inserting image in middle of pygame scene - pygame

i have one problem which i can't understand and please help me(sorry for big code), but you should be able to see whole picture
import numpy as np
import matplotlib.pyplot as plt
from pygame.locals import *
import pygame
pygame.init()
screen_width =800
screen_height =800
screen =pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption("Platformer")
sky_img =pygame.image.load("sky.png")
sun_img =pygame.image.load("sun.png")
restart_img =pygame.image.load("restart_btn.png")
start_image =pygame.image.load("start_btn.png")
exit_image =pygame.image.load("exit_btn.png")
clock =pygame.time.Clock()
fps =60
tile_size =40
world_data = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 1],
[1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 7, 0, 5, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 1],
[1, 7, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 7, 0, 0, 0, 0, 1],
[1, 0, 2, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 2, 0, 0, 4, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 7, 0, 0, 0, 0, 2, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 2, 2, 2, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 6, 6, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]
blob_group = pygame.sprite.Group()
lava_group =pygame.sprite.Group()
game_over =0
class World():
def __init__(self,data):
self.tile_list =[]
wall_imag =pygame.image.load("dirt.png")
grass_img =pygame.image.load("grass.png")
row_count =0
for row in data:
col_count =0
for tile in row:
if tile ==1:
img =pygame.transform.scale(wall_imag,(tile_size,tile_size))
img_rect =img.get_rect()
img_rect.x =col_count*tile_size
img_rect.y =row_count*tile_size
tile =(img,img_rect)
self.tile_list.append(tile)
if tile == 2:
img = pygame.transform.scale(grass_img, (tile_size, tile_size))
img_rect = img.get_rect()
img_rect.x = col_count * tile_size
img_rect.y = row_count * tile_size
tile = (img, img_rect)
self.tile_list.append(tile)
if tile ==3:
blob =Enemy(col_count*tile_size,row_count*tile_size+15)
blob_group.add(blob)
if tile ==6:
lava =Lava(col_count*tile_size,row_count*tile_size+(tile_size)//2)
lava_group.add(lava)
col_count+=1
row_count+=1
def draw(self):
for tile in self.tile_list:
screen.blit(tile[0],tile[1])
class Button():
def __init__(self,x,y,image):
self.image =image
self.rect =self.image.get_rect()
self.x =x
self.y =y
self.clicked =False
def draw(self):
action =False
pos =pygame.mouse.get_pos()
if self.rect.collidepoint(pos):
if pygame.mouse.get_pressed()[0]==1 and self.clicked==False:
action =True
self.clicked =True
if pygame.mouse.get_pressed()[0] ==0:
self.clicked =False
screen.blit(self.image,self.rect)
return action
class Player():
def __init__(self,x,y):
self.reset(x,y)
def reset(self,x,y):
self.images_right = []
self.images_left = []
self.index = 0
self.counter = 0
for num in range(1, 5):
player_img = pygame.image.load(f'guy{num}.png')
player_img = pygame.transform.scale(player_img, (40, 80))
player_imag_Left = pygame.transform.flip(player_img, True, False)
self.images_right.append(player_img)
self.images_left.append(player_imag_Left)
self.dead_image = pygame.image.load('ghost.png')
self.image = self.images_right[self.index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.vel_y = 0
self.width = self.image.get_width()
self.height = self.image.get_height()
self.jumped = False
self.direction = 0
self.in_air =True
def update(self,game_over):
dx = 0
dy =0
walk_cooldown =5
if game_over==0:
key =pygame.key.get_pressed()
if key[pygame.K_SPACE] and self.jumped ==False and self.in_air==False:
self.vel_y =-15
self.jumped =True
if key[pygame.K_SPACE] == False:
self.jumped = False
if key[pygame.K_LEFT] ==True:
dx -=5
self.counter+=1
self.direction =-1
if key[pygame.K_RIGHT] ==True:
dx +=5
self.counter += 1
self.direction=1
if key[pygame.K_LEFT]==False and key[pygame.K_RIGHT]==False:
self.counter =0
self.index =0
if self.direction==1:
self.image =self.images_right[self.index]
if self.direction==-1:
self.image = self.images_left[self.index]
if self.counter >walk_cooldown:
self.counter =0
self.index+=1
if self.index>=len(self.images_right):
self.index =0
if self.direction==1:
self.image =self.images_right[self.index]
if self.direction==-1:
self.image = self.images_left[self.index]
self.vel_y +=1
if self.vel_y >10:
self.vel_y =10
dy +=self.vel_y
self.in_air =True
for tile in world.tile_list:
if tile[1].colliderect(self.rect.x+dx,self.rect.y,self.width,self.rect.height):
dx =0
if tile[1].colliderect(self.rect.x,self.rect.y+dy,self.width,self.height):
if self.vel_y <0:
dy =tile[1].bottom -self.rect.top
self.vel_y =0
elif self.vel_y>=0:
dy =tile[1].top -self.rect.bottom
self.vel_y=0
self.in_air =False
if pygame.sprite.spritecollide(self,blob_group,False):
game_over =-1
if pygame.sprite.spritecollide(self,lava_group,False):
game_over =-1
self.rect.x +=dx
self.rect.y +=dy
if self.rect.bottom >screen_height:
self.rect.bottom =screen_height
dy =0
elif game_over==-1:
self.image =self.dead_image
if self.rect.y >200:
self.rect.y-=5
screen.blit(self.image,self.rect)
return game_over
class Enemy(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image =pygame.image.load("blob.png")
self.rect =self.image.get_rect()
self.rect.x =x
self.rect.y =y
self.move_direction =1
self.move_counter =0
def update(self):
self.rect.x +=self.move_direction
self.move_counter+=1
if abs(self.move_counter)>50:
self.move_direction *=-1
self.move_counter *=-1
pygame.draw.rect(screen,(255, 255, 255),self.rect)
class Lava(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
lava_image =pygame.image.load("lava.png")
self.image =pygame.transform.scale(lava_image,(tile_size,tile_size//2))
self.rect =self.image.get_rect()
self.rect.x =x
self.rect.y =y
world =World(world_data)
player =Player(100,screen_height-120)
restart_button =Button(screen_width//2-50,screen_height //2+100,restart_img)
start_button =Button(screen_width//2,screen_height//2,start_image)
exit_button =Button(280,280,exit_image)
def draw_grid():
for line in range(0,tile_size+1):
pygame.draw.line(screen,(255,255,255),(0,line*tile_size),(screen_width,line*tile_size))
pygame.draw.line(screen, (255, 255, 255), (line * tile_size,0), (line * tile_size,screen_height))
run =True
while run :
clock.tick(fps)
screen.blit(sky_img,(0,0))
screen.blit(sun_img, (100, 100))
#exit_button.draw()
#draw_grid()
world.draw()
start_button.draw()
if game_over == 0:
blob_group.update()
blob_group.draw(screen)
lava_group.draw(screen)
game_over = player.update(game_over)
if game_over==-1:
if restart_button.draw():
player.reset(100,screen_height-130)
game_over =0
for event in pygame.event.get():
if event.type ==pygame.QUIT:
run =False
pygame.display.update()
pygame.quit()
here is my result :
i want to put this image(start menu) in the middle of game, but i could not it(i have changed coordinates, try several experiments but no result yet), here is main part of positioning picture on image :
start_button =Button(screen_width//2,screen_height//2,start_image)
i have tried different numbers(starting from (0,0) and so on) but no result, i did not get what is the wrong? game is running without any problem
UPDATED
After updating my code according answer, buttons coordinate are
start_button = Button(screen_width // 2 - 350, screen_height // 2, start_image)
exit_button = Button(screen_width // 2 + 150, screen_height // 2, exit_image)
and image is `

The button is drawn at the location stored in the `rect attribute:
screen.blit(self.image,self.rect)
Therefore you need to set the position of the rect attribute:
class Button():
def __init__(self,x,y,image):
self.image = image
self.rect = self.image.get_rect(center = (x, y))
# [...]
You don't need the x and y attributes at all. You can delete them. The top left position of the button is (self.rect.x, self.rect.y). See also pygame.Rect.

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I have plotted a bipartite graph using igraph. I want to color specific nodes of my interest with different colors.
The code which i have used is
bmat=as.matrix(read.csv(file = "/home/tejaswini/Desktop/Butterflyplantdata.csv" , sep = "\t", header=T, row.names=1))
bmat
library(igraph)
bg=graph_from_incidence_matrix(bmat)
bg
V(bg)$type #Display the vertex types. They are "FALSE" or "TRUE"
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Any help is highly appreciated
Here's an igraph-pure solution:
library(igraph)
anemonefish <- matrix(# http://www.ecologia.ib.usp.br/iwdb/data/anemone_fish/anemonefish.txt
c(1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 0, 0, 0,
1, 1, 1, 1, 1, 0, 1, 1, 0, 0,
0, 0, 1, 1, 1, 0, 1, 0, 0, 0,
1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
1, 1, 0, 1, 1, 0, 0, 0, 0, 0,
1, 0, 1, 0, 0, 1, 0, 1, 0, 0,
0, 1, 0, 1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 0, 1, 0, 0, 0, 0,
0, 0, 1, 1, 0, 1, 0, 0, 0, 0,
1, 0, 1, 0, 0, 1, 0, 0, 0, 0,
1, 0, 1, 1, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0,
1, 1, 0, 0, 0, 0, 1, 0, 0, 0,
0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
1, 0, 0, 1, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0, 0, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 1, 0, 0, 0, 0, 0, 0, 0, 0),
nrow = 26, byrow = TRUE)
g <- graph_from_incidence_matrix(anemonefish)
plot(g, vertex.label = "", vertex.color = V(g)$type + 1, layout = layout_as_bipartite)
That's if you want to color the nodes by type. If you want some other method of assigning colors, the easiest thing to do is make a node attribute called color:
palette("Tableau 10")
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How can i cast a dart map <String, dynamic> to <String, List<List<int>>>?

I read up some data from shared prefs and jsonDecode it into a variable called shapes. When I inspect the shapes in the debugger it looks like the right type. But when I assign it to the following variable "theShapes" I get errors such as Unhandled Exception: type '_InternalLinkedHashMap<dynamic, dynamic>' is not a subtype of type 'Map<String, List<List<int>>>'
static var theShapes = <String, List<List<int>>>{
'general': [
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0],
[0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0],
[0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0],
[0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0],
[0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0],
[0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
],
....
};
The code used to try to cast the "shapes" variable to the type of "theShapes" is like this at the moment:
theShapes = shapes
.map((key, value) => MapEntry(key, List.castFrom(value).toList()));
here you go
go(String data){
final decodedData = jsonDecode(data);
if(decodedData is Map){
return decodedData.map<String,List<List<int>>>((key, value) => MapEntry(key as String, (value as List).map<List<int>>((e) => (e as List).map<int>((i) => i as int).toList()).toList()));
}
return null;
}

The best way of generating a tile map with canvas

So I have a little question here, I'm making a small game right now with canvas, probably going to use OpenGL later but not at the moment.
Now my question is, I see a lot of users doing it with a bunch of arrays like this :
var map = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]
Is this really the best way of doing? This seems a bit overkill when you want to create new maps and I suppose big games that use these kind of pixel art maps are not using something like this, or at least not something like this directly.
So how does this works? Do they create an engine that will output these kind of arrays? Like a little gui where you can create a map and then the software will generate this for you? Or how is this all working
Create an editor that gives you a convenient UI to put together new maps and saves them as files. Then include those files in your project. Add a small component that loads them into an array.

moore neighbourhood code to find number of neighbour cells with 1s

guys im given a task where i have to find the number of 1s around a cell in a grid.example from the example figure i should get 3 since there are 3 1s around the cell. so i did the code and i got it right but when i used a function to do the same code its giving me errors and i need your help.
def count_neighbours(((1, 0, 0, 1, 0),(0, 1, 0, 0, 0),(0, 0, 1, 0, 1),(1, 0, 0, 0, 0),(0, 0, 1, 0, 0),), 1, 2):
grid=count_neighbours[0]
row=count_neighbours[1]
col=count_neighbours[2]
length=len(grid)
s=0
d=0
for i in range(row-1,row+2):
for j in range(col-1,col+2):
if i>=0 and j>=0:
if i<=length-1 and j<=length-1:
if grid[i][j]==1:
s+=1
if grid[row][col]==1:
d+=1
total = s-d
return total
#error goes like this
def count_neighbours(((1, 0, 0, 1, 0),(0, 1, 0, 0, 0),(0, 0, 1, 0, 1),(1, 0, 0, 0, 0),(0, 0, 1, 0, 0),), 1, 2):
^
SyntaxError: invalid syntax
Please look into the basics of the function definition in python. You should not put the input values in the function definition.
I feel this is what you are looking for.
def count_neighbours(inputgrid):
grid=inputgrid[0]
row=inputgrid[1]
col=inputgrid[2]
length=len(grid)
s=0
d=0
for i in range(row-1,row+2):
for j in range(col-1,col+2):
if i>=0 and j>=0:
if i<=length-1 and j<=length-1:
if grid[i][j]==1:
s+=1
if grid[row][col]==1:
d+=1
total = s-d
print (total)
return total
count_neighbours((((1, 0, 0, 1, 0),(0, 1, 0, 0, 0),(0, 0, 1, 0, 1),(1, 0, 0, 0, 0),(0, 0, 1, 0, 0),), 1, 2))

Counting ocurences in a list in Mathematica (with code, but not fully working)

My problem is this:
I have a list list and I want to iterate through this list and count the number of times each values from 0 to 1 occur in this in a step size step. I have written the following code:
list = {0.2, 0.2, 0.7, 0.8, 0.17};
countingfornormal[list_, step_] := Module[{temp, num, res, i},
temp = Round[list, step];
num = {};
For[i = 0, i <= 1, i += step, {
res = Count[temp, i];
AppendTo[num, {i, res}];
}];
num
]
However, for a step size of 0.01, the output only seems to count the values up to 0.17. It's really frustrating me and I can't seem to figure out why. I have also noted that for a step size of 0.02, the output counts the values up to 0.34.
I round off at the start because originally I was using a larger list with values to around 7 places after the decimal point.
I thought maybe it was a timing issue but I'm unsure how to fix such a thing.
Any help would be greatly appreciated.
Perhaps better:
list = {0.2, 0.2, 0.7, 0.8, 0.17};
b = BinCounts[list, {0, 1, 0.01}]
(*
->{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, \
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, \
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, \
0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, \
0, 0, 0, 0, 0, 0, 0, 0}
*)
BarChart#b