Beginner Pygame, Scores not updating/Variables not being found - python-3.x

So to preface this, I am a Education student whos minor is computer science. My main focus is not coding and I may have made some big mistakes in here that I have not seen yet. My current issue is that I will receive the error
"Traceback (most recent call last):
File "/home/user/Downloads/PongV1.py", line 158, in <module>
main()
File "/home/user/Downloads/PongV1.py", line 13, in <module>
game.play()
File "/home/user/Downloads/PongV1.py", line 42, in <module>
self.update()
File "/home/user/Downloads/PongV1.py", line 77, in <module>
self.ball.move()
File "/home/user/Downloads/PongV1.py", line 136, in <module>
game.score2 = game.score2 + 1
builtins.NameError: name 'game' is not defined
Whenever I try to run this game. I know it is currently in downloads, but I'm running this off of a hastily put together VM machine.As far as I know, I called my score 1/score 2 Variable decently well.
The goal of what I am trying to do is get the scores in the corners to update when the ball hits the wall. Currently, that is located in the def move section
This is what my screen looks like when I try to run this program
Thank you all for looking!
# pygame v2
import pygame
import uaio
import math
import time
from pygame.locals import *
# User-defined functions
def main():
surface = create_window()
game = Game(surface)
game.play()
pygame.quit()
# Create window
def create_window():
pygame.init()
surface_size = (700,600)
title = 'Pong'
surface = pygame.display.set_mode(surface_size)
pygame.display.set_caption(title)
return surface
# define class games
class Game:
def __init__ (self, surface):
self.surface = surface #locations and surface colors of games
self.bg_color = pygame.Color('black')
self.pause_time = 0.01
self.close_clicked = False
self.continue_game = True
self.ball = Ball(pygame.Color('white'),[350,300],5,[6,2], surface)
self.paddle= Paddle(pygame.Color('white'),(100,300),100,100, surface)
self.score1 = 0
self.score2 = 0
def play(self): #playing the game while the game is not closed
self.draw()
while not self.close_clicked:
self.handle_event()
if self.continue_game:
self.update()
self.decide_continue
self.draw()
time.sleep(self.pause_time)
def handle_event(self): #continuing the game
event = pygame.event.poll()
if event.type == QUIT:
self.close_clicked = True
def draw(self): #drawing the balls and paddles
self.surface.fill(self.bg_color)
self.ball.draw()
self.paddle.draw()
self.draw_score()
pygame.display.update()
def draw_score(self):
string = str(self.score1)
location = 0,0
size = 80
#fg_color = pygame.Color('white')
uaio.draw_string(string, self.surface,location,size)
string = str(self.score2)
location = 650,0
size = 80
#fg_color = pygame.Color('white')
uaio.draw_string(string, self.surface,location,size)
def paddlecollide(self):
self.paddle.collide_right(x, y)
self.paddle.collidge_left(x, y)
def update(self): #updating the movement of the ball
self.ball.move()
self.ball.collide(self.paddle)
def decide_continue(self): # deciding to continue teh game
pass
class Paddle: #defining paddle
def __init__(self, color, left, width, height, surface):
#location of paddle etc
self.color = color
self.left = left
self.surface = surface
self.width = width
self.height = height
self.paddle1 = pygame.Rect(140,270,20,80)
self.paddle2 = pygame.Rect(540,270,20,80)
#return self.paddle1, self.paddle2
def draw(self):
#drawing paddle
pygame.draw.rect(self.surface, self.color, self.paddle1)
pygame.draw.rect(self.surface, self.color, self.paddle2)
def collide_left(self, x, y):
return self.paddle1.collidepoint(x, y)
def collide_right(self, x, y):
return self.paddle2.collidepoint(x, y)
class Ball: #defining ball
def __init__(self, color, center, radius, velocity, surface):
#charactersitics of said ball
self.color = color
self.center = center
self.radius = radius
self.velocity = velocity
self.surface = surface
def draw(self):
#drawing the ball
pygame.draw.circle(self.surface, self.color, self.center, self.radius)
def move(self):
# how the ball moves as well as ist velocity
size = self.surface.get_size()
for coord in range(0, 2):
self.center[coord] = (self.center[coord] + self.velocity[coord])
if self.center[coord] < self.radius:
self.velocity[coord] = -self.velocity[coord]
Game.score1 = Game.score1 + 1
if self.center[coord] + self.radius > size[coord]:
self.velocity[coord] = -self.velocity[coord]
Game.score2 = Game.score2 + 1
def collide(self, paddles):
xcoord =0
if paddles.collide_left(self.center[0], self.center[1]):
self.velocity[xcoord] = -self.velocity[xcoord]
if paddles.collide_right(self.center[0], self.center[1]):
self.velocity[xcoord] = -self.velocity[xcoord]
#if x_velocity <= 0:
# collide = False
#
#else: collide = True
main()

The problematic line is this one (in your given code):
Game.score2 = Game.score2 + 1
There are two things wrong with this line:
Firstly, you are trying to use a variable that doesn't exist. Game is the name of a class that you have defined, you must create a new Game object and assign it to a variable before it can be used. I see that you have, which leads me onto problem 2...
Scope. You have defined the variable game in the function main. However, this variable will have been created locally. It cannot be accessed anywhere but the function it was defined in (with some exceptions). I recommend reading this stackoverflow answer to understand scope a little better.
score1 and score2 are both defined within the Games class. In the main function (line 12), a new Games object is created, and assigned to the variable games. This variable is local, and can only be accessed within the function main.
Now, you have 2 options. The first option would be to remove the variables score1 and score2 from the Games class altogether, and have them as separate variables defined in the main body of the program. This would allow them to be accessed anywhere (obviously you would have to change any references to game.score1 or game.score2.
The second, and in my opinion preferable option, would be to make the variable game a global variable. In your main function, the code would look like this:
def main():
surface = create_window()
global game
game = Game(surface)
game.play()
pygame.quit()
Then, remember to de-capitalise any references to the Game class outside of your main function, so that your using the variable game, lie so:
Game.score1 = Game.score1 + 1
becomes
game.score1 = game.score1 + 1
I hope I explained this clearly enough. I would really recommend reading up on how scope and classes work in python before delving too far into pygame.

Related

Tile based lighting system 2d

I am looking for a tile based lighting system for my tile based game. I have not tried anything because I can't think of an effective way to do this. I have searched stack overflow and I found this but its not what I want. I am making a 2d version of Minecraft with pygame.
here is my tile class
class tile():
def __init__(self, block_category, block_type, x, y, world, win):
self.x, self.y, self.width, self.height = (x*64), (y*64), 64, 64
self.block_type = block_type
self.light_level = 1 # i want light level to range from 0-1
self._image = None
self.world = world
self.win = win
self.posx, self.posy = x, y
try:
self._image = self.world.block_textures[block_category][block_type]
except:
self._image = self.world.block_textures["missing"]["missing_texture"]
self.image = self._image
def draw(self):
#draw code here self.posx, self.win, self.world and self.posy are used here if you are wondering
def change_block(self, block_category, block_type):
try:
self._image = self.world.block_textures[block_category][block_type]
except:
self._image = self.world.block_textures["missing"]["missing_texture"]
self.image = self._image
and my world data looks like this
def generate_world(self):
for x in range(0, self.width):
self.tiles[x] = {}
for y in range(0, self.height):
self.tiles[x][y] = tile("terrain", "air", x, y, self, self.win)
for x in range(0, self.width):
for y in range(0, self.height):
if y == 0:
self.tiles[x][y].change_block("terrain", "bedrock")
elif y == 38:
self.tiles[x][y].change_block("terrain", "grass_block")
elif y < 38 and y > 34:
self.tiles[x][y].change_block("terrain", "dirt")
elif y < 35 and y > 0:
self.tiles[x][y].change_block("terrain", "stone")
if x == 0 or x == self.height - 1:
self.tiles[x][y].change_block("terrain", "bedrock")
return self.tiles
my game looks like this
For 2D games like you're making, how we could apply lighting - more like, shadowing - could go into 2 options:
Change screen color to shadow color & set transparency to objects, as OP suggested
Sandwich entire thing between screen and light layer
Let's start with problem of 1st option:
Problem of setting transparency
Here's demo code based on your idea:
"""
Demonstration of color overlapping
"""
import pygame as pg
class Player(pg.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.image = pg.Surface((50, 50))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect()
# setting alpha on player
self.image.set_alpha(125)
def update(self, *args, **kwargs):
x, y = pg.mouse.get_pos()
c_x, c_y = self.rect.center
self.rect.move_ip(x - c_x, y - c_y)
def mainloop():
player = Player()
screen = pg.display.set_mode((500, 500))
circle_colors = (255, 0, 0), (0, 255, 0), (0, 0, 255)
circle_coords = (150, 250), (250, 250), (350, 250)
# make surface, set alpha then draw circle
bg_surfaces = []
for (color, center) in zip(circle_colors, circle_coords):
surface = pg.Surface((500, 500), pg.SRCALPHA, 32)
surface.convert_alpha()
surface.set_alpha(125)
pg.draw.circle(surface, color, center, 75)
bg_surfaces.append(surface)
running = True
while running:
screen.fill((0, 0, 0))
# draw background
for surface in bg_surfaces:
screen.blit(surface, surface.get_rect())
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
player.update()
screen.blit(player.image, player.rect)
pg.display.flip()
if __name__ == '__main__':
pg.init()
mainloop()
pg.quit()
As you see, now the player (White square)'s color is Mixed with background circles.
It's basically just like what the drawing program does with layers.
Set layer transparency 50% and stack - everything mixes, producing undesirable effect which is far from lighting effect you wanted.
Unless you want Creeper or Steve to blend with the background and become a ghosty figure, it's better to go for sandwiched layout.
Sandwiched Layout
Following is demo code which uses mouse position as light source position.
Rendering order is Ground > Player > light overlay(shadow)
Demo code:
"""
Code demonstration for https://stackoverflow.com/q/72610504/10909029
Written on Python 3.10 (Using Match on input / event dispatching)
"""
import math
import random
import itertools
from typing import Dict, Tuple, Sequence
import pygame as pg
class Position:
"""Namespace for size and positions"""
tile_x = 20
tile_size = tile_x, tile_x
class SpriteGroup:
"""Namespace for sprite groups, with chain iterator keeping the order"""
ground = pg.sprite.Group()
entities = pg.sprite.Group()
light_overlay = pg.sprite.Group()
#classmethod
def all_sprites(cls):
return itertools.chain(cls.ground, cls.entities, cls.light_overlay)
class Player(pg.sprite.Sprite):
"""Player class, which is merely a rect following pointer in this example."""
def __init__(self):
super(Player, self).__init__()
self.image = pg.Surface((50, 50))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect()
SpriteGroup.entities.add(self)
self.rect.move_ip(225, 225)
def update(self, *args, **kwargs):
pass
# Intentionally disabling mouse following code
# x, y = pg.mouse.get_pos()
# c_x, c_y = self.rect.center
# self.rect.move_ip(x - c_x, y - c_y)
class TileLightOverlay(pg.sprite.Sprite):
"""
Light overlay tile. Using separate sprites, so we don't have to blit on
every object above ground that requires lighting.
"""
# light lowest boundary
lighting_lo = 255
# light effect radius
light_radius = Position.tile_x * 8
def __init__(self, x, y):
super(TileLightOverlay, self).__init__()
self.image = pg.Surface(Position.tile_size)
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.move_ip(x * Position.tile_x, y * Position.tile_x)
SpriteGroup.light_overlay.add(self)
def update(self, *args, **kwargs):
self.image.set_alpha(self.brightness)
#property
def brightness(self):
"""Calculate distance between mouse & apply light falloff accordingly"""
distance = math.dist(self.rect.center, pg.mouse.get_pos())
if distance > self.light_radius:
return self.lighting_lo
return (distance / self.light_radius) * self.lighting_lo
class TileGround(pg.sprite.Sprite):
"""Ground tile representation. Not much is going on here."""
def __init__(self, x, y, tile_color: Sequence[float]):
super(TileGround, self).__init__()
self.image = pg.Surface(Position.tile_size)
self.image.fill(tile_color)
self.rect = self.image.get_rect()
self.rect.move_ip(x * Position.tile_x, y * Position.tile_x)
SpriteGroup.ground.add(self)
# create and keep its pair light overlay tile.
self.light_tile = TileLightOverlay(x, y)
class World:
"""World storing ground tile data."""
# tile type storing color etc. for this example only have color.
tile_type: Dict[int, Tuple[float, float, float]] = {
0: (56, 135, 93),
1: (36, 135, 38),
2: (135, 128, 56)
}
def __init__(self):
# coord system : +x → / +y ↓
# generating random tile data
self.tile_data = [
[random.randint(0, 2) for _ in range(25)]
for _ in range(25)
]
# generated tiles
self.tiles = []
def generate(self):
"""Generate world tiles"""
for x, row in enumerate(self.tile_data):
tiles_row = [TileGround(x, y, self.tile_type[col]) for y, col in enumerate(row)]
self.tiles.append(tiles_row)
def process_input(event: pg.event.Event):
"""Process input, in case you need it"""
match event.key:
case pg.K_ESCAPE:
pg.event.post(pg.event.Event(pg.QUIT))
case pg.K_UP:
pass
# etc..
def display_fps_closure(screen: pg.Surface, clock: pg.time.Clock):
"""FPS display"""
font_name = pg.font.get_default_font()
font = pg.font.Font(font_name, 10)
color = (0, 255, 0)
def inner():
text = font.render(f"{int(clock.get_fps())} fps", True, color)
screen.blit(text, text.get_rect())
return inner
def mainloop():
# keeping reference of method/functions to reduce access overhead
fetch_events = pg.event.get
display = pg.display
# local variable setup
screen = display.set_mode((500, 500))
player = Player()
world = World()
world.generate()
clock = pg.time.Clock()
display_fps = display_fps_closure(screen, clock)
running = True
# main loop
while running:
screen.fill((0, 0, 0))
# process event
for event in fetch_events():
# event dispatch
match event.type:
case pg.QUIT:
running = False
case pg.KEYDOWN:
process_input(event)
# draw in ground > entities > light overlay order
for sprite in SpriteGroup.all_sprites():
sprite.update()
screen.blit(sprite.image, sprite.rect)
# draw fps - not related to question, was lazy to remove & looks fancy
clock.tick()
display_fps()
display.flip()
if __name__ == '__main__':
pg.init()
pg.font.init()
mainloop()
pg.quit()
You'll see it's blending properly with shadow without mixing color with ground tiles.
There could be much better approach or ways to implement this - as I never used pygame before, there would be bunch of good/better stuffs I didn't read on document.
But one thing for sure - always approach your goal with mindset that everything is related to your problem until you reach the goal! Comment you thought it wasn't going to be helpful gave me idea for this design.
One option is a black background, then I use set_alpha() to set how light or dark the tile is (how much the black background is seen through the tile) and no overlay is needed. Thanks to #jupiterbjy's original answer for inspiration.

do all class functions need to be called to be used

I'm new to this so forgive me.
In the follow code on_draw(), on_update(), on_key_press(), and on_key_release() are never called but I know the code works so they do something, but why does it work?
I was under the impression that you had to do something like Mygame.on_update() to use a class function.
class Player(arcade.Sprite):
""" Player class """
def __init__(self, image, scale):
""" Set up the player """
# Call the parent init
super().__init__(image, scale)
# Create a variable to hold our speed. 'angle' is created by the parent
self.speed = 0
def update(self):
# Convert angle in degrees to radians.
angle_rad = math.radians(self.angle)
# Rotate the ship
self.angle += self.change_angle
# Use math to find our change based on our speed and angle
self.center_x += -self.speed * math.sin(angle_rad)
self.center_y += self.speed * math.cos(angle_rad)
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
"""
Initializer
"""
# Call the parent class initializer
super().__init__(width, height, title)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Variables that will hold sprite lists
self.player_list = None
# Set up the player info
self.player_sprite = None
# Set the background color
arcade.set_background_color(arcade.color.BLACK)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
# Set up the player
self.player_sprite = Player(":resources:images/space_shooter/playerShip1_orange.png",
SPRITE_SCALING)
self.player_sprite.center_x = SCREEN_WIDTH / 2
self.player_sprite.center_y = SCREEN_HEIGHT / 2
self.player_list.append(self.player_sprite)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
# Draw all the sprites.
self.player_list.draw()
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on all sprites (The sprites don't do much in this
# example though.)
self.player_list.update()
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
# Forward/back
if key == arcade.key.UP:
self.player_sprite.speed = MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player_sprite.speed = -MOVEMENT_SPEED
# Rotate left/right
elif key == arcade.key.LEFT:
self.player_sprite.change_angle = ANGLE_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_angle = -ANGLE_SPEED
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player_sprite.speed = 0
elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_angle = 0
def main():
""" Main function """
window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()

Cloning issues when trying to move a sprite pygame [duplicate]

I'm building a pong game trying to get better at programming but Im having trouble moving the ball. When the move_right method is called the ellipse stretches to the right instead of moving to the right. I've tried putting the ball variable in the init method but that just makes it not move at all even though the variables should be changing on account of the move_right method. I have also tried setting the x and y positions as parameters in the Ball class,but that just stretches it also.
I don't understand why when I run the following code the ball I'm trying to move stretches to the right instead of moves to the right. Can someone explain why this is happening? I have tried everything I can think of but i can't get it to do what I want.
import pygame,sys
import random
class Ball:
def __init__(self):
self.size = 30
self.color = light_grey
self.x_pos = width/2 -15
self.y_pos = height/2 -15
self.speed = 1
#self.ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
def draw_ball(self):
ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
pygame.draw.ellipse(screen,self.color,ball)
def move_right(self):
self.x_pos += self.speed
class Player:
def __init__(self,x_pos,y_pos,width,height):
self.x_pos = x_pos
self.y_pos = y_pos
self.width = width
self.height = height
self.color = light_grey
def draw_player(self):
player = pygame.Rect(self.x_pos,self.y_pos,self.width,self.height)
pygame.draw.rect(screen,self.color,player)
class Main:
def __init__(self):
self.ball=Ball()
self.player=Player(width-20,height/2 -70,10,140)
self.opponent= Player(10,height/2-70,10,140)
def draw_elements(self):
self.ball.draw_ball()
self.player.draw_player()
self.opponent.draw_player()
def move_ball(self):
self.ball.move_right()
pygame.init()
size = 30
clock = pygame.time.Clock()
pygame.display.set_caption("Pong")
width = 1000
height = 600
screen = pygame.display.set_mode((width,height))
bg_color = pygame.Color('grey12')
light_grey = (200,200,200)
main = Main()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#player = pygame.Rect(width-20,height/2 -70,10,140)
#opponent = pygame.Rect(10,height/2-70,10,140)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#pygame.draw.rect(screen,light_grey,player)
#pygame.draw.rect(screen,light_grey,opponent)
#pygame.draw.ellipse(screen,light_grey,ball)
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
clock.tick(60)
You have to clear the display in every frame with pygame.Surface.fill:
while True:
# [...]
screen.fill(0) # <---
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
# [...]
Everything that is drawn is drawn on the target surface. The entire scene is redraw in each frame. Therefore the display needs to be cleared at the begin of every frame in the application loop. The typical PyGame application loop has to:
handle the events by 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 either pygame.display.update() or pygame.display.flip()

Is there an equivalent of Toastr for PyQt?

I am working on my first PyQt project and I would like to come up with a way to provide the user with success or error messages when they complete tasks. With Javascript in the past, I used Toastr and I was curious if there is anything like it for Python applications. I considered using the QDialog class in PyQt, but I would rather not have separate windows as popups if possible since even modeless dialog windows would be distracting for the user.
UPDATE: I've updated the code, making it possible to show desktop-wise notifications (see below).
Implementing a desktop-aware toaster like widget is not impossible, but presents some issues that are platform dependent. On the other hand, a client-side one is easier.
I've created a small class that is able to show a notification based on the top level window of the current widget, with the possibility to set the message text, the icon, and if the notification is user-closable. I also added a nice opacity animation, that is common in such systems.
Its main use is based on a static method, similarly to what QMessageBox does, but it can also be implemented in a similar fashion by adding other features.
UPDATE
I realized that making a desktop-wise notification is not that hard (but some care is required for cross-platform development, I'll leave that up to the programmer).
The following is the updated code that allows using None as a parent for the class, making the notification a desktop widget instead of a child widget of an existing Qt one. If you're reading this and you're not interested in such a feature, just check the editing history for the original (and slightly simpler) code.
from PyQt5 import QtCore, QtGui, QtWidgets
import sys
class QToaster(QtWidgets.QFrame):
closed = QtCore.pyqtSignal()
def __init__(self, *args, **kwargs):
super(QToaster, self).__init__(*args, **kwargs)
QtWidgets.QHBoxLayout(self)
self.setSizePolicy(QtWidgets.QSizePolicy.Maximum,
QtWidgets.QSizePolicy.Maximum)
self.setStyleSheet('''
QToaster {
border: 1px solid black;
border-radius: 4px;
background: palette(window);
}
''')
# alternatively:
# self.setAutoFillBackground(True)
# self.setFrameShape(self.Box)
self.timer = QtCore.QTimer(singleShot=True, timeout=self.hide)
if self.parent():
self.opacityEffect = QtWidgets.QGraphicsOpacityEffect(opacity=0)
self.setGraphicsEffect(self.opacityEffect)
self.opacityAni = QtCore.QPropertyAnimation(self.opacityEffect, b'opacity')
# we have a parent, install an eventFilter so that when it's resized
# the notification will be correctly moved to the right corner
self.parent().installEventFilter(self)
else:
# there's no parent, use the window opacity property, assuming that
# the window manager supports it; if it doesn't, this won'd do
# anything (besides making the hiding a bit longer by half a second)
self.opacityAni = QtCore.QPropertyAnimation(self, b'windowOpacity')
self.opacityAni.setStartValue(0.)
self.opacityAni.setEndValue(1.)
self.opacityAni.setDuration(100)
self.opacityAni.finished.connect(self.checkClosed)
self.corner = QtCore.Qt.TopLeftCorner
self.margin = 10
def checkClosed(self):
# if we have been fading out, we're closing the notification
if self.opacityAni.direction() == self.opacityAni.Backward:
self.close()
def restore(self):
# this is a "helper function", that can be called from mouseEnterEvent
# and when the parent widget is resized. We will not close the
# notification if the mouse is in or the parent is resized
self.timer.stop()
# also, stop the animation if it's fading out...
self.opacityAni.stop()
# ...and restore the opacity
if self.parent():
self.opacityEffect.setOpacity(1)
else:
self.setWindowOpacity(1)
def hide(self):
# start hiding
self.opacityAni.setDirection(self.opacityAni.Backward)
self.opacityAni.setDuration(500)
self.opacityAni.start()
def eventFilter(self, source, event):
if source == self.parent() and event.type() == QtCore.QEvent.Resize:
self.opacityAni.stop()
parentRect = self.parent().rect()
geo = self.geometry()
if self.corner == QtCore.Qt.TopLeftCorner:
geo.moveTopLeft(
parentRect.topLeft() + QtCore.QPoint(self.margin, self.margin))
elif self.corner == QtCore.Qt.TopRightCorner:
geo.moveTopRight(
parentRect.topRight() + QtCore.QPoint(-self.margin, self.margin))
elif self.corner == QtCore.Qt.BottomRightCorner:
geo.moveBottomRight(
parentRect.bottomRight() + QtCore.QPoint(-self.margin, -self.margin))
else:
geo.moveBottomLeft(
parentRect.bottomLeft() + QtCore.QPoint(self.margin, -self.margin))
self.setGeometry(geo)
self.restore()
self.timer.start()
return super(QToaster, self).eventFilter(source, event)
def enterEvent(self, event):
self.restore()
def leaveEvent(self, event):
self.timer.start()
def closeEvent(self, event):
# we don't need the notification anymore, delete it!
self.deleteLater()
def resizeEvent(self, event):
super(QToaster, self).resizeEvent(event)
# if you don't set a stylesheet, you don't need any of the following!
if not self.parent():
# there's no parent, so we need to update the mask
path = QtGui.QPainterPath()
path.addRoundedRect(QtCore.QRectF(self.rect()).translated(-.5, -.5), 4, 4)
self.setMask(QtGui.QRegion(path.toFillPolygon(QtGui.QTransform()).toPolygon()))
else:
self.clearMask()
#staticmethod
def showMessage(parent, message,
icon=QtWidgets.QStyle.SP_MessageBoxInformation,
corner=QtCore.Qt.TopLeftCorner, margin=10, closable=True,
timeout=5000, desktop=False, parentWindow=True):
if parent and parentWindow:
parent = parent.window()
if not parent or desktop:
self = QToaster(None)
self.setWindowFlags(self.windowFlags() | QtCore.Qt.FramelessWindowHint |
QtCore.Qt.BypassWindowManagerHint)
# This is a dirty hack!
# parentless objects are garbage collected, so the widget will be
# deleted as soon as the function that calls it returns, but if an
# object is referenced to *any* other object it will not, at least
# for PyQt (I didn't test it to a deeper level)
self.__self = self
currentScreen = QtWidgets.QApplication.primaryScreen()
if parent and parent.window().geometry().size().isValid():
# the notification is to be shown on the desktop, but there is a
# parent that is (theoretically) visible and mapped, we'll try to
# use its geometry as a reference to guess which desktop shows
# most of its area; if the parent is not a top level window, use
# that as a reference
reference = parent.window().geometry()
else:
# the parent has not been mapped yet, let's use the cursor as a
# reference for the screen
reference = QtCore.QRect(
QtGui.QCursor.pos() - QtCore.QPoint(1, 1),
QtCore.QSize(3, 3))
maxArea = 0
for screen in QtWidgets.QApplication.screens():
intersected = screen.geometry().intersected(reference)
area = intersected.width() * intersected.height()
if area > maxArea:
maxArea = area
currentScreen = screen
parentRect = currentScreen.availableGeometry()
else:
self = QToaster(parent)
parentRect = parent.rect()
self.timer.setInterval(timeout)
# use Qt standard icon pixmaps; see:
# https://doc.qt.io/qt-5/qstyle.html#StandardPixmap-enum
if isinstance(icon, QtWidgets.QStyle.StandardPixmap):
labelIcon = QtWidgets.QLabel()
self.layout().addWidget(labelIcon)
icon = self.style().standardIcon(icon)
size = self.style().pixelMetric(QtWidgets.QStyle.PM_SmallIconSize)
labelIcon.setPixmap(icon.pixmap(size))
self.label = QtWidgets.QLabel(message)
self.layout().addWidget(self.label)
if closable:
self.closeButton = QtWidgets.QToolButton()
self.layout().addWidget(self.closeButton)
closeIcon = self.style().standardIcon(
QtWidgets.QStyle.SP_TitleBarCloseButton)
self.closeButton.setIcon(closeIcon)
self.closeButton.setAutoRaise(True)
self.closeButton.clicked.connect(self.close)
self.timer.start()
# raise the widget and adjust its size to the minimum
self.raise_()
self.adjustSize()
self.corner = corner
self.margin = margin
geo = self.geometry()
# now the widget should have the correct size hints, let's move it to the
# right place
if corner == QtCore.Qt.TopLeftCorner:
geo.moveTopLeft(
parentRect.topLeft() + QtCore.QPoint(margin, margin))
elif corner == QtCore.Qt.TopRightCorner:
geo.moveTopRight(
parentRect.topRight() + QtCore.QPoint(-margin, margin))
elif corner == QtCore.Qt.BottomRightCorner:
geo.moveBottomRight(
parentRect.bottomRight() + QtCore.QPoint(-margin, -margin))
else:
geo.moveBottomLeft(
parentRect.bottomLeft() + QtCore.QPoint(margin, -margin))
self.setGeometry(geo)
self.show()
self.opacityAni.start()
class W(QtWidgets.QWidget):
def __init__(self):
QtWidgets.QWidget.__init__(self)
layout = QtWidgets.QVBoxLayout(self)
toasterLayout = QtWidgets.QHBoxLayout()
layout.addLayout(toasterLayout)
self.textEdit = QtWidgets.QLineEdit('Ciao!')
toasterLayout.addWidget(self.textEdit)
self.cornerCombo = QtWidgets.QComboBox()
toasterLayout.addWidget(self.cornerCombo)
for pos in ('TopLeft', 'TopRight', 'BottomRight', 'BottomLeft'):
corner = getattr(QtCore.Qt, '{}Corner'.format(pos))
self.cornerCombo.addItem(pos, corner)
self.windowBtn = QtWidgets.QPushButton('Show window toaster')
toasterLayout.addWidget(self.windowBtn)
self.windowBtn.clicked.connect(self.showToaster)
self.screenBtn = QtWidgets.QPushButton('Show desktop toaster')
toasterLayout.addWidget(self.screenBtn)
self.screenBtn.clicked.connect(self.showToaster)
# a random widget for the window
layout.addWidget(QtWidgets.QTableView())
def showToaster(self):
if self.sender() == self.windowBtn:
parent = self
desktop = False
else:
parent = None
desktop = True
corner = QtCore.Qt.Corner(self.cornerCombo.currentData())
QToaster.showMessage(
parent, self.textEdit.text(), corner=corner, desktop=desktop)
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
w = W()
w.show()
sys.exit(app.exec_())
Try it:
import sys
from PyQt5.QtCore import (QRectF, Qt, QPropertyAnimation, pyqtProperty,
QPoint, QParallelAnimationGroup, QEasingCurve)
from PyQt5.QtGui import QPainter, QPainterPath, QColor, QPen
from PyQt5.QtWidgets import (QLabel, QWidget, QVBoxLayout, QApplication,
QLineEdit, QPushButton)
class BubbleLabel(QWidget):
BackgroundColor = QColor(195, 195, 195)
BorderColor = QColor(150, 150, 150)
def __init__(self, *args, **kwargs):
text = kwargs.pop("text", "")
super(BubbleLabel, self).__init__(*args, **kwargs)
self.setWindowFlags(
Qt.Window | Qt.Tool | Qt.FramelessWindowHint |
Qt.WindowStaysOnTopHint | Qt.X11BypassWindowManagerHint)
# Set minimum width and height
self.setMinimumWidth(200)
self.setMinimumHeight(58)
self.setAttribute(Qt.WA_TranslucentBackground, True)
layout = QVBoxLayout(self)
# Top left and bottom right margins (16 below because triangles are included)
layout.setContentsMargins(8, 8, 8, 16)
self.label = QLabel(self)
layout.addWidget(self.label)
self.setText(text)
# Get screen height and width
self._desktop = QApplication.instance().desktop()
def setText(self, text):
self.label.setText(text)
def text(self):
return self.label.text()
def stop(self):
self.hide()
self.animationGroup.stop()
self.close()
def show(self):
super(BubbleLabel, self).show()
# Window start position
startPos = QPoint(
self._desktop.screenGeometry().width() - self.width() - 100,
self._desktop.availableGeometry().height() - self.height())
endPos = QPoint(
self._desktop.screenGeometry().width() - self.width() - 100,
self._desktop.availableGeometry().height() - self.height() * 3 - 5)
self.move(startPos)
# Initialization animation
self.initAnimation(startPos, endPos)
def initAnimation(self, startPos, endPos):
# Transparency animation
opacityAnimation = QPropertyAnimation(self, b"opacity")
opacityAnimation.setStartValue(1.0)
opacityAnimation.setEndValue(0.0)
# Set the animation curve
opacityAnimation.setEasingCurve(QEasingCurve.InQuad)
opacityAnimation.setDuration(4000)
# Moving up animation
moveAnimation = QPropertyAnimation(self, b"pos")
moveAnimation.setStartValue(startPos)
moveAnimation.setEndValue(endPos)
moveAnimation.setEasingCurve(QEasingCurve.InQuad)
moveAnimation.setDuration(5000)
# Parallel animation group (the purpose is to make the two animations above simultaneously)
self.animationGroup = QParallelAnimationGroup(self)
self.animationGroup.addAnimation(opacityAnimation)
self.animationGroup.addAnimation(moveAnimation)
# Close window at the end of the animation
self.animationGroup.finished.connect(self.close)
self.animationGroup.start()
def paintEvent(self, event):
super(BubbleLabel, self).paintEvent(event)
painter = QPainter(self)
painter.setRenderHint(QPainter.Antialiasing) # Antialiasing
rectPath = QPainterPath() # Rounded Rectangle
triPath = QPainterPath() # Bottom triangle
height = self.height() - 8 # Offset up 8
rectPath.addRoundedRect(QRectF(0, 0, self.width(), height), 5, 5)
x = self.width() / 5 * 4
triPath.moveTo(x, height) # Move to the bottom horizontal line 4/5
# Draw triangle
triPath.lineTo(x + 6, height + 8)
triPath.lineTo(x + 12, height)
rectPath.addPath(triPath) # Add a triangle to the previous rectangle
# Border brush
painter.setPen(QPen(self.BorderColor, 1, Qt.SolidLine,
Qt.RoundCap, Qt.RoundJoin))
# Background brush
painter.setBrush(self.BackgroundColor)
# Draw shape
painter.drawPath(rectPath)
# Draw a line on the bottom of the triangle to ensure the same color as the background
painter.setPen(QPen(self.BackgroundColor, 1,
Qt.SolidLine, Qt.RoundCap, Qt.RoundJoin))
painter.drawLine(x, height, x + 12, height)
def windowOpacity(self):
return super(BubbleLabel, self).windowOpacity()
def setWindowOpacity(self, opacity):
super(BubbleLabel, self).setWindowOpacity(opacity)
# Since the opacity property is not in QWidget, you need to redefine one
opacity = pyqtProperty(float, windowOpacity, setWindowOpacity)
class TestWidget(QWidget):
def __init__(self, *args, **kwargs):
super(TestWidget, self).__init__(*args, **kwargs)
layout = QVBoxLayout(self)
self.msgEdit = QLineEdit(self, returnPressed=self.onMsgShow)
self.msgButton = QPushButton("Display content", self, clicked=self.onMsgShow)
layout.addWidget(self.msgEdit)
layout.addWidget(self.msgButton)
def onMsgShow(self):
msg = self.msgEdit.text().strip()
if not msg:
return
if hasattr(self, "_blabel"):
self._blabel.stop()
self._blabel.deleteLater()
del self._blabel
self._blabel = BubbleLabel()
self._blabel.setText(msg)
self._blabel.show()
if __name__ == "__main__":
app = QApplication(sys.argv)
w = TestWidget()
w.show()
sys.exit(app.exec_())
There is nothing like that even in Qt 6.
Anyways, you said "but I would rather not have separate windows as popups if possible since even modeless dialog windows would be distracting for the user.".
Yes, there are two things necessary for the toast, and there is a solution.
Should not be a separated window - Qt.SubWindow
self.setWindowFlags(Qt.SubWindow)
Should ignore the mouse event, be unable to focus - Qt.WA_TransparentForMouseEvents
self.setAttribute(Qt.WA_TransparentForMouseEvents, True)
Based on those rules, i made the toast that user can set the text, font, color(text or background) of it.
Here is my repo if you want to check the detail: https://github.com/yjg30737/pyqt-toast

How can I create thousands of images and pixels in the screen at the same time? using Python

For a simulation project, I need to create and manage a huge number of individual pixels and small gifs in a graphics environment under python.
I tried "graphics.py". But, it crashes after adding around 3000 objects. The error code is not self-explanatory:
"Python has stopped working" Problem signature: Problem Event Name: APPCRASH Application Name: python.exe Application Version: 3.5.1150.1013 Application Timestamp: 576eff6a Fault Module Name: tcl86t.dll
Do you have any idea what is the problem? Even, is "graphics.py" suitable for handling a great number of objects?
Thanks
ADDED:
Here is a sample of when I instantiate a new object or move it:
...
self.image__ = Image(Point(self.x_, self.y_), 1, 1)
#shaping image with some pixels
self.shape_single_cell()
#sending image to the screen
CreatureSingleCell.world_handle__.draw_image(self.image__)
...
#moving the image to a new spot in the screen
def action_single_cell_moving(self, dx, dy):
self.image__.move(dx, dy)
Not a final answer yet, but just so you have something to look at for the meantime, I created a simulation where I have 1000 squares which randomly twitch around. Using the simple but slow techniques involving glBegin that I mentioned in my comments, I still get about 60 fps, while at 10000 objects, it drops to 7 fps. No texturing or object birth/death at the moment, but I thought it might be a good start. Is this a reasonable representation of your evolution simulation? Also let me know what performance you get on your computer and if this is sufficiently fast for your simulation purposes or if it needs to switch to more complicated/advanced techniques.
from OpenGL.GL import *
from OpenGL.GL import shaders
from OpenGL.GLU import *
import math
import pygame
import random
import sys
import time
class Creature(object):
def __init__(self):
self.size = 10
self.x = 0
self.y = 0
def move(self, dx, dy):
self.x += dx
self.y += dy
def set_pos(self, x, y):
self.x = x
self.y = y
class Simulation(object):
def __init__(self, world_size, num_creatures=1000, max_move=1):#not really max by pythagorean theorem
self.width, self.height = world_size
self.max_move = max_move
self.creatures = self.setup(num_creatures)
def setup(self, num_creatures):
creatures = []
for i in range(num_creatures):
x = int(random.random()*self.width)
y = int(random.random()*self.height)
creature = Creature()
creature.set_pos(x, y)
creatures.append(creature)
return creatures
def update(self):
for creature in self.creatures:
dx = int(round(random.uniform(-self.max_move, self.max_move)))
dy = int(round(random.uniform(-self.max_move, self.max_move)))
creature.move(dx, dy)
if __name__ == "__main__":
width = 800
height = 600
title = "Random Simulation"
target_fps = 60
pygame.init()
size = (width, height)
flags = pygame.DOUBLEBUF|pygame.OPENGL
pygame.display.set_mode(size, flags)
pygame.display.set_caption(title)
c = Creature()
sim = Simulation(size)
prev_time = time.time()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
pygame.quit()
sim.update()
glClear(GL_COLOR_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, width, height, 0, -1, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
for i in sim.creatures:
glBegin(GL_QUADS)
glVertex(i.x - i.size/2.0, i.y - i.size/2.0)
glVertex(i.x + i.size/2.0, i.y - i.size/2.0)
glVertex(i.x + i.size/2.0, i.y + i.size/2.0)
glVertex(i.x - i.size/2.0, i.y + i.size/2.0)
glEnd()
pygame.display.flip()
curr_time = time.time()
diff = curr_time - prev_time
delay = max(1.0/target_fps - diff, 0)
time.sleep(delay)
fps = 1.0/(delay + diff)
prev_time = curr_time
pygame.display.set_caption("{0}: {1:.2f}".format(title, fps))

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