(Kinda) Small Weather App project

main.py

get_weather() gets the weather info from the OpenWeatherApp Api website.

def get_weather(city):
    '''gets weather info from OpenWeatherMap API'''
    API_key = "***********************"
    url = f"https://api.openweathermap.org/data/2.5/weather?q={city}&appid={API_key}"
    res = requests.get(url)
    
    if res.status_code == 404:
        messagebox.showerror("Error", "City not found")
        return None
    
    # Parse response JSON to get weather info
    weather = res.json()
    icon_id = weather['weather'][0]['icon']
    temperature = weather['main']['temp'] - 273.15

it also gets the temperature and icon to make it into readable text.

search() allows the user to search for the current weather of a city.

mian.py

def search():
    '''Searches the current weather of a city'''
    city = city_entry.get()
    result = get_weather(city)
    if result is None:
        return

The rest is the set up for the GUI.

window = ttkbootstrap.Window(themename="morph")
window.title("Weather App")
window.geometry("400x400")

# Entry widget - enter city name
city_entry = ttkbootstrap.Entry(window, font="Helvetica, 18")
city_entry.pack(pady=10)

# Button widget - search for weather information
search_button = ttkbootstrap.Button(window, text="Search", 
command=search, bootstyle="warning")
search_button.pack(pady=10)

# label widget - show country/city name
location_label = tk.Label(window, font="Helvetica, 25")
location_label.pack(pady=20)

# Label widget - show weather icon
icon_label = tk.Label(window)
icon_label.pack()

# Label widget - show the temperature
temperature_label = tk.Label(window, font="Helvetica, 20")
temperature_label.pack()

# Label widget - show weather desc.
desc_label = tk.Label(window, font="Helvetica, 20")
desc_label.pack()

window.mainloop()

That’s really all I did… 1. because I started a little late and 2. it took too long for me to get an account for the API key

March 14 Blog Post: Mario Maker Game

Added the Y tile lines for the game

editor.py

for row in range(rows + 1):
            y = origin_offset.y + row * TILE_SIZE
            pygame.draw.line(self.display_surface, LINE_COLOR, (0,y), (WINDOW_WIDTH,y))

Same as x, but it makes lines horizontal from the left to the right of the window

This is what the it should look like. The y tile lines will be horizontal, and the x tile lines will be vertical.

Result:

Tried to make the lines green so it will look better and…

oh boy…

Okay I took out the green and made the lines a little transparent.

Changing the mouse cursor

Changed the mouse cursor to this:

What we need in order to change the mouse is to find the clickable area, which would be somewhere around the tip of the mouse, the rest is the attached stuff to it.

main.py

surf = load('.//graphics//cursor//mouse.png').convert_alpha()
		cursor = pygame.cursors.Cursor((0,0), surf)
		pygame.mouse.set_cursor(cursor)

We load the image in, then we set where it should be clickable. In this case, it’s (o,0). After that, we replace the mouse with the cursor that we have.

result:

Creating the menu

To make the menu work, in editor.py we’ll have a variable called selection_index that will have value between 2 and 18. Each number represents a certain kind of tile in the editor.

Ex. 2: water, 3; terrain, 4: gold coin and so on.

The selection_index can be changed by clicking on the menu or via hotkeys (this is where that colossal file settings.py comes in).

settings.py

# general setup
TILE_SIZE = 64
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
ANIMATION_SPEED = 8

# editor graphics 
EDITOR_DATA = {
	0: {'style': 'player', 'type': 'object', 'menu': None, 'menu_surf': None, 'preview': None, 'graphics': '../graphics/player/idle_right'},
	1: {'style': 'sky',    'type': 'object', 'menu': None, 'menu_surf': None, 'preview': None, 'graphics': None},
	
	2: {'style': 'terrain', 'type': 'tile', 'menu': 'terrain', 'menu_surf': '../graphics/menu/land.png',  'preview': '../graphics/preview/land.png',  'graphics': None},
	3: {'style': 'water',   'type': 'tile', 'menu': 'terrain', 'menu_surf': '../graphics/menu/water.png', 'preview': '../graphics/preview/water.png', 'graphics': '../graphics/terrain/water/animation'},
	
	4: {'style': 'coin', 'type': 'tile', 'menu': 'coin', 'menu_surf': '../graphics/menu/gold.png',    'preview': '../graphics/preview/gold.png',    'graphics': '../graphics/items/gold'},
	5: {'style': 'coin', 'type': 'tile', 'menu': 'coin', 'menu_surf': '../graphics/menu/silver.png',  'preview': '../graphics/preview/silver.png',  'graphics': '../graphics/items/silver'},
	6: {'style': 'coin', 'type': 'tile', 'menu': 'coin', 'menu_surf': '../graphics/menu/diamond.png', 'preview': '../graphics/preview/diamond.png', 'graphics': '../graphics/items/diamond'},

	7:  {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/spikes.png',      'preview': '../graphics/preview/spikes.png',      'graphics': '../graphics/enemies/spikes'},
	8:  {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/tooth.png',       'preview': '../graphics/preview/tooth.png',       'graphics': '../graphics/enemies/tooth/idle'},
	9:  {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/shell_left.png',  'preview': '../graphics/preview/shell_left.png',  'graphics': '../graphics/enemies/shell_left/idle'},
	10: {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/shell_right.png', 'preview': '../graphics/preview/shell_right.png', 'graphics': '../graphics/enemies/shell_right/idle'},
	
	11: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/small_fg.png', 'preview': '../graphics/preview/small_fg.png', 'graphics': '../graphics/terrain/palm/small_fg'},
	12: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/large_fg.png', 'preview': '../graphics/preview/large_fg.png', 'graphics': '../graphics/terrain/palm/large_fg'},
	13: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/left_fg.png',  'preview': '../graphics/preview/left_fg.png',  'graphics': '../graphics/terrain/palm/left_fg'},
	14: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/right_fg.png', 'preview': '../graphics/preview/right_fg.png', 'graphics': '../graphics/terrain/palm/right_fg'},

	15: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/small_bg.png', 'preview': '../graphics/preview/small_bg.png', 'graphics': '../graphics/terrain/palm/small_bg'},
	16: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/large_bg.png', 'preview': '../graphics/preview/large_bg.png', 'graphics': '../graphics/terrain/palm/large_bg'},
	17: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/left_bg.png',  'preview': '../graphics/preview/left_bg.png',  'graphics': '../graphics/terrain/palm/left_bg'},
	18: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/right_bg.png', 'preview': '../graphics/preview/right_bg.png', 'graphics': '../graphics/terrain/palm/right_bg'},
}

NEIGHBOR_DIRECTIONS = {
	'A': (0,-1),
	'B': (1,-1),
	'C': (1,0),
	'D': (1,1),
	'E': (0,1),
	'F': (-1,1),
	'G': (-1,0),
	'H': (-1,-1)
}

LEVEL_LAYERS = {
	'clouds': 1,
	'ocean': 2,
	'bg': 3,
	'water': 4,
	'main': 5
}

# colors 
SKY_COLOR = '#ddc6a1'
SEA_COLOR = '#92a9ce'
HORIZON_COLOR = '#f5f1de'
HORIZON_TOP_COLOR = '#d1aa9d'
LINE_COLOR = 'black'

what we will need are the indexes 2-18. 0 and 1 are ignored b/c 0 is the player and 1 is the sky. They will also be in the editor so they don’t need to be created.

2-18 the player can create like the terrain, coin, etc…

Making the hotkeys for the menu

editor.py

def selection_hotkeys(self, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RIGHT:
                self.selection_index += 1
            if event.key == pygame.K_LEFT:
                self.selection_index -= 1

Detects if the user is pressing a button. It’s not checking if we’re holding down a button so there’s no need for a timer.

The problem is that when you repeatedly press the button the number can go below 0 and above 18.

Above 18 when pressing right arrow.

Below 0 when pressing left arrow.

To fix it we just needed one line of code.

editor.py

self.selection_index = max(2,min(self.selection_index,18))

This will cap the max at 18 and the min at 2.

Building the menu

First, we’ll create the general area of the menu.

In the menu area we’ll have smaller squares the user can click on.

menu.py

size = 180
margin = 6

The width and height of the menu will be size. The left and top of the menu will be the WINDOW_WIDTH – size – margin.

Then we draw it on the window.

menu.py

pygame.draw.rect(self.display_surface, 'blue', self.rect)

The menu took a little bit for me b/c there was something wrong with the place of the rectangle. It kept going offscreen (I put a random number for one of the window dimensions instead of its variable).

March 13 Blog Post: Mario Maker Game

Made the scroll wheel move the origin up, down, left and right

editor.py

if event.type == pygame.MOUSEWHEEL:
            if pygame.key.get_pressed()[pygame.K_LCTRL]:
                self.origin.y -= event.y * 50
            else:
                self.origin.x -= event.y * 50

Allows the origin to move or right WITHOUT holding down left CTRL and up or down when holding down left CTRL.

Without holding down left CTRL:

Holding down left CTRL:

That’s really it for the pan input. Nothing extremely complex. Later on we’ll have to add more stuff, but for now this is good.

Drawing the tile lines to find what location we are in the grid

Making the tile lines should be infinite and relative to the origin point.

All of the lines should start at the position 0 (start of the window) and end at the height (the bottom) of the window. The x position for the top and bottom of the line should be the same.

Very rough sketch of what I’m trying to explain:

We would find this out by this code:

editor.py

for col in range(cols):
            x = self.origin.x + col * TILE_SIZE
            pygame.draw.line(self.display_surface, LINE_COLOR, (x,0), (x,WINDOW_HEIGHT))

Let’s say that the position of the origin point is (0,0). We would be getting that from self.origin.x. x = 0. We then add that to the column (which is 0) and then multiply by the TILE_SIZE (which will always be 64). The answer to that equation will be 0, which will be the line at the left side of the window.

if col is 1 and we multiply that by 64, we’ll get 64, which will move from the first point to the point to the right and so on until we reach the end of the columns.

If we run it, this is our result:

When you move the origin point the lines will move with it.

There’s a problem though. We run out of points when we move and there’s just a giant empty white space. The same thing happens when you move the origin point to the left.

What we have to do is make sure that the lines are always on the display and that we’re never running out of lines.

We will have to create columns between the origin’s position and the next column so that we can move the origin wherever we want (and so they don’t go out the window).

To do this, we have to divide origin_offset with the TILE_SIZE. Let’s say it is 100. We divide that by the TILE_SIZE (64) and then multiply that number by the TILE_SIZE, which would be 1, which means we’re in the 1st column. Same thing for y.

editor.py

origin_offset = vector(
        offset_vector.x - int(self.origin.x / TILE_SIZE)* TILE_SIZE, 
        y = self.origin.y - int(self.origin.y / TILE_SIZE)* TILE_SIZE)

Result:

That’s all I did. Keep in mind that this tutorial is over 10 hours long…

March 12 Blog Post: Mario Maker Game

Created the origin to follow the mouse by holding the middle mouse button.

editor.py

import pygame, sys 
from settings import *
from pygame.math import Vector2 as vector
from pygame.mouse import get_pressed as mouse_buttons
from pygame.mouse import get_pos as mouse_pos

class Editor:
    def __init__(self):

        # main setup 
        self.display_surface = pygame.display.get_surface()
        
        # navigation
        self.origin = vector()
        self.pan_active = False
        
        
    def event_loop(self):
        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            self.pan_input(event)		

----------------------------------------- look between these
    def pan_input(self, event):
        '''checks if middle button is pressed'''
        if event.type == pygame.MOUSEBUTTONDOWN and mouse_buttons()[1]:
            self.pan_active = True

        if not mouse_buttons()[1]:
            self.pan_active = False
            #panning update
        if self.pan_active:
            self.origin = mouse_pos()
  ------------------------------------- look between these
    def run(self, dt):
        self.display_surface.fill('white')
        self.event_loop()
        pygame.draw.circle(self.display_surface, 'blue', self.origin, 10)

The code between the dotted lines is what makes the origin move by holding down the mouse button.

Result:

Origin in the middle.

Origin on the left.

And the origin on the right.

There is a slight problem with this. The origin follows where the mouse’s position is. For example. If the mouse is at the bottom right-hand corner of the screen and the origin is on the top left-hand corner of the screen and the user presses the middle mouse button, the origin will go from its original position to the mouse’s position.

If we keep this, it will get pretty confusing later when we progress making the game, especially having different tiles and objects all around the screen.

The BETTER way to move the origin.

editor.py

def pan_input(self, event):
        '''checks if middle button is pressed'''
        if event.type == pygame.MOUSEBUTTONDOWN and mouse_buttons()[1]:
            self.pan_active = True
            self.pan_offset = vector(mouse_pos()) - self.origin
        if not mouse_buttons()[1]:
            self.pan_active = False
            
            #panning update
        if self.pan_active:
            self.origin = vector(mouse_pos()) - self.pan_offset

The bolded lines of code helps with making it better to move the origin.

What you get from the first bolded line of code is the distance between the origin and the mouse position.

To use it you subtract the mouse_pos() with the pan_offset to get the distance IF the pan_active is true.

The teal x is the origin. The yellow one is the mouse. vector(mouse_pos()) – self.origin calculates the distance (in pink) between the mouse_pos() and the origin.

self.origin = vector(mouse_pos()) – self.pan_offset creates an offset of the pan when holding down the middle mouse button. This will move the origin point WITHOUT moving the origin point with the mouse (aka. clicking on it).

Result:

When moving the mouse, the origin will move with it, but not follow its exact position.

Ignore my chicken scratch. It’s hard writing with a right-handed mouse when you’re left-handed :/

March 11th Blog Post: Mario Maker type game

Created a main, settings, and editor file.

main.py

import pygame
from settings import *

from editor import Editor

class Main:
	def __init__(self):
		pygame.init()
		self.display_surface = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
		self.clock = pygame.time.Clock()

		self.editor = Editor()

	def run(self):
		while True:
			dt = self.clock.tick() / 1000
			
			self.editor.run(dt)
			pygame.display.update()


if __name__ == '__main__':
	main = Main()
	main.run() 

The code that runs the whole program. Is tied to settings.py and editor.py.

settings.py

TILE_SIZE = 64
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
ANIMATION_SPEED = 8

# editor graphics 
EDITOR_DATA = {
	0: {'style': 'player', 'type': 'object', 'menu': None, 'menu_surf': None, 'preview': None, 'graphics': '../graphics/player/idle_right'},
	1: {'style': 'sky',    'type': 'object', 'menu': None, 'menu_surf': None, 'preview': None, 'graphics': None},
	
	2: {'style': 'terrain', 'type': 'tile', 'menu': 'terrain', 'menu_surf': '../graphics/menu/land.png',  'preview': '../graphics/preview/land.png',  'graphics': None},
	3: {'style': 'water',   'type': 'tile', 'menu': 'terrain', 'menu_surf': '../graphics/menu/water.png', 'preview': '../graphics/preview/water.png', 'graphics': '../graphics/terrain/water/animation'},
	
	4: {'style': 'coin', 'type': 'tile', 'menu': 'coin', 'menu_surf': '../graphics/menu/gold.png',    'preview': '../graphics/preview/gold.png',    'graphics': '../graphics/items/gold'},
	5: {'style': 'coin', 'type': 'tile', 'menu': 'coin', 'menu_surf': '../graphics/menu/silver.png',  'preview': '../graphics/preview/silver.png',  'graphics': '../graphics/items/silver'},
	6: {'style': 'coin', 'type': 'tile', 'menu': 'coin', 'menu_surf': '../graphics/menu/diamond.png', 'preview': '../graphics/preview/diamond.png', 'graphics': '../graphics/items/diamond'},

	7:  {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/spikes.png',      'preview': '../graphics/preview/spikes.png',      'graphics': '../graphics/enemies/spikes'},
	8:  {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/tooth.png',       'preview': '../graphics/preview/tooth.png',       'graphics': '../graphics/enemies/tooth/idle'},
	9:  {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/shell_left.png',  'preview': '../graphics/preview/shell_left.png',  'graphics': '../graphics/enemies/shell_left/idle'},
	10: {'style': 'enemy', 'type': 'tile', 'menu': 'enemy', 'menu_surf': '../graphics/menu/shell_right.png', 'preview': '../graphics/preview/shell_right.png', 'graphics': '../graphics/enemies/shell_right/idle'},
	
	11: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/small_fg.png', 'preview': '../graphics/preview/small_fg.png', 'graphics': '../graphics/terrain/palm/small_fg'},
	12: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/large_fg.png', 'preview': '../graphics/preview/large_fg.png', 'graphics': '../graphics/terrain/palm/large_fg'},
	13: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/left_fg.png',  'preview': '../graphics/preview/left_fg.png',  'graphics': '../graphics/terrain/palm/left_fg'},
	14: {'style': 'palm_fg', 'type': 'object', 'menu': 'palm fg', 'menu_surf': '../graphics/menu/right_fg.png', 'preview': '../graphics/preview/right_fg.png', 'graphics': '../graphics/terrain/palm/right_fg'},

	15: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/small_bg.png', 'preview': '../graphics/preview/small_bg.png', 'graphics': '../graphics/terrain/palm/small_bg'},
	16: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/large_bg.png', 'preview': '../graphics/preview/large_bg.png', 'graphics': '../graphics/terrain/palm/large_bg'},
	17: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/left_bg.png',  'preview': '../graphics/preview/left_bg.png',  'graphics': '../graphics/terrain/palm/left_bg'},
	18: {'style': 'palm_bg', 'type': 'object', 'menu': 'palm bg', 'menu_surf': '../graphics/menu/right_bg.png', 'preview': '../graphics/preview/right_bg.png', 'graphics': '../graphics/terrain/palm/right_bg'},
}

NEIGHBOR_DIRECTIONS = {
	'A': (0,-1),
	'B': (1,-1),
	'C': (1,0),
	'D': (1,1),
	'E': (0,1),
	'F': (-1,1),
	'G': (-1,0),
	'H': (-1,-1)
}

LEVEL_LAYERS = {
	'clouds': 1,
	'ocean': 2,
	'bg': 3,
	'water': 4,
	'main': 5
}

# colors 
SKY_COLOR = '#ddc6a1'
SEA_COLOR = '#92a9ce'
HORIZON_COLOR = '#f5f1de'
HORIZON_TOP_COLOR = '#d1aa9d'
LINE_COLOR = 'black'

A HUGE amount of code that contains all the images and info for the program…

editor.py

import pygame, sys 
from settings import *
from pygame.math import Vector2 as vector
from pygame.mouse import get_pressed as mouse_buttons

class Editor:
    def __init__(self):

        # main setup 
        self.display_surface = pygame.display.get_surface()
        
        # navigation
        self.origin = vector()
        self.pan_active = False
        
    def event_loop(self):
        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            self.pan_input(event)		

    def pan_input(self, event):
        '''checks if middle button is pressed'''
        if event.type == pygame.MOUSEBUTTONDOWN and mouse_buttons()[1]:
            self.pan_active = True
            print('middle mouse button')
    
    def run(self, dt):
        self.display_surface.fill('white')
        self.event_loop()
        pygame.draw.circle(self.display_surface, 'blue', self.origin, 10)

Has all the info to edit the program. Will get HUGE from adding more stuff to it.

There’s not a lot to it because I kept putting my files in the wrong folders (I did it THREE TIMES and was STRESSING where they were) and didn’t want to redo the excessive work I put in… (when I have more energy I swear I’ll add more).

March 8th Blog Post: Zelda Game

World Boundary

Added a world boundary on the map so that the player can’t walk out of it.

layouts = {
            'boundary': import_csv_layout('map//map_FloorBlocks.csv'), << Looking at this
            'grass': import_csv_layout('map//map_Grass.csv'),
            'object': import_csv_layout('map//map_Objects.csv')

This the csv directory of where the floor blocks (the barrier) of the world map. I made a function in another file (support.py) that has all the stuff to make it work.

support.py

def import_csv_layout(path):
    terrain_map = []
    with open(path) as level_map:
        layout = reader(level_map, delimiter = ',')
        for row in layout:
            terrain_map.append(list(row))
        return terrain_map

This code reads the csv file, then in level.py it draws it on the map and places the blocks around the edge of it.

world barrier shown.

world barrier hidden ( I just took off self.visible_sprites).

Grass

Added plants and collision on them!!!!

layouts = {
            'boundary': import_csv_layout('map//map_FloorBlocks.csv'),
     This one >>'grass': import_csv_layout('map//map_Grass.csv'),  
            'object': import_csv_layout('map//map_Objects.csv')

same thing as boundary, but has a graphics directory AND a csv (as does object).

graphics = {
            'grass': import_folder('graphics//grass'),
            'objects': import_folder('graphics//object')

made an import_folder() function that kinda does the same thing but loads the images and appends them to a list.

def import_folder(path):
    surface_list = []
    
    for _,__,img_files in walk(path):
        for image in img_files:
                full_path = path + '/' + image
                image_surf = pygame.image.load(full_path).convert_alpha()
                surface_list.append(image_surf)

also added them to an if statement so that it puts them in their correct places (kinda.)

if style == 'grass':
                            random_grass_image = choice(graphics['grass'])
                            Tile((x,y),[self.visible_sprites, 
                            self.obstacle_sprites],'grass', random_grass_image)

RESULT:

no grass

yes grass (and collisions!!!!)

Currently working on the larger objects right now :))))

Additions to Aim Trainer game

Added a collide function to be able to click the targets

def collide(self, x, y):
        '''creates the collisions with the mouse and the circle'''
        dis = math.sqrt((x - self.x)**2 + (y - self.y)**2)
        return dis <= self.size

Added ANOTHER draw function that updates the screen every frame so that the program doesn’t slow down

def draw(win, targets):
    '''wipes the screen, draws the objects, and updates the display'''
    win.fill(BG_COLOR)
    
    for target in targets:
        target.draw(win)
        
    pygame.display.update()

additional code for collide in main

if event.type == TARGET_EVENT:
               x = random.randint(TARGET_PADDING, WIDTH - TARGET_PADDING) 
               y = random.randint(TARGET_PADDING, HEIGHT - TARGET_PADDING)
               target = Target(x, y)
               targets.append(target)
if event.type == pygame.MOUSEBUTTONDOWN:
                click = True
                clicks += 1
            
        for target in targets:
            target.update()

            if target.size <= 0:
                targets.remove(target)
                misses += 1
            
            if click and target.collide(*mouse_pos):
                targets.remove(target)
                target_pressed += 1
            
            if misses >= LIVES:
                pass # end game

Aim Trainer game

I’m taking a small break with the Zelda game for now because it’s making me a little burnt out and it’s becoming slightly repetitive so I decided to start something new. I will go back to it though.

the ‘Target” class:

class Target:
    MAX_SIZE = 30
    GROWTH_RATE = 0.2
    COLOR = "red"
    SECOND_COLOR = "white"
    
    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.size = 0
        self.grow = True
        
    def update(self):
        '''Udpates the target's size when it grows or shrinks'''
        if self.size + self.GROWTH_RATE >=self.MAX_SIZE:
            self.grow = False
            
        if self.grow:
            self.size += self.GROWTH_RATE
        else:
            self.size -= self.GROWTH_RATE
            
    def draw(self, win):
        '''draws a circle on the screen'''
        pygame.draw.circle(win, self.COLOR, (self.x, self.y), self.size)
        pygame.draw.circle(win, self.SECOND_COLOR, (self.x, self.y), self.size * 0.8)
        pygame.draw.circle(win, self.COLOR, (self.x, self.y), self.size * 0.6)
        pygame.draw.circle(win, self.SECOND_COLOR, (self.x, self.y), self.size * 0.4)

This creates the target. The target will and stop at a certain size and then shrink down to zero.

The update() function updates the size when the target grows and shrinks.

the draw() function creates the circles for the target. There are four circles because if we drew one it would just be on big circle growing and shrinking on the screen.

The “Main” loop

# Main Loop
def main():
    run = True
    
    while run:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                break
            
    pygame.quit()

This is the main loop of the program. All it does right now is that it allows you to quit the program.

You’re probably wondering why there isn’t much to this. The reason is 1. It’s career day so that made me loose time and 2. I wanted to make a post of the simple stuff I had for now before I added anything that would be long and tedious.

Data Types In JavaScript

There are six different data types in JavaScript: Strings, integers, floats (decimal numbers), Boolean, null (which is “None” in Python), undefined and Symbol.

Strings

Strings are words (or numbers) that are surrounded by quotation marks (“”).

Here’s an example of one in JavaScript:

const name = "Zende";

As you can see, the word Zende is the string because it has quotes around it.

Output:

*the variable const is used so that we can’t change the value of the variable. if we were to try to change the value of name, we would get an error message say we’re not allowed.

Numbers

Here’s an example of an integer:

const age = 16;

And example of a float:

const temp = 98.6;

BOOLEAN

Here’s an example of a boolean:

const hasKis = true;

This makes the variable true. if we were to type false, it will make it false.

Null

Null, which is the same as “None” in python, happens when a variable doesn’t exist yet.

Here’s an example:

const homeRoom = null;

Undefined

undefined happens when a variable exist, but isn’t defined in the program.

Here’s an example:

const kd = undefined;

Symbol

symbols variables that always have to be unique. They cannot be the same.

Here’s an example:

const id = Symbol('id');
const id2 = Symbol('id');

And those are all the data types.

More stuff to Zelda game 😁

This is a combination of what I did yesterday AND today. This blog post is gonna be big…

Made an offset to the camera!!!

class YSortCameraGroup(pygame.sprite.Group):
    def __init__(self):
        
        # general setup
        super().__init__()
        self.display_surface = pygame.display.get_surface()
        self.half_width = self.display_surface.get_size()[0] // 2
        self.half_height = self.display_surface.get_size()[1] // 2
        self.offset = pygame.math.Vector2()
    
    def custom_draw(self, player):
        
        # getting the offset
        self.offset.x = player.rect.centerx - self.half_width
        self.offset.y = player.rect.centery - self.half_height
        for sprite in self.sprites():
            offset_pos = sprite.rect.topleft - self.offset
            self.display_surface.blit(sprite.image, offset_pos)

The code creates where the camera will be “placed” on the screen. It then puts an offset – what kind of angle or area the camera – will be “placed”.

RESULT:

This only offsets the camera, but doesn’t make the camera move with the player… yet.

Added an overlap for collisions (and also made the camera move with the player).

changes the size of the rectangle (the collision) and makes it smaller or larger. The parameters “x” and “y” are the numbers that will increase or decrease the size of the hitbox.

“x” will be zero and “y” will be a certain number (-26 to be specific)

Also replaced (almost) every rect with hitbox.

Also changed the for loop in YSortCameraGroup class so that we have overlap on ALL rocks.

BEFORE:

for sprite in self.sprites():
	offset_pos = sprite.rect.topleft - self.offset
	self.display_surface.blit(sprite.image, offset_pos)

AFTER:

for sprite in sorted(self.sprites(), 
	key = lambda sprite: sprite.rect.centery):
	offset_pos = sprite.rect.topleft - self.offset
	self.display_surface.blit(sprite.image, offset_pos

RESULT:

Character overlaping behind the rock.

Character overlaping in front of the rock.

NOTE: I will add a short clip of the camera following the player, just not now (can’t screen record if the settings are blocked ˙◠˙).

PUTTING THE FLOOR MAP ON THE SCREEN (and putting the player in the middle of the map)!!!

Created the floor map of the game :

self.floor_surf = pygame.image.load('graphics//tilemap//ground.png')
self.floor_rect = self.floor_surf.get_rect(topleft = (0,0))

And drew the floor map.

floor_offset_pos = self.floor_rect.topleft - self.offset
self.display_surface.blit(self.floor_surf, floor_offset_pos)

Put the player in the middle of the map (idk if the numbers are temporary or not :/)

self.player = Player((2000,1430),
[self.visible_sprites],self.obstacle_sprites)

RESULT:

This was before I added that code to center the player.

ANNND this is after!!! There are no collisions on the plants or anything yet.