Drawing a square wave in pygame - python

This python code illustrates a sin wave in a pygame window.
I want to draw a square wave in this very same fashion as well, though I have no idea what this code might be or how to draw a square wave / how one is constructed in python.
Does anybody know how I can do this? Is it possible with the same imports or will I need new ones?
Code:
import sys, pygame, math
from pygame.locals import *
# set up a bunch of constants
WHITE = (255, 255, 255)
DARKRED = (128, 0, 0)
RED = (255, 0, 0)
BLACK = ( 0, 0, 0)
BGCOLOR = WHITE
WINDOWWIDTH = 640 # width of the program's window, in pixels
WINDOWHEIGHT = 480 # height in pixels
WIN_CENTERX = int(WINDOWWIDTH / 2) # the midpoint for the width of the window
WIN_CENTERY = int(WINDOWHEIGHT / 2) # the midpoint for the height of the window
FPS = 160 # frames per second to run at
AMPLITUDE = 80 # how many pixels tall the waves with rise/fall.
# standard pygame setup code
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Trig Waves')
fontObj = pygame.font.Font('freesansbold.ttf', 16)
# variables that track visibility modes
showSine = True
pause = False
xPos = 0
step = 0 # the current input f
posRecord = {'sin': []} # keeps track of the ball positions for drawing the waves
# making text Surface and Rect objects for various labels
sinLabelSurf = fontObj.render('sine', True, RED, BGCOLOR)
sinLabelRect = sinLabelSurf.get_rect()
instructionsSurf = fontObj.render('Press Q to toggle wave. P to pause.', True, BLACK, BGCOLOR)
instructionsRect = instructionsSurf.get_rect()
instructionsRect.left = 10
instructionsRect.bottom = WINDOWHEIGHT - 10
# main application loop
while True:
# event handling loop for quit events
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# check for key presses that toggle pausing and wave visibility
if event.type == KEYUP:
if event.key == K_q:
showSine = not showSine
elif event.key == K_p:
pause = not pause
# fill the screen to draw from a blank state
DISPLAYSURF.fill(BGCOLOR)
# draw instructions
DISPLAYSURF.blit(instructionsSurf, instructionsRect)
# sine wave
yPos = -1 * math.sin(step) * AMPLITUDE
posRecord['sin'].append((int(xPos), int(yPos) + WIN_CENTERY))
if showSine:
# draw the sine ball and label
pygame.draw.circle(DISPLAYSURF, RED, (int(xPos), int(yPos) + WIN_CENTERY), 10)
sinLabelRect.center = (int(xPos), int(yPos) + WIN_CENTERY + 20)
DISPLAYSURF.blit(sinLabelSurf, sinLabelRect)
# draw the waves from the previously recorded ball positions
if showSine:
for x, y in posRecord['sin']:
pygame.draw.circle(DISPLAYSURF, DARKRED, (x, y), 4)
# draw the border
pygame.draw.rect(DISPLAYSURF, BLACK, (0, 0, WINDOWWIDTH, WINDOWHEIGHT), 1)
pygame.display.update()
FPSCLOCK.tick(FPS)
if not pause:
xPos += 0.5
if xPos > WINDOWWIDTH:
xPos = 0
posRecord = {'sin': []}
step = 0
else:
step += 0.008
step %= 2 * math.pi
Python ver.2.6, Pygame ver.1.9.2

I made some modifications to add squared wave.
See places with ### HERE.
import sys, pygame, math
from pygame.locals import *
# set up a bunch of constants
WHITE = (255, 255, 255)
DARKRED = (128, 0, 0)
RED = (255, 0, 0)
BLACK = ( 0, 0, 0)
GREEN = ( 0, 255, 0) ### HERE
BLUE = ( 0, 0, 255) ### HERE
BGCOLOR = WHITE
WINDOWWIDTH = 640 # width of the program's window, in pixels
WINDOWHEIGHT = 480 # height in pixels
WIN_CENTERX = int(WINDOWWIDTH / 2) # the midpoint for the width of the window
WIN_CENTERY = int(WINDOWHEIGHT / 2) # the midpoint for the height of the window
FPS = 160 # frames per second to run at
AMPLITUDE = 80 # how many pixels tall the waves with rise/fall.
# standard pygame setup code
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Trig Waves')
fontObj = pygame.font.Font('freesansbold.ttf', 16)
# variables that track visibility modes
showSine = True
showSquare = True ### HERE
pause = False
xPos = 0
step = 0 # the current input f
### HERE
posRecord = {'sin': [], 'square': []} # keeps track of the ball positions for drawing the waves
# making text Surface and Rect objects for various labels
### HERE
squareLabelSurf = fontObj.render('square', True, BLUE, BGCOLOR)
squareLabelRect = squareLabelSurf.get_rect()
sinLabelSurf = fontObj.render('sine', True, RED, BGCOLOR)
sinLabelRect = sinLabelSurf.get_rect()
instructionsSurf = fontObj.render('Press Q to toggle wave. P to pause.', True, BLACK, BGCOLOR)
instructionsRect = instructionsSurf.get_rect()
instructionsRect.left = 10
instructionsRect.bottom = WINDOWHEIGHT - 10
### HERE
yPosSquare = AMPLITUDE # starting position
# main application loop
while True:
# event handling loop for quit events
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# check for key presses that toggle pausing and wave visibility
if event.type == KEYUP:
if event.key == K_q:
showSine = not showSine
elif event.key == K_p:
pause = not pause
# fill the screen to draw from a blank state
DISPLAYSURF.fill(BGCOLOR)
# draw instructions
DISPLAYSURF.blit(instructionsSurf, instructionsRect)
# sine wave
yPos = -1 * math.sin(step) * AMPLITUDE
posRecord['sin'].append((int(xPos), int(yPos) + WIN_CENTERY))
if showSine:
# draw the sine ball and label
pygame.draw.circle(DISPLAYSURF, RED, (int(xPos), int(yPos) + WIN_CENTERY), 10)
sinLabelRect.center = (int(xPos), int(yPos) + WIN_CENTERY + 20)
DISPLAYSURF.blit(sinLabelSurf, sinLabelRect)
# draw the waves from the previously recorded ball positions
if showSine:
for x, y in posRecord['sin']:
pygame.draw.circle(DISPLAYSURF, DARKRED, (x, y), 4)
### HERE - drawing horizontal lines
# square
posRecord['square'].append((int(xPos), int(yPosSquare) + WIN_CENTERY))
if showSquare:
# draw the sine ball and label
pygame.draw.circle(DISPLAYSURF, GREEN, (int(xPos), int(yPosSquare) + WIN_CENTERY), 10)
squareLabelRect.center = (int(xPos), int(yPosSquare) + WIN_CENTERY + 20)
DISPLAYSURF.blit(squareLabelSurf, squareLabelRect)
# draw the waves from the previously recorded ball positions
if showSquare:
for x, y in posRecord['square']:
pygame.draw.circle(DISPLAYSURF, BLUE, (x, y), 4)
# draw the border
pygame.draw.rect(DISPLAYSURF, BLACK, (0, 0, WINDOWWIDTH, WINDOWHEIGHT), 1)
pygame.display.update()
FPSCLOCK.tick(FPS)
if not pause:
xPos += 0.5
if xPos > WINDOWWIDTH:
#sine ### HERE
xPos = 0
posRecord['sin'] = []
step = 0
# square ### HERE
yPosSquare = AMPLITUDE
posRecord['square'] = []
else:
#sine ### HERE
step += 0.008
#step %= 2 * math.pi
# square ### HERE
# jump top and bottom every 100 pixels
if xPos % 100 == 0:
yPosSquare *= -1
# add vertical line
for x in range(-AMPLITUDE, AMPLITUDE):
posRecord['square'].append((int(xPos), int(x) + WIN_CENTERY))

Related

Modify alpha of Surface pixels directly in pygame

I have a Surface in PyGame. I want to modify the alpha values of pixels directly. I've tried doing it with the various methods that access the alpha values, but they don't seem to work.
from screeninfo import get_monitors
import pygame, os, numpy.random, pygame.surfarray
pygame.init()
FPS = 60
CLOCK = pygame.time.Clock()
monitor_info = get_monitors()
x = 0
y = 0
width = monitor_info[0].width
height = monitor_info[0].height
if len(monitor_info) > 1:
if monitor_info[0].x < 0:
x = 0
else:
x = monitor_info[0].width
width = monitor_info[1].width
height = monitor_info[1].height
os.environ['SDL_VIDEO_WINDOW_POS'] = "{},0".format(x)
pygame.display.init()
pygame.mouse.set_visible(False)
screen_info = pygame.display.Info()
screen_size = width, height
base_screen = pygame.display.set_mode(screen_size, pygame.NOFRAME)
base_screen.fill([100, 100, 100])
board_size = (int(min(width, height)*0.75), int(min(width, height)*0.75))
surface = pygame.Surface(board_size, pygame.SRCALPHA)
surface.fill([255, 255, 255, 255])
base_screen.blit(surface, (0,0))
pygame.display.flip()
pixels = numpy.random.uniform(low=0, high=255, size=(board_size[0], board_size[1], 3))
transparency = numpy.random.uniform(low=0, high=255, size=board_size).astype('uint8')
while True:
events = pygame.event.get()
ms = CLOCK.tick(FPS)
print('\r {} '.format(ms), end='')
# pygame.surfarray.blit_array(surface, pixels)
aa = pygame.surfarray.pixels_alpha(surface)
aa = numpy.random.uniform(low=0, high=255, size=board_size).astype('uint8')
del aa
# for i in range(board_size[0]):
# for j in range(board_size[1]):
# a = surface.get_at((i,j))
# a[3] = 0
# surface.set_at((i,j), a)
base_screen.blit(surface, (0,0))
pygame.display.flip()
I've tried both things in the loop (pixels_array, and get_at/set_at) but neither works--the image just stays white (if I set the initial alpha to 0, it stays transparent). Does anyone know how to set per-pixel alpha values for a Surface?
I found your problem!! The reason why you can't see alpha is:
a) you first set surface alpha to 255, surface.fill([255, 255, 255, 255])
b) I believe aa = pygame.surfarray.pixels_alpha(surface) aa = numpy.random.uniform(low=0, high=255, size=board_size).astype('uint8') aren't working, however pygame.surfarray.blit_array(surface, pixels) do work (produce colours) but I don't think they have any actual Alpha.
c) you need to fill the base_screen and THEN blit you surface. Such a common mistake but this is the main the problem.
And finally, Tim Robert's comment about the for loop, will definitely get you your alpha!
Here is it re-written to work (without screeninfo as I don't have that library currently):
import pygame, os, numpy.random, pygame.surfarray
from random import randint
pygame.init()
FPS = 60
CLOCK = pygame.time.Clock()
x = 50
y = 50
width = 500
height = 500
os.environ['SDL_VIDEO_WINDOW_POS'] = "{},0".format(x)
#pygame.display.init(), don't actually need this
pygame.mouse.set_visible(False)
screen_info = pygame.display.Info()
screen_size = width, height
base_screen = pygame.display.set_mode(screen_size, pygame.NOFRAME)
base_screen.fill([100, 100, 100])
board_size = (int(min(width, height)*0.75), int(min(width, height)*0.75))
surface = pygame.Surface(board_size, pygame.SRCALPHA)
surface.fill([255, 0, 0]) ###could also be surface.fill([255,0,0,255]) to set the whole surface's alpha straight up if you didn't want to change each pixel later
while True:
#just so you can quit this program
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
raise SystemExit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
pygame.quit()
raise SystemExit()
ms = CLOCK.tick(FPS)
for i in range(board_size[0]):
for j in range(board_size[1]):
a = surface.get_at((i,j))
a[3] = randint(0, 128)#OR SET TO REQUIRED ALPHA VALUE
surface.set_at((i,j), a)
##################################################
base_screen.fill([100, 100, 100]) #NEED TO DO THIS
##################################################
base_screen.blit(surface, (0,0))
pygame.display.flip()
(by the way, I used red as the second surface colour as I thought it would stand out better)
Edit
As Eternal Ambiguity stated in the comments, here is the much, much faster version, in place of the for loops:
aa = pygame.surfarray.pixels_alpha(surface)
aa[:] = numpy.random.uniform(low=0, high=255, size=board_size).astype('uint8')
del aa
pygame.Surface.blit() does not replace the pixels in the target surface with the source surface. It mixes (blends) the pixels of the surfaces. Actually you are blending the new surface with the old previous surface every frame. This means that the area of the surface appears uniformly colored within milliseconds. You have to clear the screen in every frame:
while True:
# [...]
base_screen.fill((0, 0, 0))
base_screen.blit(surface, (0,0))
pygame.display.flip()
Minimal example:
import pygame
pygame.init()
width, height = 200, 200
base_screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
board_size = (int(min(width, height)*0.75), int(min(width, height)*0.75))
surface = pygame.Surface(board_size, pygame.SRCALPHA)
surface.fill([255, 0, 0])
for x in range(board_size[0]):
for y in range(board_size[1]):
a = surface.get_at((x, y))
a[3] = round(y / board_size[1] * 255)
surface.set_at((x, y), a)
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
base_screen.fill((100, 100, 100))
base_screen.blit(surface, surface.get_rect(center = base_screen.get_rect().center))
pygame.display.flip()

My screen glitches out when I try to run my subprogram code

I'm working on a subprogram code that will make this happy face bounce around the screen and turn different colours. For some reason, the screen turns into that black glitchy screen and when I press exit at the top the face shows for a quick second before the program shuts down. I can't figure out why this is, here is my code and I've included a picture of what happens at first when I run it:
""" Program to show a very basic function
Most of the program is exactly the same as other programs we have done
The main difference is the grouping of code into a function called
drawHappy() to draw a few shapes together
In the main loop we "call" this function whenever we want to draw this
group of shapes
"""
# import the necessary modules
import pygame
import sys
import math
import random
from random import randint
# initialize pygame
pygame.init()
# set the size for the surface (screen)
# note this screen is resizable by the user
screen = pygame.display.set_mode((800, 600), pygame.RESIZABLE)
# set the caption for the screen
pygame.display.set_caption("Happy Face")
#screen width and height
screenW = screen.get_width()
screenH = screen.get_height()
# define colours you will be using
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
YELLOW = (255, 255, 0)
# funtion to draw a the "happy face"
# it has 4 parameters passed to it xPos, yPos, radius, and colour
# notice all the shapes are drawn "relative" to the xPos and yPos and the radius
def drawHappy(xPos,yPos,r,colour):
pygame.draw.circle(screen,colour,(xPos,yPos),r,1)
eyeRadius = int(1/6*r)
eyeX = int(xPos-1/3*r)
eyeY = int(yPos- 1/3*r)
pygame.draw.circle(screen,colour,(eyeX,eyeY),eyeRadius,1)
eyeX = int(xPos + 1/3*r)
pygame.draw.circle(screen,colour,(eyeX,eyeY),eyeRadius,1)
wMouth = 1.5*r
xMouth = xPos - 3/4*r
yMouth = yPos - 3/4*r
pygame.draw.arc(screen,colour,(xMouth,yMouth,wMouth,wMouth),math.pi,2*math.pi,1)
randomR = randint(1,300)
r = randomR
randomX = randint(r, 800-r)
randomY = randint(r, 600-r)
dx = 0
dy = 0
x = 100
y = 100
speed = 3
x2 = randomX
y2 = randomY
dx2 = speed
dy2 = -speed
colour_list = [YELLOW, BLACK, BLUE, RED, GREEN]
randomcolour = random.choice(colour_list)
colour = RED
# set up clock to control frames per second
clock = pygame.time.Clock()
FPS = 120
# set main loop to True so it will run
main = True
# main loop
while main:
for event in pygame.event.get(): # check for any events (i.e key press, mouse click etc.)
if event.type == pygame.QUIT: # check to see if it was "x" at top right of screen
main = False # set the "main" variable to False to exit while loop
clock.tick(FPS)
screen.fill(WHITE)
oldx = x
oldy = y
x += dx
y += dy
if x >= 800-r or x <= 0+r:
x = oldx
if y >= 600-r or y <= 0+r:
y = oldy
x2 += dx2
y2 += dy2
if x >= 800-r or x <= 0+r:
dx2 = -dx2
randomcolour = random.choice(colour_list)
colour = randomcolour
if y2 >= 600-r or y2 <= 0+r:
dy2 = -dy2
randomcolour = random.choice(colour_list)
colour = randomcolour
# "call" the function "drawHappy()" to draw the happy face
# this is where we would normally do a pygame.draw or a screen.blit()
# we are "passing" the function 4 values to use(x,y,radius, colour)
# it will use these to know where to draw the happy face
drawHappy(x2,y2,r,colour)
pygame.display.flip()
# quit pygame and exit the program (i.e. close everything down)
pygame.quit()
sys.exit()
First of all, you need to call your draw function inside the loop. Your current code shows only a glimpse of "drawing" because it gets executed once you exit the main loop.
So, put your drawHappy() inside of main loop:
while main:
for event in pygame.event.get(): # check for any events (i.e key press, mouse click etc.)
if event.type == pygame.QUIT: # check to see if it was "x" at top right of screen
main = False # set the "main" variable to False to exit while loop
drawHappy(x2,y2,r,colour)
pygame.display.update()
clock.tick(FPS)
screen.fill(WHITE)
Now you will get a random size "smiley" on the screen, But now it will move on exit only, for the same reason it wouldn't display earlier. Next thing is to make it bounce (move). For this you'll need some kind of update of the coordinates, just like you did in the last part of your code, except they also need to be updated during the loop, not after it.
I suggest making a Class because then it will be easier to manipulate the object.
Also, I found it easier to separate draw and update_coordinates code into separate functions and them call them from main loop for example.
Hope this helps, and if you need more help, ask.
Here, I made a quick solution using parts of your code, there is plenty room for improvement especially for update_smiley_position() method where you can control how "smiley" moves.
Also, if you need multiple objects, a list should be passed instead of single object.
import pygame as pg
import math
import random
pg.init()
clock = pg.time.Clock()
window = pg.display.set_mode((800, 600), pg.RESIZABLE)
pg.display.set_caption("Happy Face")
SCREEN_W = window.get_width()
SCREEN_H = window.get_height()
class Smiley:
def __init__(self, x, y, r, color):
self.x = x
self.y = y
self.r = r
self.color = color
self.create_smiley()
def create_smiley(self):
self.eye_radius = int(1/6 * self.r)
self.eye_x1 = int(self.x - 1/3 * self.r)
self.eye_x2 = int(self.x + 1/3 *self.r)
self.eye_y = int(self.y - 1/3 *self.r)
self.mouth_width = 1.5 * self.r
self.mouth_x = self.x - self.r * 0.75
self.mouth_y = self.y - self.r * 0.75
def draw_smiley(self, win):
pg.draw.circle(win, self.color, (self.x, self.y), self.r, 1)
pg.draw.circle(win, self.color, (self.eye_x1, self.eye_y), self.eye_radius, 1)
pg.draw.circle(win, self.color, (self.eye_x2, self.eye_y), self.eye_radius, 1)
pg.draw.arc(win, self.color, (self.mouth_x, self.mouth_y, self.mouth_width, self.mouth_width), math.pi, 2*math.pi, 1)
def update_smiley_position(self):
if self.x >= SCREEN_H - self.r or self.x <= 0 + self.r:
self.x = random.randint(100, 400)
else:
self.x += 5
if self.y >= SCREEN_W - self.r or self.y <= 0 + self.r:
self.y = random.randint(100, 400)
else:
self.y -= 5
self.create_smiley()
def draw(win, smiley):
win.fill(pg.Color("white"))
smiley.draw_smiley(win)
smiley.update_smiley_position()
pg.display.update()
def main_loop(win, smiley):
clock.tick(30)
for event in pg.event.get():
if event.type == pg.QUIT:
return False
draw(win, smiley)
return True
r = random.randint(1, 300)
x = random.randint(r, SCREEN_W - r)
y = random.randint(r, SCREEN_H - r)
smiley = Smiley(x, y, r, pg.Color("red"))
while main_loop(window, smiley):
pass
pg.quit()

Python - How to speed up smoothness in pygame?

I'm wondering how to speed up the smoothness of my code written in Python using pygam. I'm guessing I have to make this more efficient somehow? When this is run, some balls move around randomly in a set area, however, the new position of each ball is not smooth at all, there is a jump between each movement as the cycle is very slow. How do I fix this? Or is there any suggestions on how to improve it?
This is my code so far:
import pygame
from pygame import *
import random
pygame.init()
size = width, height = 800, 600
screen = display.set_mode(size)
pygame.display.set_caption("Year 12: Ideal Gas Simulation")
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
WHITE=(255,255,255)
GREEN = (0, 255, 0)
BALLX = 0
BALLY = 1
BALLSPEEDX = 2
BALLSPEEDY = 3
List=[]
radius=5
running=True
myClock=time.Clock()
myClock.tick(60)
def initBall():
for n in range(40):
ballx = random.randint(0, 800) # randomly setting the x position
bally = random.randint(0, 600) # randomly setting the y position
dirx = random.randint(-5,5) # randomly setting the x speed
diry = random.randint(-5,5) # randomly setting the y speed
data=[ballx, bally, dirx, diry]
List.append(data)
# returning a list with all the data the ball needs
return List # returning the list
def drawScreen(List):
draw.rect(screen, WHITE, (0, 0, 800, 600))
for x in range(40):
BALLX=List[x][0]
BALLY=List[x][1]
draw.circle(screen, GREEN, (BALLX,BALLY),radius)
display.flip()
pygame.draw.rect(screen, BLACK, (100-radius,100-radius,600+(2*radius),400+(2*radius)), 1)
f=pygame.font.SysFont(None,60)
text=f.render("PV=nRT",True,(0,0,0))
screen.blit(text,(300,height/20))
def moveBall(List):
for x in range(40):
BALLX=List[x][0]
BALLY=List[x][1]
SPEEDX=List[x][2]#####data[BALLX]== the first index of each list [x][0]
SPEEDY=List[x][3]##data[BALLSPEEDX]= List[x][2]
age=SPEEDX+BALLX
List[x][0]=age
# increases the position of the ball
plus=SPEEDY+BALLY
List[x][1]=plus
# checks to see if the ball is hitting the walls in the x direction
if BALLX > 700:
List[x][0] = 700#NORMALLY 800
third=List[x][2]
answer=third*-1
List[x][2]=answer
elif BALLX < 100:#NORMALLY 0
List[x][0] = 100
third=List[x][2]
answer=third*-1
List[x][2]=answer
# checks to see if the ball is hitting the walls in the y direction
if BALLY < 100:
List[x][1] = 100#NORMALLY 0
third=List[x][3]
answer=third*-1
List[x][3]=answer
elif BALLY > 500:
List[x][1] = 500#NORMALLY 600
third=List[x][3]
answer=third*-1
List[x][3]=answer
return List#return updated list
List=initBall()
while running==True:
for evnt in event.get():
if evnt.type==QUIT:
running=False
quit()
if evnt.type==MOUSEBUTTONDOWN:
mx,my=evnt.pos
button=evnt.button
drawScreen(List)
List=moveBall(List)
In addition to skrx's answer, you can also refactor the code and avoid a lot of duplicate calls. Also, indexing the BALLS array directly might improve performance slightly.
Generally, avoid naming variables inside functions with uppercase. These names are typically given to constants defined at the top of your file.
The version I came up with is below:
import array
import pygame
pygame.init()
import random
from pygame import *
size = WIDTH, HEIGHT = 800, 600
screen = display.set_mode(size)
pygame.display.set_caption("Year 12: Ideal Gas Simulation")
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
WHITE = (255,255,255)
GREEN = (0, 255, 0)
BALLX = 0
BALLY = 1
BALLSPEEDX = 2
BALLSPEEDY = 3
RADIUS = 5
BALLS = []
myClock = time.Clock()
myClock.tick(60)
def initBalls():
for n in range(40):
props = array.array('i', [
random.randint(0, WIDTH),
random.randint(0, HEIGHT),
random.randint(-5, 5),
random.randint(-5, 5),
])
BALLS.append(props)
def drawScreen():
draw.rect(screen, WHITE, (0, 0, 800, 600))
props = (100-RADIUS, 100-RADIUS, 600+(2*RADIUS), 400+(2*RADIUS))
pygame.draw.rect(screen, BLACK, props, 1)
f = pygame.font.SysFont(None, 60)
text = f.render("PV=nRT", True,(0, 0, 0))
screen.blit(text,(300, HEIGHT / 20))
for i in range(len(BALLS)):
draw.circle(screen, GREEN, BALLS[i][:2],RADIUS)
display.flip()
def moveBalls():
for i in range(len(BALLS)):
if BALLS[i][0] > 700:
BALLS[i][0] = 700
BALLS[i][2] *= -1
elif BALLS[i][0] < 100:
BALLS[i][0] = 100
BALLS[i][2] *= -1
else:
BALLS[i][0] += BALLS[i][2]
if BALLS[i][1] < 100:
BALLS[i][1] = 100
BALLS[i][3] *= -1
elif BALLS[i][1] > 500:
BALLS[i][1] = 500
BALLS[i][3] *= -1
else:
BALLS[i][1] += BALLS[i][3]
def main():
initBalls()
while True:
for evnt in event.get():
if evnt.type == QUIT:
pygame.quit()
return
elif evnt.type == MOUSEBUTTONDOWN:
mx, my = evnt.pos
button = evnt.button
drawScreen()
moveBalls()
if __name__ == "__main__":
main()
Call pygame.display.flip() only once per frame.
def drawScreen(List):
draw.rect(screen, WHITE, (0, 0, 800, 600))
for x in range(40):
BALLX=List[x][0]
BALLY=List[x][1]
draw.circle(screen, GREEN, (BALLX,BALLY),radius)
# display.flip() # Don't call `display.flip()` here.
pygame.draw.rect(screen, BLACK, (100-radius,100-radius,600+(2*radius),400+(2*radius)), 1)
screen.blit(text,(300,height/20))
pygame.display.flip() # Call it here.
I also recommend to use a pygame.time.Clock to limit the frame rate.
# Define the font object as a global constant.
FONT = pygame.font.SysFont(None, 60)
# If the text doesn't change you can also define it here.
TEXT = FONT.render("PV=nRT", True, (0,0,0))
# Instantiate a clock to limit the frame rate.
clock = pygame.time.Clock()
running = True
while running: # `== True` is not needed.
for evnt in event.get():
if evnt.type == QUIT:
running = False
# Better use `pygame.quit` and `sys.exit` to quit.
pygame.quit()
sys.exit()
drawScreen(List)
List = moveBall(List)
clock.tick(30) # Limit frame rate to 30 fps.

How can I rotate my surface in Pygame without using the rotate command?

The code for rotating is:
pygame.transform.rotate(surface, angle)
But I don't want to use the code. I want to write a code for rotating the surface myself. How can I do that?
There are many different ways to tackle the problem, but I've interpreted it as it should rotate the image by degrees, counter-clockwise and resize the image as needed. I also included a crop function to get rid off excessive noise. Although, there are still problems with my implementation, mainly that it's aliased. To fix it you can take look at this answer.
To rotate an image you first need to convert it to an matrix. This can be done with the help of pygame.surfarray.array3d, but it requires you to have numpy installed. Then we need a rotation matrix and a new matrix which we'll copy all the pixels from our image to. When multiplying a position vector with the rotation matrix you'll get a new position vector. So all we're doing is iterating through the x-y coordinates of the image, applying the rotation matrix to each coordinate and then add the pixel at then new coordinate in our new matrix.
import numpy as np
from math import sin, cos, radians
import pygame
pygame.init()
SIZE = WIDTH, HEIGHT = 720, 480
FPS = 30
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
def crop(array, background=(0, 0, 0)):
rows, cols, _ = array.shape
left, right, top, bottom = 0, cols, 0, rows
for row in range(rows):
if not np.all(array[row] == background):
top = row
break
for row in range(rows - 1, top, -1):
if not np.all(array[row] == background):
bottom = row
break
np.transpose(array, axes=(1, 0, 2))
for col in range(cols):
if not np.all(array[col] == background):
left = col
break
for col in range(cols - 1, left, -1):
if not np.all(array[col] == background):
right = col
break
np.transpose(array, axes=(1, 0, 2))
return array[top:bottom+1, left:right+1]
def rotate(surface, angle):
rect = surface.get_rect()
width, height = surface.get_size()
image_array = pygame.surfarray.array3d(surface)
angle = radians(angle)
# Rotation matrix: https://en.wikipedia.org/wiki/Rotation_matrix
rotation = np.array(
((cos(angle), -sin(angle)),
(sin(angle), cos(angle))
), dtype=np.float16
)
# Rotates the corners of the image because the distance between 2 opposite corners will always be the furthest
# distance. This helps us calculate the new width and height of our new rotated image.
y_list, x_list = zip(*(
(position # rotation) for position in (rect.topleft, rect.topright, rect.bottomleft, rect.bottomright)
))
min_x, min_y = min(x_list), min(y_list)
new_width = int(abs(min_x - max(x_list))) + 1
new_height = int(abs(min_y - max(y_list))) + 1
# Since we're rotating the image at the topleft corner and not in the center it'll be moved. By adding the offset
# we just move it back in place.
offset = -int(min_y), -int(min_x)
rotated_image_array = np.zeros(shape=(new_height, new_width, 3), dtype=np.uint8)
for row in range(height): # Not the newly calculated height, but the original image's height.
for col in range(width):
y, x = (row, col) # rotation + offset
rotated_image_array[int(y), int(x)] = image_array[row, col]
rotated_image_array = crop(rotated_image_array)
return pygame.surfarray.make_surface(rotated_image_array)
def main():
running = True
original_image = pygame.Surface((200, 200))
original_image.fill(pygame.Color('red'))
image = original_image
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_1:
print('Reset image.')
image = original_image
elif event.key == pygame.K_2:
print('Starting rotating.')
time = pygame.time.get_ticks()
image = rotate(image, 20)
time = pygame.time.get_ticks() - time
print('Finished rotating in {:.4E} s.'.format(time / 1000))
screen.fill((255, 255, 255))
screen.blit(image, image.get_rect(center=(WIDTH // 2, HEIGHT // 2)))
pygame.display.update()
if __name__ == '__main__':
main()
import pygame
SIZE = 1000, 900
pygame.init()
screen = pygame.display.set_mode(SIZE)
a=0
done = False
screen.fill((0, 0, 0))
other1 = pygame.image.load("image.jpg")
screen.blit(other1, (0, 0))
while not done:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
a=a+90
other2 = pygame.transform.rotate(other1, a)
screen.blit(other2, (0, 0))
if event.key == pygame.K_RIGHT:
a=a-90
other2 = pygame.transform.rotate(other1, a)
screen.blit(other2, (0, 0))
screen.fill((0,0,0))
pygame.display.flip()

Pygame, how to draw a shape to the screen and delete the previous surface?

So I have this code, and it does what it's supposed to fine. What I want it to do is randomly scale the square by different amounts, which it does. My problem lies with the blit function, my square only seems to scale up because blit doesn't delete the old shape it just copies the new one to the surface.
How can I make the shape expand and shrink, and not just expand?
My code:
import sys, random, pygame
from pygame.locals import *
pygame.init()
w = 640
h = 480
screen = pygame.display.set_mode((w,h))
morphingShape = pygame.Surface((20,20))
morphingShape.fill((255, 137, 0)) #random colour for testing
morphingRect = morphingShape.get_rect()
def ShapeSizeChange(shape, screen):
x = random.randint(-21, 20)
w = shape.get_width()
h = shape.get_height()
if w + x > 0 and h + x > 0:
shape = pygame.transform.smoothscale(shape, (w + x, h + x))
else:
shape = pygame.transform.smoothscale(shape, (w - x, h - x))
shape.fill((255, 137, 0))
rect = shape.get_rect()
screen.blit(shape, rect)
return shape
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
morphingShape = ShapeSizeChange(morphingShape, screen)
pygame.display.update()
On every frame (each iteration of the While loop) you should erase the screen. By default the screen (window) color is black, so you should clear the screen by calling screen.fill( (0,0,0) ). Below is the full code, now working as you expect:
import sys, random, pygame
from pygame.locals import *
pygame.init()
w = 640
h = 480
screen = pygame.display.set_mode((w,h))
morphingShape = pygame.Surface((20,20))
morphingShape.fill((255, 137, 0)) #random colour for testing
morphingRect = morphingShape.get_rect()
# clock object that will be used to make the animation
# have the same speed on all machines regardless
# of the actual machine speed.
clock = pygame.time.Clock()
def ShapeSizeChange(shape, screen):
x = random.randint(-21, 20)
w = shape.get_width()
h = shape.get_height()
if w + x > 0 and h + x > 0:
shape = pygame.transform.smoothscale(shape, (w + x, h + x))
else:
shape = pygame.transform.smoothscale(shape, (w - x, h - x))
shape.fill((255, 137, 0))
rect = shape.get_rect()
screen.blit(shape, rect)
return shape
while True:
# limit the demo to 50 frames per second
clock.tick( 50 );
# clear screen with black color
# THIS IS WHAT WAS REALLY MISSING...
screen.fill( (0,0,0) )
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
morphingShape = ShapeSizeChange(morphingShape, screen)
pygame.display.update()
Note that just the addition of screen.fill( (0,0,0) ) solves your question.

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