Getting coordinates of Geo image in python - python

I am using python64 bit. I have created the map which is consists of 4-5 shape files, take the Image file(.bmp) of it & opened in to the python. Now I want to display all the coordinates(longitude , latitude) where pointer moves on the Image. I have used the following code.
import pygame
import math
pygame.display.init()
window = pygame.display.set_mode((1576, 847))
mapImg = pygame.image.load("gis12.bmp")
one = False
while not done:
window.fill((0,0,0))
evtList = pygame.event.get()
for evt in evtList:
if evt.type == pygame.QUIT:
done = True
window.blit(mapImg, (0,0))
pygame.display.update()
pygame.quit()'

Related

Problem with pymunk while running in Visual Studio

I tried using the code so I can run a simulation of an object hitting on the ground but it just says
draw_polygon ([Vec2d(55.0, -4779353554820.233), Vec2d(55.0, -4779353554810.233), Vec2d(45.0, -4779353554810.233), Vec2d(45.0, -4779353554820.233)], 0.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
import pymunk
#This comands sets the scene for our prosomition
space=pymunk.Space()
space.gravity = 0,-9.80665
body = pymunk.Body()
body.position= 50,100
#This comands create a box that attaches to the body and creates its settings
poly = pymunk.Poly.create_box(body)
poly.mass = 10
space.add(body, poly)
#Creates and prints the scene
print_options = pymunk.SpaceDebugDrawOptions()
speed=int(input("Speed:"))
while True:
space.step(speed)
space.debug_draw(print_options)
Im trying to run this on my visual studio but it's just saying:
draw_polygon ([Vec2d(55.0, -4779353554820.233), Vec2d(55.0, -4779353554810.233), Vec2d(45.0, -4779353554810.233), Vec2d(45.0, -4779353554820.233)], 0.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
Is there any package for an graphical enviroment ?
Yes, by default the debug drawing will just print out the result (its made in this way so that you can use it without installing anything else and even run it from the terminal).
However, it also comes with a module for the two libraries pygame and pyglet that are documented here:
http://www.pymunk.org/en/latest/pymunk.pygame_util.html
and here
http://www.pymunk.org/en/latest/pymunk.pyglet_util.html
Both work in more or less the same way, just use their implementation of the SpaceDebugDrawOptions class instead of the default one.
An example of your code converted to pygame is below. Note that in your example you have speed (the input to space.step) set to an integer. However, when displaying its too big step size to see anything. I have adjusted it to speed/50 so if you enter 1 as speed, then it will progress in the speed matching pygame clock (clock.tick(50)). Without this the box moves too quickly out of the window:
import pygame
import pymunk
import pymunk.pygame_util
speed=int(input("Speed:"))
pygame.init()
screen = pygame.display.set_mode((600, 600))
clock = pygame.time.Clock()
running = True
### Physics stuff
space = pymunk.Space()
space.gravity = 0,-9.80665
body = pymunk.Body()
body.position= 50,100
#This comands create a box that attaches to the body and creates its settings
poly = pymunk.Poly.create_box(body)
poly.mass = 10
space.add(body, poly)
#Creates and prints the scene
print_options = pymunk.pygame_util.DrawOptions(screen)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
### Draw stuff
screen.fill(pygame.Color("white"))
space.step(float(speed) / 50)
space.debug_draw(print_options)
### Flip screen
pygame.display.flip()
clock.tick(50)
pygame.display.set_caption("fps: " + str(clock.get_fps()))

Pygame slideshow delay anormally long

I'm setting up a Slideshow system mixing images and videos, from a directory.
I'm using a Raspberry Pi B, pygame and vlc.
I didn't install X so everything happens in framebuffer.
My actual code is working but :
The 4 seconds delay is not respected. The image is displayed +- 11 seconds.
One of the images witch has nothing particular, is displayed much longer, +- 1m30. (my real problem)
I tried a bash script with fbi, fim, vlc without suitable result. The closest was with vlc but it takes too long to render an image in framebuffer.
I'm quite new to pygame. Here is the code:
import pygame
import sys
import time
import vlc
import os
filesdir = '/home/pi/SMBmount/'
pygame.init()
size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
black = 0, 0, 0
screen = pygame.display.set_mode(size)
while True:
# For every file in filesdir :
for filename in os.listdir(filesdir):
filenamelower = filename.lower()
# If image:
if filenamelower.endswith('.png') or filenamelower.endswith('.jpg') or filenamelower.endswith('.jpeg'):
fullname = filesdir + filename
img = pygame.image.load(fullname)
img = pygame.transform.scale(img, size)
imgrect = img.get_rect()
screen.fill(black)
screen.blit(img, imgrect)
pygame.mouse.set_visible(False)
pygame.display.flip()
time.sleep(4)
# Elif video:
elif filenamelower.endswith('.mp4') or filenamelower.endswith('.mkv') or filenamelower.endswith('.avi'):
fullname = filesdir + filename
# Create instane of VLC and create reference to movie.
vlcInstance = vlc.Instance("--aout=adummy")
media = vlcInstance.media_new(fullname)
# Create new instance of vlc player
player = vlcInstance.media_player_new()
# Load movie into vlc player instance
player.set_media(media)
# Start movie playback
player.play()
# Do not continue if video not finished
while player.get_state() != vlc.State.Ended:
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()
player.stop()
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()
I'm open to any alternative able to work with pictures AND videos.
EDIT: It was finally the time it takes to pygame to resize the (next) image with pygame.transform.scale().
Is there any way to optimise that ? Like for example, to print fullscreen without resizing the large images ?
I cannot reproduce the behaviour without the images and the videos, but here a couple of advices which should help in speed up the code when displaying images.
Do not use time.sleep(). It will freeze the game for the given time, so all calculations are done outside this time window, consuming more time. Better to use pygame time Clock. From the docs of its tick() method:
If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second.
The tick() method should be called once per iteration in the main loop, so better to not put it inside an if statement.
Here:
screen.fill(black)
screen.blit(img, imgrect)
The first line screen.fill(black) is completely useless: you are redrawing the whole surface in the second line covering all the black background, since the image is rescaled to the screen size. You can safely blit the image without filling the background with black.
This will save time, because each time you use blit or fill, pygame in background does a lot of operation on the Surface to change the color of the pixels (the more the pixels changed, the longer the time needed).
This of course if any of the images you load has an alpha channel. If you have pictures with alpha channel, you need to paint black the background before. To save time, I suggest to remove the alpha channel from the images using another program.
pygame.transform.scale() requires time, especially if you have very large picture. Try to rescale your image with another program and load in pygame images of size the closer possible to your screen.
When loading the images, add .convert(). This will make blitting faster. Should be: img = pygame.image.load(fullname).convert().
In the end, your code should look like:
imgexts = ['png', 'jpg', 'jpeg']
videxts = ['mp4', 'mkv']
#filtering out non video and non image files in the directory using regex
#remember to import re module
showlist = [filename for filename in os.listdir(filesdir) if re.search('[' + '|'.join(imgexts + videxts) + ']$', filename.lower())]
clock = pygame.time.Clock()
while True:
# For every file in filesdir :
for filename in showlist:
filenamelower = filename.lower()
# If image:
if filenamelower.endswith('.png') or filenamelower.endswith('.jpg') or filenamelower.endswith('.jpeg'):
#all your stuff but NOT the time.sleep()
elif filenamelower.endswith('.mp4') or filenamelower.endswith('.mkv') or filenamelower.endswith('.avi'):
#unchanged here
clock.tick(0.25) #framerate = 0.25 means 1 frame each 4 seconds
for event in pygame.event.get():
#unchanged here
I figured out what were the issues, with the help of Valentino.
He helped me to optimize the code to improve the loading times of every image, that fixed the first issue.
See his answer.
Additionnally, I added a block of code :
# If image is not same dimensions
if imgrect.size != size:
img = Image.open(fullname)
img = img.resize(size, Image.ANTIALIAS)
img.save(fullname, optimize=True, quality=95)
img = pygame.image.load(fullname).convert()
imgrect = img.get_rect()
If the picture is not the screen resolution, I use Pillow (PIL) to resize and reduce the color palette to 8-bit (256 colors).
It reduces file sizes significantly (especially for big files) and allow pygame to load the image faster.
It fixed the second issue.
For those interested, the full code is :
import pygame
import sys
import vlc
import os
import re
from PIL import Image
filesdir = '/home/pi/SMBmount/'
imgexts = ['png', 'jpg', 'jpeg']
videxts = ['mp4', 'mkv', 'avi']
time = 5 # Time to display every img
#filtering out non video and non image files in the directory using regex
showlist = [filename for filename in os.listdir(filesdir) if re.search('[' + '|'.join(imgexts + videxts) + ']$', filename.lower())]
pygame.init()
size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
while True:
# For every file in filesdir :
for filename in showlist:
filenamelower = filename.lower()
# If image:
if filenamelower.endswith('.png') or filenamelower.endswith('.jpg') or filenamelower.endswith('.jpeg'):
fullname = filesdir + filename
img = pygame.image.load(fullname).convert()
imgrect = img.get_rect()
# If image is not same dimensions
if imgrect.size != size:
img = Image.open(fullname)
img = img.resize(size, Image.ANTIALIAS)
img.save(fullname, optimize=True, quality=95)
img = pygame.image.load(fullname).convert()
imgrect = img.get_rect()
screen.blit(img, imgrect)
pygame.mouse.set_visible(False)
pygame.display.flip()
# Elif video:
elif filenamelower.endswith('.mp4') or filenamelower.endswith('.mkv') or filenamelower.endswith('.avi'):
fullname = filesdir + filename
# Create instane of VLC and create reference to movie.
vlcInstance = vlc.Instance("--aout=adummy")
media = vlcInstance.media_new(fullname)
# Create new instance of vlc player
player = vlcInstance.media_player_new()
# Load movie into vlc player instance
player.set_media(media)
# Start movie playback
player.play()
# Do not continue if video not finished
while player.get_state() != vlc.State.Ended:
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()
player.stop()
clock.tick(1 / time) # framerate = 0.25 means 1 frame each 4 seconds
# Quit if keyboard pressed during video
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pygame.display.quit()
pygame.quit()
sys.exit()

Pygame click on image (not a rectangle)

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()

pygame not displaying my image

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)

Is it possible to stretch an image in pygames?

Is it possible to stretch an image in pygame using an event to trigger it?
Like say I have a person and I want his eyes to popout like this
when I press a button and I am using surface.blit(eyes=pygame.image.load('eyes')) for the eyes.
Can i stretch the eye image like the picture in this link?
There is a solution to this problem that allows you to stretch the eyes to the exact width you want, but it may make the eyes very deformed... (nevermind, the original image has pretty deformed eyes anyway.)
From the Pygame doc on pygame.transform.scale:
scale(Surface, (width, height), DestSurface = None) -> Surface
We also use image.get_height() so the user does not have to get the height themselves.
So you would do something like this (wrapped in a function):
def stretchEyes(image, newWidth):
return pygame.transform.scale(image, (image.get_height(), newWidth))
eyes = stretchEyes(eyes, image.get_width()*3) # Stretch to three times width
# Blitting takes in the top left position, so we don't need to do any maths here!
screen.blit(eyes, (x,y))
A better approach would be to have two images one for the actual image and one where the eyes are stretched. Draw the second image whenever you need instead of the first image.
import pygame
from pygame.locals import *
screen = pygame.display.set_mode((540, 480))
runner1 = pygame.image.load('./runner1.jpg').convert()
runner1_rect = runner1.get_rect(center=(270, 240))
runner2 = pygame.image.load('./runner2.jpg').convert()
runner2_rect = runner2.get_rect(center=(270, 240))
screen.fill((0, 0, 0))
change = True
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
if event.type == MOUSEBUTTONDOWN:
screen.blit(runner2, runner2_rect)
pygame.display.update()
if event.type == KEYDOWN:
screen.blit(runner1, runner1_rect)
pygame.display.update()
As shown in the above example, we get images(sprites) of different postures and play them as and when we need to get the motion.
To begin and understand the pygame start from PUMMEL THE CHIMP and there are good API to handle sprites and their behavior through pygame.

Categories