sâmbătă, 1 octombrie 2016

PyGame - effects - part 003.

This is a part 003 from pygame tutorial series and is a little more advanced for you. The reason come with get_palette and set_palette functions and gif image with 8 bits.
Of course I could use pygame.PixelArray but is not the purpose of this tutorial.
The python script come with one surface screen, one surface for image and also one surface of blur.
I set resolution to be sized at 640,480. I have motion vectors for two directions and with this I make a circle follow path from sin and cos.
The path come from x and y variables ( width and height).
With angle_xd and angle_yd I increment the angles.
This is the result:
This is the source code:
import pygame, pygame.transform, pygame.image
from pygame.surfarray import *
from pygame.locals import *
from numpy import *
resolution  = array((640,480))
PI  = 3.14159
DEG2RAD = PI/180
print resolution[0], resolution[1]

def main():
    
    pygame.init()

    screen = pygame.display.set_mode(resolution,0,8)
    sprite = pygame.image.load("test_random.gif")
    sprite.set_palette(sprite.get_palette())
    sprite.set_colorkey((255,255,255))
    screen.set_palette(sprite.get_palette())
    area_work = pygame.Surface(resolution,0,8)
    area_work.set_palette(sprite.get_palette())

    angle_xd = 0
    angle_yd = 0
    
    while 1:

        for e in pygame.event.get():
            if e.type in (QUIT,KEYDOWN,MOUSEBUTTONDOWN):
                return
        x    = ((resolution[0])/5)*cos((angle_xd*DEG2RAD))+((resolution[0])/2-128)
        print x
        y    = ((resolution[1])/5)*sin((angle_yd*DEG2RAD))+((resolution[1])/2-128)
        angle_xd  += 1
        angle_yd  += 1
        area_work = pygame.transform.scale(screen, (resolution[0]+8,resolution[1]+8))
        tmp = pygame.surfarray.array2d(area_work)
        blur = array(tmp)
        blur[1:,:]  += tmp[:-1,:]*32
        blur[:-1,:] += tmp[1:,:]*32
        blur[:,1:]  += tmp[:,:-1]*32
        blur[:,:-1] += tmp[:,1:]*32
        blur /= 31
        blit_array(screen, blur[8:resolution[0]+32,8:resolution[1]+32])
        screen.blit(sprite,(x,y))
 pygame.display.update()

if __name__ == '__main__': main()

joi, 22 septembrie 2016

PyGame - effects - part 002.

This is another tutorial about pygame and python 2.7 is very simple.
I make this tutorial for educational purposes for the children versus python language.
I used for most common variables the romanian language and this will allow you to understand well the variables versus python language script.
I used this version of python:
C:\Python27>python.exe
Python 2.7.8 (default, Jun 30 2014, 16:08:48) [MSC v.1500 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>>
This python script come with few functions:
Imagine_hasurata - fill the image 
ImaginePicatura - draw drop
Pregatire - setup drawing
I let rect variable for python pygame sprite.py ( need to be set the name to rect from rectangle).
Also I have two python class to make the drop and trail drop into screen.

This is the effect result:
pygame python
This is the python script:
#! /usr/bin/env python
import pygame, random
from pygame.locals import *

aleator = 1.5
ecran_x = 640
ecran_y = 480
acceleratie = 1.0
marime_picatura = (3, 3)
culoare_start = 255
culoare_stop = 0
culoare_intre = 2

def Imagine_hasurata(f, i):
    lungime = f - i + 1
    interval = (culoare_start - culoare_stop) / (culoare_intre + 1)
    imagini = []
    for x in range(culoare_intre):
        image = pygame.Surface((1, lungime)).convert()
        color = culoare_start - (x + 1)*interval
        image.fill((color, color, color))
        imagini.append(image)
    return imagini

def ImaginePicatura():
    image = pygame.Surface(marime_picatura).convert()
    image.fill((culoare_start, culoare_start, culoare_start))
    return image

def Pregatire(Picatura, trasa):
    y = 0.0
    v = 0.0
    ylist = []
    while int(y) <  ecran_y:
        ylist.insert(0, int(y))
        v = v + acceleratie
        y = y + v
    Picatura.ylist = ylist[:]
    ylist.insert(0, ecran_y)
    trasa.imageset = []
    for i in range(len(ylist) - 1):
        trasa.imageset.insert(0, Imagine_hasurata(ylist[i], ylist[i + 1]))

class Picatura(pygame.sprite.Sprite):
    def __init__(self, x):
        pygame.sprite.Sprite.__init__(self, self.updategroup, self.displaygroup)
        self.rect = self.image.get_rect()
        self.rect.centerx = x
        self.trasaindex = 0
        self.ynum = len(self.ylist)
    def update(self):
        self.ynum = self.ynum - 1
        if self.ynum < 0:
            self.kill()
        else:
            self.rect.centery = self.ylist[self.ynum]
            Trasare(self, self.trasaindex)
            self.trasaindex = self.trasaindex + 1

class Trasare(pygame.sprite.Sprite):
    def __init__(self, Picatura, trasaindex):
        pygame.sprite.Sprite.__init__(self, self.updategroup)
        self.imagini = self.imageset[trasaindex]
        self.rect = self.imagini[0].get_rect()
        self.rect.midtop = Picatura.rect.center
        self.update = self.start
    def start(self):
        self.add(self.displaygroup)
        self.update = self.fade
        self.imagenum = 0
        self.fade()
    def fade(self):
        if self.imagenum == len(self.imagini):
            self.kill()
        else:
            self.image = self.imagini[self.imagenum]
            self.imagenum = self.imagenum + 1

def main():
    pygame.init()
    ecran = pygame.display.set_mode((ecran_x, ecran_y))
    fundal = pygame.Surface(ecran.get_rect().size)

    updategroup = pygame.sprite.Group()
    displaygroup = pygame.sprite.RenderUpdates()

    Picatura.image = ImaginePicatura()
    Pregatire(Picatura, Trasare)

    for thing in [Picatura, Trasare]:
        thing.updategroup = updategroup
        thing.displaygroup = displaygroup

    ceas = pygame.time.Clock()

    while 1:

        for event in pygame.event.get():
            if event.type == QUIT:
                return

        displaygroup.clear(ecran, fundal)
        updategroup.update()

        if random.random() < aleator:
            Picatura(random.randrange(ecran_x))

        pygame.display.update(displaygroup.draw(ecran))
        ceas.tick(10)

if __name__ == '__main__':
    main()

miercuri, 27 ianuarie 2016

PyGame - effects - part 001.

Today I come one simple and nice tutorial about pygame python module over python version 3.4 .
The python script just make two effects. First is one fade effect from transparent to black.I also added one green color.
Another effect come with the dizzy star base math python module and random python module.
Because this combined colors grean and blue are funny I make star blue.
The script is simple :
  • created variables;
  • make pygame windows; 
  • make fade background function;
  • make one class for shape ( and this can be updated );
  • make loop the game and escape key option;
  •  ... and finally add shape class and variable into loop pygame script.
Let's see the script:
# Cătălin George Feștilă 
# http://free-tutorials.org

import pygame
import random
import math
from pygame.locals import *

#initialize pygame and random seed
pygame.init()
random.seed()

#transparent to black for fade effect
def background_fade():
    rec = pygame.Surface(screensize)
    if frame != 0:
        rec.set_alpha(10)
        rec.fill((0,0,0))
    else:
        rec.set_alpha(255)
        rec.fill(draw_color)
    screen.blit(rec,(0,0))
    del rec

#all mathmatical shapes
class shape():
    xy = [0,0]   #location
    rot = [0.0,0.0] #rotation
    color = '.'   #color/shape value
    dim_size = 1
 #constructor
    def __init__(self,xy,dim_size,color):
        self.xy = xy
        self.dim_size = dim_size
        
        self.rot = [(random.random()*(math.pi)),.002]
        self.color = color
 
 #define shape
    def set_shape(self,color):
        self.color = color
    
 #draw shape    
    def draw(self):
        #rotation
        self.rot[0] += self.rot[1]
        if self.rot[0] &gt; math.pi*2:
            self.rot[0] -= math.pi*2
        #blue/star
        if self.color == 'blue':
            for x in range(5):
                pygame.draw.aaline(screen,(0,0,255),\
                        (((math.cos(self.rot[0]+(x*((math.pi*2)/5)))*self.dim_size)+self.xy[0]),\
                        ((math.sin(self.rot[0]+(x*((math.pi*2)/5)))*self.dim_size)+self.xy[1])),\
                        (((math.cos(self.rot[0]+((x+2)*((math.pi*2)/5)))*self.dim_size)+self.xy[0]),\
                        ((math.sin(self.rot[0]+((x+2)*((math.pi*2)/5)))*self.dim_size)+self.xy[1])),\
                        1)

#start main pygame effect
while 1:
    #create variable for pygame
    screensize = (640,480)
    screen = pygame.display.set_mode(screensize, 0, 32)
    clock = pygame.time.Clock()
    #set frame 
    frame = 0
    draw_color = [0,255,0]
    #reftime = pygame.time.get_ticks()
    text = pygame.font.Font(None,25)
    #start drawing
    while 1:
        clock.tick(30)
        shapetest=shape((320,240),100,'blue')
        shapetest.draw()
        #check if is pressed any key 
        pygame.event.get()
        #if is press escape key
        if pygame.key.get_pressed()[pygame.K_ESCAPE]:
            pygame.quit()
            exit()
        #print clock.get_fps() on windows title
        pygame.display.set_caption(str(clock.get_fps()))   
        pygame.display.update()
        #start fade background
        background_fade()
        #change var frame for background_fade
        frame += 1
        #stop when frame is 100
        if frame == 100:
         break

    frame = 0
    
    pygame.display.update()
    background_fade()

    frame += 1
I make one screenshot to see how it's working.

sâmbătă, 26 decembrie 2015

PyGame and Star Wars - tutorial from internet.

This web tutorial will show you how to make your Star Wars carnival.
The autor of this article - Koldo Santisteban show us how to deal with Arduino device and Pygame python module.

duminică, 21 decembrie 2014

PyGame - using sound, mixer, volume, channels, fade-in and out effect .

PyGame module come with sound feature and this allow users to test some effects.
The next source code will make a window and also will play a song.
After, You can test all effects with python version 3.4.1 .
Just see the keys from source code and test it. The song is a ogg file.
I used this sample from a recording of the album Through the Devil Softly by the artist Hope Sandoval and The Warm Inventions from here.

Let's see the python script:
import pygame, sys

blue = (55, 75, 155)
 
pygame.init()
pygame.display.set_caption('pygame - using sound effect')
size = [460, 100]
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
 
# load sound file
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096)

pygame.mixer.music.set_volume(0.5)
sound = pygame.mixer.Sound("bird.ogg")
snd_array = pygame.sndarray.array(sound)
snd_out = pygame.sndarray.make_sound(snd_array)
snd_out.play()

mychannel=pygame.mixer.find_channel()
while pygame.mixer.find_channel is None: 
    print (pygame.mixer.find_channel)
allchannels=pygame.mixer.get_num_channels()
print ('all channels - ',allchannels)
print ('duration -',sound.get_length(),' seconds')
print ('press 1 - play sound')
print ('press 2 - play sound in a loop')
print ('press 3 - play sound with 9 seconds fade-in effect')
print ('press 4 - play sound just for 9 seconds')
print ('press 5 - play sound 3 more times')
print ('press 9 - stop playing with fadeout effect set 9 ')
print ('press 0 - stop playing instantly')
print ('press up arrow key - up volume')
print ('press down arrow key - down volume')
 
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_1:
                sound.play()
            if event.key == pygame.K_2:
                sound.play(-1)
            if event.key == pygame.K_3:
                sound.play(-1, fade_ms=9000)
            if event.key == pygame.K_4:
                sound.play(-1, 9000)
            if event.key == pygame.K_5:
                sound.play(3)
            if event.key == pygame.K_9:
                sound.fadeout(9000)
            if event.key == pygame.K_0:
                sound.stop()
            if event.key == pygame.K_UP:
                sound.set_volume(sound.get_volume()+0.1)
                print(sound.get_volume())
            if event.key == pygame.K_DOWN:
                sound.set_volume(sound.get_volume()-0.1)
                print(sound.get_volume())
    screen.fill(blue)
    pygame.display.update()
    clock.tick(10)

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