moving a square in a grid - python-3.x

making a square move in a grid
import pygame
from pygame.locals import *
pygame.init()
clock = pygame.time.Clock()
w = 1008
h = 640
left = 16
top = 16
width = 16
height = 16
YELLOW = (255, 255, 55)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
bg = (255, 255, 255)
x = 0
y = 0
screen = pygame.display.set_mode((w, h))
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == KEYDOWN:
if event.key == K_DOWN:
top += 16
if event.key == K_UP:
top -= 16
if event.key == K_RIGHT:
left += 16
if event.key == K_LEFT:
left -= 16
x += 16
y += 16
screen.fill(BLACK)
pygame.draw.rect(screen, [255, 255, 55], [left, top, width, height], 0)
pygame.draw.line(screen, bg, (w - 16, y), (16, y), 1)
pygame.draw.line(screen, bg, (x, h - 16), (y, 16), 1)
pygame.display.flip()
pygame.quit()
at the moment if I # out screen.fill() grid appears on the screen and the rect moves with a tail behind, if I take away the # from the screen.fill() grid disappears but rect moves correct with no tail I want both to happen.

The issue with your code is that it isn't doing what you might expect. Every time you iterate through your while loop, you increment the x and y values by 16 and draw a single horizontal and vertical line. This appears to draw a grid, because the screen is NOT cleared automatically between your while loop iterations. However, as a result, after a while, your x and y values increase to the point that you start drawing more and more grid lines that are off the screen (try to print out the start and end points for these lines in your loop if this is unclear)!
When you add the screen.fill(BLACK) call before you start drawing grid lines, you basically clear the entire screen. Since you do not redraw your old grid lines, only the next pair of grid lines are drawn and the rest are lost. Since the new pair of grid lines eventually goes off the screen (as described in the first paragraph), your code does not appear to draw any grid lines.
When you comment out screen.fill(BLACK) instead, previous drawings are not cleared. All of the grid is drawn over multiple while loop iterations (in addition to wastefully drawing new grid lines off screen), as is all of the previously positions your player is drawn at.
To solve this, your game drawing loop should be structured like this:
Clear the screen.
Draw the entire grid, not just two lines at a time. Do this in a function (e.g. draw_grid).
Draw the rectangle at the new player position. Do this in a function as well (e.g. draw_player).
Rinse and repeat next iteration!
Implementing these small changes, your code could look like this:
import pygame
from pygame.locals import *
def draw_grid():
screen.fill(BLACK)
for y in range(height, h, height):#horizontal lines
pygame.draw.line(screen, bg, (width, y), (w - width, y), 1)
for x in range(width, w, width):#vertical lines
pygame.draw.line(screen, bg, (x, height), (x, h - height), 1)
def draw_player():
pygame.draw.rect(screen, [255, 255, 55], [left, top, width, height], 0)
pygame.init()
clock = pygame.time.Clock()
w = 1008
h = 640
left = 16
top = 16
width = 16
height = 16
YELLOW = (255, 255, 55)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
bg = (255, 255, 255)
x = 0
y = 0
screen = pygame.display.set_mode((w, h))
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == KEYDOWN:
if event.key == K_DOWN:
top += 16
if event.key == K_UP:
top -= 16
if event.key == K_RIGHT:
left += 16
if event.key == K_LEFT:
left -= 16
draw_grid()
draw_player()
pygame.display.flip()
pygame.quit()
That being said, there is plenty of room for improvement for this code, which I will leave up to you. The big issue is that you are using a bunch of global variables. These are basically all of the variables listed before your while loop. Use of such global variables is "evil" when they are mutable. As your code gets bigger, it will become more difficult to reason what functions are changing these variables, since every function could potentially have access to these variables.

Related

when adding new text it appears on bottom and rest of text goes up

I want to display text on the text box that says if I hit and how much damage I do and vice versa for the enemy, but I just can't figure out how to make the text to display in this manner.
Here is the code I'm working on:
def textBox(textv):
lText = []
text = font.render(str(textv),True,(1,1,1))
lText.append(text)
if len(lText) >= 10:
lText.pop(9)
screen.blit(lText[0],(20,400))
screen.blit(lText[1],(20,380))
while True:
battle_screen()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.blit(enemy_background,(20,20))
player.drawPlayer()
enemy.newEnemy()
textBox("Daniel")
textBox("Jenny")
pygame.display.update()
Rendere the text an add the rendered text into a list:
text_surf_list = []
text_surf = font.render("Daniel", True, (255, 255, 0))
text_surf_list.append(text_surf)
text_surf = font.render("Jenny", True, (255, 255, 0))
text_surf_list.append(text_surf)
Define a rectangular area for the text box:
text_box_rect = pygame.Rect(20, 20, 250, 360)
Iterate through list in reversed order. Draw the text from the bottom up. Remove the text from the list if it is not in the box (see How to remove items from a list while iterating?):
text_y = box_rect.bottom - font.get_height()
for text_surf in reversed(text_surf_list[:]):
if text_y <= box_rect.top:
text_surf_list.remove(text_surf)
else:
surf.blit(text_surf, (box_rect.left + 10, text_y))
text_y -= font.get_height()
Set a temporary clipping area while drawing the text box withpygame.Surface.set_clip:
# set clipping
surf.set_clip(box_rect)
# draw text box
# [...]
# disable clipping
surf.set_clip(None)
Minimal example:
import pygame, random
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
def draw_scroll_text_box(surf, font, box_rect, text_surf_list):
surf.set_clip(box_rect)
text_y = box_rect.bottom - font.get_height() - 10
for text_surf in reversed(text_surf_list[:]):
if text_y <= box_rect.top:
text_surf_list.remove(text_surf)
else:
surf.blit(text_surf, (box_rect.left + 10, text_y))
text_y -= font.get_height()
pygame.draw.rect(surf, (164, 164, 164), box_rect, 5)
surf.set_clip(None)
font = pygame.font.SysFont(None, 50)
text_box_rect = pygame.Rect(20, 20, 250, 360)
text_surf_list = []
timer_event = pygame.USEREVENT+1
pygame.time.set_timer(timer_event, 200)
background = pygame.Surface(window.get_size())
ts, w, h, c1, c2 = 50, *background.get_size(), (32, 32, 32), (64, 64, 64)
tiles = [((x*ts, y*ts, ts, ts), c1 if (x+y) % 2 == 0 else c2) for x in range((w+ts-1)//ts) for y in range((h+ts-1)//ts)]
[pygame.draw.rect(background, color, rect) for rect, color in tiles]
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == timer_event:
names = ["Daniel", "Jenny", "Patrick", "Sandy", "Bob"]
text_surf = font.render(random.choice(names), True, (255, 255, 0))
text_surf_list.append(text_surf)
window.blit(background, (0, 0))
draw_scroll_text_box(window, font, text_box_rect, text_surf_list)
pygame.display.flip()
clock.tick(60)
pygame.quit()
exit()

Pygame not updating when input keys are entered

I'm trying to get a shape to move when certain keys are entered, but for some reason, the shape isn't moving. I suspected that it was because the display was not being updated so I added the pygame.display.update() function after the movement conditions to update it, but that didn't work. I tried rendering the shape in after the movement conditions as well but that didn't work either. I assume that I need to tell the code "what to move on keypress" but I'm not quite sure how to do that. Below is my code:
import sys
win = pygame.display.set_mode((800, 500))
color = '#FFFFFF'
# Changing surface color
win.fill(color)
pygame.display.flip()
# shape stuff
x = 50
y = 50
width = 40
height = 60
vel = 50
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# circle
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x -= vel
if keys[pygame.K_RIGHT]:
x += vel
if keys[pygame.K_UP]:
y -= vel
if keys[pygame.K_DOWN]:
y += vel
pygame.draw.circle(win, (0, 0, 255), (400, 250), width)
pygame.display.update()
You need to draw the circle at (x, y) rather than constantly at (400, 250):
pygame.draw.circle(win, (0, 0, 255), (400, 250), width)
pygame.draw.circle(win, (0, 0, 255), (x, y), width)

efficient way to draw pixel art in pygame

I'm making a very simple pixel art software in pygame. My logic was creating a grid class, which has a 2D list, containing 0's. When I click, the grid approximates the row and column selected, and mark the cell with a number, corresponding to the color. For simplicity, let's say '1'.
The code works correctly, but It's slow. If the number of rows and columns is less or equal than 10, It works perfectly, but if It's more, it's very laggy.
I think the problem is that I'm updating the entire screen everytime, and, since the program has to check EVERY cell, It can't handle a bigger list
import pygame
from grid import Grid
from pincel import Pincel
from debugger import Debugger
from display import Display
from pygame.locals import *
pygame.init()
pygame.mixer_music.load("musica/musica1.wav")
pygame.mixer_music.play(-1)
width = 1300
height = 1300
screen = pygame.display.set_mode((1366, 768), pygame.RESIZABLE)
pygame.display.set_caption("SquareDraw")
#Grid Creator
numberOfRows = 25
numberOfColumns = 25
grid = Grid(numberOfRows, numberOfColumns)
# Medidas
basicX = width / numberOfColumns
basicY = height / numberOfRows
#Tool Creator
pincel = Pincel(2)
#variáveis de controle
running = 1
#Initial values
grid.equipTool(pincel)
#variáveis de controle de desenho
clicking = 0
def drawScreen(screen, grid, rows, columns, basicX, basicY):
for i in range(rows):
for j in range(columns):
if grid[i][j]:
print('yes')
print(i, j)
pygame.draw.rect(screen, (0, 0, 0), (j * basicX, i * basicY, basicX, basicY))
while running:
screen.fill((255, 255, 255))
Display.drawScreen(screen, grid.board, grid.getRows(), grid.getColumns(), basicX, basicY)
pygame.display.flip()
events = pygame.event.get()
for event in events:
if (event.type == pygame.QUIT) or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
running = 0
if event.type == pygame.MOUSEBUTTONDOWN or clicking:
clicking = 1
x, y = pygame.mouse.get_pos()
Debugger.printArray2D(grid.board)
print('')
xInGrid = int(x / basicX)
yInGrid = int(y / basicY)
grid.ferramenta.draw(grid.board, xInGrid, yInGrid)
Debugger.printArray2D(grid.board)
print('')
if event.type == pygame.MOUSEBUTTONUP:
clicking = 0
if event.type == pygame.VIDEORESIZE:
width = event.w
height = event.h
basicX = width / numberOfColumns
basicY = height / numberOfRows
print(width, height)
pygame.quit()
The class grid contains the 2D list. The class "Pincel" marks the cells and The class "Debugger" is just for printing lists or anything related to debugging.
Is there a way to update only the part of the screen that was changed? If so, how can I apply that in my logic?
Thanks in advance :)
A few things:
Use the grid array to store the on\off blocks of the screen. It only gets read when the screen is resized and needs a full redraw
When a new rectangle is turned on, draw the rectangle directly in the event handler and update the grid array. There is no need to redraw the entire screen here.
In the resize event, reset the screen mode to the new size then redraw the entire screen using the grid array. This is the only time you need to do a full redraw.
Here is the updated code:
import pygame
#from grid import Grid
#from pincel import Pincel
#from debugger import Debugger
#from display import Display
from pygame.locals import *
pygame.init()
#pygame.mixer_music.load("musica/musica1.wav")
#pygame.mixer_music.play(-1)
width = 1000
height = 1000
screen = pygame.display.set_mode((width, height), pygame.RESIZABLE)
pygame.display.set_caption("SquareDraw")
#Grid Creator
numberOfRows = 250
numberOfColumns = 250
#grid = Grid(numberOfRows, numberOfColumns)
grid = [[0 for x in range(numberOfRows)] for y in range(numberOfColumns)] # use array for grid: 0=white, 1=black
# Medidas
basicX = width / numberOfColumns
basicY = height / numberOfRows
#Tool Creator
#pincel = Pincel(2)
#xx
running = 1
#Initial values
#grid.equipTool(pincel)
#xx
clicking = 0
def drawScreen(screen, grid, basicX, basicY): # draw rectangles from grid array
for i in range(numberOfColumns):
for j in range(numberOfRows):
if grid[i][j]:
#print('yes')
#print(i, j)
pygame.draw.rect(screen, (0, 0, 0), (j * basicX, i * basicY, basicX, basicY))
screen.fill((255, 255, 255)) # start screen
while running:
events = pygame.event.get()
for event in events:
if (event.type == pygame.QUIT) or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
running = 0
if event.type == pygame.MOUSEBUTTONDOWN or clicking: # mouse button down
clicking = 1
x, y = pygame.mouse.get_pos()
#Debugger.printArray2D(grid.board)
#print('')
xInGrid = int(x / basicX)
yInGrid = int(y / basicY)
grid[yInGrid][xInGrid] = 1 # save this point = 1, for screen redraw (if resize)
pygame.draw.rect(screen, (0, 0, 0), (xInGrid * basicX, yInGrid * basicY, basicX, basicY)) # draw rectangle
#grid.ferramenta.draw(grid.board, xInGrid, yInGrid)
#Debugger.printArray2D(grid.board)
#print('')
pygame.display.flip() # update screen
if event.type == pygame.MOUSEBUTTONUP:
clicking = 0
if event.type == pygame.VIDEORESIZE: # screen resized, must adjust grid height, width
width = event.w
height = event.h
basicX = width / numberOfColumns
basicY = height / numberOfRows
#print(width, height)
screen = pygame.display.set_mode((width, height), pygame.RESIZABLE) # reset screen with new height, width
screen.fill((255, 255, 255)) # clear screen
drawScreen(screen, grid, basicX, basicY) # redraw rectangles
pygame.display.flip() # update screen
pygame.quit()

Mouse click detection in pygame

I have a task, where I have a square 3X3 and for every click in the small square, this square will paint in red. Here is my code yet. I think I did something wrong in my first while loop, but I'm not sure. Please help me.
import pygame
pygame.init()
#create a screen
screen = pygame.display.set_mode((400, 400))
#colors
white = [255, 255, 255]
red = [255, 0, 0]
x = 0
y = 0
#create my square
for j in range(3):
for i in range(3):
pygame.draw.rect(screen, white, (x, y, 30, 30), 1)
x += 30
if x == 90:
x = 0
y += 30
pygame.display.flip()
running = 1
while running:
event = pygame.event.poll()
#found in what position my mouse is
if event.type == pygame.QUIT:
running = 0
elif event.type == pygame.MOUSEMOTION:
print("mouse at (%d, %d)" % event.pos)
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#mouse click
if click[0] == 1 and x in range(30) and y in range (30):
pygame.draw.rect(screen, red, (30, 30 , 29 ,29))
while pygame.event.wait().type != pygame.QUIT:
pygame.display.change()
You have to update your screen each time when you draw or do something in screen. So, put this line under your first while loop.
pygame.display.flip()
In your condition you was checking x and y and which are not mouse position.
if click[0] == 1 and x in range(30) and y in range (30):
Check your mouse position in range(90) because of you have three rectangular and the are 30x30.
if click[0] == 1 and mouse[0] in range(90) and mouse[1] in range (90):
Then, set your rectangular start position to fill the mouse point.
rect_x = 30*(mouse[0]//30) # set start x position of rectangular
rect_y = 30*(mouse[1]//30) # set start y position of rectangular
You can edit your code with this.
while running:
pygame.display.flip()
event = pygame.event.poll()
#found in what position my mouse is
if event.type == pygame.QUIT:
running = 0
elif event.type == pygame.MOUSEMOTION:
print("mouse at (%d, %d)" % event.pos)
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#mouse click
if click[0] == 1 and mouse[0] in range(90) and mouse[1] in range (90):
'''
rect_x = 30*(0//30) = 0
rect_y = 30*(70//30) = 60
'''
rect_x = 30*(mouse[0]//30) # set start x position of rectangular
rect_y = 30*(mouse[1]//30) # set start y position of rectangular
pygame.draw.rect(screen, red, (rect_x, rect_y , 30 , 30)) # rectangular (height, width), (30, 30)

Rect.colliderect cannot detect specific collision

I am trying to make a very simple game, here is my full code:
import pygame
from pygame.locals import *
pygame.init()
#define variables
width, height = 940, 780
screen = pygame.display.set_mode((width, height))
grey = 87, 87, 87
white = 255, 255, 255
player = pygame.image.load("Pics\goodcar.jpeg")
keys = [False, False, False, False]
playerpos = [0,40]
green = 0,255,0
red = 255,0,0
color = red
x1 = 0
x2 = 40
y1 = 940
y2 = 100
#main program
while 1:
screen.fill(0)
road = pygame.draw.rect(screen, grey, (x1,x2,y1,y2), 0)
traffic_light = pygame.draw.circle(screen, white, (640,90), 40, 1)
screen.blit(player, playerpos)
car_rect = player.get_rect()
if traffic_light.colliderect(car_rect):
print("Its working")
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
exit(0)
if event.type == pygame.KEYDOWN:
if event.key==K_RIGHT:
keys[0]=True
elif event.key==K_LEFT:
keys[1]=True
elif event.key==K_DOWN:
keys[2]=True
elif event.key==K_UP:
keys[3]=True
if event.type == pygame.KEYUP:
if event.key==pygame.K_RIGHT:
keys[0]=False
elif event.key==pygame.K_LEFT:
keys[1]=False
elif event.key==pygame.K_DOWN:
keys[2]=False
elif event.key==pygame.K_UP:
keys[3]=False
if keys[0]==True:
playerpos[0]+=3
elif keys[1]==True:
playerpos[0]-=3
elif keys[2]==True:
playerpos[1]+=3
elif keys[3]==True:
playerpos[1]-=3
pygame.display.update()
at the part where it checks if the car collided with the traffic light, it doesn't do anything.
Iv'e tried using a try statement, still doesn't work
Look at the documentation what Surface.get_rect() does:
Returns a new rectangle covering the entire surface. This rectangle will always start at 0, 0 with a width. and height the same size as the image.
So the Rects never collide, since the Rect for the car always starts at 0, 0. An easy fix is to simply set the starting position (top and left) of the car Rect while calling get_rect().
Change
car_rect = player.get_rect()
to:
car_rect = player.get_rect(left=playerpos[0], top=playerpos[1])
(Another way is to use the Sprite class, which basically combines a Surface and a Rect.)

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