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sâmbătă, 7 noiembrie 2020

PyGame : The new pygame 2.0 .

A few days ago PyGame celebrated the anniversary of this python module ...
The 28th of October 2020 is the pygame 2.0 release date because pygame turns 20 years of age.
Here's what we find for pygame on GitHub.
Here are some of the 3306 changes...
  • Support for Metal, Direct 3d, Vulkan, OpenGL 3.0+ in various profiles (core, compatibility, debug, robust, etc), OpenGL ES, and other modern hardware-accelerated video APIs across many platforms.
  • SSE2/Neon assembly image drawing. Much faster drawing routines, image loading, and alpha blending.
  • Type Hints, for code completion (and to help you make the squiggly lines disappear) in editors and IDEs.
  • Code cleanup, using lots of code robustness tools like static analyzers, and automated CI/CD. We've been able to help dozens of people new to community projects contribute. We have lots of work to go on code quality, but we're currently the highest rated Python and highest rate C large project on LGTM.
  • Many, many bug fixes including in our pygame.draw routines, pygame.math(for vectors), and pygame.mask for pixel-perfect collision detection.
  • better support for PyPy (the fast JIT based implementation of python). See our milestone
  • Are we pypy yet? No. for our progress on making PyPy the best python for games.
  • libsdl version 2 support. Technically pygame 2.0 still works with SDL 1, but we recommend SDL2 which is vastly improved over SDL1 for most use cases. Probably we will remove SDL 1 support starting pygame 2.1.
  • Touch support (multitouch, gestures, etc)
  • Audio input support (make games with your microphone!).
  • Message alert boxes (Press OK, or Cancel).
  • Better keyboard support. Proper Unicode input and IME support.
  • Much improved game controller support.
  • Better image and audio format support. Including webp, 32bit Wav files, and much more reliable mp3 support.
  • Multiple display support, and multiple window support (multi-window support is still experimental, more will come in pygame 2.1).
  • Android support through python for android (a fork of pygame subset for android). Better documentation and better support will come in future releases.
  • to make distributing your apps easier, a built-in "pyinstaller hook" and compatibility with cxfreeze.
  • binary "wheels" on many platforms and versions of python from the old python 2.7 - to the latest python 3.9 (and with pypy!).
  • lots of quality of life improvements like Surface.fill('black')instead of Surface.fill(pygame.Color(0, 0, 0)). Also, keywords are supported by many more function arguments. You can draw rounded corners on rects.
  • plenty of new examples, like, and python3 -m pygame.examples.music_drop_fade. Additionally, the example source code has been cleaned up a lot to follow a more current python style.
  • Hundreds of documentation improvements include a new Korean tutorial.
  • a special SCALED mode that takes low pixel games and automatically translates them to a larger window. Imagine your 320x200 resolution game of glorious pixel art... on modern screens that would be a very tiny window. Now with SCALED, it shows up big on a Full HD screen, or even a 4K/8K screen and the translation of mouse coordinates and up-scaling of pixels is done for you (hardware accelerated of course).

sâmbătă, 4 iulie 2020

PyGame : Positional axes - part 005.

The goal of this tutorial is to use python classes, inheritance, and draw positional axes for rectangles. I used two simple python scripts to solve these issues. This python script named testing_axes.py I create two classes named Point_XY and Columns_XY:
import random
#
class Point_XY:
    def __init__(self):
        self.x = random.randrange(400)
        self.y = random.randrange(400)
        self.dx = random.randrange(50)+10
        self.dy = random.randrange(50)+10

    def __repr__(self):
        return "" % (self.x, self.y)

    def __str__(self):
        return "From str method of Point_XY: a is %s, b is %s" % (self.x, self.y)
#   
class Columns_XY(Point_XY):
    def __init__(self):
        column = []
        p = Point_XY()
        self.column = (p.x, p.y, p.dx, p.dy)
        print(column)
        
    def __repr__(self,p):
        return "" % (self.column)
    
    def __str__(self):
        return "From str method of Columns_XY :%s>" % (self.column)
'''    
if __name__ == "__main__":
    Columns_XY()
    pass
'''
With this script named pygame_testing_axes.py I draw columns and axes:
import sys
import pygame
from pygame.locals import *
from testing_axes import *

# define a square for each column
squares = []
# create column position x,y and rect size dx, dy
def create_columns_rect(n):
    for i in range(n):
        col = Columns_XY()
        #print(col.column)
        squares.append(col.column)
    #print(squares)
    return squares
def main():
    # init PyGame
    pygame.init()
    # set size of screen
    size_screen = (640,480)
    # create display
    screen_display = pygame.display.set_mode(size_screen,0,32)
    # set color white
    color_white = (255,255,255)
    # set color blue
    color_blue = (0,0,255)
    # fill screen with a white color
    screen_display.fill(color_white)
    # set the numar of columns 
    nr_col = 5
    # create columns from classes
    cols = create_columns_rect(nr_col)
    # use each column
    for (px,py,dx,dy) in cols:
        # print positions and size of rectangle
        print (px,py,dx,dy)
        # draw column rectangle to display with color and position and size
        # screen_display , color_blue , px,py,dx,dy
        pygame.draw.rect(screen_display,color_blue,(px,py,dx,dy))
        # create a color for axes
        color_col = (random.randrange(255),random.randrange(255),random.randrange(255))
        # draw axes for x and y with the color
        pygame.draw.line(screen_display, color_col, ( px , 0) , ( px , py + dy) )
        pygame.draw.line(screen_display, color_col, ( 0 , py) , ( px +  dx , py) )
    # is workings get events 
    while True:
        for event in pygame.event.get():
            if event.type==QUIT:
                pygame.quit()
                sys.exit()
        pygame.display.update()
# run main 
if __name__ == "__main__":
    main()
    pass
This is result of the running python script pygame_testing_axes.py:

duminică, 24 mai 2020

PyGame : Effects - part 004.

This is an simple example about how can be use palette colors.
This effect was used in the old game development.
The base of this python script is the Surface.
If you read the documentation then you can see this:
pygame object for representing images
Surface((width, height), flags=0, depth=0, masks=None) -> Surface
Surface((width, height), flags=0, Surface) -> Surface
In this example I used a new_color to change one color.
Let's see the example:
#!/usr/bin/python
import sys 
import pygame
from pygame.locals import *

pygame.init()
pygame.display.set_caption('swap color pallete')
screen = pygame.display.set_mode((640,480),0,32)

clock = pygame.time.Clock()

test_image = pygame.image.load('test.png').convert()
image_back = test_image.copy()
def palette_swap(img_surface, old_color, new_color):
    
    img_copy = pygame.Surface(test_image.get_size())
    img_copy.fill(new_color)
    img_surface.set_colorkey(old_color)
    img_copy.blit(img_surface,(0,0))
    return img_copy

test_image = palette_swap(test_image, (210,0,1), (0,0,255)) 
test_image = palette_swap(test_image, (154, 209, 59), (205, 124, 97))   
test_image.set_colorkey((0,0,0))

while True:
    screen.fill((0,0,0))
    screen.blit(pygame.transform.scale(test_image,(test_image.get_width()*2, 
                                                   test_image.get_height() * 2)), (0,0))
    screen.blit(pygame.transform.scale(image_back,(image_back.get_width()*2, 
                                                   image_back.get_height() * 2)), (256,0))
    for event in pygame.event.get():
        if event.type == QUIT:
            sys.exit()
        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                pygame.quit()
                sys.exit()
    pygame.display.update()
    clock.tick(60)
    # print the fps , time amd tick for this pygame test 
    #print(clock.get_fps(), clock.get_time(),clock.tick())
The test.png is a simple png file image with the size of 128 x 128 pixels.
This is the output of this simple example:


sâmbătă, 28 decembrie 2019

PyGame : Game pygame-medic-snake.

I made this game because I had a broken tooth and now I haven't found a dentist for the holidays.
Until I get the pain or I get to the dentist I started writing this game.
The game is simple to use and comes today with version 0.0.1.
See the full source code at my GitHub account.

joi, 26 decembrie 2019

PyGame : How to use Box2D python package - part 001.

About this python package the official GitHub comes with this intro:
pybox2d is a 2D physics library for your games and simple simulations. It's based on the Box2D library, written in C++. It supports several shape types (circle, polygon, thin line segments), and quite a few joint types (revolute, prismatic, wheel, etc.).
In the first step, you need to install the swig Fedora package.
About swig the official webpage tells us:
SWIG is an interface compiler that connects programs written in C and C++ with scripting languages such as Perl, Python, Ruby, and Tcl. It works by taking the declarations found in C/C++ header files and using them to generate the wrapper code that scripting languages need to access the underlying C/C++ code. In addition, SWIG provides a variety of customization features that let you tailor the wrapping process to suit your application.
I install it with DNF tool:
[root@desk mythcat]# dnf install swig.x86_64
Last metadata expiration check: 0:00:43 ago on Thu 26 Dec 2019 10:40:53 PM EET.
Dependencies resolved.
====================================================================================
 Package         Architecture      Version                 Repository          Size
====================================================================================
Installing:
 swig            x86_64            4.0.1-3.fc31            updates            1.4 M

Transaction Summary
====================================================================================
Install  1 Package

Total download size: 1.4 M
Installed size: 5.7 M
Is this ok [y/N]: y
Downloading Packages:
swig-4.0.1-3.fc31.x86_64.rpm                        1.7 MB/s | 1.4 MB     00:00    
------------------------------------------------------------------------------------
Total                                               863 kB/s | 1.4 MB     00:01     
Running transaction check
Transaction check succeeded.
Running transaction test
Transaction test succeeded.
Running transaction
  Preparing        :                                                            1/1 
  Installing       : swig-4.0.1-3.fc31.x86_64                                   1/1 
  Running scriptlet: swig-4.0.1-3.fc31.x86_64                                   1/1 
  Verifying        : swig-4.0.1-3.fc31.x86_64                                   1/1 

Installed:
  swig-4.0.1-3.fc31.x86_64                                                          

Complete!
I used the last version of the Box2D python package:
[mythcat@desk ~]$ git clone https://github.com/pybox2d/pybox2d
Cloning into 'pybox2d'...
remote: Enumerating objects: 2922, done.
remote: Total 2922 (delta 0), reused 0 (delta 0), pack-reused 2922
Receiving objects: 100% (2922/2922), 9.12 MiB | 4.04 MiB/s, done.
Resolving deltas: 100% (1832/1832), done.
[mythcat@desk ~]$ cd pybox2d/
[mythcat@desk pybox2d]$ python setup.py clean
Using setuptools (version 41.2.0).
running clean
[mythcat@desk pybox2d]$ python setup.py build
Using setuptools (version 41.2.0).
running build
running build_py
creating build
creating build/lib.linux-x86_64-3.7
creating build/lib.linux-x86_64-3.7/Box2D
...
[mythcat@desk pybox2d]$ python setup.py install --user
Using setuptools (version 41.2.0).
running install
running bdist_egg
running egg_info
...
Processing dependencies for Box2D==2.3.2
Finished processing dependencies for Box2D==2.3.2
Let's try these two examples from the official webpage:
[mythcat@desk ~]$ python3 simple_01.py
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
Done!
[mythcat@desk ~]$ python3 simple_02.py
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
Done!
These screenshots results for the first script:

... and for the second one:

sâmbătă, 21 decembrie 2019

PyGame : Install and test pygame on Fedora 31 distro.

The install of the python package named pygame on Fedora Linux distro is very simple with the pip3 tool for python 3 version.
[mythcat@desk ~]$ pip3 install pygame --user
Collecting pygame
...
Installing collected packages: pygame
Successfully installed pygame-1.9.6
After install you can check this python package with this source code:
[mythcat@desk ~]$ python3 
Python 3.7.5 (default, Dec 15 2019, 17:54:26) 
[GCC 9.2.1 20190827 (Red Hat 9.2.1-1)] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import pygame
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
>>> from pygame import *
>>> print(pygame.__version__)
1.9.6
>>> dir(pygame)
['ACTIVEEVENT', 'ANYFORMAT', 'ASYNCBLIT', 'AUDIODEVICEADDED', 'AUDIODEVICEREMOVED', 
'AUDIO_ALLOW_ANY_CHANGE', 'AUDIO_ALLOW_CHANNELS_CHANGE', 'AUDIO_ALLOW_FORMAT_CHANGE',
 'AUDIO_ALLOW_FREQUENCY_CHANGE', 'AUDIO_S16', 'AUDIO_S16LSB', 'AUDIO_S16MSB', 'AUDIO_S16SYS',
 'AUDIO_S8', 'AUDIO_U16', 'AUDIO_U16LSB', 'AUDIO_U16MSB', 'AUDIO_U16SYS', 'AUDIO_U8', 
'BIG_ENDIAN', 'BLEND_ADD', 'BLEND_MAX', 'BLEND_MIN', 'BLEND_MULT', 'BLEND_PREMULTIPLIED', 'BLEND_RGBA_ADD',
 'BLEND_RGBA_MAX', 'BLEND_RGBA_MIN', 'BLEND_RGBA_MULT', 'BLEND_RGBA_SUB', 'BLEND_RGB_ADD', 'BLEND_RGB_MAX',
 'BLEND_RGB_MIN', 'BLEND_RGB_MULT', 'BLEND_RGB_SUB', 'BLEND_SUB', 'BUTTON_LEFT', 'BUTTON_MIDDLE', 'BUTTON_RIGHT',
 'BUTTON_WHEELDOWN', 'BUTTON_WHEELUP', 'BUTTON_X1', 'BUTTON_X2', 'BufferError', 'BufferProxy', 'Color',
 'DOUBLEBUF', 'DROPBEGIN', 'DROPCOMPLETE', 'DROPFILE', 'DROPTEXT', 'FINGERDOWN', 'FINGERMOTION', 'FINGERUP',
 'FULLSCREEN', 'GL_ACCELERATED_VISUAL', 'GL_ACCUM_ALPHA_SIZE', 'GL_ACCUM_BLUE_SIZE', 'GL_ACCUM_GREEN_SIZE',
 'GL_ACCUM_RED_SIZE', 'GL_ALPHA_SIZE', 'GL_BLUE_SIZE', 'GL_BUFFER_SIZE', 'GL_DEPTH_SIZE', 'GL_DOUBLEBUFFER',
 'GL_GREEN_SIZE', 'GL_MULTISAMPLEBUFFERS', 'GL_MULTISAMPLESAMPLES', 'GL_RED_SIZE', 'GL_STENCIL_SIZE', 'GL_STEREO',
 'GL_SWAP_CONTROL', 'HAT_CENTERED', 'HAT_DOWN', 'HAT_LEFT', 'HAT_LEFTDOWN', 'HAT_LEFTUP', 'HAT_RIGHT', 
'HAT_RIGHTDOWN', 'HAT_RIGHTUP', 'HAT_UP', 'HAVE_NEWBUF', 'HWACCEL', 'HWPALETTE', 'HWSURFACE', 'IYUV_OVERLAY',
 'JOYAXISMOTION', 'JOYBALLMOTION', 'JOYBUTTONDOWN', 'JOYBUTTONUP', 'JOYHATMOTION', 'KEYDOWN', 'KEYUP', 'KMOD_ALT',
 'KMOD_CAPS', 'KMOD_CTRL', 'KMOD_LALT', 'KMOD_LCTRL', 'KMOD_LMETA', 'KMOD_LSHIFT', 'KMOD_META', 'KMOD_MODE',
 'KMOD_NONE', 'KMOD_NUM', 'KMOD_RALT', 'KMOD_RCTRL', 'KMOD_RMETA', 'KMOD_RSHIFT', 'KMOD_SHIFT', 'K_0', 'K_1',
 'K_2', 'K_3', 'K_4', 'K_5', 'K_6', 'K_7', 'K_8', 'K_9', 'K_AMPERSAND', 'K_ASTERISK', 'K_AT', 'K_BACKQUOTE',
 'K_BACKSLASH', 'K_BACKSPACE', 'K_BREAK', 'K_CAPSLOCK', 'K_CARET', 'K_CLEAR', 'K_COLON', 'K_COMMA', 'K_DELETE',
 'K_DOLLAR', 'K_DOWN', 'K_END', 'K_EQUALS', 'K_ESCAPE', 'K_EURO', 'K_EXCLAIM', 'K_F1', 'K_F10', 'K_F11', 'K_F12',
 'K_F13', 'K_F14', 'K_F15', 'K_F2', 'K_F3', 'K_F4', 'K_F5', 'K_F6', 'K_F7', 'K_F8', 'K_F9', 'K_FIRST', 'K_GREATER',
 'K_HASH', 'K_HELP', 'K_HOME', 'K_INSERT', 'K_KP0', 'K_KP1', 'K_KP2', 'K_KP3', 'K_KP4', 'K_KP5', 'K_KP6', 'K_KP7',
 'K_KP8', 'K_KP9', 'K_KP_DIVIDE', 'K_KP_ENTER', 'K_KP_EQUALS', 'K_KP_MINUS', 'K_KP_MULTIPLY', 'K_KP_PERIOD',
 'K_KP_PLUS', 'K_LALT', 'K_LAST', 'K_LCTRL', 'K_LEFT', 'K_LEFTBRACKET', 'K_LEFTPAREN', 'K_LESS', 'K_LMETA', 
'K_LSHIFT', 'K_LSUPER', 'K_MENU', 'K_MINUS', 'K_MODE', 'K_NUMLOCK', 'K_PAGEDOWN', 'K_PAGEUP', 'K_PAUSE',
 'K_PERIOD', 'K_PLUS', 'K_POWER', 'K_PRINT', 'K_QUESTION', 'K_QUOTE', 'K_QUOTEDBL', 'K_RALT', 'K_RCTRL',
 'K_RETURN', 'K_RIGHT', 'K_RIGHTBRACKET', 'K_RIGHTPAREN', 'K_RMETA', 'K_RSHIFT', 'K_RSUPER', 'K_SCROLLOCK',
 'K_SEMICOLON', 'K_SLASH', 'K_SPACE', 'K_SYSREQ', 'K_TAB', 'K_UNDERSCORE', 'K_UNKNOWN', 'K_UP', 'K_a', 'K_b',
 'K_c', 'K_d', 'K_e', 'K_f', 'K_g', 'K_h', 'K_i', 'K_j', 'K_k', 'K_l', 'K_m', 'K_n', 'K_o', 'K_p', 'K_q',
 'K_r', 'K_s', 'K_t', 'K_u', 'K_v', 'K_w', 'K_x', 'K_y', 'K_z', 'LIL_ENDIAN', 'MOUSEBUTTONDOWN', 'MOUSEBUTTONUP',
 'MOUSEMOTION', 'MOUSEWHEEL', 'MULTIGESTURE', 'Mask', 'NOEVENT', 'NOFRAME', 'NUMEVENTS', 'OPENGL', 'OPENGLBLIT',
 'Overlay', 'PREALLOC', 'PixelArray', 'PygameVersion', 'QUIT', 'RESIZABLE', 'RLEACCEL', 'RLEACCELOK', 'Rect',
 'SCRAP_BMP', 'SCRAP_CLIPBOARD', 'SCRAP_PBM', 'SCRAP_PPM', 'SCRAP_SELECTION', 'SCRAP_TEXT', 'SRCALPHA',
 'SRCCOLORKEY', 'SWSURFACE', 'SYSWMEVENT', 'Surface', 'SurfaceType', 'TEXTEDITING', 'TEXTINPUT',
 'TIMER_RESOLUTION', 'USEREVENT', 'USEREVENT_DROPFILE', 'UYVY_OVERLAY', 'VIDEOEXPOSE', 'VIDEORESIZE',
 'Vector2', 'Vector3', 'WINDOWEVENT', 'WINDOWEVENT_CLOSE', 'YUY2_OVERLAY', 'YV12_OVERLAY', 'YVYU_OVERLAY',
 '__builtins__', '__cached__', '__color_constructor','__color_reduce', '__doc__', '__file__', '__loader__',
 '__name__', '__package__', '__path__', '__rect_constructor', '__rect_reduce', '__spec__', '__version__',
'_numpysndarray', '_numpysurfarray', 'base', 'bufferproxy', 'cdrom', 'color', 'colordict', 'compat',
 'constants', 'cursors', 'display', 'draw', 'encode_file_path', 'encode_string', 'error', 'event', 'fastevent',
 'font', 'get_array_interface', 'get_error', 'get_init', 'get_sdl_byteorder', 'get_sdl_version', 'image',
 'init', 'joystick', 'key', 'mask', 'math', 'mixer', 'mixer_music', 'mouse', 'movie', 'overlay',
 'packager_imports','pixelarray', 'pixelcopy', 'quit', 'rect', 'register_quit', 'rev', 'rwobject',
 'scrap', 'segfault', 'set_error', 'sndarray', 'sprite', 'surface', 'surfarray', 'sysfont', 'threads',
 'time', 'transform', 'ver', 'vernum', 'version', 'warn_unwanted_files']
This shows us all the features of the pygame package.

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: