First off, i have searched online and this website for solutions and the ones i have tried are not working so i decided to post my individual question and code. This program was created using Python 3.2.2 and the corresponding compatible version of pygame. I also realize a more efficient method would be to use sprites, sprite groups and 'dirty rect' updating but i unable to convert the program and so i will continue without the added benefits of such functions.
Problem: Smudge trails where the 'asteroids' are moving are left behind.
Hypothesis: Background is blitted onto the screen however the asteroids are blitted onto the Background.
Please Reply - btw i'm a highschooler from AUS :D
import pygame
import random
import math
pygame.init()
height = 550
width = 750
screen = pygame.display.set_mode((width, height))
background = pygame.image.load("Planet.jpg")
Clock = pygame.time.Clock()
class asteroid(pygame.sprite.Sprite):
def __init__(self, x, y, size):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.size = 15
self.speed = 0.0
self.angle = 0
self.colour = (171, 130, 255)
self.thickness = 0
def display(self):
pygame.draw.circle(background, self.colour, (int(self.x),int(self.y)), self.size, self.thickness)
pygame.draw.circle(background, (255, 255, 255), (int(self.x),int(self.y)), self.size, 1)
def move(self):
self.x += math.sin(self.angle) * self.speed
self.y -= math.cos(self.angle) * self.speed
def boundaries(self):
if self.x > width - self.size:
self.x = 0 + self.size
elif self.x < self.size:
self.x = width - self.size
if self.y > height - self.size:
self.y = 0 + self.size
elif self.y <self.size:
self.y = height - self.size
num_target = 5
my_particles = []
num_particles = len(my_particles)
while num_particles < 5:
for n in range(num_target):
size = 20
x = random.randint(size, height - size)
y = random.randint(size, width - size)
target = asteroid(x, y, size)
target.speed = random.uniform(1.0, 1.0)
target.angle = random.uniform(0, math.pi*2)
my_particles.append(target)
num_particles = num_particles + 1
def main():
pygame.display.set_caption("Anyu's Game")
screen.blit(background, (0,0))
pygame.display.update()
score = (pygame.time.get_ticks()/1000)
print (score)
while True:
pygame.display.update()
screen.blit(background, (0,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit();
if __name__=='__main__':
main()
Basically, you are right! The circles are drawn directly onto the background, and everytime new circles are drawn, the old circles remain. Resulting in the smudges/trails.
You can just change background
to screen
in your draw
method. This will fix it.
But it is really worth using the Sprite
classes as intended. I've made a few changes to your code to switch it over for you. With these changes it runs without trails :)
Here are the changes and explainations:
Add this near the top:
#Create a new `pygame.Surface`, and draw a circle on it, then set transparency:
circle = pygame.Surface((30,30))
circle = circle.convert()
pygame.draw.circle(circle, (171, 130, 255), (int(15),int(15)), 15, 0)
circle.set_colorkey(circle.get_at((0, 0)), pygame.RLEACCEL)
Add this to the asteroid
, __init__
method:
#Sets the asteroid image, and then the asteroids co-ords (these are in `rect`)
self.image = circle
self.rect = self.image.get_rect()
Add this to the end of def move(self):
self.rect[0] = self.x
self.rect[1] = self.y
change:
my_particles = []
to:
#This is a special pygame container class, it has a draw() method that tracks changed areas of the screen.
my_particles = pygame.sprite.RenderUpdates()
change:
my_particles.append(target)
to:
my_particles.add(target)
change:
while True:
pygame.display.update()
screen.blit(background, (0,0))
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
target.display()
pygame.display.update()
to:
#initial screen draw:
screen.blit(background, (0,0))
pygame.display.update()
while True:
#remove previous drawn sprites and replaces with background:
my_particles.clear(screen, background)
MouseP = pygame.mouse.get_pos()
frames = Clock.get_fps
pygame.mouse.set_visible
score = (pygame.time.get_ticks()/1000)
print (score)
print (MouseP)
for target in my_particles:
target.move()
target.boundaries()
#draws changed sprites to the screen:
pygame.display.update(my_particles.draw(screen))
Remove the display
method as it is no longer needed.
This will also run a lot faster than the your earlier code, as the time taken to draw something is proportional to the size of the drawing area, and previously it was drawing the whole background everytime - now it only draws the sprites and changes to the background!
Hope this helps :)
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