I am creating my game on python with pygame but I have got a bug while updating screen :
my older character position are displayed
I am using a pattern to fill my screen and I refresh it each time and this before my character so it shouldn't be laggy, this is my code :
import pygame, sys
from pygame.locals import *
pygame.init()
#Open Pygame window
taille_fenetre = [960, 640]
fenetre = pygame.display.set_mode(taille_fenetre)
pygame.key.set_repeat(400, 30)
clock = pygame.time.Clock()
#Chargement et collage du fond
fond = pygame.image.load("brock.png").convert()
for a in range(taille_fenetre[0] // fond.get_width() + 1):
for i in range(taille_fenetre[1] // fond.get_height() + 1):
fenetre.blit(fond, (a*fond.get_width(),i*fond.get_height()))
room_size = (taille_fenetre[0]-64*2,taille_fenetre[1]-64*2)
room = pygame.Surface(room_size)
room.fill((255,0,0))
terre = pygame.image.load("terre.png").convert()
for a in range(room.get_width() // terre.get_width() + 1):
for i in range(room.get_height() // terre.get_height() + 1):
room.blit(terre, (a*terre.get_width(),i*terre.get_height()))
shadow_room = pygame.image.load('shadow_room.png')
def blit_alpha(target, source, location, opacity):
x = location[0]
y = location[1]
temp = pygame.Surface((source.get_width(), source.get_height())).convert()
temp.blit(target, (-x, -y))
temp.blit(source, (0, 0))
temp.set_alpha(opacity)
target.blit(temp, location)
class Personnage:
def __init__(self):
self.imagesrc = "perso.png"
self.image = pygame.image.load(self.imagesrc).convert_alpha()
self.size = self.image.get_size()
self.position = [0,0]
self.vitesse = 5
self.sante = 5
def bouger(self,facteur):
self.position = [self.position[0] - self.vitesse * facteur[0],self.position[1] - self.vitesse * facteur[1]]
def afficher(self,fenetre):
print(self.position)
fenetre.blit(self.image,self.position)
#INFINITE LOOP
continuer = 1
perso = Personnage()
while continuer:
relachex = True
relachey = True
#Re-collage
fenetre.blit(fond, (0,0))
fenetre.blit(room,(64,64))
blit_alpha(room,shadow_room,(0,0),128)
for event in pygame.event.get(): #Attente des événements
if event.type == QUIT:
continuer = 0
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
perso.bouger([1,0])
if keys[K_RIGHT]:
perso.bouger([-1,0])
if keys[K_DOWN]:
perso.bouger([0,-1])
if keys[K_UP]:
perso.bouger([0,1])
#REFRESH
perso.afficher(fenetre)
pygame.display.flip()
clock.tick(60)
you are drawing over the previous images again and again without clearing out the old stuff. You can't tell with the other images because they are static, but it shows with the character. Add:
fenetre.fill((0, 0, 0))
to the top of your game loop to refresh the screen to draw the new locations.
Related
First time ever working with Pygame for a school assignment and I'm following a tutorial for it with my project members (tutorial link https://youtu.be/AY9MnQ4x3zk).
Problem is that despite following the tutorial to the dot at the "animating the player", my character (named "Marko" in the game and code) doesn't have his animation playing. When I start the game the character is stuck on it's first frame of animation. I've created a 3-frame animation and have the frames as separate png-files. The game so far itself works (it's on very beginner level, just a couple spawning enemies, collision and intro screens done so far), but the animation has had me and my project group scratching our heads for days. So far haven't found a solution by Googling nor searching here.
Also at the "# Marko's animations" -part "marko" is darkened and when hovering mouse on it, it says ""(variable) marko: Surface - "marko" is not accessed Pylance""
Here's the entire code:
import sys
from pygame.locals import *
from random import randint
from pygame import mixer
pygame.init()
width = 1920
height = 1080
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption("Putkimies Marko")
start_time = 0
score = 0
nopeus = [3,3]
clock = pygame.time.Clock()
game_active = False
marko_gravity = 0
# Score
def display_score():
current_time = int(pygame.time.get_ticks() / 1000) - start_time
score_surf = test_font.render(f'Score: {current_time}',False,(black))
score_rect = score_surf.get_rect(center = (900,50))
screen.blit(score_surf,score_rect)
return current_time
def obstacle_movement(obstacle_list):
if obstacle_list:
for obstacle_rect in obstacle_list:
obstacle_rect.x -= 5
if obstacle_rect.bottom == 955:
screen.blit(rat,obstacle_rect)
else:
screen.blit(fly,obstacle_rect)
return obstacle_list
else: return[]
def collisions(marko,obstacles):
if obstacles:
for obstacle_rect in obstacles:
if marko.colliderect(obstacle_rect): return False
return True
# Surfaces
background = pygame.image.load("marko_background.png").convert_alpha()
sewer = pygame.image.load("background_sewer.png").convert_alpha()
ground = pygame.image.load("ground.png").convert_alpha()
rat = pygame.image.load("rat.png").convert_alpha()
game_over = pygame.image.load("game_over.png").convert_alpha()
fly = pygame.image.load("fly.png").convert_alpha()
# Marko Surfaces
marko_run_1 = pygame.image.load("marko_run_1.png").convert_alpha()
marko_run_2 = pygame.image.load("marko_run_2.png").convert_alpha()
marko_run_3 = pygame.image.load("marko_run_3.png").convert_alpha()
marko_run = [marko_run_1,marko_run_2,marko_run_3]
marko_index = 0
marko_jump = pygame.image.load("marko_jump.png").convert_alpha()
marko = marko_run[marko_index]
# Fonts
test_font = pygame.font.Font("supermario.ttf", 50)
# Colors
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
light_blue = (94,129,162)
purple = (36,5,83)
# Rects
game_overSurface = game_over.get_rect(midtop = (970,-200))
platform = pygame.Surface((300,50))
groundSurface = ground.get_rect(midtop = (960,480))
markoSurface = marko.get_rect()
text_surface = test_font.render('Putkimies Marko', False, red)
markoSurface.left = 50
markoSurface.bottom = 714
# Obstacles
obstacle_rect_list = []
# Intro screen
player_stand = pygame.image.load("putkimies_marko_idle.png")
player_stand = pygame.transform.rotozoom(player_stand,0,2)
player_stand_rect = player_stand.get_rect(center = (950,500))
game_name = test_font.render("PUTKIMIES MARKO", False,"Black")
game_name_rect = game_name.get_rect(center = (950,350))
game_message = test_font.render('PRESS SPACE TO PLAY',False,"Black")
game_message_rect = game_message.get_rect(center = (950,650))
game_message_start_again = test_font.render('PRESS SPACE TO PLAY AGAIN',False,"Black")
game_message_start_again_rect = game_message.get_rect(center = (850,720))
# Marko's animations
def marko_animation():
global markoSurface, marko_index
if markoSurface.bottom < 955:
marko = marko_jump
else:
marko_index += 0.1
if marko_index >= len(marko_run):marko_index = 0
marko = marko_run[int(marko_index)]
# Timer
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer,1500)
# Background music
mixer.music.load('smb_stage_clear.wav')
mixer.music.play(0)
# -1 Makes the music loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if game_active:
if event.type == KEYDOWN:
if event.key == K_SPACE and markoSurface.bottom >= 955:
marko_gravity = -18
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
if event.type == obstacle_timer and game_active:
if randint (0,2):
obstacle_rect_list.append(rat.get_rect(midbottom = (randint(2000,2200),955)))
else:
obstacle_rect_list.append(fly.get_rect(midbottom = (randint(2000,2200),855)))
if game_active:
# Draw
screen.blit(sewer, (0,0))
screen.blit(ground, (0,955))
marko_animation()
screen.blit(marko,markoSurface)
score = display_score()
# Key uses
key_use = pygame.key.get_pressed()
if key_use[K_LEFT]:
markoSurface.move_ip((-7,0))
if key_use[K_RIGHT]:
markoSurface.move_ip((7,0))
# Marko
marko_gravity += 1
markoSurface.y += marko_gravity
if markoSurface.bottom >= 955: markoSurface.bottom = 955
if markoSurface.left <= 0: markoSurface.left = 0
if markoSurface.right >= 1920: markoSurface.right = 1920
# Obstacle movement
obstacle_rect_list = obstacle_movement(obstacle_rect_list)
# Collision
game_active = collisions(markoSurface,obstacle_rect_list)
else: # Intro screen
screen.fill ("Light blue")
screen.blit(player_stand,player_stand_rect)
obstacle_rect_list.clear()
markoSurface.left = 80 # returns marko to 80
# Draws score message if score > 0
score_message = test_font.render(f'Your score: {score}',False,(red))
score_message_rect = score_message.get_rect(center = (950,650))
screen.blit(game_name,game_name_rect)
if score == 0: screen.blit(game_message,game_message_rect)
else:
screen.blit(score_message,score_message_rect)
screen.blit(game_over,game_overSurface)
screen.blit(game_message_start_again,game_message_start_again_rect)
pygame.display.update()
clock.tick(60)```
marko is a variable in global namespace. You must use the global statement to change a variable in the global namespace within a function:
def marko_animation():
global marko # <---
global marko_index
if markoSurface.bottom < 955:
marko = marko_jump
else:
marko_index += 0.1
if marko_index >= len(marko_run):
marko_index = 0
marko = marko_run[int(marko_index)]
Part of an assignment I'm working on is making a ball bounce around the screen, I can make it move, but my boundary test doesn't seem to be working: the ball simply moves in direction instead of changing direction. So to clarify, what I want to ball to do is change direction as it hits the screen edge.
import sys
import pygame
SCREEN_SIZE = 750, 550
BALL_DIAMETER = 16
BALL_RADIUS = BALL_DIAMETER // 2
MAX_BALL_X = SCREEN_SIZE[0] - BALL_DIAMETER
MAX_BALL_Y = SCREEN_SIZE[1] - BALL_DIAMETER
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
LEFT = 11
RIGHT = 12
pygame.init()
clock = pygame.time.Clock()
pygame.display.init()
font = pygame.font.SysFont("impact", 20)
pygame.display.set_caption("Breakout")
screen = pygame.display.set_mode(SCREEN_SIZE)
class Ball:
def __init__(self):
''' '''
self.ball = pygame.Rect(300, 730 -
BALL_DIAMETER,
BALL_DIAMETER, BALL_DIAMETER)
# Draw ball
def draw_ball(self):
pygame.draw.circle(screen,
WHITE, (self.ball.left
+ BALL_RADIUS, self.ball.top +
BALL_RADIUS), BALL_RADIUS)
# Updates the coordinates by adding the speed components
def move_ball(self, x, y):
self.xspeed = x
self.yspeed = y
self.ball = self.ball.move(self.xspeed, self.yspeed)
# bounds check
if self.ball.left <= 0:
self.ball.left = 0
self.xspeed = -self.xspeed
elif self.ball.left >= MAX_BALL_X:
self.ball.left = MAX_BALL_X
self.xspeed = -self.xspeed
if self.ball.top < 0:
self.ball.top = 0
self.yspeed = -self.yspeed
elif self.ball.top >= MAX_BALL_Y:
self.ball.top = MAX_BALL_Y
self.yspeed = -self.yspeed
# shows a message on screen, for testing purposes
class Text:
def show_message(self, message):
self.font = pygame.font.SysFont("impact", 20)
font = self.font.render(message,False, WHITE)
screen.blit(font, (200, 400))
class Game:
def __init__(self):
''' '''
def run(self):
b = Ball()
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
# fps lock, screen fill and method call for input
clock.tick(60)
screen.fill(BLACK)
b.draw_ball()
b.move_ball(5, -5)
# used to keep track of various elements
# Text().show_message("P: " + str(p))
pygame.display.flip()
# Creates instance of the game class, and runs it
if __name__ == "__main__":
Game().run()
Your only call to move_ball uses a constant vector.
Since you never change the call parameters, the ball moves only that way.
b.move_ball(5, -5)
Yes, you change the vector components within move_ball when you hit a wall. However, on the next call, you change them back to the original values and move the ball in the original direction.
You have to initialize the vector outside move_ball, and then let the routine access the existing vector when it's called.
I am making a game similar to Adventure Capitialist. The desired outcome is to have multiple "buy buttons". I have a function that creates one, but if I copy and paste, and change coordinates, it still doesn't work. I will put code from before I attempted to copy the function, because I think I was pretty far off from my desired outcome. The Function I want to copy is capitialistOne
import pygame, sys, shelve, pickle
import time as Time
from decimal import Decimal
pygame.init()
WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (10, 200, 40)
RED = pygame.Color('red')
DISPLAYSURF = pygame.display.set_mode((460, 720))
clock = pygame.time.Clock()
logo = pygame.image.load('Logo.png')
menu = pygame.image.load('menu.png')
storeBoard = pygame.image.load('storeBoard.png')
loadingBar = pygame.image.load('loadingBar.png')
mainMenu = pygame.image.load('mainMenu.png')
Font1 = pygame.font.SysFont('monaco', 24)
Font2 = pygame.font.SysFont('monaco', 30)
cash = 5
barlength = 102 # the lenght of the growing bar
def buyDraw(amount, minxbuy, minybuy):
buySurface = Font1.render('{0}'.format(amount), True, BLACK)
buyRect = buySurface.get_rect()
buyRect.midtop = (85, minybuy)
DISPLAYSURF.blit(buySurface, buyRect)
def cashDraw(cash):
cashSurface = Font2.render(' ${0}'.format(cash), True, GREEN)
cashRect = cashSurface.get_rect()
cashRect.midtop = (387, 10)
DISPLAYSURF.blit(cashSurface, cashRect)
def capitalistOne(amount, cost, timez, gain, minxbuy, maxxbuy, minybuy, maxybuy, minxgain, maxxgain, minygain, maxygain, cash):
pygame.display.set_caption('capitalist')
buy_button = pygame.Rect(minxbuy, minybuy, maxxbuy, maxybuy)
gain_button = pygame.Rect(minxgain, minygain, maxxgain, maxygain)
menuRect = pygame.Rect(400, 680, 30, 30)
coefficient = maxxgain / timez #
time = 0
dt = 0
upgrade = amount * gain
loop = False
while True:
mouse_pressed = pygame.mouse.get_pressed()
mouse_pos = pygame.mouse.get_pos()
inc = time * coefficient
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Return to menu
if menuRect.collidepoint(mouse_pos) and mouse_pressed[0]:
f = open('store.pckl', 'wb')
pickle.dump(amount, f)
f.close()
opening()
# Max LVL
if buy_button.collidepoint(mouse_pos) and mouse_pressed[0] and amount >= 1000:
maxLvlSurface = Font1.render('Max Lvl Reached', True, RED)
maxLvlRect = maxLvlSurface.get_rect()
maxLvlRect.midtop = (215, 5)
DISPLAYSURF.blit(maxLvlSurface, maxLvlRect)
pygame.display.flip()
Time.sleep(0.5)
# buy button
if buy_button.collidepoint(mouse_pos) and mouse_pressed[0] and cash >= cost and amount < 1000:
amount += 1
cash -= cost
upgrade = amount * gain
#Gain Button
if gain_button.collidepoint(mouse_pos) and mouse_pressed[0] and amount > 0:
loop = True # alows the user to click, then have the bar grow, rather than while they are clicking run it
if loop == True:
if time < timez: # if the bar isnt full, add to it
time += dt
if time >= timez: # if the bar is full, reset time, give cash.
cash += upgrade
time = 0
loop = False
# Draw everything
else:
DISPLAYSURF.blit(storeBoard, (0,0)) # Draw the background, icons, ect.
pygame.draw.rect(DISPLAYSURF, GREEN, (minxgain + 1, minygain, inc, maxygain)) # Draws a portion of the green bar
pygame.draw.rect(DISPLAYSURF, BLACK, gain_button, 2) # draws a border around the gain bar
DISPLAYSURF.blit(mainMenu, (400, 680))# draws a main menu button to return to main menu
buyDraw(amount, minxbuy, minybuy)# draws the buy button
# Should the cash be displayed in Sci Notation or in standar
if int(cash) < 1000000:
cashDraw(cash)
if int(cash) > 1000000:
SciNot = '%.2E' % Decimal(str(cash))
cashDraw(SciNot)
pygame.display.flip()
dt = clock.tick(60) / 1000
def opening():
DISPLAYSURF.fill(WHITE)
DISPLAYSURF.blit(logo, (155, 50))
DISPLAYSURF.blit(menu, (0 , 125))
saveRect = pygame.Rect(400, 680, 30, 30)
pygame.display.set_icon(logo)
pygame.display.flip()
f = open('store.pckl', 'rb')
gShovelAmount = pickle.load(f)
f.close()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
(x, y) = pygame.mouse.get_pos()
if x < 375 and x > 80 and y < 545 and y > 395:
capitalistOne(
amount=gShovelAmount, cost=5, timez=10, gain=5, minxbuy=21,
maxxbuy=41, minybuy=21, maxybuy=41, minxgain=120,
maxxgain=204, minygain=21, maxygain=41, cash=cash)
opening()
Here is a button that should suit your needs:
class Button(object):
global screen_width,screen_height,screen
def __init__(self,x,y,width,height,text_color,background_color,text):
self.rect=pygame.Rect(x,y,width,height)
self.x=x
self.y=y
self.width=width
self.height=height
self.text=text
self.text_color=text_color
self.background_color=background_color
def check(self):
return self.rect.collidepoint(pygame.mouse.get_pos())
def draw(self):
pygame.draw.rect(screen, self.background_color,(self.rect),0)
drawTextcenter(self.text,font,screen,self.x+self.width/2,self.y+self.height/2,self.text_color)
pygame.draw.rect(screen,self.text_color,self.rect,3)
Implemented into the main loop:
button=Button(x,y,width,height,text_color,background_color,text)
while not done:
for event in pygame.event.get():
if event.type==QUIT:
terminate()
elif event.type==pygame.MOUSEBUTTONDOWN:
if dodger_button.check():
#what to do when button is pressed
#fill screen with background
screen.fill(background)
button.draw()
pygame.display.flip()
clock.tick(fps)
This question is really difficult to ask, but I know you guys here at Stack Overflow are the brightest minds.
I'm totally blinded by why this issue happens (I'm fairly at Python and Pygame, so any suggestions on how to improve the code will be received with the love of improving my skills).
What I'm creating:
It's really a gimmick project, I have a little 2.5" screen (PiTFT) attached to a Raspberry Pi and the code is creating a typewriter effect with a moving cursor in front of the text as it's being written.
Challenge 1 was that every time you move a sprite in pygame, you must redraw everything, otherwise you will see a trail, and since the cursor is moving in front of the text, the result would look like this:
I managed to solve this issue by blackening / clearing the screen. But then I lost all the previously written letters.
So I created a list (entireword), which I'm populing with all the previously written characters. I use this list every time I cycle through the loop to redraw all the previous written text.
So now:
As you can see, the text looks funny.
It's supposed to read:
[i] Initializing ...
[i] Entering ghost mode ... []
I've been spending hours and hours getting to this point - and the code ALMOST works perfectly! The magic happens in the function print_screen(), but WHAT in my code is causing the text to include a letter from the other line in the end? :>
Help is GREATLY appreciated <3
Here's the entire code:
import pygame
import time
import os
import sys
from time import sleep
from pygame.locals import *
positionx = 10
positiony = 10
entireword = []
entireword_pos = 10
counter = 0
entire_newline = False
#Sets the width and height of the screen
WIDTH = 320
HEIGHT = 240
speed = 0.05
#Importing the external screen
os.putenv('SDL_FBDEV', '/dev/fb1')
os.putenv('SDL_MOUSEDRV', 'TSLIB')
os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
#Initializes the screen - Careful: all pygame commands must come after the init
pygame.init()
#Sets mouse cursor visibility
pygame.mouse.set_visible(False)
#Sets the screen note: must be after pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
# initialize font; must be called after 'pygame.init()' to avoid 'Font not Initialized' error
myfont = pygame.font.SysFont("monospace", 18)
#Class
class cursors(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill((0,255,0))
self.rect = self.image.get_rect()
self.rect.center = (positionx + 10, positiony + 10)
def update(self):
self.rect.x = positionx + 10
self.rect.y = positiony
#Functions
#Prints to the screen
def print_screen(words, speed):
rel_speed = speed
for char in words:
#speed of writing
if char == ".":
sleep(0.3)
else:
sleep(rel_speed)
#re-renders previous written letters
global entireword
# Old Typewriter functionality - Changes position of cursor and text a newline
#Makes sure the previous letters are rendered and not lost
#xx is a delimter so the program can see when to make a newline and ofcourse ignore writing the delimiter
entireword.append(char)
if counter > 0:
loopcount = 1
linecount = 0 # This is to which line we are on
for prev in entireword:
if prev == 'xx':
global linecount
global positiony
global loopcount
linecount = linecount + 1
positiony = 17 * linecount
loopcount = 1
if prev != 'xx': #ignore writing the delimiter
pchar = myfont.render(prev, 1, (255,255,0))
screen.blit(pchar, (loopcount * 10, positiony))
loopcount = loopcount + 1
if char != 'xx':
# render text
letter = myfont.render(char, 1, (255,255,0))
#blits the latest letter to the screen
screen.blit(letter, (positionx, positiony))
# Appends xx as a delimiter to indicate a new line
if entire_newline == True:
entireword.append('xx')
global entire_newline
entire_newline = False
global positionx
positionx = positionx + 10
all_sprites.update()
all_sprites.draw(screen)
pygame.display.flip()
screen.fill((0,0,0)) # blackens / clears the screen
global counter
counter = counter + 1
#Positions cursor at new line
def newline():
global positionx
global positiony
positionx = 10
positiony = positiony + 17
all_sprites = pygame.sprite.Group()
cursor = cursors()
all_sprites.add(cursor)
#Main loop
running = True
while running:
global speed
global entire_newline
words = "[i] Initializing ..."
entire_newline = True
newline()
print_screen(words,speed)
words = "[i] Entering ghost mode ..."
entire_newline = True
newline()
print_screen(words,speed)
#Stops the endless loop if False
running = False
sleep(10)
Sorry if I don't answer your question directly, because your code is too confusing for me now, so I took the liberty to rewrite your code to get done what you want.
The idea is to have two sprites:
the cursor, which is a) displayed on the screen and b) keeps track of what text to write and where
the board, which is basically just a surface that the text is rendered on
Note how all the writing logic is on the Cursor class, and we have a nice, simple and dumb main loop.
import pygame
import os
#Sets the width and height of the screen
WIDTH = 320
HEIGHT = 240
#Importing the external screen
os.putenv('SDL_FBDEV', '/dev/fb1')
os.putenv('SDL_MOUSEDRV', 'TSLIB')
os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
#Initializes the screen - Careful: all pygame commands must come after the init
pygame.init()
clock = pygame.time.Clock()
#Sets mouse cursor visibility
pygame.mouse.set_visible(False)
#Sets the screen note: must be after pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
class Board(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((WIDTH, HEIGHT))
self.image.fill((13,13,13))
self.image.set_colorkey((13,13,13))
self.rect = self.image.get_rect()
self.font = pygame.font.SysFont("monospace", 18)
def add(self, letter, pos):
s = self.font.render(letter, 1, (255, 255, 0))
self.image.blit(s, pos)
class Cursor(pygame.sprite.Sprite):
def __init__(self, board):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill((0,255,0))
self.text_height = 17
self.text_width = 10
self.rect = self.image.get_rect(topleft=(self.text_width, self.text_height))
self.board = board
self.text = ''
self.cooldown = 0
self.cooldowns = {'.': 12,
'[': 18,
']': 18,
' ': 5,
'\n': 30}
def write(self, text):
self.text = list(text)
def update(self):
if not self.cooldown and self.text:
letter = self.text.pop(0)
if letter == '\n':
self.rect.move_ip((0, self.text_height))
self.rect.x = self.text_width
else:
self.board.add(letter, self.rect.topleft)
self.rect.move_ip((self.text_width, 0))
self.cooldown = self.cooldowns.get(letter, 8)
if self.cooldown:
self.cooldown -= 1
all_sprites = pygame.sprite.Group()
board = Board()
cursor = Cursor(board)
all_sprites.add(cursor, board)
text = """[i] Initializing ...
[i] Entering ghost mode ...
done ...
"""
cursor.write(text)
#Main loop
running = True
while running:
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
all_sprites.update()
screen.fill((0, 0, 0))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
Use the pygame.event module. Use pygame.time.set_timer() to repeatedly create a USEREVENT in the event queue. The time has to be set in milliseconds. e.g.:
typewriter_event = pygame.USEREVENT+1
pygame.time.set_timer(typewriter_event, 100)
Add a new letter to the text, when the timer event occurs:
while run:
for event in pygame.event.get():
# [...]
if event.type == typewriter_event:
text_len += 1
See also Typewriter
Minimal example:
repl.it/#Rabbid76/PyGame-Typewriter
import pygame
pygame.init()
window = pygame.display.set_mode((500, 150))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
background = pygame.Surface(window.get_size())
ts, w, h, c1, c2 = 50, *window.get_size(), (32, 32, 32), (64, 64, 64)
tiles = [((x*ts, y*ts, ts, ts), c1 if (x+y) % 2 == 0 else c2) for x in range((w+ts-1)//ts) for y in range((h+ts-1)//ts)]
for rect, color in tiles:
pygame.draw.rect(background, color, rect)
text = 'Hello World'
text_len = 0
typewriter_event = pygame.USEREVENT+1
pygame.time.set_timer(typewriter_event, 100)
text_surf = None
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == typewriter_event:
text_len += 1
if text_len > len(text):
text_len = 0
text_surf = None if text_len == 0 else font.render(text[:text_len], True, (255, 255, 128))
window.blit(background, (0, 0))
if text_surf:
window.blit(text_surf, text_surf.get_rect(midleft = window.get_rect().midleft).move(40, 0))
pygame.display.flip()
pygame.quit()
exit()
When I update my array of which image the program should use for each location, I can place alive cells over dead, but the original doesn't go away and I can't add dead cells over live ones. Does anyone have a fix?
Original File
import pygame, pygamehandle, standard, sys
from pygame.locals import *
loader = pygamehandle.load()
pygame.mixer.music.load('music1.ogg')
pygame.mixer.music.play(-1, 0.0)
SCREEN_SIZE = (600, 400)
fps = 24
fpsClock = pygame.time.Clock()
imgs = ["live.png", "dead.png", "background.png"]
icon = "icon.png"
screen = loader.loadScreen(SCREEN_SIZE, "Game of Life", icon)
lImgs = loader.listImgLoad(imgs)
objects, grid = loader.grid(SCREEN_SIZE, lImgs[1])
loader.blit(objects, grid)
pygame.display.update()
while True:
mouseClicked = False
fpsClock.tick(fps)
for i in pygame.event.get():
if i.type == MOUSEBUTTONDOWN:
if i.button == 1:
mouseposx, mouseposy = pygame.mouse.get_pos()
mouseposx = (mouseposx // 20) * 20
mouseposy = (mouseposy // 20) * 20
mousepos = (mouseposx, mouseposy)
index = grid.index(mousepos)
objects[index] = lImgs[0]
if i.button == 2:
mouseposx, mouseposy = pygame.mouse.get_pos()
mouseposx = (mouseposx // 20) * 20
mouseposy = (mouseposy // 20) * 20
mousepos = (mouseposx, mouseposy)
index = grid.index(mousepos)
objects[index] = lImgs[1]
if i.type == QUIT:
pygame.quit()
sys.exit()
pygame.Surface.fill(screen, [0, 0, 0])
loader.blit(objects, grid)
pygame.display.flip()
I also used these functions from the pygamehandle file.
import pygame, standard
class load(object):
pygame.init()
def loadScreen(self, size, text, icon):
pygame.display.set_caption(text, icon)
pygame.display.set_icon(pygame.image.load(icon))
screen = pygame.display.set_mode(size)
self.screen = screen
return screen
def listImgLoad(self, list):
img = []
for i in range (0, len(list)):
img.append(pygame.image.load(list[i]).convert())
return img
def blit(self, items, locations):
for i in range (0, len(items)):
self.screen.blit(items[i], locations[i])
def grid(self, size, object):
objects =[]
locations = []
x, y = size
for xT in range (0, int(x / 20)):
for yT in range(0, int(y / 20)):
objects.append(object)
locations.append((xT * 20, yT * 20))
return objects, locations
A better way to do this is make a Sprite class for each cell, add a bool to deteermine if the cell is dead or alive and blit accordingly.
If you are familiar with Sprites here is the docs, It may be confusing at first but they will help in making more complex games, also here is a link to my version of The Game of Life
Goodluck