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Circles appear than disappear in python/pygame.


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#1 Crazylegs830   Members   -  Reputation: 226

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Posted 20 November 2013 - 02:59 PM

Hey, I have decided to give this another shot. I am trying to make small circles that when you go over and touch they disappear, but the circles I make appear and then disappear right away and then more appear and disappear. My questions are how do I prevent this and how do I make it so only 10 or so spawn.

 

code:

you="C:\\Users\\user\\Desktop\\Python Programs\\Snake\\textures\\you.bmp"

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

pygame.init()

screen=pygame.display.set_mode((1600,1120),0,32)
mouse_c=pygame.image.load(you).convert_alpha()

#Variables for shapes

BLUE=(0,64,128)
WHITE=(255,255,255)
pos1=(0,0)
pos2=(0,1130)
pos3=(1600,0)
pos4=(1600,1130)
randpos1=random.randint(0, 1120)
randpos2=random.randint(0, 1600)
radius=(5)

#Variables for shapes

x,y=770,560
movex, movey=0,0

#Controls

while True:

    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type==KEYDOWN:
            if event.key==K_LEFT:
                movex=-4
            elif event.key==K_RIGHT:
                movex=+4
            elif event.key==K_UP:
                movey=-4
            elif event.key==K_DOWN:
                movey=+4
        if event.type==KEYUP:
            if event.key==K_LEFT:
                movex=0
            elif event.key==K_RIGHT:
                movex=0
            elif event.key==K_UP:
                movey=0
            elif event.key==K_DOWN:
                movey=0
#Controls
                
    screen.lock()
    pygame.draw.circle(screen, WHITE, (random.randint(0, 1600), random.randint(0, 1600)), radius)
    screen.unlock()

    x+=movex
    y+=movey
    
#Collision
    if y < 0:
        y = 0
    elif y > 1080:
        y = 1080
    if x < 0:
        x = 0
    elif x > 1550:
        x = 1550
#Collision
#Dots
    

    
    screen.blit(mouse_c,(x,y))
    pygame.display.update()
    screen.fill(pygame.Color(0, 0, 0, 255))




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#2 Lactose!   GDNet+   -  Reputation: 1458

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Posted 20 November 2013 - 03:17 PM

This line draws a circle at a random position every frame. If you don't want the position to be random every frame, you need to either hard-code a value to use, or generate a random position once, and store that in a variable.

Basically, you want to use either a hard-coded or a randomly generated & stored variable every time.

 

As for drawing more than 1 circle at a time, you'll probably want some kind of for loop. I don't know the syntax for it, but it should be easily findable via google.

pygame.draw.circle(screen, WHITE, (random.randint(0, 1600), random.randint(0, 1600)), radius)

Speaking of finding things via google... learning to program in any language requires a lot of practice and effort. This will involve you being stuck.

While you can always ask for advice, always try to understand exactly what you want to achieve, and what the code you currently has does.

Google/searching can sometimes be a lot faster than waiting for a reply, and might give you more back.

 

The last part was mainly a bit of rambling advice while I drink tea.



#3 Crazylegs830   Members   -  Reputation: 226

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Posted 20 November 2013 - 03:55 PM

This line draws a circle at a random position every frame. If you don't want the position to be random every frame, you need to either hard-code a value to use, or generate a random position once, and store that in a variable.

Basically, you want to use either a hard-coded or a randomly generated & stored variable every time.

 

As for drawing more than 1 circle at a time, you'll probably want some kind of for loop. I don't know the syntax for it, but it should be easily findable via google.

pygame.draw.circle(screen, WHITE, (random.randint(0, 1600), random.randint(0, 1600)), radius)

Speaking of finding things via google... learning to program in any language requires a lot of practice and effort. This will involve you being stuck.

While you can always ask for advice, always try to understand exactly what you want to achieve, and what the code you currently has does.

Google/searching can sometimes be a lot faster than waiting for a reply, and might give you more back.

 

The last part was mainly a bit of rambling advice while I drink tea.

Thank you very much!



#4 Eck   Members   -  Reputation: 1221

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Posted 21 November 2013 - 08:03 AM

I don't know pygame, but I think this last line clears the screen to black.

 

screen.fill(pygame.Color(0, 0, 0, 255))

 

To me, it looks like your code draws a random circle, then clears to black. You might want to clear to black as step 1, and then draw your non-random circle as CoreLactose suggested.

 

- Eck



#5 Dragonsoulj   Crossbones+   -  Reputation: 1998

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Posted 21 November 2013 - 09:03 AM

I don't know pygame, but I think this last line clears the screen to black.

screen.fill(pygame.Color(0, 0, 0, 255))

To me, it looks like your code draws a random circle, then clears to black. You might want to clear to black as step 1, and then draw your non-random circle as CoreLactose suggested.

 

- Eck

 

It does seem to make more sense to start with a clean screen every frame than to clear your screen after you draw.

 

You could create a list of coordinates for each circle, with 10 pairs of values stored in the list. This way, you have your 10 limit and can redraw your circles. When you click on one circle, remove those coordinates from the list.



#6 Crazylegs830   Members   -  Reputation: 226

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Posted 21 November 2013 - 09:34 AM

I don't know pygame, but I think this last line clears the screen to black.

screen.fill(pygame.Color(0, 0, 0, 255))

To me, it looks like your code draws a random circle, then clears to black. You might want to clear to black as step 1, and then draw your non-random circle as CoreLactose suggested.

 

- Eck

Thanks I've got it now. Please excuse that messy code.






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