[pygame] more circles
Hi, Well, I got it working. The circle moves correctly according to keyboard input. The trouble I am having is with resizing the circle/sprite. Everything looks logical to me, but it won't function the way I want it to. I tried using the rect.inflate(x,y) method, but I couldn't see how to incorporate it. If someone could show me how to add the some resizing functionality, that would be great. I am going to be getting a tutor soon, so I won't be bringing my beginner questions to this board. Thanks again to everyone who has assisted me. Here she is: MoveCircleSizeCircle.py Makes a circle that changes it's position and size by the keyboard, 10/3/10 import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) class Circle(pygame.sprite.Sprite): def __init__(self, startPos, direction, reSize): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((50, 50)) self.image.fill((255, 255, 255)) pygame.draw.circle(self.image, (0, 0, 255), (25, 25), 25) self.rect = self.image.get_rect() self.rect.center = startPos self.dx,self.dy = direction self.da,self.db = reSize def update(self): self.rect.width += self.da #add to rects size by (x,y) values self.rect.height += self.db if self.rect.height 199: self.rect.height = 200 if self.rect.width 199: self.rect.width = 200 if self.rect.height 1: self.rect.height = 1 if self.rect.width 1: self.rect.width = 1 self.rect.centerx += self.dx #move rect (x, y) self.rect.centery += self.dy if self.rect.right screen.get_width(): self.rect.left = screen.get_width() - 50 if self.rect.left 0: self.rect.right = 50 if self.rect.bottom screen.get_height(): self.rect.top = screen.get_height() - 50 if self.rect.top 0: self.rect.bottom = 50 def main(): pygame.display.set_caption(Move the Circle with Arrows, Resize it with(0)+(9)-) background = pygame.Surface(screen.get_size()) background.fill((255, 255, 255)) screen.blit(background, (0, 0)) circle = Circle([320, 240], [0, 0], [0, 0]) pygame.mouse.set_visible(False) allSprites = pygame.sprite.Group(circle) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: circle.dy += 2 if event.key == pygame.K_UP: circle.dy -= 2 if event.key == pygame.K_RIGHT: circle.dx += 2 if event.key == pygame.K_LEFT: circle.dx -= 2 if event.key == pygame.K_ESCAPE: keepGoing = False if event.key == pygame.K_9: #resize by -2 circle.da += -2 if event.key == pygame.K_0: circle.db += 2 #resize by +2 elif event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: circle.dy = 0 if event.key == pygame.K_UP: circle.dy = 0 if event.key == pygame.K_LEFT: circle.dx = 0 if event.key == pygame.K_RIGHT: circle.dx = 0 if event.key == pygame.K_9: circle.da = 0 if event.key == pygame.K_0: circle.db = 0 allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() pygame.mouse.set_visible(True) if __name__ == __main__: main() pygame.quit()
Re: [pygame] more circles
You have to resize the rect *and* the image. You can use pygame functions Rect.inflate* and transform.scale, respectively, or you can do-it-yerself (hint: move some of the constructor code to a resize method and call that from in constructor, as well as the main loop). Also, the += and -= in the event handler cases are probably not doing what you intend. If you get the resize working so you can see the circle change and it grows or moves at a strange rate, re-examine those calculations. Gumm On Wed, Oct 6, 2010 at 6:07 PM, kevin hayes kevino...@gmail.com wrote: Hi, Well, I got it working. The circle moves correctly according to keyboard input. The trouble I am having is with resizing the circle/sprite. Everything looks logical to me, but it won't function the way I want it to. I tried using the rect.inflate(x,y) method, but I couldn't see how to incorporate it. If someone could show me how to add the some resizing functionality, that would be great. I am going to be getting a tutor soon, so I won't be bringing my beginner questions to this board. Thanks again to everyone who has assisted me. Here she is: MoveCircleSizeCircle.py Makes a circle that changes it's position and size by the keyboard, 10/3/10 import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) class Circle(pygame.sprite.Sprite): def __init__(self, startPos, direction, reSize): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((50, 50)) self.image.fill((255, 255, 255)) pygame.draw.circle(self.image, (0, 0, 255), (25, 25), 25) self.rect = self.image.get_rect() self.rect.center = startPos self.dx,self.dy = direction self.da,self.db = reSize def update(self): self.rect.width += self.da #add to rects size by (x,y) values self.rect.height += self.db if self.rect.height 199: self.rect.height = 200 if self.rect.width 199: self.rect.width = 200 if self.rect.height 1: self.rect.height = 1 if self.rect.width 1: self.rect.width = 1 self.rect.centerx += self.dx #move rect (x, y) self.rect.centery += self.dy if self.rect.right screen.get_width(): self.rect.left = screen.get_width() - 50 if self.rect.left 0: self.rect.right = 50 if self.rect.bottom screen.get_height(): self.rect.top = screen.get_height() - 50 if self.rect.top 0: self.rect.bottom = 50 def main(): pygame.display.set_caption(Move the Circle with Arrows, Resize it with(0)+(9)-) background = pygame.Surface(screen.get_size()) background.fill((255, 255, 255)) screen.blit(background, (0, 0)) circle = Circle([320, 240], [0, 0], [0, 0]) pygame.mouse.set_visible(False) allSprites = pygame.sprite.Group(circle) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: circle.dy += 2 if event.key == pygame.K_UP: circle.dy -= 2 if event.key == pygame.K_RIGHT: circle.dx += 2 if event.key == pygame.K_LEFT: circle.dx -= 2 if event.key == pygame.K_ESCAPE: keepGoing = False if event.key == pygame.K_9: #resize by -2 circle.da += -2 if event.key == pygame.K_0: circle.db += 2 #resize by +2 elif event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: circle.dy = 0 if event.key == pygame.K_UP: circle.dy = 0 if event.key == pygame.K_LEFT: circle.dx = 0 if event.key == pygame.K_RIGHT: circle.dx = 0 if event.key == pygame.K_9: circle.da = 0 if event.key == pygame.K_0: circle.db = 0 allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() pygame.mouse.set_visible(True) if __name__ == __main__: main() pygame.quit()
Re: [pygame] more circles
Thank you so much for your reply! Yeah, I'm trying to get a tutor through some friends of my Mom, but if I can't find one that wayI'll probably ask people on this list. I just need someone to answer a question every couple of days. I really appreciate your help. Thanks again! On Wed, Oct 6, 2010 at 10:02 PM, B W stabbingfin...@gmail.com wrote: You have to resize the rect *and* the image. You can use pygame functions Rect.inflate* and transform.scale, respectively, or you can do-it-yerself (hint: move some of the constructor code to a resize method and call that from in constructor, as well as the main loop). Also, the += and -= in the event handler cases are probably not doing what you intend. If you get the resize working so you can see the circle change and it grows or moves at a strange rate, re-examine those calculations. Gumm On Wed, Oct 6, 2010 at 6:07 PM, kevin hayes kevino...@gmail.com wrote: Hi, Well, I got it working. The circle moves correctly according to keyboard input. The trouble I am having is with resizing the circle/sprite. Everything looks logical to me, but it won't function the way I want it to. I tried using the rect.inflate(x,y) method, but I couldn't see how to incorporate it. If someone could show me how to add the some resizing functionality, that would be great. I am going to be getting a tutor soon, so I won't be bringing my beginner questions to this board. Thanks again to everyone who has assisted me. Here she is: MoveCircleSizeCircle.py Makes a circle that changes it's position and size by the keyboard, 10/3/10 import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) class Circle(pygame.sprite.Sprite): def __init__(self, startPos, direction, reSize): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((50, 50)) self.image.fill((255, 255, 255)) pygame.draw.circle(self.image, (0, 0, 255), (25, 25), 25) self.rect = self.image.get_rect() self.rect.center = startPos self.dx,self.dy = direction self.da,self.db = reSize def update(self): self.rect.width += self.da #add to rects size by (x,y) values self.rect.height += self.db if self.rect.height 199: self.rect.height = 200 if self.rect.width 199: self.rect.width = 200 if self.rect.height 1: self.rect.height = 1 if self.rect.width 1: self.rect.width = 1 self.rect.centerx += self.dx #move rect (x, y) self.rect.centery += self.dy if self.rect.right screen.get_width(): self.rect.left = screen.get_width() - 50 if self.rect.left 0: self.rect.right = 50 if self.rect.bottom screen.get_height(): self.rect.top = screen.get_height() - 50 if self.rect.top 0: self.rect.bottom = 50 def main(): pygame.display.set_caption(Move the Circle with Arrows, Resize it with(0)+(9)-) background = pygame.Surface(screen.get_size()) background.fill((255, 255, 255)) screen.blit(background, (0, 0)) circle = Circle([320, 240], [0, 0], [0, 0]) pygame.mouse.set_visible(False) allSprites = pygame.sprite.Group(circle) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: circle.dy += 2 if event.key == pygame.K_UP: circle.dy -= 2 if event.key == pygame.K_RIGHT: circle.dx += 2 if event.key == pygame.K_LEFT: circle.dx -= 2 if event.key == pygame.K_ESCAPE: keepGoing = False if event.key == pygame.K_9: #resize by -2 circle.da += -2 if event.key == pygame.K_0: circle.db += 2 #resize by +2 elif event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: circle.dy = 0 if event.key == pygame.K_UP: circle.dy = 0 if event.key == pygame.K_LEFT: circle.dx = 0 if event.key == pygame.K_RIGHT: circle.dx = 0 if event.key == pygame.K_9: circle.da = 0 if event.key == pygame.K_0: circle.db = 0 allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() pygame.mouse.set_visible(True) if __name__ == __main__: