i started learning pygame and i followed some tutorials to make simple hello world project and it works but when i do it my self trying to display my image on the window nothing happen!
this is my code
__author__ = 'mohammed'
import sys
import pygame
import color
# -----------setup------------------------
pygame.init() # start pygame
screensize = (800, 600) # variable that we will use to declare screen size
screen = pygame.display.set_mode(screensize) # set the screen size
pad = pygame.image.load('2.png')
x = 100
y = 100
# -----------setup------------------------
# -------------------main loop------------
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.blit(pad, (x, y))
screen.fill(red)
pygame.display.update()
i am importing my file that contain colors and their rgb :
red = (255, 0, 0)
It looks like you're filling the screen after the image is drawn, covering the image. Try switching the order of the rows:
screen.blit(pad, (x, y))
and
screen.fill(red)
Related
im trying to create a game where multiple of the same images will blit randomly along the borders of my window. but I do not know how to blit it multiple times and also along the borders.
Here's the code so far:
import pygame, sys
from pygame.locals import *
import random
pygame.init()
DisplayWidth = 700
DisplayHeight = 400
Display = pygame.display.set_mode((DisplayWidth, DisplayHeight))
Death = False
def PlaceElon():
ElonX = random.randrange(0, 700, 700)
ElonY = random.randrange(0, 400)
x = []
y = []
Elonlist = [x, y]
elon = pygame.image.load('elon.png')
elonbig = pygame.transform.smoothscale(elon, (50, 54))
for x in Elonlist:
x.append(ElonX)
for y in Elonlist:
y.append(ElonY)
Display.blit(elonbig, (Elonlist))
pygame.display.update()
def RunGame():
while not Death:
background = pygame.image.load('background.png')
BigBackground = pygame.transform.smoothscale(background, (DisplayWidth, DisplayHeight))
Display.blit(BigBackground, (0,0))
PlaceElon()
RunGame()
You need to generate a list of coordinates:
Elonlist = []
noOfElons = 10
for _ in range(noOfElons)
x = random.randrange(0, 700 - elon.get_width())
y = random.randrange(0, 400 - elon.get_height())
Elonlist.appned((x, y))
Draw the images in a loop:
for ElonPos in Elonlist:
Display.blit(elon, ElonPos)
However there are some more problems in your application.
Generate the positions and load the images before the application loop:
background = pygame.image.load('background.png')
BigBackground = pygame.transform.smoothscale(background, (DisplayWidth, DisplayHeight))
elon = pygame.image.load('elon.png')
The typical PyGame application loop has to:
handle the events by either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by either pygame.display.update() or pygame.display.flip()
limit frames per second to limit CPU usage
# main application loop
run = True
while run:
# limit frames per second
clock.tick(60)
# event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# draw background
Display.blit(BigBackground, (0,0))
# draw the scene
for elonPos in Elonlist:
Display.blit(elon, elonPos)
# update the display
pygame.display.flip()
pygame.quit()
exit()
I am creating a pygame window using the python 2.7.16 interpreter on macOS Mojave.
It loads with the appropriate window size and location, but it does not add a background color, and I am not able to draw shapes on this background.The pygame window remains a blank white surface without any change in color no matter what is drawn to the draw surface and the background.
The screen should be red, but no matter what values I pass to the self.screen.fill((int, int, int)) method, it does not change color.
constants.py
pygameWindowWidth = 1500
pygameWindowDepth = 1500
realTimeDraw.py
from pygameWindow import PYGAME_WINDOW
pygameWindow = PYGAME_WINDOW()
print(pygameWindow)
while True:
pygameWindow.Prepare()
pygameWindow.Draw_Black_Circle(100,100)
pygameWindow.Reveal()
pygameWindow.py file
import pygame
from constants import *
class PYGAME_WINDOW:
def __init__(self):
pygame.init()
self.width = pygameWindowWidth
self.depth = pygameWindowDepth
self.screen = pygame.display.set_mode((pygameWindowWidth, pygameWindowDepth))
def Prepare(self):
self.screen.fill((255, 0, 0))
def Reveal(self):
pygame.display.update()
def Draw_Black_Circle(self, x, y):
pygame.draw.circle(self.screen, (255, 0, 0), (x, y), 45, 0)
pygame.display.update()
To make the program work, you've to handle the events which are pending in the event queue, by either pygame.event.pump() or pygame.event.get(). e.g.:
pygameWindow = PYGAME_WINDOW()
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygameWindow.Prepare()
pygameWindow.Draw_Black_Circle(100,100)
pygameWindow.Reveal()
This is the part of my code, where the problem is:
button = pygame.image.load("button1.png")
screen.blit(button, (100, 100))
This image looks like this:
[
I need to increase a value of a variable, when the user clicks on the image.
I tryed some solutions, but most of them was drawing an "invisible" rectangle over the picture, and the variable's value vas increasing, even if someone clicked on the white space near the triangle.
It's quite easy with the mask module.
From the docs:
Useful for fast pixel perfect collision detection. A mask uses 1 bit per-pixel to store which parts collide.
First, create a Mask from the image
mask = pygame.mask.from_surface(button)
Then, when checking for the mouse click event, check if the point in the mask is set.
Here's a simple example:
import pygame
def main():
pygame.init()
screen = pygame.display.set_mode((480, 320))
button = pygame.image.load('button.png').convert_alpha()
button_pos = (100, 100)
mask = pygame.mask.from_surface(button)
x = 0
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
return
if e.type == pygame.MOUSEBUTTONDOWN:
try:
if mask.get_at((e.pos[0]-button_pos[0], e.pos[1]-button_pos[1])):
x += 1
print(x)
except IndexError:
pass
screen.fill((80,80,80))
screen.blit(button, button_pos)
pygame.display.flip()
main()
Example button.png for testing:
There's no easy way to do this in pygame other than manually calculating where the mouse is and figuring out if it's in the triangle or not.
The image you're loading (button1.png) is a square image, and so there's no way for pygame or any other library to know what it's "actual" shape is. You'll either have to do it yourself or be okay with the user being able to click on the white space.
You could use Surface.get_at() to check the color of the pixel where the mouse clicks. If it's the background color (white in your case) you consider it outside, otherwise is inside and you trigger the action.
Here a working example. The insideimage function checks that the click is inside the surface button (the rectangle) and checks the color of the pixel at mouse coordinates. Returns True if the click is inside the surface and the color is not white.
This works if the background color is not used again inside the image.
import sys
import pygame
SCREENWIDTH = 500
SCREENHEIGHT = 500
pygame.init()
screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
button = pygame.image.load("button1.png")
screen.blit(button, (100, 100))
def insideimage(pos, rsurf, refcolor):
"""rsurf: Surface which contains the image
refcolor: background color, if clicked on this color returns False
"""
refrect = rsurf.get_rect().move((100, 100))
pickedcol = screen.get_at(pos)
return refrect.collidepoint(pos) and pickedcol != refcolor
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONUP:
valid = insideimage(event.pos, button, (255, 255, 255, 255))
#(255, 255, 255, 255) this is color white with alpha channel opaque
print(valid)
pygame.display.update()
i need to put a university uniform to a camera feed to place their faces on top of it and take a snapshot and upload it to our database. i need some help in my code written below.
1st problem: I cant call my webcam
2nd problem: my overlaying image isnt appearing right as i want it to be.(i need it to the bottom of the window...)
I am following this youtube tutorial.
import pygame, sys
import pygame.camera
from pygame.locals import *
pygame.init()
pygame.camera.init()
screen = pygame.display.set_mode((640, 480))
cam = pygame.camera.Camera("/dev/video0", (640,480))
cam.start()
background=pygame.Surface((window.get_rect().width,
window.get_rect().height))
background.fill((0, 0, 0))
image=pygame.image.load('College Boy Medium.png')
image=image.convert()
image = pygame.transform.scale(image, (720,640))
rect=image.get_rect()
while 1:
image = cam.get_image()
screen.blit(image,(0,0))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit
Screen.blit(image,(0,0)) the 0,0 refers to the upper left of the image box x y position.
So 0,20 would place the image at x position 0 and the y position down 20 pixels.
#Importing the pygame functions
import pygame
import sys
import os
from pygame.locals import *
#Allows for the editing of a window
pygame.init()
#Sets screen size
window = pygame.display.set_mode((800,600),0,32)
#Names the window
pygame.display.set_caption("TEST")
#Types of colors (red,green,blue)
black = (0,0,0)
blue = (0,0,255)
green = (0,255,0)
yellow = (255,255,0)
red = (255,0,0)
purple = (255,0,255)
lightblue = (0,255,255)
white = (255,255,255)
pink = (255,125,125)
clock = pygame.time.Clock()
L1="bolt_strike_0001.PNG"
L1=pygame.image.load(L1).convert_alpha()
L2="bolt_strike_0002.PNG"
L2=pygame.image.load(L2).convert_alpha()
L3="bolt_strike_0003.PNG"
L3=pygame.image.load(L3).convert_alpha()
L4="bolt_strike_0004.PNG"
L4=pygame.image.load(L4).convert_alpha()
lightingCurrentImage = 1
#Loop
gameLoop = True
while gameLoop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameLoop=False #Allows the user to exit the loop/game
window.fill(black) #used to fill the creen with the certian color variables
if (lightingCurrentImage==1):
window.blit(L1, (0,0))
if (lightingCurrentImage==2):
window.blit(L2, (0,0))
if (lightingCurrentImage==3):
window.blit(L3, (0,0))
if (lightingCurrentImage==4):
window.blit(L4, (0,0))
if (lightingCurrentImage==2):
lightingCurrentImage=1
if (lightingCurrentImage==3):
lightingCurrentImage=2
if (lightingCurrentImage==4):
lightingCurrentImage=3
else:
lightingCurrentImage+=3;
pygame.display.flip() #must flip the image o the color is visable
clock.tick(5)
pygame.quit() #quit the pygame interface
exit(0)
I'm having problems stitching together 10 images of a lightning bolt animation in pygame. What I have at the moment works but its not what I want it to look like. What happens when I run this is the lightning bolt creates the animation sequence once then disappears and never restarts the sequence again. If I set lightingCurrentImage+=3 to lightingCurrentImage+=2 it appears and stays on the screen but doesn't ever disappear. Please help me to see what the problem is if you can. Thanks! (I want the lightning bolt to begin and go all the way through the animation then disappear. Then begin again and repeat).
First create list of images then you can use it this way:
bold_imgs = []
bold_imgs.append( pygame.image.load("bolt_strike_0001.PNG").convert_alpha() )
bold_imgs.append( pygame.image.load("bolt_strike_0002.PNG").convert_alpha() )
bold_imgs.append( pygame.image.load("bolt_strike_0003.PNG").convert_alpha() )
bold_imgs.append( pygame.image.load("bolt_strike_0004.PNG").convert_alpha() )
lightingCurrentImage = 0
while True:
# here ... your code with events
window.fill(black)
window.blit( bold_imgs[ lightingCurrentImage ], (0,0))
lightingCurrentImage += 1
if lightingCurrentImage = len( bold_imgs ):
lightingCurrentImage = 0
pygame.display.flip()
clock.tick(5)
You can use tick(25) to get faster but smoother animation.
Human eye needs at least 25 images per second to see it as smooth animation.