Show me an example

sâmbătă, 7 septembrie 2013

PyGame - first interface - part 6 .

I will show you how to make a menu with buttons using pygame module.

The example is simple but you can update with new features.

I will make some buttons : Start game, Options and Exit game.

The pygame come with rect function to draw rectangles.

I start with one python class named my_button.

Like any graphic interface is need to make visual elements and link with actions.

For each button I draw one rectangle with text and functions to check mouse.

The functions of my_button are:

label - will add some text;

color - change color when button is hovering:

draw - will deal with drawing the button ,color and mouse...;

check_hover - return boolean value based on mouse over my_button;

import pygame

pygame.init()

class my_button:
   def __init__(self, text):
      self.text = text
      self.is_hover = False
      self.default_color = (100,100,100)
      self.hover_color = (0,255,25)
      self.font_color = (0,0,255)
      self.obj = None
      
   def label(self):
      font = pygame.font.Font(None, 22)
      return font.render(self.text, 1, self.font_color)
      
   def color(self):
      if self.is_hover:
         return self.hover_color
      else:
         return self.default_color
         
   def draw(self, screen, mouse, rect_coord, label_coord):
      self.obj  = pygame.draw.rect(screen, self.color(), rect_coord)
      screen.blit(self.label(), label_coord)
      self.check_hover(mouse)
      
   def check_hover(self, mouse):
      if self.obj.collidepoint(mouse):
         self.is_hover = True 
      else:
         self.is_hover = False
         
if __name__ == '__main__':

         
   start = my_button('Start game')
   option = my_button('Option')
   exit = my_button('Exit game')
   
   screen = pygame.display.set_mode((400,350))
   clock = pygame.time.Clock()

   run = True
   while run:
      screen.fill((0,0,0))
      mouse = pygame.mouse.get_pos()
      for event in pygame.event.get():
         if event.type == pygame.QUIT:
            run = False
         elif event.type == pygame.MOUSEBUTTONDOWN:
            if my_button_.obj.collidepoint(mouse):
               print('my_button start clicked')
            elif my_button_2.obj.collidepoint(mouse):
               print('my_button option clicked')
            elif my_button_3.obj.collidepoint(mouse):
               print('my_button exit clicked')
      
      start.draw(screen, mouse, (100,100,120,22), (125,103))
      option.draw(screen, mouse, (100,130,120,22), (125,133))
      exit.draw(screen, mouse, (100,160,120,22), (125,163))
      
      pygame.display.update()
      clock.tick(50)

... and this is result of the pygame script.

luni, 2 septembrie 2013

PyGame - first interface - part 5

Today I worked with pygame and OpenGL python modules.

I want to make a simple script to test and load pygame , OpenGL modules.

This is the script and give me also in vars some opengl features.

If modules and features can be loaded then return True or False in some vars.

import sys

try:
    import OpenGL
    from OpenGL.GL import *
    bOpenGL=True
except:
    bOpenGL=False
   
try:
    from OpenGL.GLU import *
    bGLU=True
except:
    bGLU=False

try:
    from OpenGL.GLUT import *
    bGLUT=True
except:
    bGLUT=False

try:
    from OpenGL.GL.EXT import *
    bEXT=True  
except:
    bEXT=False

try:
    from OpenGL.GL.ARB.shader_objects import *
    bshader_objects=True
except:
    bshader_objects=False
try:
    from OpenGL.GL.ARB.vertex_shader import *
    bvertex_shader=True
except:
    bvertex_shader=False
try:
    from OpenGL.GL.ARB.fragment_shader import *
    bfragment_shader=True
except:
    bfragment_shader=False
try:    
    from OpenGL.GL.ARB.multitexture import *
    bmultitexture=True
except:
    bmultitexture=False

if sys.version_info.major < 3:
    print "Python vers=",sys.version_info
    print "bOpenGL=", bOpenGL
    print "OpenGL vers=",OpenGL.__version__
    print "bGLU=", bGLU
    print "bGLUT=", bGLUT
    print "bEXT=", bEXT
    print "bshader_objects=", bshader_objects
    print "bvertex_shader=", bvertex_shader
    print "bfragment_shader=", bfragment_shader
    print "bmultitexture=", bmultitexture
else:
    print ("Python vers=",sys.version_info)
    print ("bOpenGL=", bOpenGL)
    print ("OpenGL vers=",OpenGL.__version__)
    print ("bGLU=", bGLU)
    print ("bGLUT=", bGLUT)
    print ("bEXT=", bEXT)
    print ("bshader_objects=", bshader_objects)
    print ("bvertex_shader=", bvertex_shader)
    print ("bfragment_shader=", bfragment_shader)
    print ("bmultitexture=", bmultitexture)

The output result is this :

$ python test.py 
Python vers= sys.version_info(major=2, minor=7, micro=3, releaselevel='final', serial=0)
bOpenGL= True
OpenGL vers= 3.0.1
bGLU= True
bGLUT= True
bEXT= True
bshader_objects= True
bvertex_shader= True
bfragment_shader= True
bmultitexture= True

joi, 15 august 2013

Working with Pygame Subset for Android - part 1

If you want to using pygame with android the you need to deal with PGS4A.

You can read the steps from the website but also you can see this tutorial with one example.

I use the python pygame script from here.

I don't add anything to the script and it's working very well on my tablet.

Many users told us to use something like that:

import android
android.init()

I don't use this just the python script from my example.

First after you download and unrchive the PGS4A - Pygame Subset for Android go to in folder and will see this files:

usertest@home:~/pgs4a-0.9.6$ ls
android.py  blacklist.txt       doc               private         src
assets      buildlib            libs              python-install  templates
bin         default.properties  local.properties  res             whitelist.txt

Now you need to test it if is working well...

usertest@home:~/pgs4a-0.9.6$ ./android.py test

All systems go!

... and install the android SDK.You will need to give all answers is need it.

usertest@home:~/pgs4a-0.9.6$ ./android.py installsdk

I'm compiling a short test program, to see if you have a working JDK
on your system.


The JDK is present and working. Good!


I'm downloading Apache Ant. This might take a while.


I'm extracting Apache Ant.


I've finished unpacking Apache Ant.


Opening http://developer.android.com/sdk/terms.html in a web browser.


Do you accept the Android SDK Terms and Conditions?
yes/no> yes

I'm downloading the Android SDK. This might take a while.

Created new window in existing browser session.

I'm extracting the Android SDK.


I've finished unpacking the Android SDK.


I'm about to download and install the required Android packages. This
might take a while.

Refresh Sources:
  Fetching https://dl-ssl.google.com/android/repository/addons_list-2.xml
  Validate XML
  Parse XML
  Fetched Add-ons List successfully
  Refresh Sources
  Fetching URL: https://dl-ssl.google.com/android/repository/repository-7.xml
  Validate XML: https://dl-ssl.google.com/android/repository/repository-7.xml
....
    Starting ADB server succeeded.
  Done. 5 packages installed.

I'm updating the library packages.

Updated local.properties
No project name specified, using project folder name 'library'.
If you wish to change it, edit the first line of build.xml.
Added file android-sdk/extras/google/play_licensing/library/build.xml
Added file android-sdk/extras/google/play_licensing/library/proguard-project.txt
Updated local.properties
No project name specified, using project folder name 'downloader_library'.
If you wish to change it, edit the first line of build.xml.
Added file android-sdk/extras/google/play_apk_expansion/downloader_library/build.xml
Added file android-sdk/extras/google/play_apk_expansion/downloader_library/proguard-project.txt

I've finished installing the required Android packages.


I can create an application signing key for you. Signing an
application with this key allows it to be placed in the Android Market
and other app stores.

Do you want to create a key?
yes/no> yes

I will create the key in the android.keystore file.

You need to back this file up. If you lose it, you will not be able to
upgrade your application.

You also need to keep the key safe. If evil people get this file, they
could make fake versions of your application, and potentially steal
your users' data.

Will you make a backup of android.keystore, and keep it in a safe
place?
yes/no> yes

Please enter your name or the name of your organization.
> free-tutorials.org

I've finished creating android.keystore. Please back it up, and keep
it in a safe place.


It looks like you're ready to start packaging games.

After that let's see the files we have it...

usertest@home:~/pgs4a-0.9.6$ ls
android.keystore             bin                    local.properties
android.py                   blacklist.txt          private
android-sdk                  buildlib               python-install
android-sdk_r20-linux.tgz    default.properties     res
apache-ant                   doc                    src
apache-ant-1.8.4-bin.tar.gz  libpeerconnection.log  templates
assets                       libs                   whitelist.txt

My pygame script is locate in : ~/Dropbox/AndroidApp/pygame-android/test001.

How I make the android application ? First I configure the application. You need to give all answers when use configure args...

usertest@home:~/pgs4a-0.9.6/bin$ ./android.py configure ~/Dropbox/AndroidApp/pygame-android/test001

... next I build it. If you use : install then will expect the emulator or device to install it. I don't use install , just release.

usertest@home:~/pgs4a-0.9.6/bin$ ./android.py build ~/Dropbox/AndroidApp/pygame-android/test001 release

After that will see in the bin folder your android pygame application.

usertest@home:~/pgs4a-0.9.6/bin$ ls
AndroidManifest.xml    classes.dex.d  test001-1.ap_.d
AndroidManifest.xml.d  jarlist.cache  test001-1-release.apk
build.prop             proguard.txt   test001-1-release-unaligned.apk
classes                res            test001-1-release-unsigned.apk
classes.dex            test001-1.ap_  test001-1-release-unsigned.apk.d

Let's see how is working...

PyGame - first interface - part 4

This is another tutorial about pygame.

Tha main goal of this tutorial is to make one box with some text for your application or game.

First i import the pygame module and I set two colors : black and green:

import pygame
import pygame.font
import pygame.event
import pygame.draw
import string
from pygame.locals import *
black=(0,0,0)
green=(0,255,0)

Tne next step is to make a function to create the display box.

def display_box(screen,mess):
        fontobject = pygame.font.Font(None,18)
        pygame.draw.rect(screen,black,((screen.get_width() / 2) - 100,
                (screen.get_height() / 2) - 10,200,20), 0)
        pygame.draw.rect(screen,green,((screen.get_width() / 2) - 101,
                (screen.get_height() / 2) - 11,200,20), 1)
        if len(mess) != 0:
                screen.blit(fontobject.render(mess, 1, (25,255,25)),
                ((screen.get_width() / 2) - 100, (screen.get_height() / 2) - 9))
        pygame.display.flip()

Let's start the pygame window and display the box.

if __name__ == '__main__':
        pygame.init()
        pygame.display.set_caption("Hello world")
        screen = pygame.display.set_mode((320,240))
        pygame.font.init()
        mess = []
        while 1:
                display_box(screen,"Hello world text")
                pygame.display.update()
                pygame.time.delay(10)
                for event in pygame.event.get():
                        if event.type in (pygame.QUIT,pygame.KEYDOWN,pygame.MOUSEBUTTONDOWN):
                                raise SystemExit

The result of this source of code can be see in the next image.

You can also change this source of code to make editbox or another GUI elements.

vineri, 9 august 2013

PyGame - first interface - part 3

Today I will show you just few tips about pygame window.

If we want to put the window in the centre of the screen we can use this:

import os
os.environ['SDL_VIDEO_CENTERED'] = '1'

Most of the pygame windows is made by :

def main():
  background_colour = (25,25,255)
  screen = pygame.display.set_mode((320,240))
  screen.fill(background_colour)

This will create this window:

Now if you don't need a title window , like the next image...

... then you need to use this source code :

  screen = pygame.display.set_mode((320,240),NOFRAME)

luni, 24 iunie 2013

The pygame module come without font module.

Today I try to see some old python source code.

I got this error and seam many python users have same error.

NotImplementedError: font module not available
(ImportError: No module named font)

It's the last release of pygame.

When I try to config the pygame I got this

pygame-1.9.1release]$ python2.7 config.py
Using UNIX configuration...


Backup existing "Setup" file [Y/n]:

Hunting dependencies...
sh: smpeg-config: command not found
WARNING: "smpeg-config" failed!
SDL     : found 1.2.13
FONT    : not found
IMAGE   : found
MIXER   : not found
SMPEG   : not found
PNG     : found
JPEG    : found
SCRAP   : found
PORTMIDI: not found
PORTTIME: not found


Warning, some of the pygame dependencies were not found. Pygame can still
compile and install, but games that depend on those missing dependencies
will not run. Would you like to continue the configuration? [Y/n]:

Not only FONT is not here. I will try to fix this issue.

duminică, 3 martie 2013

5 simple rules help you to programming in pygame.

Some rules when you want to use pygame:

1. Use hardware rendering :

>>> import pygame 
>>> show=pygame.display.set_mode((400,400), pygame.HWSURFACE | pygame.DOUBLEBUF)

2. Use function convert and load bmp file.

>>> im=pygame.image.load("9.bmp").convert()

... also you got error:

>>> im2=pygame.image.load("9.png")
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
pygame.error: File is not a Windows BMP file

3. Don't use reserved words in your variables, like display, time ...

4. Be advice about low performance. For example: simple 2D game no need to use threads. Also bad configuration of game , wrong sprites , group classes used or using unoptimized images heavily and you will have a low performance.

5. Use profiler to test how much time your game spend on event handling, computing and drawing. Don't guess what is wrong?