Re: [pygame] Background ghosts
Weeble - You nailed it! Thanks for your help - it is very much appreciated. Michael
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
Re: [pygame] Background ghosts
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
Re: [pygame] @
Yanom - A decorator is a method that takes another method as a parameter so that it can do something. It is usually used for aspect oriented programming. For example: def logThisMethodCall(methodCall) # Do some logging here @logThisMethodCall def myMethod(a,b,c) # do Somthing in here Now, whenever you call myMethod, logThisMethodCall gets called first, with the invocation of myMethod passed into it. You can use it for logging, security (i.e. does this person have permission to be calling this), etc. Michael -Original Message- From: Yanom Mobis [ya...@rocketmail.com] Date: 12/31/2008 11:19 To: pygame-users@seul.org Subject: Re: [pygame] @ so when you do this: @foo def bar(): pass you assume that a function foo() already exists. and it creates something like this: def foo(): def bar(): pass pass ? I'm sorry, I just got confused. - On Wed, 12/31/08, Noah Kantrowitz n...@coderanger.net wrote: From: Noah Kantrowitz n...@coderanger.net Subject: Re: [pygame] @ To: pygame-users@seul.org Date: Wednesday, December 31, 2008, 3:01 AM decorator. The short version is that this @foo def bar(): pass is the same as this def bar(): pass bar = foo(bar) The long version is look it up because it gets very complicated and voodoo-ish --Noah On Dec 30, 2008, at 9:55 PM, Yanom Mobis wrote: I was reading some Python code examples, and i found the @ symbol. What exactly does this operator do?