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joi, 1 august 2019

PyGame : First interface - part 11.

This is python module named pygameMenu can help us to develop another step into the interface issue. This python module is simple, lightweight and easy to use and the last release from a day ago comes with the version is 2.0.1. The install step is easy with the pip tool:
pip install pygame-menu==2.0.1
Collecting pygame-menu==2.0.1
...
      Successfully uninstalled pygame-menu-1.96.1
Successfully installed pygame-menu-2.0.1 pyperclip-1.7.0
This python module are supported by currently python 2.7+ and 3.4+ (3.4, 3.5, 3.6, 3.7). You need to have the pygame python module install it on your operating system. If not you will get this error then reinstall the pygame with pip3 tool:
...
    from pygame.base import *
ModuleNotFoundError: No module named 'pygame.base'
You cam find more here. Let's see one simple example:
import sys
import pygame
import pygameMenu
from random import randint
from random import randrange
from pygame.locals import *
from pygameMenu.locals import*
#  create the menu 
class GameMenu():
    # this will used on click's 
    def test(self):
        print('test')
    # this will create the menu with some features
    def my_menu_game(self):
        self.my_menu_game = pygameMenu.Menu(get_display,
                                   font=pygameMenu.font.FONT_BEBAS,
                                   dopause=False,
                                   menu_color=(0, 10, 176),  # Background color
                                   menu_color_title=(0, 76, 76),
                                   menu_height= 240,
                                   menu_width=320,
                                   onclose=pygameMenu.events.DISABLE_CLOSE,
                                   option_shadow=True,
                                   option_shadow_position=pygameMenu.locals.POSITION_SOUTHEAST,

                                   title='Help',
                                   window_height=480,
                                   window_width=640
                                        )
        # add some items on menu 
        self.my_menu_game.add_option('Test!', self.test)
        self.my_menu_game.add_selector('Select', [('eazy', 'EASY'),
                                                     ('medium', 'MEDIUM'),
                                                     ('hard', 'HARD')],
                                onreturn = False,
                                onchange = self.test)
        self.my_menu_game.add_option('Exit', self.test)



        # Loop the game and get menu events
        while True:
            # clock count
            clock.tick(60)
            # events for menu 
            events = pygame.event.get()
            for event in events:
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()

            # create menu
            self.my_menu_game.mainloop(events)

            # the flip display function 
            pygame.display.flip()


# init the pygame 
pygame.init()

# default pygame init
get_display=pygame.display.set_mode((640,480))
pygame.display.set_caption("My Menu")
clock = pygame.time.Clock()

# create the menu
game_menu = GameMenu()
game_menu.my_menu_game() 
The result of this source code can be see into the next screenshot:

sâmbătă, 6 iulie 2019

PyGame : Using the fullscreen with PyGame.

In this tutorial, I will show you how to use the fullscreen feature with pygame python module.
The scrip I used uses two keys: F12 for fullscreen and ESC for quit to windows.
The script starts with the default initialization of the PyGame python module.
The open the window in fullscreen with a resolution of 1024x768.
Using the while True condition you can change it into window mode with a resolution of 640x480 by pressing the F12 key.
In this loop is set the key ESC to quit the application.
import pygame,sys
pygame.init()
#set the fullscreen - my display is 1024 by 576
screen = pygame.display.set_mode((1024, 576),pygame.FULLSCREEN,32) 
pygame.display.set_caption("Example fullscreen")
cursor_x,cursor_y = 0,0
cmddown = False
fullscreen = True
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            #Toggle Fullscreen (press escape to exit/enter fullscreen)
            if event.key == pygame.K_F12:
                if fullscreen == True:
                    #exits fullscreen
                    screen = pygame.display.set_mode((640, 480)) 
                    pygame.display.set_caption("Example window 640x480")
                    fullscreen = False
                else:
                    screen = pygame.display.set_mode((1024, 576),pygame.FULLSCREEN,32)
                    pygame.display.set_caption("Example fullscreen 1024x768")
                    fullscreen = True
            if event.key == pygame.K_ESCAPE:
                if cmddown == True:
                    pygame.quit()
                    sys.exit()
        elif event.type == pygame.KEYUP:
            cmddown = False
    screen.fill((0,0,0))
    pygame.display.flip()

sâmbătă, 1 iunie 2019

PyGame : Testing example of pygame module.

The Pygame python module is a good way to start programming games.
This python module comes with examples, see the official webpage.
These should help get you started with Pygame.
The source code for these examples is in the public domain.
Today I will show you how to find and run an example from this python module.
Let's start with these commands:
C:\Python373>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD6
4)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> import pygame.examples.aliens
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
>>> pygame.examples.aliens.__file__
'C:\\Python373\\lib\\site-packages\\pygame\\examples\\aliens.py'
>>> pygame.examples.aliens.main()
The result of running the aliens game.

joi, 30 mai 2019

PyGame : First interface - part 10.

Today I will create a maze can be used into pygame interface gaming area.
The algorithm starts at a random cell.
Mark the current cell as visited, and get a list of its neighbors.
Now, for each neighbor, starting with a randomly selected neighbor.
If that neighbor hasn't been visited, remove the wall between this cell and that neighbor.
Use this recourse idea with that neighbor as the current cell.
Let's see the source code:
import os
import pygame
from pygame.locals import *
from random import choice
# create a maze cell with rect sized 6 pixels
class maze_cell(pygame.sprite.Sprite):
    w, h = 6, 6

    def __init__(self, x, y, maze):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface([self.w, self.h])
        self.image.fill((0, 0, 255))
        self.rect = self.image.get_rect()
        self.rect.x = x * self.w
        self.rect.y = y * self.h

        self.x = x
        self.y = y
        self.maze = maze
        self.nbs = [(x + nx, y + ny) for nx, ny in ((-2, 0), (0, -2), (2, 0), (0, 2))
                    if 0 <= x + nx < maze.w and 0 <= y + ny < maze.h]
    # draw screen with pygame blit 
    def draw(self, screen):
        screen.blit(self.image, self.rect)
# create the maze wall 
class maze_wall(maze_cell):
    def __init__(self, x, y, maze):
        super(maze_wall, self).__init__(x, y, maze)
        self.image.fill((0, 0, 0))
        self.type = 0
# create the maze by generate into grid 
class create_maze:
    def __init__(self, size):
        self.w, self.h = size[0] // maze_cell.w, size[1] // maze_cell.h
        self.grid = [[maze_wall(x, y, self) for y in range(self.h)] for x in range(self.w)]

    def get(self, x, y):
        return self.grid[x][y]

    def place_maze_wall(self, x, y):
        self.grid[x][y] = maze_wall(x, y, self)

    def draw(self, screen):
        for row in self.grid:
            for maze_cell in row:
                maze_cell.draw(screen)

    def generate(self, screen=None, animate=False):
        
        unvisited = [c for r in self.grid for c in r if c.x % 2 and c.y % 2]
        cur = unvisited.pop()
        stack = []

        while unvisited:
            try:
                n = choice([c for c in map(lambda x: self.get(*x), cur.nbs) if c in unvisited])
                stack.append(cur)
                nx, ny = cur.x - (cur.x - n.x) // 2, cur.y - (cur.y - n.y) // 2
                self.grid[nx][ny] = maze_cell(nx, ny, self)
                self.grid[cur.x][cur.y] = maze_cell(cur.x, cur.y, self)
                cur = n
                unvisited.remove(n)

                if animate:
                    self.draw(screen)
                    pygame.display.update()
                    pygame.time.wait(10)
            except IndexError:
                if stack:
                    cur = stack.pop()

def draw_maze(screen):
    maze = create_maze(WINSIZE)
    maze.generate(screen, True)

WINSIZE = (maze_cell.w * 76, maze_cell.h * 76)

def main():
    pygame.init()
    screen = pygame.display.set_mode(WINSIZE)
    pygame.display.set_caption('Generate maze')
    screen.fill((0, 0, 0))
    clock = pygame.time.Clock()

    draw_maze(screen)

    done = 0

    while not done:
        for e in pygame.event.get():
            if e.type == QUIT or (e.type == KEYUP and e.key == K_ESCAPE):
                done = 1
        pygame.display.update()
        clock.tick()

if __name__ == '__main__':
    main()
The result of this source code:

marți, 28 mai 2019

PyGame : First interface - part 9.

Today I start with another tutorial with pygame python module and python version 3.7.3.
For this series of tutorials, I will introduce you a radar interface.
The advantages of using such an interface are evident from technical considerations and not only. This type of interface is very used in games because most users have become accustomed to it.
Let's start installing the pygame python module.
C:\Python373\Scripts>pip install pygame
Requirement already satisfied: pygame in c:\python373\lib\site-packages (1.9.6)
I try to follow some goals, like:
  • install pygame with pip tool for python 3.7.3;
  • create an interface for drawing;
  • use a configuration with values, see: screen_size;
  • use events to stop the script;
  • use line and circle with math and radians;
  • use the pygame.gfxdraw module to draw lines and circles;
This python script is simple to understand:
import pygame
import math
from pygame.locals import *
import pygame.gfxdraw

configuration = {
        'screen_size': (500,500),
}
pygame.init()
screen = pygame.display.set_mode(configuration['screen_size'])
FPSCLOCK = pygame.time.Clock()
done = False
screen.fill((0, 0, 0))
azimuth_degrees=0
while not done:
    screen.fill(0)
    # get events
    for e in pygame.event.get():
        if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
            done = True
            break
    screen.fill((0, 0, 0))
    # radar position on window     
    radar = (250,250)
    # radar lenght 
    radar_len = 276
    for x in range(1, 250, 30):
        # radar circle position on window
        pygame.gfxdraw.circle(screen,radar[0],radar[1],x,(0,0,255))   

    # calculate the x and y radar beam
    x = radar[0] + math.cos(math.radians( azimuth_degrees)) * radar_len
    y = radar[1] + math.sin(math.radians( azimuth_degrees)) * radar_len
    
    # then render the line radar with value (x,y)
    pygame.gfxdraw.line(screen, radar[0],radar[1], int(x),int(y), Color("blue"))
    pygame.display.flip() 

      
    azimuth_degrees+=1
    FPSCLOCK.tick(40)

luni, 4 iunie 2018

PyGame : First interface - part 8.

The PyGame - first interface is a series of python tutorials using PyGame python module and other python modules that help us create a good interface.
If you look at the Wikipedia website then the first phrase is clear:
  In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information.
Today I will start with ThorPy python module.
This python module comes with the version 1.5.9.
You can read more about this python and test examples at the official webpage.
You can install this python module with the pip tool:

c:\Python364\Scripts>pip install thorpy
Collecting thorpy
  Downloading https://files.pythonhosted.org/packages/09/aa/...
.../thorpy-1.6.tar.gz (373kB)
    100% |████████████████████████████████| 378kB 374kB/s
<5 .10="" python_version=""><2 .0.0=""><2 .0.0="">...
Installing collected packages: thorpy
Successfully installed thorpy-1.6

This is the result of submenus from official website.

duminică, 28 ianuarie 2018

PyGame : Test with an animated image.

This is a simple tutorial about how to create a bouncing ball effect with pygame python module.
The source code is very simple and you need a transparent image named earth.png .
The variables I used is size, speed, ball, ballrect.
I used ballrect with  get_rect().
The result get pygame Rect object.
This  has several virtual attributes which can be used to move and align the Rect:

  • x,y
  • top, left, bottom, right
  • topleft, bottomleft, topright, bottomright
  • midtop, midleft, midbottom, midright
  • center, centerx, centery
  • size, width, height
  • w,h

All of these attributes can be assigned to ballrect variable.
import sys
import pygame
pygame.init()
 
size = width, height = 640, 420
speed = [1, 1]
black = 0, 0, 0
 
screen = pygame.display.set_mode(size)
 
ball = pygame.image.load("earth.png")
ballrect = ball.get_rect()
 
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT: sys.exit()
 
    ballrect = ballrect.move(speed)
    if ballrect.left < 0 or ballrect.right > width:
        speed[0] = -speed[0]
    if ballrect.top < 0 or ballrect.bottom > height:
        speed[1] = -speed[1]
 
    screen.fill(black)
    screen.blit(ball, ballrect)
    pygame.display.flip()

pygame.display.update()
The result of this source code :