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pygame_functions.py
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pygame_functions.py
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# pygame_functions
# Documentation at www.github.com/stevepaget/pygame_functions
# Report bugs at https://github.com/StevePaget/Pygame_Functions/issues
import pygame, math, sys, os
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
pygame.mixer.init()
spriteGroup = pygame.sprite.OrderedUpdates()
textboxGroup = pygame.sprite.OrderedUpdates()
gameClock = pygame.time.Clock()
musicPaused = False
hiddenSprites = pygame.sprite.OrderedUpdates()
screenRefresh = True
background = None
keydict = {"space": pygame.K_SPACE, "esc": pygame.K_ESCAPE, "up": pygame.K_UP, "down": pygame.K_DOWN,
"left": pygame.K_LEFT, "right": pygame.K_RIGHT, "return": pygame.K_RETURN,
"a": pygame.K_a,
"b": pygame.K_b,
"c": pygame.K_c,
"d": pygame.K_d,
"e": pygame.K_e,
"f": pygame.K_f,
"g": pygame.K_g,
"h": pygame.K_h,
"i": pygame.K_i,
"j": pygame.K_j,
"k": pygame.K_k,
"l": pygame.K_l,
"m": pygame.K_m,
"n": pygame.K_n,
"o": pygame.K_o,
"p": pygame.K_p,
"q": pygame.K_q,
"r": pygame.K_r,
"s": pygame.K_s,
"t": pygame.K_t,
"u": pygame.K_u,
"v": pygame.K_v,
"w": pygame.K_w,
"x": pygame.K_x,
"y": pygame.K_y,
"z": pygame.K_z,
"1": pygame.K_1,
"2": pygame.K_2,
"3": pygame.K_3,
"4": pygame.K_4,
"5": pygame.K_5,
"6": pygame.K_6,
"7": pygame.K_7,
"8": pygame.K_8,
"9": pygame.K_9,
"0": pygame.K_0}
screen = ""
class Background():
def __init__(self):
self.colour = pygame.Color("black")
def setTiles(self, tiles):
if type(tiles) is str:
self.tiles = [[loadImage(tiles)]]
elif type(tiles[0]) is str:
self.tiles = [[loadImage(i) for i in tiles]]
else:
self.tiles = [[loadImage(i) for i in row] for row in tiles]
self.stagePosX = 0
self.stagePosY = 0
self.tileWidth = self.tiles[0][0].get_width()
self.tileHeight = self.tiles[0][0].get_height()
screen.blit(self.tiles[0][0], [0, 0])
self.surface = screen.copy()
def scroll(self, x, y):
self.stagePosX -= x
self.stagePosY -= y
col = (self.stagePosX % (self.tileWidth * len(self.tiles[0]))) // self.tileWidth
xOff = (0 - self.stagePosX % self.tileWidth)
row = (self.stagePosY % (self.tileHeight * len(self.tiles))) // self.tileHeight
yOff = (0 - self.stagePosY % self.tileHeight)
col2 = ((self.stagePosX + self.tileWidth) % (self.tileWidth * len(self.tiles[0]))) // self.tileWidth
row2 = ((self.stagePosY + self.tileHeight) % (self.tileHeight * len(self.tiles))) // self.tileHeight
screen.blit(self.tiles[row][col], [xOff, yOff])
screen.blit(self.tiles[row][col2], [xOff + self.tileWidth, yOff])
screen.blit(self.tiles[row2][col], [xOff, yOff + self.tileHeight])
screen.blit(self.tiles[row2][col2], [xOff + self.tileWidth, yOff + self.tileHeight])
self.surface = screen.copy()
def setColour(self, colour):
self.colour = parseColour(colour)
screen.fill(self.colour)
pygame.display.update()
self.surface = screen.copy()
class newSprite(pygame.sprite.Sprite):
def __init__(self, filename, frames=1):
pygame.sprite.Sprite.__init__(self)
self.images = []
img = loadImage(filename)
self.originalWidth = img.get_width() // frames
self.originalHeight = img.get_height()
frameSurf = pygame.Surface((self.originalWidth, self.originalHeight), pygame.SRCALPHA, 32)
x = 0
for frameNo in range(frames):
frameSurf = pygame.Surface((self.originalWidth, self.originalHeight), pygame.SRCALPHA, 32)
frameSurf.blit(img, (x, 0))
self.images.append(frameSurf.copy())
x -= self.originalWidth
self.image = pygame.Surface.copy(self.images[0])
self.currentImage = 0
self.rect = self.image.get_rect()
self.rect.topleft = (0, 0)
self.mask = pygame.mask.from_surface(self.image)
self.angle = 0
self.scale = 1
def addImage(self, filename):
self.images.append(loadImage(filename))
def move(self, xpos, ypos, centre=False):
if centre:
self.rect.center = [xpos, ypos]
else:
self.rect.topleft = [xpos, ypos]
def changeImage(self, index):
self.currentImage = index
if self.angle == 0 and self.scale == 1:
self.image = self.images[index]
else:
self.image = pygame.transform.rotozoom(self.images[self.currentImage], -self.angle, self.scale)
oldcenter = self.rect.center
self.rect = self.image.get_rect()
originalRect = self.images[self.currentImage].get_rect()
self.originalWidth = originalRect.width
self.originalHeight = originalRect.height
self.rect.center = oldcenter
self.mask = pygame.mask.from_surface(self.image)
if screenRefresh:
updateDisplay()
class newTextBox(pygame.sprite.Sprite):
def __init__(self, text, xpos, ypos, width, case, maxLength, fontSize):
pygame.sprite.Sprite.__init__(self)
self.text = ""
self.width = width
self.initialText = text
self.case = case
self.maxLength = maxLength
self.boxSize = int(fontSize * 1.7)
self.image = pygame.Surface((width, self.boxSize))
self.image.fill((255, 255, 255))
pygame.draw.rect(self.image, (0, 0, 0), [0, 0, width - 1, self.boxSize - 1], 2)
self.rect = self.image.get_rect()
self.fontFace = pygame.font.match_font("Arial")
self.fontColour = pygame.Color("black")
self.initialColour = (180, 180, 180)
self.font = pygame.font.Font(self.fontFace, fontSize)
self.rect.topleft = [xpos, ypos]
newSurface = self.font.render(self.initialText, True, self.initialColour)
self.image.blit(newSurface, [10, 5])
def update(self, keyevent):
key = keyevent.key
unicode = keyevent.unicode
if key > 31 and key < 127 and (
self.maxLength == 0 or len(self.text) < self.maxLength): # only printable characters
if keyevent.mod in (1, 2) and self.case == 1 and key >= 97 and key <= 122:
# force lowercase letters
self.text += chr(key)
elif keyevent.mod == 0 and self.case == 2 and key >= 97 and key <= 122:
self.text += chr(key - 32)
else:
# use the unicode char
self.text += unicode
elif key == 8:
# backspace. repeat until clear
keys = pygame.key.get_pressed()
nexttime = pygame.time.get_ticks() + 200
deleting = True
while deleting:
keys = pygame.key.get_pressed()
if keys[pygame.K_BACKSPACE]:
thistime = pygame.time.get_ticks()
if thistime > nexttime:
self.text = self.text[0:len(self.text) - 1]
self.image.fill((255, 255, 255))
pygame.draw.rect(self.image, (0, 0, 0), [0, 0, self.width - 1, self.boxSize - 1], 2)
newSurface = self.font.render(self.text, True, self.fontColour)
self.image.blit(newSurface, [10, 5])
updateDisplay()
nexttime = thistime + 50
pygame.event.clear()
else:
deleting = False
self.image.fill((255, 255, 255))
pygame.draw.rect(self.image, (0, 0, 0), [0, 0, self.width - 1, self.boxSize - 1], 2)
newSurface = self.font.render(self.text, True, self.fontColour)
self.image.blit(newSurface, [10, 5])
if screenRefresh:
updateDisplay()
def move(self, xpos, ypos, centre=False):
if centre:
self.rect.topleft = [xpos, ypos]
else:
self.rect.center = [xpos, ypos]
def clear(self):
self.image.fill((255, 255, 255))
pygame.draw.rect(self.image, (0, 0, 0), [0, 0, self.width - 1, self.boxSize - 1], 2)
newSurface = self.font.render(self.initialText, True, self.initialColour)
self.image.blit(newSurface, [10, 5])
if screenRefresh:
updateDisplay()
class newLabel(pygame.sprite.Sprite):
def __init__(self, text, fontSize, font, fontColour, xpos, ypos, background):
pygame.sprite.Sprite.__init__(self)
self.text = text
self.fontColour = parseColour(fontColour)
self.fontFace = pygame.font.match_font(font)
self.fontSize = fontSize
self.background = background
self.font = pygame.font.Font(self.fontFace, self.fontSize)
self.renderText()
self.rect.topleft = [xpos, ypos]
def update(self, newText, fontColour, background):
self.text = newText
if fontColour:
self.fontColour = parseColour(fontColour)
if background:
self.background = parseColour(background)
oldTopLeft = self.rect.topleft
self.renderText()
self.rect.topleft = oldTopLeft
if screenRefresh:
updateDisplay()
def renderText(self):
lineSurfaces = []
textLines = self.text.split("<br>")
maxWidth = 0
maxHeight = 0
for line in textLines:
lineSurfaces.append(self.font.render(line, True, self.fontColour))
thisRect = lineSurfaces[-1].get_rect()
if thisRect.width > maxWidth:
maxWidth = thisRect.width
if thisRect.height > maxHeight:
maxHeight = thisRect.height
self.image = pygame.Surface((maxWidth, (self.fontSize + 1) * len(textLines) + 5), pygame.SRCALPHA, 32)
self.image.convert_alpha()
if self.background != "clear":
self.image.fill(parseColour(self.background))
linePos = 0
for lineSurface in lineSurfaces:
self.image.blit(lineSurface, [0, linePos])
linePos += self.fontSize + 1
self.rect = self.image.get_rect()
def loadImage(fileName, useColorKey=False):
if os.path.isfile(fileName):
image = pygame.image.load(fileName)
image = image.convert_alpha()
# Return the image
return image
else:
raise Exception("Error loading image: " + fileName + " - Check filename and path?")
def screenSize(sizex, sizey, xpos=None, ypos=None, fullscreen=False):
global screen
global background
if xpos != None and ypos != None:
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (xpos, ypos + 50)
else:
windowInfo = pygame.display.Info()
monitorWidth = windowInfo.current_w
monitorHeight = windowInfo.current_h
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % ((monitorWidth - sizex) / 2, (monitorHeight - sizey) / 2)
if fullscreen:
screen = pygame.display.set_mode([sizex, sizey], pygame.FULLSCREEN)
else:
screen = pygame.display.set_mode([sizex, sizey])
background = Background()
screen.fill(background.colour)
pygame.display.set_caption("Graphics Window")
background.surface = screen.copy()
pygame.display.update()
return screen
def moveSprite(sprite, x, y, centre=False):
sprite.move(x, y, centre)
if screenRefresh:
updateDisplay()
def rotateSprite(sprite, angle):
print("rotateSprite has been deprecated. Please use transformSprite")
transformSprite(sprite, angle, 1)
def transformSprite(sprite, angle, scale, hflip=False, vflip=False):
oldmiddle = sprite.rect.center
if hflip or vflip:
tempImage = pygame.transform.flip(sprite.images[sprite.currentImage], hflip, vflip)
else:
tempImage = sprite.images[sprite.currentImage]
if angle != 0 or scale != 1:
sprite.angle = angle
sprite.scale = scale
tempImage = pygame.transform.rotozoom(tempImage, -angle, scale)
sprite.image = tempImage
sprite.rect = sprite.image.get_rect()
sprite.rect.center = oldmiddle
sprite.mask = pygame.mask.from_surface(sprite.image)
if screenRefresh:
updateDisplay()
def killSprite(sprite):
sprite.kill()
if screenRefresh:
updateDisplay()
def setBackgroundColour(colour):
background.setColour(colour)
if screenRefresh:
updateDisplay()
def setBackgroundImage(img):
global background
background.setTiles(img)
if screenRefresh:
updateDisplay()
def hideSprite(sprite):
hiddenSprites.add(sprite)
spriteGroup.remove(sprite)
if screenRefresh:
updateDisplay()
def hideAll():
hiddenSprites.add(spriteGroup.sprites())
spriteGroup.empty()
if screenRefresh:
updateDisplay()
def unhideAll():
spriteGroup.add(hiddenSprites.sprites())
hiddenSprites.empty()
if screenRefresh:
updateDisplay()
def showSprite(sprite):
spriteGroup.add(sprite)
if screenRefresh:
updateDisplay()
def makeSprite(filename, frames=1):
thisSprite = newSprite(filename, frames)
return thisSprite
def addSpriteImage(sprite, image):
sprite.addImage(image)
def changeSpriteImage(sprite, index):
sprite.changeImage(index)
def nextSpriteImage(sprite):
sprite.currentImage += 1
if sprite.currentImage > len(sprite.images) - 1:
sprite.currentImage = 0
sprite.changeImage(sprite.currentImage)
def prevSpriteImage(sprite):
sprite.currentImage -= 1
if sprite.currentImage < 0:
sprite.currentImage = len(sprite.images) - 1
sprite.changeImage(sprite.currentImage)
def makeImage(filename):
return loadImage(filename)
def touching(sprite1, sprite2):
collided = pygame.sprite.collide_mask(sprite1, sprite2)
return collided
def allTouching(spritename):
if spriteGroup.has(spritename):
collisions = pygame.sprite.spritecollide(spritename, spriteGroup, False, collided=pygame.sprite.collide_mask)
collisions.remove(spritename)
return collisions
else:
return []
def pause(milliseconds, allowEsc=True):
keys = pygame.key.get_pressed()
current_time = pygame.time.get_ticks()
waittime = current_time + milliseconds
updateDisplay()
while not (current_time > waittime or (keys[pygame.K_ESCAPE] and allowEsc)):
pygame.event.clear()
keys = pygame.key.get_pressed()
if (keys[pygame.K_ESCAPE] and allowEsc):
pygame.quit()
sys.exit()
current_time = pygame.time.get_ticks()
def drawRect(xpos, ypos, width, height, colour, linewidth=0):
global bgSurface
colour = parseColour(colour)
thisrect = pygame.draw.rect(screen, colour, [xpos, ypos, width, height], linewidth)
if screenRefresh:
pygame.display.update(thisrect)
def drawLine(x1, y1, x2, y2, colour, linewidth=1):
global bgSurface
colour = parseColour(colour)
thisrect = pygame.draw.line(screen, colour, (x1, y1), (x2, y2), linewidth)
if screenRefresh:
pygame.display.update(thisrect)
def drawPolygon(pointlist, colour, linewidth=0):
global bgSurface
colour = parseColour(colour)
thisrect = pygame.draw.polygon(screen, colour, pointlist, linewidth)
if screenRefresh:
pygame.display.update(thisrect)
def drawEllipse(centreX, centreY, width, height, colour, linewidth=0):
global bgSurface
colour = parseColour(colour)
thisrect = pygame.Rect(centreX - width / 2, centreY - height / 2, width, height)
pygame.draw.ellipse(screen, colour, thisrect, linewidth)
if screenRefresh:
pygame.display.update(thisrect)
def drawTriangle(x1, y1, x2, y2, x3, y3, colour, linewidth=0):
global bgSurface
colour = parseColour(colour)
thisrect = pygame.draw.polygon(screen, colour, [(x1, y1), (x2, y2), (x3, y3)], linewidth)
if screenRefresh:
pygame.display.update(thisrect)
def clearShapes():
global background
screen.blit(background.surface, [0, 0])
if screenRefresh:
updateDisplay()
def updateShapes():
pygame.display.update()
def end():
pygame.quit()
def makeSound(filename):
pygame.mixer.init()
thissound = pygame.mixer.Sound(filename)
return thissound
def playSound(sound, loops=0):
sound.play(loops)
def stopSound(sound):
sound.stop()
def playSoundAndWait(sound):
sound.play()
while pygame.mixer.get_busy():
# pause
pause(10)
def makeMusic(filename):
pygame.mixer.music.load(filename)
def playMusic(loops=0):
global musicPaused
if musicPaused:
pygame.mixer.music.unpause()
else:
pygame.mixer.music.play(loops)
musicPaused = False
def stopMusic():
pygame.mixer.music.stop()
def pauseMusic():
global musicPaused
pygame.mixer.music.pause()
musicPaused = True
def rewindMusic():
pygame.mixer.music.rewind()
def endWait():
updateDisplay()
print("Press ESC to quit")
keys = pygame.key.get_pressed()
current_time = pygame.time.get_ticks()
waittime = 0
while not keys[pygame.K_ESCAPE]:
current_time = pygame.time.get_ticks()
if current_time > waittime:
pygame.event.clear()
keys = pygame.key.get_pressed()
waittime += 20
pygame.quit()
def keyPressed(keyCheck=""):
global keydict
pygame.event.clear()
keys = pygame.key.get_pressed()
if sum(keys) > 0:
if keyCheck == "" or keys[keydict[keyCheck.lower()]]:
return True
return False
def makeLabel(text, fontSize, xpos, ypos, fontColour='black', font='Arial', background="clear"):
# make a text sprite
thisText = newLabel(text, fontSize, font, fontColour, xpos, ypos, background)
return thisText
def moveLabel(sprite, x, y):
sprite.rect.topleft = [x, y]
if screenRefresh:
updateDisplay()
def changeLabel(textObject, newText, fontColour=None, background=None):
textObject.update(newText, fontColour, background)
# updateDisplay()
def waitPress():
pygame.event.clear()
keypressed = False
thisevent = pygame.event.wait()
while thisevent.type != pygame.KEYDOWN:
thisevent = pygame.event.wait()
return thisevent.key
def makeTextBox(xpos, ypos, width, case=0, startingText="Please type here", maxLength=0, fontSize=22):
thisTextBox = newTextBox(startingText, xpos, ypos, width, case, maxLength, fontSize)
textboxGroup.add(thisTextBox)
return thisTextBox
def textBoxInput(textbox, functionToCall=None, args=[]):
# starts grabbing key inputs, putting into textbox until enter pressed
global keydict
textbox.text = ""
returnVal = None
while True:
updateDisplay()
if functionToCall:
returnVal = functionToCall(*args)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
textbox.clear()
if returnVal:
return textbox.text, returnVal
else:
return textbox.text
elif event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
else:
textbox.update(event)
elif event.type == pygame.QUIT:
pygame.quit()
sys.exit()
def clock():
current_time = pygame.time.get_ticks()
return current_time
def tick(fps):
pygame.event.clear()
keys = pygame.key.get_pressed()
if (keys[pygame.K_ESCAPE]):
pygame.quit()
sys.exit()
gameClock.tick(fps)
return gameClock.get_fps()
def showLabel(labelName):
textboxGroup.add(labelName)
if screenRefresh:
updateDisplay()
def hideLabel(labelName):
textboxGroup.remove(labelName)
if screenRefresh:
updateDisplay()
def showTextBox(textBoxName):
textboxGroup.add(textBoxName)
if screenRefresh:
updateDisplay()
def hideTextBox(textBoxName):
textboxGroup.remove(textBoxName)
if screenRefresh:
updateDisplay()
def updateDisplay():
global background
spriteRects = spriteGroup.draw(screen)
textboxRects = textboxGroup.draw(screen)
pygame.display.update()
keys = pygame.key.get_pressed()
if (keys[pygame.K_ESCAPE]):
pygame.quit()
sys.exit()
spriteGroup.clear(screen, background.surface)
textboxGroup.clear(screen, background.surface)
def mousePressed():
pygame.event.clear()
mouseState = pygame.mouse.get_pressed()
if mouseState[0]:
return True
else:
return False
def spriteClicked(sprite):
mouseState = pygame.mouse.get_pressed()
if not mouseState[0]:
return False # not pressed
pos = pygame.mouse.get_pos()
if sprite.rect.collidepoint(pos):
return True
else:
return False
def parseColour(colour):
if type(colour) == str:
# check to see if valid colour
return pygame.Color(colour)
else:
colourRGB = pygame.Color("white")
colourRGB.r = colour[0]
colourRGB.g = colour[1]
colourRGB.b = colour[2]
return colourRGB
def mouseX():
x = pygame.mouse.get_pos()
return x[0]
def mouseY():
y = pygame.mouse.get_pos()
return y[1]
def scrollBackground(x, y):
global background
background.scroll(x, y)
def setAutoUpdate(val):
global screenRefresh
screenRefresh = val