Why pygame.draw.circle doesn't work in this code? - python

I have a ball object that waits one second in the middle of the screen before moving. This is the update method:
def update(self, dt):
now = pygame.time.get_ticks() / 1000
if now - self._spawn_time >= BALL_WAIT_TIME:
self.rect = self.calcnewpos(dt)
self.handle_collision()
else:
step = 255 / FPS
value = int(self._frame * step)
rgb = (value, value, value)
self._draw_ball(rgb)
self._frame += 1
That one second happens below the else clause. My goal is to have the ball image go from black (8, 8, 8) to white (255, 255, 255) in that time but as it is _draw_ball doesn't do anything.
def _draw_ball(self, rgb):
pygame.draw.circle(self.image, rgb, self.rect.center, BALL_RADIUS)
The funny things is, it works the first time when it's called in __init__. I've tried taking lines out of update and testing this code on its own in another module but can't figure out what's the problem. Why is pygame.draw.circle not drawing the the circles in the colors passed by the update method?
Here is the whole class:
#!python3
class Ball(pygame.sprite.Sprite):
def __init__(self, game, velocity):
super(Ball, self).__init__()
self.image = pygame.Surface((BALL_RADIUS*2, BALL_RADIUS*2))
self.image.fill(BLACK)
self.image.set_colorkey(BLACK, RLEACCEL)
self.rect = self.image.get_rect()
screen = pygame.display.get_surface()
self.area = screen.get_rect().inflate(-GAP*2, 0)
self.velocity = velocity
self.game = game
self.start_to_the = random.choice(['left', 'right'])
self._draw_ball(BALL_COLOR)
self.reinit()
def _draw_ball(self, rgb):
pygame.draw.circle(self.image, rgb, self.rect.center, BALL_RADIUS)
def _hit_topbottom(self):
return self.rect.top < self.area.top or self.rect.bottom > self.area.bottom
def _hit_leftright(self):
if self.rect.left < self.area.left: return 'left'
elif self.rect.right > self.area.right: return 'right'
else: return 0
def reinit(self):
self._spawn_time = pygame.time.get_ticks() / 1000
self._frame = 1
if self.start_to_the == 'left':
self.velocity = Vec2D(-BALL_SPEED, 0)
else:
self.velocity = Vec2D(BALL_SPEED, 0)
self.rect.center = self.area.center
def update(self, dt):
now = pygame.time.get_ticks() / 1000
if now - self._spawn_time >= BALL_WAIT_TIME:
self.rect = self.calcnewpos(dt)
self.handle_collision()
else:
step = 255 / FPS
value = int(self._frame * step)
rgb = (value, value, value)
self.image.fill(rgb)
self._frame += 1
def calcnewpos(self, dt):
(dx, dy) = self.velocity.x, self.velocity.y
return self.rect.move(dx, dy)
def handle_collision(self):
(dx, dy) = self.velocity.x, self.velocity.y
if self._hit_topbottom():
dy = -dy
elif self._hit_leftright():
side = self._hit_leftright()
self.game.enemy.update_hitpos()
self.game.increase_score(side)
if side == 'left': self.start_to_the = 'right'
elif side == 'right': self.start_to_the = 'left'
self.reinit()
return
else:
if self.hit_paddle():
paddle = self.hit_paddle()
paddle.handle_collision()
if paddle == self.game.paddles['left']:
self.rect.left = GAP + PADDLE_WIDTH
elif paddle == self.game.paddles['right']:
self.rect.right = SCREEN_WIDTH - (GAP + PADDLE_WIDTH)
dx = -dx
dy = (self.rect.centery - paddle.rect.centery)
dy = (math.copysign(min(abs(dy) // 16 * 16, 32), dy)) / 4
paddle.handle_collision()
self.velocity = Vec2D(dx, dy)
def hit_paddle(self):
paddles = self.game.paddles.values()
for paddle in paddles:
if self.rect.colliderect(paddle.rect): return paddle

I don't see any calls to pygame.display.flip. This is the function responsible for updating the screen with the current state of your display surface. It also doesn't look like you are redrawing your ball on the display surface. Somewhere, probably in update or _draw_ball there should be calls like the following:
self.screen.draw(self.image, self.rect)
pygame.display.flip()
The first line draws the image of the ball to the surface representing the screen, and the second call updates the screen to reflect the new surface.
My second theory is that you are drawing new frames of the ball outside of the bounds of self.image. This theory comes from seeing that are moving the ball's rect according to velocity, but always drawing a circle on self.image at self.rect's center. The size of self.image is only BALL_RADIUS*2, which makes it easy to draw outside of it if self.rect's topleft becomes something that's not (0,0). Even if this isn't your problem now, it will be later.

in pygame the draw circle statement is :
pygame.draw.circle (SURFACE, COLOUR, (X, Y), SIZE, 0)
if you put your screen.fill statement after the circle statement then it will draw the circle and immediately cover it up with the colour of the screen, making your circle disappear a 10000th of a second after its drawn.

Related

Generate enemies around the player from all directions randomly

The enemy are being generated from above the screen and then move toward player in the middle, I want to generate enemies randomly around the screen from all directions but not inside the screen directly and proceed to move towards the player and also enemy sprites are sometimes joining combining and moving together how to repel the enemy sprites.
I have tried changing x,y coordinates of enemy objects using a random range but sometimes they generate objects inside the play screen, I want enemies to generate outside the playing window.
class Mob(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.image.load('enemy.png').convert_alpha()
self.image = pg.transform.smoothscale(pg.image.load('enemy.png'), (33, 33))
self.image_orig = self.image.copy()
self.radius = int(29 * .80 / 2)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = 4
self.rot = 0
self.rot_speed = 5
self.last_update = pg.time.get_ticks()
def rotate(self):
now = pg.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pg.transform.rotozoom(self.image_orig, self.rot, 1)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
self.rotate()
dirvect = pg.math.Vector2(rotator.rect.x - self.rect.x,
rotator.rect.y- self.rect.y)
if dirvect.length_squared() > 0:
dirvect = dirvect.normalize()
# Move along this normalized vector towards the player at current speed.
if dirvect.length_squared() > 0:
dirvect.scale_to_length(self.speed)
self.rect.move_ip(dirvect)
if self.rect.top > height + 10 or self.rect.left < -25 or self.rect.right > width + 20:
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1, 4)
[UPDATE]
This the remaining code:
import math
import random
import os
import pygame as pg
import sys
pg.init()
height = 650
width = 1200
os_x = 100
os_y = 45
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (os_x, os_y)
screen = pg.display.set_mode((width, height), pg.NOFRAME)
screen_rect = screen.get_rect()
background = pg.image.load('background.png').convert()
background = pg.transform.smoothscale(pg.image.load('background.png'), (width, height))
clock = pg.time.Clock()
running = True
font_name = pg.font.match_font('Bahnschrift', bold=True)
def draw_text(surf, text, size, x, y, color):
[...]
class Mob(pg.sprite.Sprite):
[...]
class Rotator(pg.sprite.Sprite):
def __init__(self, screen_rect):
pg.sprite.Sprite.__init__(self)
self.screen_rect = screen_rect
self.master_image = pg.image.load('spaceship.png').convert_alpha()
self.master_image = pg.transform.smoothscale(pg.image.load('spaceship.png'), (33, 33))
self.radius = 12
self.image = self.master_image.copy()
self.rect = self.image.get_rect(center=[width / 2, height / 2])
self.delay = 10
self.timer = 0.0
self.angle = 0
self.distance = 0
self.angle_offset = 0
def get_angle(self):
mouse = pg.mouse.get_pos()
offset = (self.rect.centerx - mouse[0], self.rect.centery - mouse[1])
self.angle = math.degrees(math.atan2(*offset)) - self.angle_offset
old_center = self.rect.center
self.image = pg.transform.rotozoom(self.master_image, self.angle, 1)
self.rect = self.image.get_rect(center=old_center)
self.distance = math.sqrt((offset[0] * offset[0]) + (offset[1] * offset[1]))
def update(self):
self.get_angle()
self.display = 'angle:{:.2f} distance:{:.2f}'.format(self.angle, self.distance)
self.dx = 1
self.dy = 1
self.rect.clamp_ip(self.screen_rect)
def draw(self, surf):
surf.blit(self.image, self.rect)
def shoot(self, mousepos):
dx = mousepos[0] - self.rect.centerx
dy = mousepos[1] - self.rect.centery
if abs(dx) > 0 or abs(dy) > 0:
bullet = Bullet(self.rect.centerx, self.rect.centery, dx, dy)
all_sprites.add(bullet)
bullets.add(bullet)
There's not much informations to go by here, but you probably need to check the x and y range your play window has and make sure the random spawn coordinates you generate are outside of it:
In your init:
# These are just example min/max values. Maybe pass these as arguments to your __init__ method.
min_x = min_y = -1000
max_x = max_y = 1000
min_playwindow_x = min_playwindow_y = 500
max_playwindow_x = max_playwindow_y = 600
self.x = (random.randrange(min_x, min_playwindow_x), random.randrange(max_playwindow_x, max_x))[random.randrange(0,2)]
self.y = (random.randrange(min_y, min_playwindow_y), random.randrange(max_playwindow_y, max_y))[random.randrange(0,2)]
This solution should work in basically any setup. For x and y it generates a tuple of values outside the playing window. Then a coinflip decides on the value. This will only spawn mobs that are diagonally outside the playing field, but it will always generate valid random coordinates.
Another approach would be just generating as many random variables as needed to get a valid pair like this:
while min_playingwindow_x <= self.x <= max_playingwindow_x and
min_playingwindow_y <= self.y <= max_playingwindow_y:
# While within screen(undesired) calculate new random positions
self.x = random.randrange(min_x, max_x)
self.y = random.randrange(min_y, max_y)
This can be really slow however if your valid amount of positions is (for example) only 1% of the total positions.
IF you need something really fleshed out, you need to know the corners of both your map and the rectangle that is actually displayed, which is I assume smaller than the entire map(otherwise you cannot spawn enemies outside your view.
(0,0)
+----------------------+
| A |
|-----+-----------+----|
| D | W | B |
|-----+-----------+----|
| C |
+----------------------+(max_x, max_y)
In this diagram W is the window that is acutally visible to the player, and A,B,C,D together are the part of your map that is not currently visible. Since you only want to spawn mobs outside the player's view, you'll need to make sure that the coordinates you generate are inside your map and outside your view:
def generate_coordinates_outside_of_view(map_width=1000, map_height=1000, view_window_top_left=(100, 100),
view_width=600, view_height=400):
"""
A very over the top way to generate coordinates outside surrounding a rectangle within a map almost without bias
:param map_width: width of map in pixels (note that 0,0 on the map is top left)
:param map_height: height of map in pixels
:param view_window_top_left: top left point(2-tuple of ints) of visible part of map
:param view_width: width of view in pixels
:param view_height: height of view in pixels
"""
from random import randrange
# generate 2 samples for each x and y, one guaranteed to be random, and one outside the view for sure.
x = (randrange(0, map_width), (randrange(0, view_window_top_left[0]),
randrange(view_window_top_left[0] + view_width, map_width))[randrange(0, 2)])
y = (randrange(0, map_height), (randrange(0, view_window_top_left[1]),
randrange(view_window_top_left[1] + view_height, map_height))[randrange(0, 2)])
# now we have 4 values. To get a point outside our view we have to return a point where at least 1 of the
# values x/y is guaranteed to be outside the view.
if randrange(0, 2) == 1: # to be almost completely unbiased we randomize the check
selection_x = randrange(0, 2)
selection_y = randrange(0, 2) if selection_x == 1 else 1
else:
selection_y = randrange(0, 2)
selection_x = randrange(0, 2) if selection_y == 1 else 1
return x[selection_x], y[selection_y]
HTH

Sprite moving faster left than right pygame

I think I'm having a rounding problem causing my sprite to move faster/jump farther while moving left.
My sprites update method is calling move, which calls move_single_axis for each axis. Inside this I'm doing some collision detection where I rely on pygame's rect class to both detect the collision, and set the new position.
I think this is the problem but I'm uncertain how to get around the rounding issue because pygame's rect uses integers under the hood.
Here's the update code:
def update(self, dt, game):
self.calc_grav(game, dt)
self.animate(dt, game)
self._old_position = self._position[:]
self.move(dt, game)
self.rect.topleft = self._position
def move(self, dt, game):
# Move each axis separately. Note that this checks for collisions both times.
dx = self.velocity[0]
dy = self.velocity[1]
if dx != 0:
self.move_single_axis(dx, 0, dt)
if dy != 0:
self.move_single_axis(0, dy, dt)
def move_single_axis(self, dx, dy, dt):
#print("hero_destination: ({}, {})".format(dx *dt, dy *dt))
self._position[0] += dx * dt
self._position[1] += dy * dt
#print("Game walls: {}".format(game.walls))
self.rect.topleft = self._position
body_sensor = self.get_body_sensor()
for wall in game.walls:
if body_sensor.colliderect(wall.rect):
if dx > 0: # Moving right; Hit the left side of the wall
#print(" -- Moving right; Hit the left side of the wall")
self.rect.right = wall.rect.left
if dx < 0: # Moving left; Hit the right side of the wall
#print(" -- Moving left; Hit the right side of the wall")
self.rect.left = wall.rect.right - self.COLLISION_BOX_OFFSET
if dy > 0: # Moving down; Hit the top side of the wall
#print(" -- Moving down; Hit the top side of the wall")
self.rect.bottom = wall.rect.top
if dy < 0: # Moving up; Hit the bottom side of the wall
#print(" -- Moving up; Hit the bottom side of the wall")
self.rect.top = wall.rect.bottom
self._position[0] = self.rect.topleft[0]
self._position[1] = self.rect.topleft[1]
Here is the whole source(https://github.com/davidahines/python_sidescroller):
import os.path
import pygame
from pygame.locals import *
from pytmx.util_pygame import load_pygame
import pyscroll
import pyscroll.data
from pyscroll.group import PyscrollGroup
# define configuration variables here
RESOURCES_DIR = 'data'
HERO_JUMP_HEIGHT = 180
HERO_MOVE_SPEED = 200 # pixels per second
GRAVITY = 1000
MAP_FILENAME = 'maps/dungeon_0.tmx'
# simple wrapper to keep the screen resizeable
def init_screen(width, height):
screen = pygame.display.set_mode((width, height), pygame.RESIZABLE)
return screen
# make loading maps a little easier
def get_map(filename):
return os.path.join(RESOURCES_DIR, filename)
# make loading images a little easier
def load_image(filename):
return pygame.image.load(os.path.join(RESOURCES_DIR, filename))
class Hero(pygame.sprite.Sprite):
""" Our Hero
The Hero has three collision rects, one for the whole sprite "rect" and
"old_rect", and another to check collisions with walls, called "feet".
The position list is used because pygame rects are inaccurate for
positioning sprites; because the values they get are 'rounded down'
as integers, the sprite would move faster moving left or up.
Feet is 1/2 as wide as the normal rect, and 8 pixels tall. This size size
allows the top of the sprite to overlap walls. The feet rect is used for
collisions, while the 'rect' rect is used for drawing.
There is also an old_rect that is used to reposition the sprite if it
collides with level walls.
"""
def __init__(self, map_data_object):
pygame.sprite.Sprite.__init__(self)
self.STATE_STANDING = 0
self.STATE_WALKING = 1
self.STATE_JUMPING = 2
self.FRAME_DELAY_STANDING =1
self.FRAME_DELAY_WALKING = 1
self.FRAME_DELAY_JUMPING = 1
self.FACING_RIGHT = 0
self.FACING_LEFT = 1
self.MILLISECONDS_TO_SECONDS = 1000.0
self.COLLISION_BOX_OFFSET = 8
self.time_in_state = 0.0
self.current_walking_frame = 0
self.current_standing_frame = 0
self.current_jumping_frame = 0
self.load_sprites()
self.velocity = [0, 0]
self.state = self.STATE_STANDING
self.facing = self.FACING_RIGHT
self._position = [map_data_object.x, map_data_object.y]
self._old_position = self.position
self.rect = pygame.Rect(8, 0, self.image.get_rect().width - 8, self.image.get_rect().height)
def set_state(self, state):
if self.state != state:
self.state = state
self.time_in_state = 0.0
def load_sprites(self):
self.spritesheet = Spritesheet('data/art/platformer_template_g.png')
standing_images = self.spritesheet.images_at((
pygame.Rect(0, 0, 32, 32),
), colorkey= (0,255,81))
self.standing_images = []
for standing_image in standing_images:
self.standing_images.append(standing_image.convert_alpha())
self.image = self.standing_images[self.current_standing_frame]
#property
def position(self):
return list(self._position)
#position.setter
def position(self, value):
self._position = list(value)
def get_floor_sensor(self):
return pygame.Rect(self.position[0]+self.COLLISION_BOX_OFFSET, self.position[1]+2, self.rect.width -self.COLLISION_BOX_OFFSET, self.rect.height)
def get_ceiling_sensor(self):
return pygame.Rect(self.position[0]+self.COLLISION_BOX_OFFSET, self.position[1]-self.rect.height, self.rect.width, 2)
def get_body_sensor(self):
return pygame.Rect(self.position[0]+self.COLLISION_BOX_OFFSET, self.position[1], self.rect.width -self.COLLISION_BOX_OFFSET, self.rect.height)
def calc_grav(self, game, dt):
""" Calculate effect of gravity. """
floor_sensor = self.get_floor_sensor()
collidelist = floor_sensor.collidelist(game.walls)
hero_is_airborne = collidelist == -1
if hero_is_airborne:
if self.velocity[1] == 0:
self.velocity[1] = GRAVITY * dt
else:
self.velocity[1] += GRAVITY * dt
def update(self, dt, game):
self.calc_grav(game, dt)
self._old_position = self._position[:]
self.move(dt, game)
def move(self, dt, game):
# Move each axis separately. Note that this checks for collisions both times.
dx = self.velocity[0]
dy = self.velocity[1]
if dx != 0:
self.move_single_axis(dx, 0, dt)
if dy != 0:
self.move_single_axis(0, dy, dt)
self.rect.topleft = self._position
def move_single_axis(self, dx, dy, dt):
#print("hero_destination: ({}, {})".format(dx *dt, dy *dt))
self._position[0] += dx * dt
self._position[1] += dy * dt
#print("Game walls: {}".format(game.walls))
self.rect.topleft = self._position
body_sensor = self.get_body_sensor()
for wall in game.walls:
if body_sensor.colliderect(wall.rect):
if dx > 0: # Moving right; Hit the left side of the wall
self.rect.right = wall.rect.left
if dx < 0: # Moving left; Hit the right side of the wall
self.rect.left = wall.rect.right - self.COLLISION_BOX_OFFSET
if dy > 0: # Moving down; Hit the top side of the wall
self.rect.bottom = wall.rect.top
if dy < 0: # Moving up; Hit the bottom side of the wall
self.rect.top = wall.rect.bottom
self._position[0] = self.rect.topleft[0]
self._position[1] = self.rect.topleft[1]
class Wall(pygame.sprite.Sprite):
"""
A sprite extension for all the walls in the game
"""
def __init__(self, map_data_object):
pygame.sprite.Sprite.__init__(self)
self._position = [map_data_object.x, map_data_object.y]
self.rect = pygame.Rect(
map_data_object.x, map_data_object.y,
map_data_object.width, map_data_object.height)
#property
def position(self):
return list(self._position)
#position.setter
def position(self, value):
self._position = list(value)
class Spritesheet(object):
def __init__(self, filename):
try:
self.sheet = pygame.image.load(filename).convert()
except pygame.error:
print ('Unable to load spritesheet image: {}').format(filename)
raise SystemExit
# Load a specific image from a specific rectangle
def image_at(self, rectangle, colorkey = None):
"Loads image from x,y,x+offset,y+offset"
rect = pygame.Rect(rectangle)
image = pygame.Surface(rect.size).convert()
image.blit(self.sheet, (0, 0), rect)
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, pygame.RLEACCEL)
return image
# Load a whole bunch of images and return them as a list
def images_at(self, rects, colorkey = None):
"Loads multiple images, supply a list of coordinates"
return [self.image_at(rect, colorkey) for rect in rects]
class QuestGame(object):
""" This class is a basic game.
It also reads input and moves the Hero around the map.
Finally, it uses a pyscroll group to render the map and Hero.
This class will load data, create a pyscroll group, a hero object.
"""
filename = get_map(MAP_FILENAME)
def __init__(self):
# true while running
self.running = False
self.debug = False
# load data from pytmx
self.tmx_data = load_pygame(self.filename)
# setup level geometry with simple pygame rects, loaded from pytmx
self.walls = list()
self.npcs = list()
for map_object in self.tmx_data.objects:
if map_object.type == "wall":
self.walls.append(Wall(map_object))
elif map_object.type == "guard":
print("npc load failed: reimplement npc")
#self.npcs.append(Npc(map_object))
elif map_object.type == "hero":
self.hero = Hero(map_object)
# create new data source for pyscroll
map_data = pyscroll.data.TiledMapData(self.tmx_data)
# create new renderer (camera)
self.map_layer = pyscroll.BufferedRenderer(map_data, screen.get_size(), clamp_camera=True, tall_sprites=1)
self.map_layer.zoom = 2
self.group = PyscrollGroup(map_layer=self.map_layer, default_layer=3)
# add our hero to the group
self.group.add(self.hero)
def draw(self, surface):
# center the map/screen on our Hero
self.group.center(self.hero.rect.center)
# draw the map and all sprites
self.group.draw(surface)
if(self.debug):
floor_sensor_rect = self.hero.get_floor_sensor()
ox, oy = self.map_layer.get_center_offset()
new_rect = floor_sensor_rect.move(ox * 2, oy * 2)
pygame.draw.rect(surface, (255,0,0), new_rect)
def handle_input(self, dt):
""" Handle pygame input events
"""
poll = pygame.event.poll
event = poll()
while event:
if event.type == QUIT:
self.running = False
break
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.running = False
break
# this will be handled if the window is resized
elif event.type == VIDEORESIZE:
init_screen(event.w, event.h)
self.map_layer.set_size((event.w, event.h))
event = poll()
# using get_pressed is slightly less accurate than testing for events
# but is much easier to use.
pressed = pygame.key.get_pressed()
floor_sensor = self.hero.get_floor_sensor()
floor_collidelist = floor_sensor.collidelist(self.walls)
hero_is_airborne = floor_collidelist == -1
ceiling_sensor = self.hero.get_ceiling_sensor()
ceiling_collidelist = ceiling_sensor.collidelist(self.walls)
hero_touches_ceiling = ceiling_collidelist != -1
if pressed[K_l]:
print("airborne: {}".format(hero_is_airborne))
print("hero position: {}, {}".format(self.hero.position[0], self.hero.position[1]))
print("hero_touches_ceiling: {}".format(hero_touches_ceiling))
print("hero_is_airborne: {}".format(hero_is_airborne))
if hero_is_airborne == False:
#JUMP
if pressed[K_SPACE]:
self.hero.set_state(self.hero.STATE_JUMPING)
# stop the player animation
if pressed[K_LEFT] and pressed[K_RIGHT] == False:
# play the jump left animations
self.hero.velocity[0] = -HERO_MOVE_SPEED
elif pressed[K_RIGHT] and pressed[K_LEFT] == False:
self.hero.velocity[0] = HERO_MOVE_SPEED
self.hero.velocity[1]= -HERO_JUMP_HEIGHT
elif pressed[K_LEFT] and pressed[K_RIGHT] == False:
self.hero.set_state(self.hero.STATE_WALKING)
self.hero.velocity[0] = -HERO_MOVE_SPEED
elif pressed[K_RIGHT] and pressed[K_LEFT] == False:
self.hero.set_state(self.hero.STATE_WALKING)
self.hero.velocity[0] = HERO_MOVE_SPEED
else:
self.hero.state = self.hero.STATE_STANDING
self.hero.velocity[0] = 0
def update(self, dt):
""" Tasks that occur over time should be handled here
"""
self.group.update(dt, self)
def run(self):
""" Run the game loop
"""
clock = pygame.time.Clock()
self.running = True
from collections import deque
times = deque(maxlen=30)
try:
while self.running:
dt = clock.tick(60) / 1000.
times.append(clock.get_fps())
self.handle_input(dt)
self.update(dt)
self.draw(screen)
pygame.display.flip()
except KeyboardInterrupt:
self.running = False
if __name__ == "__main__":
pygame.init()
pygame.font.init()
screen = init_screen(800, 600)
pygame.display.set_caption('Test Game.')
try:
game = QuestGame()
game.run()
except:
pygame.quit()
raise
I ripped out everything except for the hero and the QuestGame class and could see the incorrect movement, so the problem was not caused by pyscroll (unless there are more issues).
The reason for the movement problems is that you set the self._position in the update method of the hero to the topleft coords of the rect.
self._position[0] = self.rect.topleft[0]
self._position[1] = self.rect.topleft[1]
pygame.Rects can only store integers and truncate floats that you assign to them, so you shouldn't use them to update the actual position of the hero. Here's a little demonstration:
>>> pos = 10
>>> rect = pygame.Rect(10, 0, 5, 5)
>>> pos -= 1.4 # Move left.
>>> rect.x = pos
>>> rect
<rect(8, 0, 5, 5)> # Truncated the actual position.
>>> pos = rect.x # Pos is now 8 so we moved 2 pixels.
>>> pos += 1.4 # Move right.
>>> rect.x = pos
>>> rect
<rect(9, 0, 5, 5)> # Truncated.
>>> pos = rect.x
>>> pos # Oops, we only moved 1 pixel to the right.
9
The self._position is the exact position and should only be set to one of the rect's coords if the hero collides with a wall or another obstacle (because the rect is used for the collision detection).
Move the two mentioned lines into the if body_sensor.colliderect(wall.rect): clause in the wall collision for loop and it should work correctly.
for wall in game.walls:
if body_sensor.colliderect(wall.rect):
if dx > 0: # Moving right; Hit the left side of the wall
self.rect.right = wall.rect.left
self._position[0] = self.rect.left
if dx < 0: # Moving left; Hit the right side of the wall
self.rect.left = wall.rect.right - self.COLLISION_BOX_OFFSET
self._position[0] = self.rect.left
if dy > 0: # Moving down; Hit the top side of the wall
self.rect.bottom = wall.rect.top
self._position[1] = self.rect.top
if dy < 0: # Moving up; Hit the bottom side of the wall
self.rect.top = wall.rect.bottom
self._position[1] = self.rect.top

Problems with Sprites Appearing and Collision with Rotated Objects; Pygame object is not iterable

I'm currently trying to make pixel perfect collisions between my pong ball and my player's paddle using the mask and collide_rect functions. I made my own checkCollision function in the pong class which would check for pixel perfect collision. However, right now, I can't even get the Sprites to work or appear on the screen because my "Pong object is not iterable.
Here is my pong class with the important features: (I will post additional code if needed)
class Pong(pygame.sprite.Sprite):
def __init__(self, screensize):
pygame.sprite.Sprite.__init__(self)
self.screensize = screensize
self.centerx = screensize[0] // 2
self.centery = screensize[1] // 2
self.radius = 25
self.rect = pygame.Rect(self.centerx-self.radius,
self.centery-self.radius,
self.radius*2, self.radius*2)
self.pokeimage = pygame.image.load("pokeball.png")
self.pokeimage = pygame.transform.scale(self.pokeimage, (self.radius, self.radius))
#Create the mask
self.mask = pygame.mask.from_surface(self.pokeimage)
def checkCollision(self, player_paddle, ai_paddle):
col = pygame.sprite.collide_rect(self, player_paddle)
return col
def collisionFormula(self, player_paddle, ai_paddle):
if self.checkCollision(self, player_paddle):
def collision_checks(self, player_paddle, ai_paddle):
#if the ball hits the top or bottom of the screen, change the y direction
if self.rect.top <= 0 or self.rect.bottom >= self.screensize[1] - 1:
self.direction[1] *= -1
#if the pong hits the paddles, change how the pong ball moves
if self.rect.colliderect(player_paddle.rect) or self.rect.colliderect(ai_paddle.rect):
self.collisionFormula(player_paddle, ai_paddle)
def update(self, player_paddle, ai_paddle):
self.update_ball_position()
self.reset_ball()
self.collision_checks(player_paddle, ai_paddle)
In my PlayerPaddle class, I do the same mask initialization.
class PlayerPaddle(pygame.sprite.Sprite):
def __init__(self, screensize):
pygame.sprite.Sprite.__init__(self)
self.screensize = screensize
self.centerx = 50
self.centery = screensize[1]//2
self.height = 100
self.width = 20
self.imageMaster = pygame.image.load("naruto.png").convert_alpha()
self.imageMaster = pygame.transform.scale(self.imageMaster, (self.width, self.height))
self.image = self.imageMaster
#mask
self.mask = pygame.mask.from_surface(self.image)
def turnLeft(self):
self.dir += 45
if self.dir > 360:
self.dir = 45
def turnRight(self):
self.dir -= 45
if self.dir < 0:
self.dir = 315
def update(self):
#Rotate functions
oldCenter = self.rect.center
self.image = pygame.transform.rotate(self.imageMaster, self.dir)
self.rect = self.image.get_rect()
self.rect.center = oldCenter
And here is my main function:
def main():
pygame.init()
screensize = (640,700)
screen = pygame.display.set_mode(screensize)
background = pygame.Surface(screen.get_size())
background.fill((0, 255, 0))
clock = pygame.time.Clock()
pong = Pong(screensize)
player_paddle = PlayerPaddle(screensize)
ai_paddle = AIPaddle(screensize)
paddleSprite = pygame.sprite.Group(player_paddle)
pongSprite = pygame.sprite.Group(pong)
while running:
running = True
#object updating phase
ai_paddle.update(pong, player_paddle)
player_paddle.update()
pong.update(player_paddle, ai_paddle)
if pygame.sprite.spritecollide(player_paddle, pong, False, pygame.sprite.collide_mask):
print("Collided")
#rendering phase
ai_paddle.render(screen)
player_paddle.render(screen)
pong.render(screen)
paddleSprite.clear(screen, background)
paddleSprite.update()
paddleSprite.draw(screen)
pongSprite.clear(screen,background)
pongSprite.update()
pongSprite.draw(screen)
pygame.display.flip()
pygame.quit()
main()
I made two "group" objects (the pong and the player_paddle) but I'm not sure why I'm even failing to run the program. Additionally, I know the collision will not work because the pong ball will hit the rectangle of the original image, but not the rotated image, but I'm not sure why that will happen if I use the built in sprite function. Thanks.
Read documentation for spritecollide
Find sprites in a group that intersect another sprite.
spritecollide(sprite, group, dokill, collided = None) -> Sprite_list
Second argument has to be group (pygame.sprite.Group), not single Sprite.
It can be group event with one sprite. But you use pong which is single sprite, not group.
See documentation for collide_mask
Collision detection between two sprites, using masks.
collide_mask(SpriteLeft, SpriteRight) -> point
It checks collision between two sprites using mask.
EDIT: in your code you have problem with
spritecollide(player_paddle, pong,...)
because pong is single Sprite, not Group.
With pong you should use collide_mask
collide_mask(player_paddle, pong)
You can use spritecollidewith pongSprite which is Group
spritecollide(player_paddle, pongSprite,...)`
BTW: you could use better names ie. pong_group instead of pongSprite.
And eventually pong_sprite instead of pong (but pong is OK, too).

Sprite not moving in the same direction it is facing

I have an issue with my sprite not moving in the same direction as it is facing. It is top view of a beetle, 10 images animating its leg movements. The sprite animation works fine, choosing new 'random' direction by rotating the image and re-centering to previous center is working too.
What I can't get to work is the sprite to move 'forward', that is to move in the new direction it chooses/faces every second or so. The new direction is simply a small 10-15 degrees rotation left or right from previous position. Instead it moves in what seem like random movements every time the sprite chooses a new direction. For example it will move southwest while facing east, or move north while facing south etc.
I suspect the problem is in the move() method where the movement isn't properly translated via trig values. I am adding to the rect.x values because it is the same as the cartesian coords system while subtracting from rect.y values because it is inverted in pygame compared to cartesian. Going down is increasing positively, up - decreasing y values, increasing negatively.
The class for the beetle sprite is below:
class Foe():
def __init__(self, location):
self.sprites = []
for i in range(1, 11):
file = pg.image.load("beetleprac1/000"+str(i)+"a.png").convert() # 10 sprite files named "0001a-10a.png" last 1 is idle stance
#file.set_colorkey((0, 255, 255))
self.sprites.append(file)
self.move_anim_index = 9
self.image = self.sprites[self.move_anim_index]
self.rotated_image = self.image.copy()
self.rect = self.image.get_rect(center=location)
self.move_rect_coords = [self.rect.x, self.rect.y]
self.angle = 90
self.speed = 3
self.time = 0
self.frames_counter = 0
def move_anim(self, rate=2): # rate is in frames
if self.frames_counter % rate == 0:
self.move_anim_index += 1
if self.move_anim_index >= 9:
self.move_anim_index = 0
self.image = self.sprites[self.move_anim_index]
#self.rect = self.image.get_rect(center=self.rect.center)
self.rotated_image = self.image.copy()
self.rotated_image = pg.transform.rotate(self.image, self.angle - 90)
self.rect = self.rotated_image.get_rect(center=self.rect.center)
def move(self, last_tick):
self.move_anim()
self.rect.x += int(self.speed * math.cos(self.angle))
self.rect.y -= int(self.speed * math.sin(self.angle))
self.move_rect_coords = [self.rect.x, self.rect.y]
def change_direction(self, change_time): # change_time in frames
if self.frames_counter % change_time == 0:
a = random.choice([-1, 1])
self.angle += 15
if self.angle < 0: self.angle += 360
if self.angle > 360: self.angle -=360
#if self.rect.x <
def track_time(self, last_tick, amount):
self.time += last_tick
self.frames_counter += 1
if self.time >= last_tick * amount:
self.time = 0
self.counter = 0
def think(self, last_tick):
self.track_time(last_tick, FPS*2)
self.change_direction(FPS)
def update(self, last_tick, screen_rect):
self.think(last_tick)
self.move(last_tick)
def draw(self, screen):
screen.blit(self.rotated_image, self.move_rect_coords)
And here is the full code and repository at github: https://github.com/fn88/buganimprac2
sin(), cos() and other trigonometric functions use radians -> cos(math.radians(angle))

Software Design and Development Major: Pygame Smudge Trails

First off, i have searched online and this website for solutions and the ones i have tried are not working so i decided to post my individual question and code. This program was created using Python 3.2.2 and the corresponding compatible version of pygame. I also realize a more efficient method would be to use sprites, sprite groups and 'dirty rect' updating but i unable to convert the program and so i will continue without the added benefits of such functions.
Problem: Smudge trails where the 'asteroids' are moving are left behind.
Hypothesis: Background is blitted onto the screen however the asteroids are blitted onto the Background.
Please Reply - btw i'm a highschooler from AUS :D
import pygame
import random
import math
pygame.init()
height = 550
width = 750
screen = pygame.display.set_mode((width, height))
background = pygame.image.load("Planet.jpg")
Clock = pygame.time.Clock()
class asteroid(pygame.sprite.Sprite):
def __init__(self, x, y, size):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.size = 15
self.speed = 0.0
self.angle = 0
self.colour = (171, 130, 255)
self.thickness = 0
def display(self):
pygame.draw.circle(background, self.colour, (int(self.x),int(self.y)), self.size, self.thickness)
pygame.draw.circle(background, (255, 255, 255), (int(self.x),int(self.y)), self.size, 1)
def move(self):
self.x += math.sin(self.angle) * self.speed
self.y -= math.cos(self.angle) * self.speed
def boundaries(self):
if self.x > width - self.size:
self.x = 0 + self.size
elif self.x < self.size:
self.x = width - self.size
if self.y > height - self.size:
self.y = 0 + self.size
elif self.y <self.size:
self.y = height - self.size
num_target = 5
my_particles = []
num_particles = len(my_particles)
while num_particles < 5:
for n in range(num_target):
size = 20
x = random.randint(size, height - size)
y = random.randint(size, width - size)
target = asteroid(x, y, size)
target.speed = random.uniform(1.0, 1.0)
target.angle = random.uniform(0, math.pi*2)
my_particles.append(target)
num_particles = num_particles + 1
def main():
pygame.display.set_caption("Anyu's Game")
screen.blit(background, (0,0))
pygame.display.update()
score = (pygame.time.get_ticks()/1000)
print (score)
while True:
pygame.display.update()
screen.blit(background, (0,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit();
if __name__=='__main__':
main()
Basically, you are right! The circles are drawn directly onto the background, and everytime new circles are drawn, the old circles remain. Resulting in the smudges/trails.
You can just change background to screen in your draw method. This will fix it.
But it is really worth using the Sprite classes as intended. I've made a few changes to your code to switch it over for you. With these changes it runs without trails :)
Here are the changes and explainations:
Add this near the top:
#Create a new `pygame.Surface`, and draw a circle on it, then set transparency:
circle = pygame.Surface((30,30))
circle = circle.convert()
pygame.draw.circle(circle, (171, 130, 255), (int(15),int(15)), 15, 0)
circle.set_colorkey(circle.get_at((0, 0)), pygame.RLEACCEL)
Add this to the asteroid, __init__ method:
#Sets the asteroid image, and then the asteroids co-ords (these are in `rect`)
self.image = circle
self.rect = self.image.get_rect()
Add this to the end of def move(self):
self.rect[0] = self.x
self.rect[1] = self.y
change:
my_particles = []
to:
#This is a special pygame container class, it has a draw() method that tracks changed areas of the screen.
my_particles = pygame.sprite.RenderUpdates()
change:
my_particles.append(target)
to:
my_particles.add(target)
change:
while True:
pygame.display.update()
screen.blit(background, (0,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
to:
#initial screen draw:
screen.blit(background, (0,0))
pygame.display.update()
while True:
#remove previous drawn sprites and replaces with background:
my_particles.clear(screen, background)
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
#draws changed sprites to the screen:
pygame.display.update(my_particles.draw(screen))
Remove the display method as it is no longer needed.
This will also run a lot faster than the your earlier code, as the time taken to draw something is proportional to the size of the drawing area, and previously it was drawing the whole background everytime - now it only draws the sprites and changes to the background!
Hope this helps :)
This already has an answer but this can be useful instead of other methods.
Make sure when you blit the images onto the screen, flip the display after blitting everything.
I would consider making a draw() function
Like this:
def draw(self):
# Blit images
self.screen.blit(image)
# Flip display
pygame.display.flip()
This will flip the display every frame and then draw the next frame without a trail.
Also quick notes, remember to do image = pygame.image.load(image).convert or .convert_alpha() else after adding more images the game will slow down.
Also, if you do import pygame as pg you don't have to type out pygame each time, instead you can just type pg.

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