I am codding a drum game (based on dtx-Mania).
I got an issue on how to draw a rectangle and move it. I can make a static one, but not a moving one. I currently used a line but it seams pygame draw it as a rectangle so far if it as an impact i will change back to rectangle.
My goal is to draw the rectangle and move it at a slow enough pace so that it takes about 1 second to get to a line.
I know I still have a lot to learn, this is what I got to test so far.
#!/usr/bin/env python3
#-*- coding:utf-8 -*-
#small exemple of a moving rectangle
import pygame, sys
pygame.init()
fpsClock = pygame.time.Clock()
windowsSurfaceObj = pygame.display.set_mode((640, 480))
pygame.display.set_caption('moving rectangle test')
white = pygame.Color(255, 255, 255)
black = pygame.Color(0, 0, 0)
step = pygame.draw.line(windowsSurfaceObj, white, (233, 0), (269, 0), 6)
step
while True:
windowsSurfaceObj.fill(black)
#the coordonate are moved but the rectangle is now drew
step.move(0, -1)
#this is the target line (where the moving object must go to)
pygame.draw.line(windowsSurfaceObj, white, (90, 420), (390, 420), 6)
pygame.display.update()
fpsClock.tick(30)
Thank you for your help.
It is always good to read the docs. From the pygame docs:
line(Surface, color, start_pos, end_pos, width=1) -> Rect
Draw a straight line segment on a Surface. There are no endcaps, the
ends are squared off for thick lines.
In the description text of the whole module:
The functions return a rectangle representing the bounding area of changed pixels.
So you draw your first line, and move a rectangle representing a bounding are of changed pixels. Since you do not redraw your line, your first line disappears.
To solve this, you need to draw the line in the while loop after moving.
step.move(0, -1)
pygame.draw.rect(windowsSurfaceObj, white,step, 6)
Related
I want to make a partially transparent circle as an area of effect indicator, but I haven't found any way to do this in pygame.
I tried passing in an rgba 4-tuple as an argument (as suggested by this post), but it didn't change the transparency at all. On top of that, according to this other post, the method shouldn't work at all, since draw doesn't accept alpha values. That's conflicting information.
pygame.draw.circle(screen, (255, 0, 0, 100), (x, y), r)
I've also tried creating a new surface, drawing the circle onto that surface, and then blitting the new surface onto my game screen (as suggested by this post). It gives me a semi-transparent circle as requested, but since surfaces in pygame are rectangular, it also gives me a gray rectangle around the circle, which I don't want.
s = pygame.Surface((1000, 1000))
s.set_alpha(100)
pygame.draw.circle(s, (255, 0, 0), (x, y), r)
screen.blit(s, (0, 0))
Is there any way to make this circle semi-transparent without adding any other visible effects to my screen?
Here's a runnable version of the answer to the last question you linked to titled How to draw a semi-transparent circle in Pygame?. It seems to do what you want, as far as I can tell.
import pygame
width, height = 640, 480
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((width,height))
surface = pygame.display.set_mode((width,height), pygame.SRCALPHA)
while True:
msElapsed = clock.tick(100)
screen.fill((255,255,255))
pygame.draw.circle(surface,(30,224,33,100),(250,100),10)
screen.blit(surface, (0,0))
pygame.display.update()
for event in pygame.event.get():
if event.type==pygame.QUIT:
exit()
I am new to dirty rect animation and I am currently trying to store a snapshot of the main display surface window, however I would only like to store the area where my item is going to be blit so the next frame I can call this stored snapshot instead of re blitting the whole background.
I looked at the documentation for Surface.copy() but it doesn't take arguments and I couldn't find anything similar other than pygame.pixelcopy() which from what I understand is not what I am looking for. If Surface.copy() isn't what I am looking for, please let me know of alternatives.
import pygame, time
pygame.init()
screen = pygame.display.set_mode((500, 500))
screen.fill((128, 128, 128))
pygame.display.update()
#immagine a complex pattern being blit to the screen here
pygame.draw.rect(screen, (128, 0, 0), (0, 0, 50, 50))
pygame.draw.rect(screen, (0, 128, 0), (50, 0, 50, 50))
pygame.draw.rect(screen, (0, 0, 128), (200, 0, 50, 50))
#my complex background area that i want to save ()
area_to_save = pygame.Rect(0, 0, 100, 50)
rest_of_background = pygame.Rect(200, 0, 50, 50)
#updating for demo purposes
dirty_rects = [area_to_save, rest_of_background]
for rect in dirty_rects:
pygame.display.update(rect)
temp_screen = screen.copy()
time.sleep(3)
#after some events happen and I draw the item thats being animated onto the background
item_to_animate = pygame.Rect(35, 10, 30, 30)
pygame.draw.rect(screen, (0, 0, 0), item_to_animate)
pygame.display.update(item_to_animate)
time.sleep(3)
item_to_animate = pygame.Rect(50, 60, 30, 30)
pygame.draw.rect(screen, (0, 0, 0), item_to_animate)
#now that the item has moved, draw back old frame, which draws over the whole surface
screen.blit(temp_screen, (0, 0))
pygame.display.update()
#I understand swapping the drawing of the new item location to after temp_surface blit
#will provide me the desired outcome in this scenario but this is a compressed version of my problem
#so for simplicity sake, is there a way of not saving the whole surface, only those rects defined?
I expect the output of this code to be displaying my background for 3 seconds, then the black square overlaying the patter and then after another 3 seconds, the black square appearing below my pattern.
P.S.:I am new to this site, let me know if I did something wrong please!
Edit: For anyone wondering if this solution (of saving the background before blitting an item over it and then redrawing the saved background before the new item location is blit over) is more efficient than redrawing the whole background and then blitting the item, using a simple square animation over a chequered pattern with redrawing the whole background each time reduced my overall fps by around 50% from 1000 (before redrawing the background) to 500 average. While using dirty rects and this method above I get around 900 fps.
What you want to do can be achieved by pygame.Surface.blit().
Create a surface with the decided size and blit an area of the screen to this surface. Note, the 3rd argument to bilt is an optional parameter which selects a rectangular area of the source surface:
# create a surface with size 'area_to_save.size'
temp_screen = pygame.Surface(area_to_save.size)
# blit the rectangular area 'area_to_save' from 'screen' to 'temp_screen' at (0, 0)
temp_screen.blit(screen, (0, 0), area_to_save)
You could use subsurface to specify the area you want to copy, and then call copy on the returned Surface.
But note that it may happend that this will not increase the performance of your game at all, since copying a lot of Surfaces around does not come free. Just try and check yourself if it actually better then drawing a background surface every frame.
Also note that you should never use time.sleep in your game. While sleep is blocking your game's process, your game can't process events, so you e.g. can't quit the game in this time. Also, it may happen that your game's window will just not be redrawn if you don't process events by calling pygame.event.get; and once the event queue fills up because you never call pygame.event.get, your game will freeze.
I'm making a game, a part of which includes a chat-box style simulation. What I'm trying to do is to move a part of the screen upwards so all the text will move up and make room for more.
I've succeeded in making part of the screen black using this code:
def move (screen):
area = pygame.Surface((540, 400))
area.scroll(0, -100)
area_rect = area.get_rect()
area_rect = area.get_rect(left=100, bottom=400)
area_rect.move_ip(0, -100)
screen.blit(area, (100, 0), area_rect)
pygame.display.flip()
I'm trying to move the area [(100, 0), (640, 400)] up by 100 pixels on a 640x480 screen. What am I doing terribly wrong?
You dont need to use Surface.scroll for that. If you don't care what's left below after moving that specific area upwards, try just copying the part that you want to move and blitting it where you want it to reappear:
area_rect = pygame.Rect(100, 0, 540, 400)
area = screen.subsurface(area_rect)
new_area_rect = area_rect.move(0, -100)
screen.blit(area, new_area_rect.topleft)
pygame.display.flip()
I'm doing a graphics test using PyGame to simulate the Dragon Curve being unfolded. I already made one successful version that keeps track of all the points as they rotate around each other, but obviously, this begins to slow down pretty substantially after a few iterations. In order to speed this up, I want to simply store the drawn segments into an image variable, and continually save a segment of the screen to a variable and draw those moving rather than keeping track of a lot of points. How can I do either of the following?
Draw to an off-screen image variable that then gets drawn to the screen in the correct place
Save a section of the visible display into an image variable
I tried reading through some of the PyGame documentation, but I didn't have any success.
Thanks!
Creating an additional surface object, and drawing to it is the solution. This surface object can then be drawn onto the display's surface object as shown below.
More information on the PyGame Surface object can be found here
import pygame, sys
SCREEN_SIZE = (600, 400)
BG_COLOR = (0, 0, 0)
LINE_COLOR = (0, 255, 0)
pygame.init()
clock = pygame.time.Clock() # to keep the framerate down
image1 = pygame.Surface((50, 50))
image2 = pygame.Surface((50, 50))
image1.set_colorkey((0, 0, 0)) # The default background color is black
image2.set_colorkey((0, 0, 0)) # and I want drawings with transparency
screen = pygame.display.set_mode(SCREEN_SIZE, 0, 32)
screen.fill(BG_COLOR)
# Draw to two different images off-screen
pygame.draw.line(image1, LINE_COLOR, (0, 0), (49, 49))
pygame.draw.line(image2, LINE_COLOR, (49, 0), (0, 49))
# Optimize the images after they're drawn
image1.convert()
image2.convert()
# Get the area in the middle of the visible screen where our images would fit
draw_area = image1.get_rect().move(SCREEN_SIZE[0] / 2 - 25,
SCREEN_SIZE[1] / 2 - 25)
# Draw our two off-screen images to the visible screen
screen.blit(image1, draw_area)
screen.blit(image2, draw_area)
# Display changes to the visible screen
pygame.display.flip()
# Keep the window from closing as soon as it's finished drawing
# Close the window gracefully upon hitting the close button
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
clock.tick(30)
I'm writing a predator-prey simulation using python and pygame for the graphical representation. I'm making it so you can actually "interact" with a creature (kill it, select it and follow it arround the world, etc). Right now, when you click a creature, a thick circle(made of various anti-aliased circles from the gfxdraw class) sorrounds it, meaning that you have succesfully selected it.
My goal is to make that circle transparent, but according to the documentation you can't set an alpha value for drawn surface. I have seen solutions for rectangles (by creating a separate semitransparent surface, blitting it, and then drawing the rectangle on it), but not for a semi-filled circle.
What do you suggest? Thank's :)
Have a look at the following example code:
import pygame
pygame.init()
screen = pygame.display.set_mode((300, 300))
ck = (127, 33, 33)
size = 25
while True:
if pygame.event.get(pygame.MOUSEBUTTONDOWN):
s = pygame.Surface((50, 50))
# first, "erase" the surface by filling it with a color and
# setting this color as colorkey, so the surface is empty
s.fill(ck)
s.set_colorkey(ck)
pygame.draw.circle(s, (255, 0, 0), (size, size), size, 2)
# after drawing the circle, we can set the
# alpha value (transparency) of the surface
s.set_alpha(75)
x, y = pygame.mouse.get_pos()
screen.blit(s, (x-size, y-size))
pygame.event.poll()
pygame.display.flip()