Pygame: Simple Cosine Function - pygame

I'm attempting to call a simple cosine calculation. This is my code:
import pygame
from pygame.locals import *
import math
pygame.init()
screen = pygame.display.set_mode((480, 480))
myfont = pygame.font.SysFont("monospace", 15)
angle = 90*(math.pi/180)
while True:
adj = math.cos(angle)
display = myfont.render("opposite side: " + str(adj), 1, (255, 255, 0))
screen.blit(display, (100,40))
pygame.display.flip()
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
exit(0)
Since cos(90)*5=0, I would expect the code to display that value. Instead I receive the following:
6.12323399574e-17

This will happen with floating point arithmetic. You should truncate the value before displaying it to the user.

Related

How can i move the Instances of the game on shifted y axis? [duplicate]

I'm a beginner programmer who is starting with python and I'm starting out by making a game in pygame.
The game basically spawns circles at random positions and when clicked, it gives you points.
Recently I've hit a roadblock when I want to spawn multiple instances of the same object (in this case circles) at the same time.
I've tried stuff like sleep() and some other code related to counters, but it always results in the next circle spawned overriding the previous one (i.e the program spawns circle 1, but when circle 2 comes in, circle 1 disappears).
Does anyone know a solution to this? I would really appreciate your help!
import pygame
import random
import time
pygame.init()
window = pygame.display.set_mode((800,600))
class circle():
def __init__(self, color, x, y, radius, width,):
self.color = color
self.x = x
self.y = y
self.radius = radius
self.width = width
def draw(self, win, outline=None):
pygame.draw.circle(win, self.color, (self.x, self.y, self.radius, self.width), 0)
run=True
while run:
window.fill((0, 0, 0))
pygame.draw.circle(window, (255, 255, 255), (random.randint(0, 800),random.randint(0, 600)), 20, 20)
time.sleep(1)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run=False
pygame.quit()
quit()
It does not work that way. time.sleep, pygame.time.wait() or pygame.time.delay is not the right way to control time and gameplay within an application loop. The game does not respond while you wait. The application loop runs continuously. You have to measure the time in the loop and spawn the objects according to the elapsed time.
pygame.Surface.fill clears the entire screen. Add the newly created objects to a list. Redraw all of the objects and the entire scene in each frame.
See also Time, timer event and clock
You have 2 options. Use pygame.time.get_ticks() to measure the time. Define a time interval after which a new object should appear. Create an object when the point in time is reached and calculate the point in time for the next object:
object_list = []
time_interval = 500 # 500 milliseconds == 0.1 seconds
next_object_time = 0
while run:
# [...]
current_time = pygame.time.get_ticks()
if current_time > next_object_time:
next_object_time += time_interval
object_list.append(Object())
Minimal example:
repl.it/#Rabbid76/PyGame-TimerSpawnObjects
import pygame, random
pygame.init()
window = pygame.display.set_mode((300, 300))
class Object:
def __init__(self):
self.radius = 50
self.x = random.randrange(self.radius, window.get_width()-self.radius)
self.y = random.randrange(self.radius, window.get_height()-self.radius)
self.color = pygame.Color(0)
self.color.hsla = (random.randrange(0, 360), 100, 50, 100)
object_list = []
time_interval = 200 # 200 milliseconds == 0.2 seconds
next_object_time = 0
run = True
clock = pygame.time.Clock()
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
current_time = pygame.time.get_ticks()
if current_time > next_object_time:
next_object_time += time_interval
object_list.append(Object())
window.fill(0)
for object in object_list[:]:
pygame.draw.circle(window, object.color, (object.x, object.y), round(object.radius))
object.radius -= 0.2
if object.radius < 1:
object_list.remove(object)
pygame.display.flip()
pygame.quit()
exit()
The other option is to use the pygame.event module. Use pygame.time.set_timer() to repeatedly create a USEREVENT in the event queue. The time has to be set in milliseconds. e.g.:
object_list = []
time_interval = 500 # 500 milliseconds == 0.1 seconds
timer_event = pygame.USEREVENT+1
pygame.time.set_timer(timer_event, time_interval)
Note, in pygame customer events can be defined. Each event needs a unique id. The ids for the user events have to be between pygame.USEREVENT (24) and pygame.NUMEVENTS (32). In this case pygame.USEREVENT+1 is the event id for the timer event.
Receive the event in the event loop:
while run:
for event in pygame.event.get():
if event.type == timer_event:
object_list.append(Object())
The timer event can be stopped by passing 0 to the time argument of pygame.time.set_timer.
Minimal example:
repl.it/#Rabbid76/PyGame-TimerEventSpawn
import pygame, random
pygame.init()
window = pygame.display.set_mode((300, 300))
class Object:
def __init__(self):
self.radius = 50
self.x = random.randrange(self.radius, window.get_width()-self.radius)
self.y = random.randrange(self.radius, window.get_height()-self.radius)
self.color = pygame.Color(0)
self.color.hsla = (random.randrange(0, 360), 100, 50, 100)
object_list = []
time_interval = 200 # 200 milliseconds == 0.2 seconds
timer_event = pygame.USEREVENT+1
pygame.time.set_timer(timer_event, time_interval)
run = True
clock = pygame.time.Clock()
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == timer_event:
object_list.append(Object())
window.fill(0)
for object in object_list[:]:
pygame.draw.circle(window, object.color, (object.x, object.y), round(object.radius))
object.radius -= 0.2
if object.radius < 1:
object_list.remove(object)
pygame.display.flip()
pygame.quit()
exit()

How do I make autonomous movement in pygame?

I'm new to pygame and I'm trying to do the simplest thing ever here really, I just want to have a circle move across the screen with no input from the user. I only seem to find advice online on how to move an object using the keys which isn't what I want I just want it to move on its own and so that the user can watch it move.
Here's what I was trying to use to do this.
Code Start Here:
import pygame module in this program
import pygame
pygame.init()
white = (255, 255, 255)
green = (0, 255, 0)
blue = (0, 0, 128)
black = (0, 0, 0)
red = (255, 0, 0)
X = 400
Y = 400
display_surface = pygame.display.set_mode((X, Y ))
pygame.display.set_caption('Drawing')
display_surface.fill(white)
x,y=[300,50]
pygame.draw.circle(display_surface,green, (x, y), 20, 0)
clock = pygame.time.Clock()
def move():
global y
y=y+1
while True :
clock.tick(30)
move()
for event in pygame.event.get() :
# if event object type is QUIT
# then quitting the pygame
# and program both.
if event.type == pygame.QUIT :
pygame.quit()
quit()
pygame.display.update()
Code End Here:
You have to redraw the scene in every frame:
import pygame
pygame.init()
white = (255, 255, 255)
green = (0, 255, 0)
blue = (0, 0, 128)
black = (0, 0, 0)
red = (255, 0, 0)
X = 400
Y = 400
display_surface = pygame.display.set_mode((X, Y))
pygame.display.set_caption('Drawing')
clock = pygame.time.Clock()
x,y=[300,50]
def move():
global y
y=y+1
# application loop
run = True
while run:
# limit the frames per second
clock.tick(30)
# event loop
for event in pygame.event.get() :
if event.type == pygame.QUIT:
run = False
# update the position of the object
move()
# clear disaply
display_surface.fill(white)
# draw scene
pygame.draw.circle(display_surface,green, (x, y), 20, 0)
# update disaply
pygame.display.update()
pygame.quit()
quit()
The typical PyGame application loop has to:
limit the frames per second to limit CPU usage with pygame.time.Clock.tick
handle the events by calling either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by calling either pygame.display.update() or pygame.display.flip()

pygame background image not showing

I am working on a pygame space invaders game. When I try to blit the background image it doesn't work. I am fairly new to pygame so I don't know what to do. I tried downloading another picture and using that but the problem persists.
import pygame
import os
import time
import random
import math
import sys
pygame.init()
screen = pygame.display.set_mode((750,750))
pygame.display.set_caption("Space Invaders")
FPS = 60
clock = pygame.time.Clock()
#Ships
RED_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_red_small.png'))
GREEN_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_green_small.png'))
BLUE_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_blue_small.png'))
YELLOW_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_yellow.png'))
#Lasers
RED_LASER = pygame.image.load(os.path.join('assets','pixel_laser_red.png'))
BLUE_LASER = pygame.image.load(os.path.join('assets','pixel_laser_blue.png'))
YELLOW_LASER = pygame.image.load(os.path.join('assets','pixel_laser_yellow.png'))
GREEN_LASER = pygame.image.load(os.path.join('assets','pixel_laser_green.png'))
#Background
BG = pygame.transform.scale2x(pygame.image.load(os.path.join('assets','background-black.png')).convert_alpha())
def main():
run = True
def redraw_window():
screen.blit(BG, (0, 0))
pygame.display.update()
while True:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.blit(BG, (0,0))
pygame.display.update
clock.tick(120)
pygame.quit()
You need parenthesis when calling display update:
screen.blit(BG, (0,0))
pygame.display.update() # need parenthesis
clock.tick(120)

pygame, getting a sprite to move to cursor position on click

I was trying to make a tower defense sort of game in pygame. When I click on the screen, I want it to be able to move the tower sprite to the position. Currently, when I run the program, it moves the sprite to the cursor with out clicking, then does not let me move it again.
import pygame
import time
pygame.init()
WINDOWWIDTH = 1800
WINDOWHEIGHT = 1800
screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
background_colour = (188,69,80)
GAMETITLE = "Tower Defence"
def main():
pygame.display.set_caption(GAMETITLE)
clock = pygame.time.Clock()
spritegroup =pygame.sprite.Group()
sprite =pygame.sprite.Sprite()
tower = sprite.image = pygame.image.load("tower.png")
sprite.image = tower
sprite.rect = sprite.image.get_rect()
sprite.rect.x = 10
sprite.rect.y = 10
sprite.add(spritegroup)
while True:
screen.fill(background_colour)
pygame.draw.rect(screen, (255,255,255), ((0, 100), (1100, 90)))
pygame.draw.rect(screen, (255, 255,255), ((1010, 100), (100, 600)))
pygame.draw.rect(screen, (255,255,255), ((1010, 700), (2400, 90)))
spritegroup.draw(screen)
pygame.display.update()
clock.tick(30)
if pygame.mouse.get_pressed():
cursorPos = pygame.mouse.get_pos()
sprite.rect.x = cursorPos[0]
sprite.rect.y = cursorPos[1]
main()
what is happening is that pygame.mouse.get_pressed() returns a tuple. if statements return true if they are not null. this means that regardless if it is pressed it will return True. then the pygame event queue will fill with mouse events and never get processed. your event loop should look something like:
for event in pygame.event.get():
if event.type == pygame.event.QUIT:
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
#stuff to do on click

Why won't the screen refresh in PyGame?

I'm relatively new to PyGame. I'm trying to make a simple program to show a string denoting the mouse position on the screen.
import pygame, sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((400,400),0,32)
myFont = pygame.font.SysFont('arial', 14)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
x,y = pygame.mouse.get_pos()
label = myFont.render('mouse coords: ' + str(x) + ', ' + str(y), 1, (0,128,255))
screen.blit(label, (10,10))
pygame.display.update()
When I move the mouse around, the label becomes blurry until the text is unreadable. I'm sure I'm calling screen.blit() and pygame.display.update() correctly, but yet the label doesn't seem to update! Any help would be great.
what you need to do is blit a background in the loop becuase what oure doing is blitting the mousecoords one on top of eachother
do something like this:
import pygame, sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((400,400),0,32)
myFont = pygame.font.SysFont('arial', 14)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
x,y = pygame.mouse.get_pos()
label = myFont.render('mouse coords: ' + str(x) + ', ' + str(y), 1, (0,128,255))
screen.fill((0,0,0))
screen.blit(label, (10,10))
pygame.display.update()
this way you are filling the screen with black in between each update so the mouse pos is being blitted then its cleared by the fill then the new pos is being blitted and so on