len(self.zeleny)):
if s==self.zeleny[(b-1)]:
self.platno.delete(self.hlava)
self.tl.config(text=bla)
self.konec=1
self.smrtak=self.platno.create_rectangle(s[0],s[1],s[2],s[3], fill="brown", outline="brown")
def stop(self):
if self.poprve==1:
self.okno.after_cancel(self.ukonceni)
self.poprve=1
def start(self):
self.vtelo=60
self.platno.delete("all")
self.tl.config(text="Restart")
self.poloha=[]
self.zeleny=[]
self.konec=0
self.pocet_zelenych=0
self.score=0
self.poprve=0
self.dx=0
self.dy=0
if self.aakce1!=None:
self.okno.after_cancel(self.aakce1)
self.aakce1=None
if self.aakce2!=None:
self.okno.after_cancel(self.aakce2)
self.aakce2=None
if self.aakce3!=None:
self.okno.after_cancel(self.aakce3)
self.aakce3=None
if self.aakce4!=None:
self.okno.after_cancel(self.aakce4)
self.aakce4=None
for x in range(self.mrizka):
for y in range(self.mrizka):
if self.level[x][y]==0:
continue
if self.level[x][y]==1:
#KURVVAAAAA x,y,x,y
self.block=self.platno.create_rectangle(y*self.c,(x*self.c),(y*self.c)+self.c,(x*self.c)+self.c, fill="black")
self.hlava=self.platno.create_rectangle(0,0,self.c,self.c, fill="green4", outline="green4")
self.generace()
s=self.platno.coords(self.hlava)
self.dx=self.c
self.dy=self.c
def generace(self):
self.nx=random.randint(0,self.mrizka-1)
self.ny=random.randint(0,self.mrizka-1)
for x in self.zeleny:
if int(x[0]/self.c)==self.nx and int(x[1]/self.c)==self.ny:
self.generace()
if self.level[self.ny][self.nx]==1:
self.generace()
if self.level[self.ny][self.nx]!=1:
self.jablko=self.platno.create_rectangle(self.nx*self.c,self.ny*self.c,self.nx*self.c+self.c,self.ny*self.c+self.c, fill="red", outline="red")
def test(self):
s=self.platno.coords(self.hlava)
self.j=self.platno.coords(self.jablko)
if s==self.j:
self.vtelo+=5
self.score+=0.5
self.generace()
def mezery(self):
for x in range(30):
print ""
levliky=Levely()
mainloop()
Recently, I have started to learn openGL from this site => http://3dgep.com/?p=2365
and I encounter a problem. That's I didn't get the scene as the site shows.
I post my code on this site:
import pyglet
from pyglet.gl import *
from pyglet import clock, window
'''
http://www.learnersdictionary.com/search/aspect
a dictionary site
http://www.opengl.org/sdk/docs/man2/
opengl api reference
'''
def vector(type, *args):
'''
return a ctype array
GLfloat
GLuint
...
'''
return (type*len(args))(*args)
class model:
def __init__(self, vertices, colorMatrix, indice):
self.vertices = vertices
self.colorMatrix = colorMatrix
self.indice = indice
self.angle = 0
def update(self):
self.angle += 1
self.angle %= 360
def draw(self):
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glRotatef(self.angle, 1, 1, 0)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glColorPointer(3, GL_FLOAT, 0, vector(GLfloat, *self.colorMatrix))
glVertexPointer(3, GL_FLOAT, 0, vector(GLfloat, *self.vertices))
glDrawElements(GL_QUADS, len(self.indice), GL_UNSIGNED_INT, vector(GLuint, *self.indice))
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
class world:
def __init__(self):
self.element = []
def update(self, dt):
for obj in self.element:
obj.update()
def addModel(self, model):
self.element.append(model)
def draw(self):
for obj in self.element:
obj.draw()
def setup():
# look for GL_DEPTH_BUFFER_BIT
glEnable(GL_DEPTH_TEST)
win = window.Window(fullscreen=False, vsync=True, resizable=True, height=600, width=600)
mWorld = world()
cube = (
1, 1, 1, #0
-1, 1, 1, #1
-1, -1, 1, #2
1, -1, 1, #3
1, 1, -1, #4
-1, 1, -1, #5
-1, -1, -1, #6
1, -1, -1 #7
)
color = (
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
0, 1, 0,
0, 1, 0,
0, 0, 1,
0, 0, 1
)
indice = (
0, 1, 2, 3, # front face
0, 4, 5, 1, # top face
4, 0, 3, 7, # right face
1, 5, 6, 2, # left face
3, 2, 6, 7 # bottom face
#4, 7, 6, 5 #back face
)
obj = model(cube, color, indice)
mWorld.addModel(obj)
#win.event
def on_resize(width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-10, 10, -10, 10, -10, 10)
glMatrixMode(GL_MODELVIEW)
return pyglet.event.EVENT_HANDLED
#win.event
def on_draw():
glClearColor(0.2, 0.2, 0.2, 0.8)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
mWorld.draw()
pyglet.clock.schedule(mWorld.update)
clock.set_fps_limit(30)
setup()
pyglet.app.run()
I think maybe I miss some important concepts so I can't get the correct result. Can anyone teach me what mistake I make? :(
Furthermore, there is something strange.
indice = (
0, 1, 2, 3, # front face
0, 4, 5, 1, # top face
4, 0, 3, 7, # right face
1, 5, 6, 2, # left face
3, 2, 6, 7 # bottom face
#4, 7, 6, 5 #back face
)
If I uncomment this line
from #4, 7, 6, 5 #back face to 4, 7, 6, 5 #back face
the screen will show nothing...
0.0 well, that's weird. I have tried to translate this code into C++ and it shows correctly.
I use opengl, glut, and c++. So, I think maybe that's the issue on pyglet. Whatever,
I can go on my studying about openGL :)
Finally, I find the way how to make this code run correctly!!
change the code here
self.vertices = vector(GLfloat, *vertices)
self.colorMatrix = vector(GLfloat, *colorMatrix)
self.indice = vector(GLuint, *indice)
and
glColorPointer(3, GL_FLOAT, 0, self.colorMatrix)
glVertexPointer(3, GL_FLOAT, 0, self.vertices)
glDrawElements(GL_QUADS, len(self.indice), GL_UNSIGNED_INT, self.indice)
well, Is the key point garbage collection?
I think
self.vertices = vector(GLfloat, *vertices)
this way makes there is an object to reference the vector so it won't be freed when I called glDrawElements(...) and others functions which need the c-type array
indice = (
0, 1, 2, 3, # front face
0, 4, 5, 1, # top face
4, 0, 3, 7, # right face
1, 5, 6, 2, # left face
3, 2, 6, 7 # bottom face
#4, 7, 6, 5 #back face )
You missed the last semicolon at 3,2,6,7[,] # bottom face.