I don't usually respond to myself. :-) I thought some more about it and thought that maybe the source code would be helpful. The game needs a lot of spit and polish - the graphics are pretty ugly, the title screen is very basic, and ... oh - the game doesn't end when the tiles pile up over the top. Not to mention that the block sequence is always the same (this is for debugging).
Anyway, if someone wants to take a look, the code is attached... -----Original Message----- From: "Michael Phipps" [michael.phi...@bluetie.com] Date: 01/01/2009 13:14 To: pygame-users@seul.org Subject: Re: [pygame] Background ghosts Hi Jake! Thanks for responding. The background that I blit in is the same size as the display surface, so I really am clearing the screen. :-/ I can see this - when I complete a row, I redraw the screen and everything looks fine. Then a new sprite starts making its way down the board (imagine tetris) and, as soon as it is over top of the highest point where a block had been (even though it isn't there because rows disappeared), that old block "shows through". As for the splitting the sprites, I considered that. The problem is that when a row is complete (just like in Tetris), a whole piece that fell wouldn't necessarily disappear, but only part of one. I guess I could separate each piece into multiple sprites, but that would involve dozens of sprites and I don't think that the tracking of it would be any better than what I have right now. Michael -----Original Message----- From: "Jake b" [ninmonk...@gmail.com] Date: 12/31/2008 23:12 To: pygame-users@seul.org Subject: Re: [pygame] Background ghosts It looks like you never clear the screen. try something like: def drawBoard(): self.screen.fill( (128,128,128) ) blit background to display for piece in fallenPieces: blit piece to display display.flip() Why do you split sprites into two groups? ( stopped, and moving ) (Not sure if that will exactly integrate into how your code, is, but this is what I mean): class TetrisMain(): def __init__(self): """init pygame, surfaces, sprite groups""" self.screen = #pygame screen self.pieces_list = #sprite group filled with pieces def draw(self): """clear, blit background, blit pieces, flip.""" self.screen.fill((128,128,128)) self.screen.blit( self.background, (0,0)) self.pieces_list.draw(self.screen) pygame.display.flip() def loop(self): """main loop""" self.pieces_list.update() # update using sprite group self.draw() On Wed, Dec 31, 2008 at 8:47 PM, Michael Phipps <michael.phi...@bluetie.com> wrote: > I am finishing up my first pygame; everything has been fun and easy except > this: > > The game is a tetris-like game (with a twist). I have the falling piece as a > sprite. The background is just a bitmap. The pieces that have already fallen, > I blit into place. So I have something like (in pseudo code): > > def drawBoard(): > blit background to display > for piece in fallenPieces: > blit piece to display > display.flip() > > while 1: # game loop > moveSprite() > if sprite.nextLocation == taken > fallenPieces.Append(sprite.asPiece()) > sprite = None > removeSolidRows() # This removes fallen pieces that have formed > complete rows > drawboard() > > The problem that I have is that as the sprite is falling, I can see rows that > have been removed. I have confirmed that drawBoard() is doing the right thing > - when the sprite hits the bottom and the screen redraws, the ghosts > disappear. They are only there when the sprite floats over them. It looks > like the sprite is getting the data from the old version of the screen (i.e. > before the last piece fell and rows were removed) to redraw the screen's > dirty regions. > > Help! > > Michael > -- Jake
import sys, pygame, random class scoreClass: value = 100 def get(self): return self.value def increment(self,blocks,multiplier): self.value+=(100*blocks)*multiplier class rastras: size = width, height = 640, 768 playfieldSize = 5,12 blockWidth,blockHeight = 48,48 playfieldOffset = 60,50 normalSpeed = 2 acceleratedSpeed = 8 score = scoreClass() colors = ( (255,0,0), (0,255,0), (0,0,255), (0,255,255), (255,0,255), (255,255,0)) waysToScore = ((1,0),(0,-1),(-1,-1),(1,-1)) playfield = blockWidth*playfieldSize[0],blockHeight*playfieldSize[1] playfieldBottom = playfield[1]+playfieldOffset[1] scoreLocation = width/2 + (playfield[0]+playfieldOffset[0])/2, height/3 pygame.init() screen = pygame.display.set_mode(size) clock = pygame.time.Clock() font = pygame.font.Font(None, 24) light = pygame.Surface((blockWidth,blockHeight)).convert() light.set_alpha(180,pygame.RLEACCEL) light.fill((255,255,255),(0,0,blockWidth-1,blockHeight-1)) dark = pygame.Surface((blockWidth,blockHeight)).convert() dark.set_alpha(75,pygame.RLEACCEL) dark.fill((0,0,0,128),(0,0,blockWidth-1,blockHeight-1)) white = pygame.Surface((blockWidth,blockHeight)).convert() white.fill((255,255,255),(0,0,blockWidth-1,blockHeight-1)) black = pygame.Surface((blockWidth,blockHeight)).convert() black.fill((0,0,0,0),(0,0,blockWidth-1,blockHeight-1)) flashSurfaces = (None,dark,black,dark,None,light,white,light) blocks = [] background = None def loadblocks(self): for block in range(len(self.colors)): self.blocks.append(pygame.Surface((self.blockWidth,self.blockHeight)).convert()) self.blocks[block].fill(self.colors[block],(1,1,self.blockWidth-1,self.blockHeight-1)) def loadbackground(self): self.background = pygame.Surface(self.size) self.background.fill((80,90,240)) self.background.fill((220,220,220),(self.playfieldOffset,self.playfield)) def makenewblocksprite(self,group): blocksprite = pygame.sprite.Sprite(group) blockspriteImage = pygame.Surface((self.blockWidth,3*self.blockHeight)) blocksprite.image=blockspriteImage blocksprite.rect = pygame.Rect(self.playfieldOffset,(self.blockWidth,3*self.blockHeight)) self.orderblocksprite(blocksprite, (0,1,2)) #orderblocksprite(blocksprite, (random.randint(0,0),random.randint(0,0),random.randint(0,0))) #orderblocksprite(blocksprite, (random.randint(0,5),random.randint(0,5),random.randint(0,5))) return blocksprite def orderblocksprite(self,blocksprite, order): blocksprite.order = order blocksprite.image.blit(self.blocks[order[0]],(0,0 )) blocksprite.image.blit(self.blocks[order[1]],(0,self.blockHeight)) blocksprite.image.blit(self.blocks[order[2]],(0,2*self.blockHeight)) def rotateblocksprite(self,blocksprite): order=(blocksprite.order[1],blocksprite.order[2],blocksprite.order[0]) orderblocksprite(blocksprite, order) def heightToBlock(self,height): return (height-self.playfieldOffset[1])/self.blockHeight def updateBoard(self,sprite,position): # Add stuff to the board bottomMost = self.heightToBlock(sprite.rect.bottom)-1 self.board[bottomMost][position] = sprite.order[2] self.board[bottomMost-1][position] = sprite.order[1] self.board[bottomMost-2][position] = sprite.order[0] multiplier = 1 while (self.cullBoard2(multiplier)): multiplier*=2 def flashSquare(self,locations,frame): surface = self.flashSurfaces[frame%8] self.drawBoard(False) if surface != None: for location in locations: self.screen.blit(surface, (self.playfieldOffset[0]+self.blockWidth*location[0],self.playfieldOffset[1]+self.blockHeight*location[1])) pygame.display.flip() def cullBoard2(self,multiplier): for y in range (self.playfieldSize[1]-1,0,-1): for x in range (0,self.playfieldSize[0] ): for way in self.waysToScore: thisscore = self.findGroup(x,y,way[0],way[1]) if (thisscore>=3): self.score.increment(thisscore,multiplier) return True return False def findGroup(self,x,y,deltax,deltay): lookingFor = self.board[y][x] if (lookingFor == -1): return 0 for blockToTry in range(0,max (self.playfieldSize[0],self.playfieldSize[1])): newx = x + deltax*blockToTry newy = y + deltay*blockToTry if newx<0 or newx>=self.playfieldSize[0] or newy<0 or newy>=self.playfieldSize[1] or self.board[newy][newx]!=lookingFor: if blockToTry >= 3: locations = [] for offset in range (blockToTry): locations.append((x+deltax*offset,y+deltay*offset)) locations.sort(None,lambda x:x[1],False) #sort locations by y to prevent out of order removals which will corrupt... for frame in range (0,24): self.flashSquare(locations,frame) self.clock.tick(15) for location in locations: for deltay in range (location[1],1,-1): self.board[deltay][location[0]]=self.board[deltay-1][location[0]] return blockToTry return 0 def drawBoard(self,done): self.screen.blit(self.background,self.screen.get_rect()) for x in range(self.playfieldSize[0]): for y in range(self.playfieldSize[1]): if (self.board[y][x]==-1): # screen.blit(playfieldBackground, (playfieldOffset[0]+blockWidth*x,playfieldOffset[1]+blockHeight*y), (blockWidth*x,blockHeight*y,blockWidth,blockHeight)) pass else: self.screen.blit(self.blocks[self.board[y][x]], (self.playfieldOffset[0]+self.blockWidth*x,self.playfieldOffset[1]+self.blockHeight*y)) # Display the score text = self.font.render(str(self.score.get()), True, (255, 255, 255), (200, 50, 60)) textRect = text.get_rect() textRect.centerx = self.scoreLocation[0] textRect.centery = self.scoreLocation[1] self.screen.blit(text, textRect) if (done == True): pygame.display.flip() def playgame(self): receiveLR=True position = 0 self.loadblocks() group = pygame.sprite.Group() blocksprite = self.makenewblocksprite(group) updateRect = pygame.Rect(0,0,self.blockWidth,self.blockHeight*3+self.acceleratedSpeed+1) self.loadbackground() # Setup the board; -1 == empty self.board = [[-1 for col in range(self.playfieldSize[0])] for row in range(self.playfieldSize[1])] self.drawBoard(True) while 1: receiveLR = not receiveLR for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() keys = pygame.key.get_pressed() if (keys[pygame.K_RIGHT] and position < 4 and receiveLR): position+=1 if (keys[pygame.K_LEFT] and position > 0 and receiveLR): position -=1 if (keys[pygame.K_UP] and receiveLR): self.rotateblocksprite(blocksprite) group.clear(self.screen,self.background) updateRect.top, updateRect.left = blocksprite.rect.top, blocksprite.rect.left blocksprite.rect.top += self.acceleratedSpeed if (keys[pygame.K_DOWN]) else self.normalSpeed blocksprite.rect.left = position*self.blockWidth+self.playfieldOffset[0] if blocksprite.rect.top < 0 or blocksprite.rect.bottom >= self.playfieldBottom or \ self.board[self.heightToBlock(blocksprite.rect.bottom)][position]!=-1: self.updateBoard(blocksprite,position) blocksprite = self.makenewblocksprite(group) self.drawBoard(True) else: group.draw(self.screen) pygame.display.update([updateRect]) self.clock.tick(20) def titlescreen(): game = rastras() font = pygame.font.Font(None, game.width/10) text = font.render("Apelsinas Software", True, (255, 90, 25), (0, 0, 0)) textRect = text.get_rect() textRect.centerx = game.width/2 textRect.top = 10 game.screen.blit(text, textRect) text = font.render("presents...", True, (40, 60, 255), (0, 0, 0)) textRect2 = text.get_rect() textRect2.centerx = game.width/2 textRect2.top = textRect.bottom + 10 game.screen.blit(text, textRect2) font = pygame.font.Font(None, game.width/3) text = font.render("Rastras", True, (40, 255, 60), (0, 0, 0)) textRect3 = text.get_rect() textRect3.centerx = game.width/2 textRect3.top = textRect2.bottom + 10 game.screen.blit(text, textRect3) pygame.display.flip() for i in range (1, 100): game.clock.tick(20) game.playgame() titlescreen()