How to get tile selected with mouse? - pygame

New to pygame, and game development in general.
This is my main loop and I am trying to blit just a tile selector image on top of the current tile that the mouse is pointing to by using collisionpoint detection. However, as seen in the picture, it partially select everything around the tile I am pointing at. Attached pics are examples of what happens and the selector tile I am using. I am not sure how to adjust the mouse coordinates appropriately and would love advice on what to do with it.
image_list[3] points to the image class that contains details about the selector tile.
def loop(display, screen, image_list, map_data):
# initialise conditions used in loop
display_mouse_coords = False
player_in_grasslands = True
font = pygame.font.Font(pygame.font.get_default_font(), 13)
while True:
display.fill(constants.COLOURS["BLACK"])
# display map
for y, row in enumerate(map_data):
for x, tile in enumerate(row):
if tile != 0:
tile_rect = display.blit(image_list[tile - 1].img_surf, (150 + x * 10 - y * 10, 100 + x * 5 + y * 5))
pos = pygame.mouse.get_pos()
# take the mouse position and scale it, too
screen_rect = screen.get_rect()
display_rect = display.get_rect()
ratio_x = (screen_rect.width / display_rect.width)
ratio_y = (screen_rect.height / display_rect.height)
scaled_pos = (pos[0] / ratio_x, pos[1] / ratio_y)
if tile_rect.collidepoint(scaled_pos):
display.blit(image_list[3].img_surf, tile_rect)

Here are the textures that I used for this example (respectively cursor.png, right.png, top.png, left.png:
You can use the code below for a working example of pygame.mask:
import pygame
from pygame.locals import *
class Map:
def __init__(self, width, height, origin):
self.top_image = pygame.image.load('top.png')
self.left_image = pygame.image.load('left.png')
self.right_image = pygame.image.load('right.png')
self.cursor = pygame.image.load('cursor.png')
# create the Mask for the top image
# (only activate when the selected pixel is non-transparent)
self.top_image_mask = pygame.mask.from_surface(self.top_image)
origin[0] -= 20*width
origin[1] += 5*height
self.map = []
for x in range(width):
for y in range(height):
tile_x, tile_y = origin
tile_x += 20*x + 20*y
tile_y += 10*y - 10*x
self.map.append(Tile(tile_x, tile_y))
# draw the sides textures if needed
if not x:
self.map[-1].left = True
if y+1 == height:
self.map[-1].right = True
def update(self):
for tile in self.map:
tile.update()
def draw(self):
for tile in sorted(self.map, key=lambda tile: tile.selected):
tile.draw()
class Tile:
def __init__(self, x, y):
self.x = x
self.y = y
# make rect to check for rough collision
self.rect = pygame.Rect(x, y, 40, 48)
self.left = False
self.right = False
self.selected = False
def update(self):
self.selected = False
x, y = pygame.mouse.get_pos()
if self.rect.collidepoint((x, y)):
# the mask needs relative coordinates
x -= self.rect.x
y -= self.rect.y
if map.top_image_mask.get_at((x, y)):
self.selected = True
def draw(self):
pos = self.rect.x, self.rect.y
screen.blit(map.top_image, pos)
if self.left:
screen.blit(map.left_image, pos)
if self.right:
screen.blit(map.right_image, pos)
if self.selected:
screen.blit(map.cursor, pos)
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
map = Map(15, 15, [320, 100])
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
screen.fill((230, 250, 255))
map.update()
map.draw()
pygame.display.flip()
clock.tick(60) # limit the framerate
Screenshot of the example:
It namely uses classes to store the tiles, which are generated by Map.__init__ according to an original position, a width and height values. The code in Map.__init__ determines the position of each tile, stored as a Tile object. They sometimes get the order to draw the left or right textures, to make the map look more 3D-ish.
But the most important part is the use of the Map.top_image_mask variable. This is a mask created from the Map.top_image Surface. Its get_at function is used, which returns True if the relative point in the mask is opaque, or False if not. For example, with this image, mask.get_at((0, 0)) will return False, because the pixel on the very top left of the image is transparent, but it will return True if you ask for mask.get_at((20, 10)) for example.
I make sure to check for a pygame.Rect collision before checking the mask, because calling mask.get_at with a point outside of the texture will return an error. The first step is then to check if the absolute mouse position collides with the rect of the texture of a specific tile, then if it "touches" it, check if the touched pixel is not transparent by the use of relative mouse coordinates and the mask.get_at function.
I hope that helps.

Related

Trying to display an image and move it on a timer, but only while the camera the image is on [duplicate]

I've been searching for some good tutorial about making simple sprite animation from few images in Python using Pygame. I still haven't found what I'm looking for.
My question is simple: how to make an animated sprite from few images (for an example: making few images of explosion with dimensions 20x20px to be as one but animated)
Any good ideas?
There are two types of animation: frame-dependent and time-dependent. Both work in similar fashion.
Before the main loop
Load all images into a list.
Create three variable:
index, that keeps track on the current index of the image list.
current_time or current_frame that keeps track on the current time or current frame since last the index switched.
animation_time or animation_frames that define how many seconds or frames should pass before switching image.
During the main loop
Increment current_time by the amount of seconds that has passed since we last incremented it, or increment current_frame by 1.
Check if current_time >= animation_time or current_frame >= animation_frame. If true continue with 3-5.
Reset the current_time = 0 or current_frame = 0.
Increment the index, unless if it'll be equal or greater than the amount of images. In that case, reset index = 0.
Change the sprite's image accordingly.
A full working example
import os
import pygame
pygame.init()
SIZE = WIDTH, HEIGHT = 720, 480
BACKGROUND_COLOR = pygame.Color('black')
FPS = 60
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
def load_images(path):
"""
Loads all images in directory. The directory must only contain images.
Args:
path: The relative or absolute path to the directory to load images from.
Returns:
List of images.
"""
images = []
for file_name in os.listdir(path):
image = pygame.image.load(path + os.sep + file_name).convert()
images.append(image)
return images
class AnimatedSprite(pygame.sprite.Sprite):
def __init__(self, position, images):
"""
Animated sprite object.
Args:
position: x, y coordinate on the screen to place the AnimatedSprite.
images: Images to use in the animation.
"""
super(AnimatedSprite, self).__init__()
size = (32, 32) # This should match the size of the images.
self.rect = pygame.Rect(position, size)
self.images = images
self.images_right = images
self.images_left = [pygame.transform.flip(image, True, False) for image in images] # Flipping every image.
self.index = 0
self.image = images[self.index] # 'image' is the current image of the animation.
self.velocity = pygame.math.Vector2(0, 0)
self.animation_time = 0.1
self.current_time = 0
self.animation_frames = 6
self.current_frame = 0
def update_time_dependent(self, dt):
"""
Updates the image of Sprite approximately every 0.1 second.
Args:
dt: Time elapsed between each frame.
"""
if self.velocity.x > 0: # Use the right images if sprite is moving right.
self.images = self.images_right
elif self.velocity.x < 0:
self.images = self.images_left
self.current_time += dt
if self.current_time >= self.animation_time:
self.current_time = 0
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
self.rect.move_ip(*self.velocity)
def update_frame_dependent(self):
"""
Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
"""
if self.velocity.x > 0: # Use the right images if sprite is moving right.
self.images = self.images_right
elif self.velocity.x < 0:
self.images = self.images_left
self.current_frame += 1
if self.current_frame >= self.animation_frames:
self.current_frame = 0
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
self.rect.move_ip(*self.velocity)
def update(self, dt):
"""This is the method that's being called when 'all_sprites.update(dt)' is called."""
# Switch between the two update methods by commenting/uncommenting.
self.update_time_dependent(dt)
# self.update_frame_dependent()
def main():
images = load_images(path='temp') # Make sure to provide the relative or full path to the images directory.
player = AnimatedSprite(position=(100, 100), images=images)
all_sprites = pygame.sprite.Group(player) # Creates a sprite group and adds 'player' to it.
running = True
while running:
dt = clock.tick(FPS) / 1000 # Amount of seconds between each loop.
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.velocity.x = 4
elif event.key == pygame.K_LEFT:
player.velocity.x = -4
elif event.key == pygame.K_DOWN:
player.velocity.y = 4
elif event.key == pygame.K_UP:
player.velocity.y = -4
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
player.velocity.x = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_UP:
player.velocity.y = 0
all_sprites.update(dt) # Calls the 'update' method on all sprites in the list (currently just the player).
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pygame.display.update()
if __name__ == '__main__':
main()
When to chose which
Time-dependent animation allows you to play the animation at the same speed, no matter how slow/fast the frame-rate is or slow/fast your computer is. This allows your program to freely change the framerate without affecting the animation and it'll also be consistent even if the computer cannot keep up with the framerate. If the program lags the animation will catch up to the state it should've been as if no lag had happened.
Although, it might happen that the animation cycle don't synch up with the framerate, making the animation cycle seem irregular. For example, say that we have the frames updating every 0.05 second and the animation switch image every 0.075 second, then the cycle would be:
Frame 1; 0.00 seconds; image 1
Frame 2; 0.05 seconds; image 1
Frame 3; 0.10 seconds; image 2
Frame 4; 0.15 seconds; image 1
Frame 5; 0.20 seconds; image 1
Frame 6; 0.25 seconds; image 2
And so on...
Frame-dependent can look smoother if your computer can handle the framerate consistently. If lag happens it'll pause in its current state and restart when the lag stops, which makes the lag more noticeable. This alternative is slightly easier to implement since you just need to increment current_frame with 1 on each call, instead of dealing with the delta time (dt) and passing it to every object.
Sprites
Result
You could try modifying your sprite so that it swaps out its image for a different one inside update. That way, when the sprite is rendered, it'll look animated.
Edit:
Here's a quick example I drew up:
import pygame
import sys
def load_image(name):
image = pygame.image.load(name)
return image
class TestSprite(pygame.sprite.Sprite):
def __init__(self):
super(TestSprite, self).__init__()
self.images = []
self.images.append(load_image('image1.png'))
self.images.append(load_image('image2.png'))
# assuming both images are 64x64 pixels
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(5, 5, 64, 64)
def update(self):
'''This method iterates through the elements inside self.images and
displays the next one each tick. For a slower animation, you may want to
consider using a timer of some sort so it updates slower.'''
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
def main():
pygame.init()
screen = pygame.display.set_mode((250, 250))
my_sprite = TestSprite()
my_group = pygame.sprite.Group(my_sprite)
while True:
event = pygame.event.poll()
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
# Calling the 'my_group.update' function calls the 'update' function of all
# its member sprites. Calling the 'my_group.draw' function uses the 'image'
# and 'rect' attributes of its member sprites to draw the sprite.
my_group.update()
my_group.draw(screen)
pygame.display.flip()
if __name__ == '__main__':
main()
It assumes that you have two images called image1.png and image2.png inside the same folder the code is in.
You should have all your sprite animations on one big "canvas", so for 3 20x20 explosion sprite frames you will have 60x20 image. Now you can get right frames by loading an area of the image.
Inside your sprite class, most likely in update method you should have something like this (hardcoded for simplicity, I prefer to have separate class to be responsible for picking the right animation frame). self.f = 0 on __init__.
def update(self):
images = [[0, 0], [20, 0], [40, 0]]
self.f += 1 if self.f < len(images) else 0
self.image = your_function_to_get_image_by_coordinates(images[i])
For an animated Sprite a list of images (pygame.Surface objects) must be generated. A different picture of the list is displayed in each frame, just like in the pictures of a movie. This gives the appearance of an animated object.
One way to get a list of images is to load an animated GIF (Graphics Interchange Format). Unfortunately, PyGame doesn't offer a function to load the frames of an animated GIF. However, there are several Stack Overflow answers that address this issue:
How can I load an animated GIF and get all of the individual frames in PyGame?
How do I make a sprite as a gif in pygame?
Pygame and Numpy Animations
One way is to use the popular Pillow library (pip install Pillow). The following function loads the frames of an animated GIF and generates a list of pygame.Surface objects:
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
Create a pygame.sprite.Sprite class that maintains a list of images. Implement an update method that selects a different image in each frame.
Pass the list of images to the class constructor. Add an index attribute that indicates the index of the current image in the list. Increase the index in the Update method. Reset the index if it is greater than or equal to the length of the image list (or use the modulo (%) operator). Get the current image from the list by subscription:
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
if self.image_index >= len(self.images):
self.image_index = 0
self.image = self.images[self.image_index]
See also Load animated GIF and Sprite
Example GIF (from Animated Gifs, Animated Image):
Minimal example: repl.it/#Rabbid76/PyGame-SpriteAnimation
import pygame
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
self.image = self.images[self.image_index % len(self.images)]
self.rect.x -= 5
if self.rect.right < 0:
self.rect.left = pygame.display.get_surface().get_width()
pygame.init()
window = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()
ground = window.get_height() * 3 // 4
gifFrameList = loadGIF('stone_age.gif')
animated_sprite = AnimatedSpriteObject(window.get_width() // 2, ground, gifFrameList)
all_sprites = pygame.sprite.Group(animated_sprite)
run = True
while run:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
window.fill((127, 192, 255), (0, 0, window.get_width(), ground))
window.fill((255, 127, 64), (0, ground, window.get_width(), window.get_height() - ground))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()

How do you fix: "AttributeError: 'Boundary' object has no attribute 'rect'"?

I am making a platformer game where there is a boundary in the beginning of the level, so the player can't just keep going to the left for no reason. I decided to make a class called boundary and add it into a list where the rules are you can't pass it. However, I keep getting this error:
"AttributeError: 'Boundary' object has no attribute 'rect'". Can anybody fix this? Also, a better way to do this would also be accepted. Thanks!
class Boundary(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.boundary = pygame.Surface([15,600])
self.boundary.fill(WHITE)
self.boundary.set_colorkey(WHITE)
self.boundary_rect =
self.boundary.get_rect()
self.boundary_rect.x = -50
self.boundary_rect.y = 0
class Level01(Level):
def __init__(self, player):
Level.__init__(self, player)
level_boundary = [Boundary()]
for _ in level_boundary:
boundary = Boundary()
boundary.player = self.player
self.platform_boundary_list.add
(boundary)
class Player(pygame.sprite.Sprite):
def__init__(self):
super().init()
self.rect.x += self.change_x
block_hit_list = pygame.sprite.spritecollide(self,
self.level.platform_boundary_list, False)
for block in block_hit_list:
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
self.rect.left = block.rect.right
self.rect.y += self.change_y
block_hit_list = pygame.sprite.spritecollide(self,
self.level.platform_boundary_list, False)
for block in block_hit_list:
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
self.change_y = 0
Haven't ran the code, but the error message seems reasonable. Your Boundary class has a property, boundary_rect rather than rect (which doesn't appear to be directly exposed by pygame's Sprite class). Replacing block.rect with block.boundary_rect should correct this.
Update:
Looking through your code, I saw a few issues, with both the Player and the Boundary classes referring to rect properties that did not directly belong their parent, pygame.sprite.Sprite. Based on your comments, I decided to rewrite the code into a demo collision test to not only fix the errors but also provide some ideas for how you could consider organizing your code.
The demo is pretty simple; a player and a bunch of random blocks are drawn to the screen. The player block bounces around the edges of the screen, and the colliding blocks are redrawn in a different color. The results look like this:
Here is the code for the above demo. I added a bunch of comments to clarify what the code does. If anything is unclear, let me know:
import random
import pygame
from pygame.rect import Rect
from pygame.sprite import Sprite
from pygame.surface import Surface
class Block(Sprite):
def __init__(self, rect):
super().__init__()
self.idle_color = (255, 255, 255, 255)#white - if not colliding
self.hit_color = (0, 255, 0, 255)#green - if colliding
self.image = Surface((rect.w, rect.h))
self.color = self.idle_color#default
#Do NOT set color here, decided by collision status!
self.rect = rect
class Player(Sprite):
def __init__(self, rect):
super().__init__()
self.color = (255, 0, 0, 255)#red
self.image = Surface((rect.w, rect.h))
self.image.fill(self.color)
self.rect = rect
class Level(object):
def __init__(self, screen, player, blocks):
self.color = (20, 20, 20, 255)#gray background
self.screen = screen
self.player = player
self.blocks = blocks
#hard-coded player x and y speed for bounding around
self.player_speed_x = 1
self.player_speed_y = 1
#Bounces player off the screen edges
#Simply dummy method - no collisions here!
def move_player(self):
p_rect = self.player.rect
s_rect = self.screen.get_rect()
if p_rect.right >= s_rect.right or p_rect.left <= s_rect.left:
self.player_speed_x *= -1
if p_rect.top <= s_rect.top or p_rect.bottom >= s_rect.bottom:
self.player_speed_y *= -1
p_rect.move_ip(self.player_speed_x, self.player_speed_y)#modifies IN PLACE!
def handle_collisions(self):
#First set all blocks to default color
for block in self.blocks:
block.color = block.idle_color
hit_blocks = pygame.sprite.spritecollide(self.player, self.blocks, False)
for block in hit_blocks:
block.color = block.hit_color
#Clear screen with background color, then draw blocks, then draw player on top!
def draw(self):
self.screen.fill(self.color)
for block in self.blocks:
#update fill to color decided by handle_collisions function...
block.image.fill(block.color)
self.screen.blit(block.image, block.rect)
self.screen.blit(self.player.image, self.player.rect)
def update(self):
self.move_player()
self.handle_collisions()
self.draw()
if __name__ == "__main__":
pygame.init()
width = 400
height = 300
fps = 60
title = "Collision Test"
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption(title)
clock = pygame.time.Clock()
running = True
#Create a player
player_size = 20
player_x = random.randint(0, width - player_size)
player_y = random.randint(0, height - player_size)
player_rect = Rect(player_x, player_y, player_size, player_size)
player = Player(player_rect)
#Create some random blocks
blocks = []
num_blocks = 50
for i in range(num_blocks):
block_size = 20
block_x = random.randint(0, width - block_size)
block_y = random.randint(0, height - block_size)
block_rect = Rect(block_x, block_y, block_size, block_size)
block = Block(block_rect)
blocks.append(block)
#Create the level
level = Level(screen, player, blocks)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
level.update()
pygame.display.update()
clock.tick(fps)

Change colour of sprite rect from group

I have a group of rects, they display in a row. I want them to change their colour when they have been clicked, until they are clicked again
I have this code so far to create the sprites:
class DrawableRect(pygame.sprite.Sprite):
def __init__(self,color,width,height,value=0):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.value = value
self.x = 0
self.y = 0
def change_value(self,color,value):
self.image.fill(color)
self.value=value
def DrawRects(start_x, start_y, rect_spacing, colour_list):
current_x_pos = start_x
for rect_num in range(0,8):
rect = DrawableRect(colour_list[rect_num], boxW, boxH)
rect.rect.x = current_x_pos
rect.rect.y = start_y
current_x_pos = current_x_pos + rect.rect.width + rect_spacing
rects.add(rect)
rects.draw(screen)
The idea of the app is for each rectangle to represent a bit, and when pressed it alternates between 0 and 1, the makeup of each bit displays the decimal equivalent somewhere.
I read that groups are unordered therefore indexing wouldn't work, is that true?
Here's an example I've modified to suit your purposes. I have a bunch of sprites (coloured rectangles) in a sprite group and I change* the colour of any sprite that collides with the mouse pointer when a mouse button is pressed.
Here's the code, you're probably most interested in the change_color() method and the MOUSEBUTTONUP event handling code.
import random
import pygame
screen_width, screen_height = 640, 480
def get_random_position():
"""return a random (x,y) position in the screen"""
return (random.randint(0, screen_width - 1), #randint includes both endpoints.
random.randint(0, screen_height - 1))
color_list = ["red", "orange", "yellow", "green", "cyan", "blue", "blueviolet"]
colors = [pygame.color.Color(c) for c in color_list]
class PowerUp(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
width, height = 64, 32
self.image = pygame.Surface([width, height])
self.clicked = False # track whether we've been clicked or not
# initialise color
self.color = random.choice(colors)
self.image.fill(self.color)
# Fetch the rectangle object that has the dimensions of the image
self.rect = self.image.get_rect()
# then move to a random position
self.update()
def update(self):
#move to a random position
self.rect.center = get_random_position()
def random_color(self):
# randomise color
self.clicked = not self.clicked
if self.clicked:
color = random.choice(colors)
else:
color = self.color
self.image.fill(color)
if __name__ == "__main__":
pygame.init()
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Sprite Color Switch Demo')
clock = pygame.time.Clock() #for limiting FPS
FPS = 60
exit_demo = False
pygame.key.set_repeat(300, 200)
#create a sprite group to track the power ups.
power_ups = pygame.sprite.Group()
for _ in range(10):
power_ups.add(PowerUp()) # create a new power up and add it to the group.
# main loop
while not exit_demo:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_demo = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
exit_demo = True
elif event.key == pygame.K_SPACE:
power_ups.update()
elif event.type == pygame.MOUSEBUTTONUP:
# check for collision
for p in power_ups:
if p.rect.collidepoint(event.pos): # maybe use event?
p.random_color()
screen.fill(pygame.Color("black")) # use black background
power_ups.draw(screen)
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
Let me know if you have any questions. Obviously this doesn't do row alignment of the sprites, I think you have a handle on that. I would suggest that you have all of your screen drawing operations in one place so your code can be clearer.
*The new colour is randomised from a short list, so there's a 14% chance it won't change from the starting colour.

checking for mouse collison pygame.draw.circle()

I'm making a CheckButton Widget to be able to use in game menus.
Wondering how I might be able to check if the mouse is colliding with the circle?
Using the self.surface.get_rect() method doesn't seem to work. is there a way to calculate where the circle is based on its location in its surface object? I was just going to just draw a smaller black circle inside the circle when self.active == True then back to its default color if its False. should I be using Sprites for this?
class CheckButton():
"""add label?"""
def __init__(self, screen, pos,size=(10,10),color=GREY):
self.screen = screen
self.pos = pos
self.size = size
self.color = color
self.active = False
self.surface = pygame.surface.Surface(self.size)
self.rect = self.surface.get_rect()
self.center = (5,5)
def check_for_click(self):
pos = pygame.mouse.get_pos()
mouseClicked = pygame.mouse.get_pressed()
if self.rect.collidepoint(pos) and mouseClicked == (1,0,0):
self.active = True
print(self.active)
def draw(self):
self.surface.fill(BG_COLOR)
pygame.draw.circle(self.surface,self.color, self.center,5, 0)
self.screen.blit(self.surface, self.pos)
When using pygame, don't give your objects attributes like pos or center (if you don't have to for whatever reasons). Just use the pygame's Sprite and Rect classes, which will handle all these things for you.
Here's a running example. Note the comments for further explanations:
import pygame
from math import hypot
pygame.init()
screen = pygame.display.set_mode((400, 400))
BG_COLOR=(55,0,200)
# note that pygame comes with a lot of colors already defined in THECOLORS
GREY=pygame.color.THECOLORS['grey']
# pygame's Group is great for sprite handling, but it does not offer a function for event handling
# so we create our own simple Group
class EventAwareGroup(pygame.sprite.Group):
def handle(self, event):
for spr in self.sprites():
if hasattr(spr, 'handle'):
spr.handle(event)
class CheckButton(pygame.sprite.Sprite):
def __init__(self, pos, size=(10,10), color=(255,100,200)):
super().__init__()
self.image = pygame.surface.Surface(size)
# we use a random color as colorkey, which means this color acts
# as a substitute for 'transparent'; so we don't have to care about the
# actual background
self.image.set_colorkey((99,32,127))
self.image.fill((99,32,127))
self.rect = self.image.get_rect()
# our image is a simple circle
# note how we can use the attributes of Rect to easily find the center of our Surface
pygame.draw.circle(self.image, color, self.rect.center, size[0]//2, 0)
# when the checkbox is active, we want to show another image, so let's create it here
# we want to do the drawing once, so we do it in the __init__ function
self.toggle_image = self.image.copy()
pygame.draw.circle(self.toggle_image, (0, 0, 0), self.rect.center, size[0]//3, 0)
# now let's position our checkbox at 'pos'
self.rect.center = pos
self.active = False
def handle(self, event):
# since we want to toggle the active state of the checkbox when a mouse click occurs,
# it's better to listen for the MOUSEBUTTONDOWN event
if event.type == pygame.MOUSEBUTTONDOWN:
# to check if the mouse click was actually in the circle, we simple calculate the distance
d = hypot(event.pos[0] - self.rect.center[0], event.pos[1] - self.rect.center[1])
if d <= self.rect.width/2 and event.button == 1:
# now let's toggle the active flag and the images
self.active = not self.active
self.image, self.toggle_image = self.toggle_image, self.image
c = CheckButton([150, 100], [100, 100])
g = EventAwareGroup(c)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
g.handle(event)
# note how simple and clean our main loop is
# when we need other sprites, just add them to the g Group
# no need to change the main loop for that
screen.fill(BG_COLOR)
g.update()
g.draw(screen)
pygame.display.update()

Pygame, simple physics engine, how to hold points between planes?

I'm trying to write this tutorial in Pygame(Python) and having problems about holding points between planes.
My code is: fiz2.py
Vector class: vector.py
If you move mouse on the Pygame screen, the planes will rotate. And when the planes are rotating, points are passing through planes and going outside.
I tried to fix points' positions on every iteration but they still passed the planes. I have no idea about where should I fix their positions.
NOTE: I know my code is a little bit messy, this is my first 2d program and I had really hard times getting used to Pygame's coordinate plane and vectors. I will re-write when I solve this.
NOTE2: Yes, I wrote the comment about how to hold points between planes on the tutorial, I understand the way he fixes positions but have no idea about how(and where, in code) to implement it.
Thanks.
I can't tell looking at the code. My guess is a variable-timestep, causing instability. But I can't verify if the math is right. Although, I have useful information :
Vectors
You can simplify code, by using vectors as a class vs list/tuple. (velocity, acceleration, location) are treated as one object, verses separate .x and .y values.
# example:
pos[0] += vel[0]
pos[1] += vel[1]
# vs
pos += vel
There is a python-only implementation: euclid.py You can use to compare with your vector.py.
Or use NumPy [ used for 3d graphics, in openGL. ] Is a popular, mature lib.
physics
(It looks like you want to learn by writing your own physics), but check out PyMunk
colors
You can use: pygame.Color
import pygame
from pygame import Color
color = Color('white')
color2 = Color('lightgray')
color3 = Color(0,128,128)
collisions
Look at pygame.sprite.*collide , and pygame.Rect.*collide
pygame Game loop with numpy vector's
Boilerplate I wrote
""" Pygame boilerplate. <ninmonkey>2011/04
pygame main Game() loop, and numpy for vector math.
note:
this might not be the most effecient way to use numpy as vectors, but it's an intro.
And this does not force fixed-timesteps. If you want a stable simulation, you need to use a fixed timestep.
see: http://gafferongames.com/game-physics/fix-your-timestep/
Keys:
ESC : exit
Space : game_init()
"""
import pygame
from pygame.locals import *
from pygame import Color, Rect
import numpy as np
def get_screen_size():
"""return screen (width, height) tuple"""
screen = pygame.display.get_surface()
return screen.get_size()
class Actor():
"""basic actor, moves randomly.
members:
loc = position vector
velocity = velocity vector
width, height
"""
def __init__(self, loc=None, velocity=None):
"""optional initial loc and velocity vectors"""
self.width = 50
self.height = 50
# if loc or velocity are not set: use random
if loc is None: self.rand_loc()
else: self.loc = loc
if velocity is None: self.rand_velocity()
else: self.velocity = velocity
def update(self):
"""update movement"""
self.loc += self.velocity
def rand_velocity(self):
"""set a random vector , based on random direction. Using unit circle:
x = cos(deg) * speed
"""
rad = np.radians( np.random.randint(0,360) )
speed = np.random.randint(1,15)
x = np.cos(rad)
y = np.sin(rad)
velocity = np.array( [x,y])
velocity *= speed
self.velocity = velocity
def rand_loc(self):
"""random location onscreen"""
width,height = get_screen_size()
x = np.random.randint(0,width)
y = np.random.randint(0,height)
self.loc = np.array([x,y])
def is_onscreen(self):
"""test is screen.colliderect(actor) true?"""
x,y = self.loc
w,h = get_screen_size()
screen = Rect(0, 0, w, h)
actor = Rect(x, y, self.width, self.height)
if screen.colliderect(actor): return True
else: return False
class GameMain():
"""game Main entry point. handles intialization of game and graphics."""
done = False
debug = False
color_gray = Color('lightgray')
def __init__(self, width=800, height=600, color_bg=None):
"""Initialize PyGame"""
pygame.init()
self.width, self.height = width, height
self.screen = pygame.display.set_mode(( self.width, self.height ))
pygame.display.set_caption( "boilerplate : pygame" )
self.clock = pygame.time.Clock()
self.limit_fps = True
self.limit_fps_max = 60
if color_bg is None: color_bg = Color(50,50,50)
self.color_bg = color_bg
self.game_init()
def game_init(self):
"""new game/round"""
self.actors = [Actor() for x in range(10)]
def loop(self):
"""Game() main loop"""
while not self.done:
self.handle_events()
self.update()
self.draw()
if self.limit_fps: self.clock.tick( self.limit_fps_max )
else: self.clock.tick()
def update(self):
"""update actors, handle physics"""
for a in self.actors:
a.update()
if not a.is_onscreen():
a.rand_loc()
def handle_events(self):
"""handle regular events. """
events = pygame.event.get()
# kmods = pygame.key.get_mods() # key modifiers
for event in events:
if event.type == pygame.QUIT: sys.exit()
elif event.type == KEYDOWN:
if (event.key == K_ESCAPE): self.done = True
elif (event.key == K_SPACE): self.game_init()
def draw(self):
"""render screen"""
# clear screen
self.screen.fill( self.color_bg )
# Actor: draw
for a in self.actors:
x,y = a.loc
w,h = a.width, a.height
r = Rect(x, y, w, h)
self.screen.fill(self.color_gray, r)
# will call update on whole screen Or flip buffer.
pygame.display.flip()
if __name__ == '__main__':
g = GameMain()
g.loop()