Pygame: Difference between revisions

From ICO wiki
Jump to navigationJump to search
No edit summary
Line 36: Line 36:
             elif event.type == KEYDOWN and event.key == K_ESCAPE:
             elif event.type == KEYDOWN and event.key == K_ESCAPE:
                 return
                 return
         screen.blit(background, (50, 50), (0, 0, 200, 300))
         screen.blit(background, (50, 50))
         screen.blit(bird, (100, 100), (0, 0, 17, 18))
         screen.blit(bird, (100, 100))
         pygame.display.flip()
         pygame.display.flip()


Line 54: Line 54:
* Implement panning of background
* Implement panning of background
* Draw the pipes on the screen, use [http://www.pygame.org/docs/ref/transform.html#pygame.transform.flip pygame.transform.flip] to flip the pipe image
* Draw the pipes on the screen, use [http://www.pygame.org/docs/ref/transform.html#pygame.transform.flip pygame.transform.flip] to flip the pipe image


==Improved example==
==Improved example==

Revision as of 10:35, 22 March 2016

Pygame is a library for programming games with Python. It handles event loop and simplifies drawing the scene.

Installation

Ubuntu users can simply apt-get the package:

 apt-get install python-pygame

Windows users should download pygame .whl file corresponding to their Python runtime version. On Python 3.5 use following to install the module:

 pip3 install pygame-1.9.2a0-cp35-none-win_amd64.whl

Code example

An example pygame code:

import os, sys
import pygame
from pygame.locals import *

def __main__():
    pygame.init()
    pipe = pygame.image.load("img/pipe.png")
    bird = pygame.image.load("img/bird.png")
    background = pygame.image.load("img/bg.png")
    screen = pygame.display.set_mode((640,480))
    pygame.display.set_caption('Floppy Bird')
    pygame.mouse.set_visible(0)

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                return
        screen.blit(background, (50, 50))
        screen.blit(bird, (100, 100))
        pygame.display.flip()

if __name__ == "__main__":
    __main__()

Download graphics:

wget http://enos.itcollege.ee/~lvosandi/floppy-gfx.zip
unzip floppy-gfx.zip


Execrises:

  • Implement panning of background
  • Draw the pipes on the screen, use pygame.transform.flip to flip the pipe image

Improved example

import os, sys
import pygame
from pygame.locals import *
 
def __main__():
    pygame.init()
    pipe = pygame.image.load("img/pipe.png")
    bird = pygame.image.load("img/bird.png")
    background = pygame.image.load("img/bg.png")
 
 
    screen = pygame.display.set_mode((800,600))
    pygame.display.set_caption('Floppy Bird')
    pygame.mouse.set_visible(0)
 
    print "Pipe dimensions:", pipe.get_size()    
    print "Background dimensions:", background.get_size()
 
    y = 0
    vy = 0
 
    level = [0, 1, 0, 0, 2, 0, 0, 3,0, 1, 0, 0, 2, 0, 0, 3,0, 1, 0, 0, 2, 0, 0, 3,]
 
    antipipe = pygame.transform.flip(pipe, 0, 1)
    frames = 0 # Here we count frames
    scene = pygame.Surface((240,180)) # This is where we compose the scene
    while True:
        scene.fill(0) # This fills the buffer with black pixels
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                return
            elif event.type == KEYDOWN and event.key == K_SPACE:
                vy -= 0.02
                print "Space was pressed!"

        vy += 0.0001
        y += vy
        for i in range(0, 3):
            scene.blit(background, (i*148 - (frames/10) % 148, 0), (0, 0, 200, 300))
        frames += 1
 
        for offset, pipe_height in enumerate(level):
            if pipe_height == 0: continue # Skip pipes whose height is 0
            scene.blit(pipe, (400-frames/2 + offset * 32, 180 - pipe_height * 32), (0, 0, 100,160))
            scene.blit(antipipe, (400-frames/2 + offset * 32, 180 - pipe_height * 32 - 250), (0, 0, 100,160))
 
        scene.blit(bird, (100, 100+int(y)), (18 * (int(frames/100) % 3), 0, 18, 13))
        pygame.transform.scale(scene, screen.get_size(), screen) # Here we scale it up and paste to screen
 
        pygame.display.flip()
 
if __name__ == "__main__":
    __main__()

Exercises:

  • Add collision detection
  • Add text overlays and scoring using pygame.font
  • Attempt to get fixed FPS

Almost there!

import os, sys
import pygame
from pygame.locals import *

 
def main_loop(screen):
    pipe = pygame.image.load("img/pipe.png")
    bird = pygame.image.load("img/bird.png")
    background = pygame.image.load("img/bg.png")
    
    pygame.display.set_caption('Floppy Bird')
    pygame.mouse.set_visible(0)
 
    print "Pipe dimensions:", pipe.get_size()    
    print "Background dimensions:", background.get_size()
 
    y = 100 # Approximately in the vertical center of the screen
    vy = 0
 
    level = [0, 1, 0, 0, 2, 0, 0, 3,0, 1, 0, 0, 2, 0, 0, 3,0, 1, 0, 0, 2, 0, 0, 3,]
 
    antipipe = pygame.transform.flip(pipe, 0, 1)
    frames = 0 # Here we count frames
    scene = pygame.Surface((240,180)) # This is where we compose the scene
    while True:
        scene.fill(0) # This fills the buffer with black pixels
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                return
            elif event.type == KEYDOWN and event.key == K_SPACE:
                vy -= 0.02
                print "Space was pressed!"
 
        vy += 0.0001
        y += vy
        
        
        
        for i in range(0, 3):
            scene.blit(background, (i*148 - (frames/10) % 148, 0), (0, 0, 200, 300))
        frames += 1
        
        # This is basically the inverse of calculation of px below
        current_pipe = int((frames/2-400+100)/32)
        print "current pipe is:", current_pipe
 
        for offset, pipe_height in enumerate(level):
            if pipe_height == 0: continue # Skip pipes whose height is 0
            px = 400-frames/2 + offset * 32
            py = 180 - pipe_height * 32
            scene.blit(pipe, (px, py), (0, 0, 32,160))
            scene.blit(antipipe, (px, py - 250), (0, 0, 32,160))
            
            # We initialized y = 100 above ;)
            
            if offset == current_pipe: # Highlight the next pipe we could bump into
            
                if y > py:
                    #pygame.draw.rect(scene, (255,0,0), (px, py, 32, 160))
                    print "Game over: You bumped into pipe below!"
                    return
                if y < py-250:
                    #pygame.draw.rect(scene, (255,0,0), (px, py-250, 32, 160))
                    print "Game over: You bumped into pipe above!"
                    return
 
        if current_pipe > len(level):
            print "You win! You've passed all the roadblocks!"
            return
            
        # This will return scene bitmap height and width in pixels
        width, height = scene.get_size()
        
        if y > height:
            print "Game over: Bird fell down!"
            return
        if y < 0:
            print "Game over: You're aiming too high!"
            return

 
 
        scene.blit(bird, (100, int(y)), (18 * (int(frames/100) % 3), 0, 18, 13))
        pygame.transform.scale(scene, screen.get_size(), screen) # Here we scale it up and paste to screen
 
        pygame.display.flip()


def game_over(screen, score):
    while True:
        # This does nothing yet!
        return

def __main__():
    pygame.init()
    screen = pygame.display.set_mode((800,600))
    score = main_loop(screen)
    game_over(screen, score)

if __name__ == "__main__":
    __main__()