can i generate an image using python within jupyter - graphics

Is there a way to use python code to create an image (in memory ) and display it within a jupyter notebook?
I want to be able to display some grid of pixels so I need to be able to set its size and be able to select which of its pixels is lit and which is not.
eventually I would like to make it animate display a series of calculate pixel images.
I tried using :
import pygame as pg
pg.init()
screen= pg.display.set_mode([225,150])
r=pg.Color('red')
w=pg.Color('white')
data=[
[r,r,r,r,r,r,r,r,r],
[r,w,w,w,w,w,w,w,r],
[r,w,w,w,w,w,w,w,r],
[r,w,w,w,w,w,w,w,r],
[r,w,w,w,w,w,w,w,r],
[r,r,r,r,r,r,r,r,r]
]
for y,row in enumerate(data):
for x,colour in enumerate(row):
rect = pg.Rect(x*25,y*25,25,25)
screen.fill(colour,rect=rect)
pg.display.update()
while True:
for event in pg.event.get():
if event.type == QUIT:
pg.quit()
sys.exit()
CLOCK.tick(30)
Which I grabbed from https://www.youtube.com/watch?v=b84EywkQ3HI but it does not seem to do anything in jupyter.

The code snippet is incomplete. The complete and working example is as follows:
import pygame as pg
from pygame.locals import * # <---
pg.init()
screen= pg.display.set_mode([225,150])
r=pg.Color('red')
w=pg.Color('white')
data=[
[r,r,r,r,r,r,r,r,r],
[r,w,w,w,w,w,w,w,r],
[r,w,w,w,w,w,w,w,r],
[r,w,w,w,w,w,w,w,r],
[r,w,w,w,w,w,w,w,r],
[r,r,r,r,r,r,r,r,r]
]
for y,row in enumerate(data):
for x,colour in enumerate(row):
rect = pg.Rect(x*25,y*25,25,25)
screen.fill(colour,rect=rect)
CLOCK = pg.time.Clock() # <---
pg.display.update()
while True:
for event in pg.event.get():
if event.type == QUIT:
pg.quit()
sys.exit()
CLOCK.tick(30)
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()

Related

Pygame gamepad won't run anymore with an Xbox 360 controller and an Ubuntu machine [duplicate]

This code goes into infinite loop. I cant use A button on xbox 360 controller
import pygame
from pygame import joystick
pygame.init()
joystick = pygame.joystick.Joystick(0)
pygame.joystick.init()
print("start")
while True:
if joystick.get_button(0) == 1 :
print("stoped")
break
I cant use A button on xbox 360 controller
Personnaly, I can, so this seems to be possible. You are just missing that pretty much every user input needs to be updated by pygame through pygame.event.get().
From the pygame documentation:
Once the device is initialized the pygame event queue will start receiving events about its input.
So, apparently you need to get the events in the while loop like such to make the joystick work:
import pygame
from pygame.locals import *
pygame.init()
joystick = pygame.joystick.Joystick(0)
while True:
for event in pygame.event.get(): # get the events (update the joystick)
if event.type == QUIT: # allow to click on the X button to close the window
pygame.quit()
exit()
if joystick.get_button(0):
print("stopped")
break
Also,
In the line if joystick.get_button(0) == 1, you don't need to type == 1 because the statement is already True.
You are initializing pygame.joystick twice: through the line pygame.init() and pygame.joystick.init().
You don't need to type from pygame import joystick because you already already have it in the line import pygame.
You can take this as reference and use it in your own way.
import pygame
import sys
pygame.init()
pygame.joystick.init()
clock = pygame.time.Clock()
WIDTH,HEIGHT = 500,500
WHITE = (255,255,255)
BLUE = (0,0,255)
BLUISH = (75,75,255)
YELLOW =(255,255,0)
screen = pygame.display.set_mode((WIDTH,HEIGHT))
smile = pygame.image.load("smile.jpg")
smile = pygame.transform.scale(smile,(WIDTH,HEIGHT))
idle = pygame.image.load("idle.jpg")
idle = pygame.transform.scale(idle,(WIDTH,HEIGHT))
joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.JOYBUTTONDOWN:
if event.button == 0: #press A button to smile
screen.fill(WHITE)
screen.blit(smile,(0,0))
pygame.display.update()
clock.tick(10)
elif event.type == pygame.JOYBUTTONUP:
if event.button == 0:
screen.fill(WHITE)
screen.blit(idle,(0,0))
pygame.display.update()
clock.tick(10)

Why won't my Pygame window background load?

Whenever I run my code, the window opens just fine but the background image will not load. Although the image won't load immediately, if I minimize the window and open it again, the image loads just fine.
This is my code:
import pygame
import os
pygame.init()
WIDTH, HEIGHT = 500, 365
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
BG = pygame.transform.scale(pygame.image.load(os.path.join("GameMap3.png")).convert_alpha(), (WIDTH, HEIGHT))
PLAYER1 = pygame.image.load(os.path.join("PlayerType1.gif"))
fps = 60
main_font = pygame.font.SysFont("comicsans", 50)
player_vel = 5
clock = pygame.time.Clock()
def Main():
global BG
while True:
WIN.blit(BG, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit(0)
Main()
You missed to update the display with either pygame.display.update() or pygame.display.flip()
def Main():
global BG
while True:
WIN.blit(BG, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit(0)
pygame.display.update() # <--- this is missing
Main()
The typical PyGame application loop has to:
handle the events with 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 with either pygame.display.update() or pygame.display.flip()
limit the frames per second to limit CPU usage with pygame.time.Clock.tick

How to prompt user to open a file with python3?

I'm making a game and I want the user to be able to click a button which opens the file manager and asks them to open a game save file. Is there a module / how could I put this in my game? If there's no good gui way how would I make a text input thing (without using the terminal)? Thanks!
Pygame is a low-level library, so it doesn't have the kind of built-in dialogs you're after. You can create such, but it will be quicker to use the tkinter module which is distributed with Python and provides an interface to the TK GUI libraries. I'd recommend reading the documentation, but here's a function that will pop up a file selection dialog and then return the path selected:
def prompt_file():
"""Create a Tk file dialog and cleanup when finished"""
top = tkinter.Tk()
top.withdraw() # hide window
file_name = tkinter.filedialog.askopenfilename(parent=top)
top.destroy()
return file_name
Here's a small example incorporating this function, pressing Spacebar will popup the dialog:
import tkinter
import tkinter.filedialog
import pygame
WIDTH = 640
HEIGHT = 480
FPS = 30
def prompt_file():
"""Create a Tk file dialog and cleanup when finished"""
top = tkinter.Tk()
top.withdraw() # hide window
file_name = tkinter.filedialog.askopenfilename(parent=top)
top.destroy()
return file_name
pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
f = "<No File Selected>"
frames = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
f = prompt_file()
# draw surface - fill background
window.fill(pygame.color.Color("grey"))
## update title to show filename
pygame.display.set_caption(f"Frames: {frames:10}, File: {f}")
# show surface
pygame.display.update()
# limit frames
clock.tick(FPS)
frames += 1
pygame.quit()
Notes: This will pause your game loop, as indicated by the frame counter but as events are being handled by the window manager, this shouldn't be an issue.
I'm not sure why I needed the explicit import tkinter.filedialog, but I get an AttributeError if I don't.
As for string entry in pygame, you might want to do this natively, in which case you'd be handling KEYUP events for letter keys to build the string and perhaps finishing when the user presses Enter or your own drawn button. You could continue down the tk path, in which case you'll want to use something like tkinter.simpledialog.askstring(…)
It is possible to make a file dialogue (though not using the native file explorer) using the pygame_gui module.
Simply create an instance of UIFileDialog and grab the path when the user hits 'ok':
file_selection = UIFileDialog(rect=Rect(0, 0, 300, 300), manager=manager, initial_file_path='C:\\')
if event.ui_element == file_selection.ok_button:
file_path = file_selection.current_file_path
If you want to allow selecting a directory set allow_picking_directories to True, but note that it does not allow picking an initial_file_path.
file_selection = UIFileDialog(rect=Rect(0, 0, 300, 300), manager=manager, allow_picking_directories=True)
Here's the above code in a simple program that allows you to pick a file when the button is clicked:
#!/usr/bin/env python
import pygame
import pygame_gui
from pygame_gui.windows.ui_file_dialog import UIFileDialog
from pygame_gui.elements.ui_button import UIButton
from pygame.rect import Rect
pygame.init()
window_surface = pygame.display.set_mode((800, 600))
background = pygame.Surface((800, 600))
background.fill(pygame.Color('#000000'))
manager = pygame_gui.UIManager((800, 600))
clock = pygame.time.Clock()
file_selection_button = UIButton(relative_rect=Rect(350, 250, 100, 100),
manager=manager, text='Select File')
while 1:
time_delta = clock.tick(60) / 1000.0
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.USEREVENT:
if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
if event.ui_element == file_selection_button:
file_selection = UIFileDialog(rect=Rect(0, 0, 300, 300), manager=manager, allow_picking_directories=True)
if event.ui_element == file_selection.ok_button:
print(file_selection.current_file_path)
manager.process_events(event)
manager.update(time_delta)
window_surface.blit(background, (0, 0))
manager.draw_ui(window_surface)
pygame.display.update()

Can't create and run class why? [duplicate]

I have a simple Pygame program:
#!/usr/bin/env python
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
But every time I try to run it, I get this:
pygame 2.0.0 (SDL 2.0.12, python 3.8.3)
Hello from the pygame community. https://www.pygame.org/contribute.html
And then nothing happens.
Why I can't run this program?
Your application works well. However, you haven't implemented an application loop:
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
clock = pygame.time.Clock()
run = True
while run:
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# update game objects
# [...]
# clear display
win.fill((0, 0, 0))
# draw game objects
# [...]
# update display
pygame.display.flip()
# limit frames per second
clock.tick(60)
pygame.quit()
The typical PyGame application loop has to:
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()
limit frames per second to limit CPU usage with pygame.time.Clock.tick
repl.it/#Rabbid76/PyGame-MinimalApplicationLoop See also Event and application loop
This is interesting. Computer read your program line by line[python]. When all the line are interpreted, the program closed. To solve this problem you need to add a while loop to make sure the program will continue until you close the program.
import pygame,sys
from pygame.locals import *
pygame.init()
pygame.display.set_caption("My first game")
win = pygame.display.set_mode((400,400))
#game loop keeps the game running until you exit the game.
game_running=True
while game_running:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
win.fill((0, 250, 154)) #Fill the pygame window with specific color. You can use hex or rgb color
pygame.display.update() #Refresh the pygame window
You can check more pygame Examples.
https://github.com/01one/Pygame-Examples
I think this will be helpful.

How to use keyboard in pygame?

I tried the simple script below, but I get no response. Maybe I don't understand what pygame is capable of doing. I simply want to assign a certain function to a certain key. Like if I press the letter 'h' I want "Bye" to print on the screen or if I press 'g' then play a certain song. And so on and so on...
import pygame
from pygame.locals import *
pygame.init()
print K_h #It prints 104
while True:
for event in pygame.event.get():
if event.type==KEYDOWN:
if event.key==K_h:
print "Bye" #Nothing is printed when I press h key
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((640,480))
clock = pygame.time.Clock()
while True:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == KEYDOWN:
if event.key == K_h:
print "bye"
for what ever reason for me atleast it seems the event command wouldn't work with out the use of a screen even if it has no purpose this will get you the results you want.

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