PyGame animated sprite facing left problems - animation

I am having problems with the following piece of code:
def handle_image_flip(self, old_rect):
new_rect = self.last_frame.get_rect()
self.owner.rect = new_rect
self.owner.rect.y = old_rect.y
if self.owner.facing == -1:
self.owner.rect.right = old_rect.right
else:
self.owner.rect.x = old_rect.x
def animate(self, tick):
if tick - self.last_update > self.image_info[self.action]["frame_rate"]:
self.last_frame = self.get_next_frame(tick)
old_rect = self.owner.rect.copy()
self.owner.image = self.last_frame
self.handle_image_flip(old_rect)
self.last_update = tick
Where:
self.owner is the sprite this piece of code handles
self.owner.facing is the direction the sprite is facing
self.last_frame is the new image I want to display
Since the sprites have different widths, I am getting glitchy animations when facing
LEFT (-1).
There are no problems when moving RIGHT whatsoever.
Any ideas?

If you track player's location using Rect.center or Rect.centerx vs default of topleft then different widths can work.
Depending on your game, using sprite sheets may be beneficial.

in your if statement, in one case you change self.owner.rect.right, in the other case you change self.owner.rect.x.
This could be part of the problem since when you are moving left, you are changing .right rather than .x

Related

How to invert the sprite position in GameMaker Studio 2 code?

I put this code for my sprite to reverse the position according to its direction but it reverses the position and it looks skinny. How to fix this?
key_left = keyboard_check(ord("A"))
key_right = keyboard_check(ord("D"))
key_jump = keyboard_check(vk_space)
var move = key_right - key_left
hspd = move * spd;
vspd = vspd + grv;
if (hspd != 0) {
image_xscale = sign(hspd)
}
The code's correct. You must have resized the sprite in the room editor, delete the instance and put it in again and don't resize it, it should work.
Also if you need it a little bigger you can (If 1.5 doesn't satisfy you, feel free to use a bigger number).
image_xscale = sign(hspd) * 1.5;
The code seem to be correct, have you tried setting the origin point at the center? By default the origin point is on the top-left, and once it's set at the center of your sprite, it won't change positions when turning around.
You can set the origin point at the sprite window.

PIL: Imageobject.save() after drawing completely corrupts images and smurfs the ouput

I have these two functions in my program:
def depict_ph_increase(x,y,color, imobject):
program_print(color)
draw = PIL.ImageDraw.Draw(imobject)
draw.text((x, y),color,(255,255,255))
imobject.save('tmp-out.gif')
im_temp = PIL.Image.open("tmp-out.gif")#.convert2byte()
im_temp = im_temp.resize((930, 340), PIL.Image.ANTIALIAS)
MAP_temp = ImageTk.PhotoImage(im_temp)
map_display_temp = Label(main, image=MAP_temp)
map_display_temp.image = MAP_temp # keep a reference!
map_display_temp.grid(row=4,column=2, columnspan=3)
def read_temp_pixels(temperature_file, rngup, rngdown):
temp_image_object = PIL.Image.open(temperature_file)
(length, width) = get_image_size(temp_image_object)
(rngxleft, rngxright) = rngup
(rngyup,rngydown) = rngdown
print 'the length and width is'
print length, width
hotspots = 5;
for hotspot in range(0,hotspots):
color = "#ffffff"
while color == "#ffffff" or color == "#000000" or color == "#505050" or color == "#969696":
yc = random.randint(rngxleft, rngxright)
xc = random.randint(rngyup,rngydown)
color = convert_RGB_HEX(get_pixel_color(temp_image_object, xc, yc))
depict_ph_increase(xc,yc,color, temp_image_object)
The bottom one calls the top one. Their job is to read in this image:
It then randomly selects a few pixels, grabs their colors, and writes the hex values of the colors on top. But, when it redisplays the image, it gives me this garbage:
Those white numbers up near the upper right corner are the hex values its drawing. Its somehow reading the values from the corrupted image, despite the fact that I don't collect the values until AFTER I actually call the ImageDraw() method. Can someone explain to me why it is corrupting the image?
Some background--the get_pixel_color() function is used several other times in the program and is highly accurate, its just reading the pixel data from the newly corrupted image somehow. Furthermore, I do similar image reading (but not writing) at other points in my code.
If there is anything I can clarify, or any other part of my code you want to see, please let me know. You can also view the program in its entirety at my github here: https://github.com/jrfarah/coral/blob/master/src/realtime.py It should be commit #29.
Other SO questions I have examined, to no avail: Corrupted image is being saved with PIL
Any help would be greatly appreciated!
I fixed the problem by editing this line:
temp_image_object = PIL.Image.open(temperature_file)
to be
temp_image_object = PIL.Image.open(temperature_file).convert('RGB')

Parallax Scrolling SpriteKit

I have found a tutorial on parallax scrolling in spritekit using objective-C though I have been trying to port it to swift without much success, very little in fact.
Parallax Scrolling
Does anyone have any other tutorials or methods of doing parallax scrolling in swift.
This is a SUPER simple way of starting a parallax background. WITH SKACTIONS! I am hoping it helps you understand the basics before moving to a harder but more effective way of coding this.
So I'll start with the code that get a background moving and then you try duplicating the code for the foreground or objects you want to put in your scene.
//declare ground picture. If Your putting this image over the top of another image (use a png file).
var groundImage = SKTexture(imageNamed: "background.jpg")
//make your SKActions that will move the image across the screen. this one goes from right to left.
var moveBackground = SKAction.moveByX(-groundImage.size().width, y: 0, duration: NSTimeInterval(0.01 * groundImage.size().width))
//This resets the image to begin again on the right side.
var resetBackGround = SKAction.moveByX(groundImage.size().width, y: 0, duration: 0.0)
//this moves the image run forever and put the action in the correct sequence.
var moveBackgoundForever = SKAction.repeatActionForever(SKAction.sequence([moveBackground, resetBackGround]))
//then run a for loop to make the images line up end to end.
for var i:CGFloat = 0; i<2 + self.frame.size.width / (groundImage.size().width); ++i {
var sprite = SKSpriteNode(texture: groundImage)
sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2)
sprite.runAction(moveBackgoundForever)
self.addChild(sprite)
}
}
//once this is done repeat for a forground or other items but them run at a different speed.
/*make sure your pictures line up visually end to end. Just duplicating this code will NOT work as you will see but it is a starting point. hint. if your using items like simple obstructions then using actions to spawns a function that creates that obstruction maybe a good way to go too. If there are more then two separate parallax objects then using an array for those objects would help performance. There are many ways to handle this so my point is simple: If you can't port it from ObjectiveC then rethink it in Swift. Good luck!

PySDL2: Renderer or Window Surface for handling colors and text?

My question concerns the sdl2.ext.Renderer mainly, and has to do with a problem I've encountered when trying to render sprites on a sdl2.ext.Window surface.
So right now, for coloring my background on an SDL2 Window, I make the following call:
White = sdl2.ext.Color(255,255,255)
class Background(sdl2.ext.SoftwareSpriteRenderSystem):
def __init__(self,window):
super(Background,self).__init__(window)
sdl2.ext.fill(self.surface,White)
This colors the surface of the Window with a white background. However, I also want to display text on the screen. This is done by creating a TextureSprite using the from_text method of the sdl2.ext.SpriteFactory class as follows:
Renderer = sdl2.ext.Renderer(W) # Creating Renderer
ManagerFont = sdl2.ext.FontManager(font_path = "OpenSans.ttf", size = 14) # Creating Font Manager
Factory = sdl2.ext.SpriteFactory(renderer=Renderer) # Creating Sprite Factory
Text = Factory.from_text("Unisung Softworks",fontmanager=ManagerFont) # Creating TextureSprite from Text
Renderer.copy(Text, dstrect= (0,0,Text.size[0],Text.size[1])) # Resizing the Texture to fit the text dimensions when rendered
The problem occurs when the event loop is run.
running = True
while running:
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
running = False
break
if event.type == sdl2.SDL_MOUSEBUTTONDOWN:
pass
Renderer.copy(Text, dstrect= (0,0,Text.size[0],Text.size[1]))
Renderer.present() # Problem 1
W.refresh() # Problem 2
return 0
Full Example Paste
When both Renderer.present() and W.refresh() are called, I get a flickering effect from the screen. This seems to be because the Renderer overwrites the White colored Window surface, which then gets colored over again by the Window.refresh() call. This then repeats, resulting in a flickering mess.
I would like to know what I can do to solve this problem? Should I even be using both Window.refresh() and the Renderer at the same time? Is there a way to let one render the other? (Renderer renders background for example). If anyone can help me out, that would be great.
The problem is that you are using Window.refresh() along with a SDL_Renderer and a SoftwareSpriteSystem with SDL_Texture objects.
As outlined in the PySDL2 docs, this is likely to break (since software surface buffers get mixed with hardware-based textures) and you should avoid it. If you want to color the window background, you should use Renderer.clear(White) instead of your Background class and call it before copying the text via Renderer.copy():
Renderer.clear(White)
Renderer.copy(Text, dstrect= (0,0,Text.size[0],Text.size[1]))
Renderer.present()
Do not forget to change the color for your FontManager. By default it uses a white text color, so you should change it to e.g. your Red color:
ManagerFont = sdl2.ext.FontManager(font_path = "OpenSans.ttf", size = 14, color=Red)

pygame rotation around center point

I've read several other posts about rotating an image around the center point, but I've yet to figure it out. I even copy pasted one of the solutions posted on another SO question and it didn't work.
This is my code
def rotate(self, angle):
self.old_center = self.surface.get_rect().center
self.surface = pygame.transform.rotate(self.surface, angle)
self.surface.get_rect(center = self.old_center)
it's inside a class which contains the surface.
When I call this method the image rotates but also translates, and gets distorted.
You are not assigning the new rect, you should do something like:
self.rect = self.surface.get_rect(center = self.old_center)
And you should always keep the original surface and rotate from the original, that way distortion doesn't accumulate when rotating multiple times.
Update
If you don't want to keep track of the rect object, you can do it every time you blit. If you keep the center coordinates.
Example:
rect = object.surface.get_rect()
rect.center = object.center
display.blit(object.surface, rect.topleft)

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