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scrolling a background image in pyglet
Unicorn Meta Zoo #1: Why another podcast?
Announcing the arrival of Valued Associate #679: Cesar Manara
Data science time! April 2019 and salary with experience
The Ask Question Wizard is Live!PyOpenGl or pyglet?Start with pyglet or pygame?Save plot to image file instead of displaying it using MatplotlibPyglet drawing a set of images to a larger oneScrolling starfield with gl_points in pygletScrolling big sprite in backgroundPyglet Image RenderingPyglet text background is not transparentTemporary images with PygletDragging and scrolling images in Pyglet
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I am new to pyglet.I am trying to a have a seamlessly scrolling background.
I have tried everything i could find on stack and google. I turned vsync off because it improved the performance in my computer. I have even used batch to draw on my screen. Used the preload function to load my image and in my Game class convert it to sprite.
What else can i do to make my background scroll smoothly?
Thanks in Advance.
This is my code:
import pyglet
from pyglet.gl import *
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_LINE_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)
pyglet.clock.set_fps_limit(60)
WIDTH = 800
HEIGHT = 600
TITLE = 'Bunny'
def preload_image(img):
pyglet.resource.path = ['../res']
pyglet.resource.reindex()
image = pyglet.resource.image(img)
return image
class main(pyglet.window.Window):
def __init__(self):
super(main, self).__init__(800, 600, fullscreen=False, vsync=False)
self.x, self.y = 0, 0
self.sprites =
self.batches =
self.subgroups =
self._handles =
self.batches['main'] = pyglet.graphics.Batch()
self.subgroups['base'] = pyglet.graphics.OrderedGroup(0)
self.background = preload_image('mountains.png')
self.background.width = WIDTH
self.background.height = HEIGHT
self.background_sprite = pyglet.sprite.Sprite(self.background, 0, 0, batch=self.batches['main'])
self.background_sprite1 = pyglet.sprite.Sprite(self.background, WIDTH, 0, batch=self.batches['main'])
self.speed = 30
self.frame_rate = 60.0
pyglet.clock.schedule_interval(self.run, 1.0 / self.frame_rate)
pyglet.clock.set_fps_limit(self.frame_rate)
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def render(self):
self.clear()
for batch_name, batch in self.batches.items():
batch.draw()
for sprite_name, sprite in self.sprites.items():
sprite._draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
dt = 1/pyglet.clock.get_fps_limit()
print(1/dt)
self.background_sprite.x -= self.speed * dt
self.background_sprite1.x -= self.speed * dt
if self.background_sprite1.x < -WIDTH: self.background_sprite1.x = WIDTH
if self.background_sprite.x < -WIDTH: self.background_sprite.x = WIDTH
event = self.dispatch_events()
x = main()
x.run()
As you can see in the image, there is a small black line in between the two background scrolling images
python game-development pyglet
add a comment |
I am new to pyglet.I am trying to a have a seamlessly scrolling background.
I have tried everything i could find on stack and google. I turned vsync off because it improved the performance in my computer. I have even used batch to draw on my screen. Used the preload function to load my image and in my Game class convert it to sprite.
What else can i do to make my background scroll smoothly?
Thanks in Advance.
This is my code:
import pyglet
from pyglet.gl import *
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_LINE_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)
pyglet.clock.set_fps_limit(60)
WIDTH = 800
HEIGHT = 600
TITLE = 'Bunny'
def preload_image(img):
pyglet.resource.path = ['../res']
pyglet.resource.reindex()
image = pyglet.resource.image(img)
return image
class main(pyglet.window.Window):
def __init__(self):
super(main, self).__init__(800, 600, fullscreen=False, vsync=False)
self.x, self.y = 0, 0
self.sprites =
self.batches =
self.subgroups =
self._handles =
self.batches['main'] = pyglet.graphics.Batch()
self.subgroups['base'] = pyglet.graphics.OrderedGroup(0)
self.background = preload_image('mountains.png')
self.background.width = WIDTH
self.background.height = HEIGHT
self.background_sprite = pyglet.sprite.Sprite(self.background, 0, 0, batch=self.batches['main'])
self.background_sprite1 = pyglet.sprite.Sprite(self.background, WIDTH, 0, batch=self.batches['main'])
self.speed = 30
self.frame_rate = 60.0
pyglet.clock.schedule_interval(self.run, 1.0 / self.frame_rate)
pyglet.clock.set_fps_limit(self.frame_rate)
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def render(self):
self.clear()
for batch_name, batch in self.batches.items():
batch.draw()
for sprite_name, sprite in self.sprites.items():
sprite._draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
dt = 1/pyglet.clock.get_fps_limit()
print(1/dt)
self.background_sprite.x -= self.speed * dt
self.background_sprite1.x -= self.speed * dt
if self.background_sprite1.x < -WIDTH: self.background_sprite1.x = WIDTH
if self.background_sprite.x < -WIDTH: self.background_sprite.x = WIDTH
event = self.dispatch_events()
x = main()
x.run()
As you can see in the image, there is a small black line in between the two background scrolling images
python game-development pyglet
The main problem here is the equationself.background_sprite.x -= self.speed * dt
gives a float number. And the way the position gets automatically rounded up or down, will generate the black line. The easiest solution would be to use one's image as a reference point for the other. doingsprite2.x = sprite1.x + sprite1.width
or something similar :) Sorry for a slow answer, I've been meaning to get back to you for a few days now.
– Torxed
Mar 11 at 11:33
Thanks. I was able to make changes to my run function like this:
– frisson steve
Mar 21 at 9:30
background_pos = self.background_sprite.x
andbackground_pos1 = self.background_sprite1.x
and then assigned them to:background_pos -= self.speed * dt
andbackground_pos1 -= self.speed * dt
– frisson steve
Mar 21 at 9:43
lastly cast them to integer valuesself.background_sprite.x = int(background_pos)
,self.background_sprite1.x = int(background_pos1)
– frisson steve
Mar 21 at 9:45
Thank you very much.
– frisson steve
Mar 21 at 9:46
add a comment |
I am new to pyglet.I am trying to a have a seamlessly scrolling background.
I have tried everything i could find on stack and google. I turned vsync off because it improved the performance in my computer. I have even used batch to draw on my screen. Used the preload function to load my image and in my Game class convert it to sprite.
What else can i do to make my background scroll smoothly?
Thanks in Advance.
This is my code:
import pyglet
from pyglet.gl import *
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_LINE_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)
pyglet.clock.set_fps_limit(60)
WIDTH = 800
HEIGHT = 600
TITLE = 'Bunny'
def preload_image(img):
pyglet.resource.path = ['../res']
pyglet.resource.reindex()
image = pyglet.resource.image(img)
return image
class main(pyglet.window.Window):
def __init__(self):
super(main, self).__init__(800, 600, fullscreen=False, vsync=False)
self.x, self.y = 0, 0
self.sprites =
self.batches =
self.subgroups =
self._handles =
self.batches['main'] = pyglet.graphics.Batch()
self.subgroups['base'] = pyglet.graphics.OrderedGroup(0)
self.background = preload_image('mountains.png')
self.background.width = WIDTH
self.background.height = HEIGHT
self.background_sprite = pyglet.sprite.Sprite(self.background, 0, 0, batch=self.batches['main'])
self.background_sprite1 = pyglet.sprite.Sprite(self.background, WIDTH, 0, batch=self.batches['main'])
self.speed = 30
self.frame_rate = 60.0
pyglet.clock.schedule_interval(self.run, 1.0 / self.frame_rate)
pyglet.clock.set_fps_limit(self.frame_rate)
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def render(self):
self.clear()
for batch_name, batch in self.batches.items():
batch.draw()
for sprite_name, sprite in self.sprites.items():
sprite._draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
dt = 1/pyglet.clock.get_fps_limit()
print(1/dt)
self.background_sprite.x -= self.speed * dt
self.background_sprite1.x -= self.speed * dt
if self.background_sprite1.x < -WIDTH: self.background_sprite1.x = WIDTH
if self.background_sprite.x < -WIDTH: self.background_sprite.x = WIDTH
event = self.dispatch_events()
x = main()
x.run()
As you can see in the image, there is a small black line in between the two background scrolling images
python game-development pyglet
I am new to pyglet.I am trying to a have a seamlessly scrolling background.
I have tried everything i could find on stack and google. I turned vsync off because it improved the performance in my computer. I have even used batch to draw on my screen. Used the preload function to load my image and in my Game class convert it to sprite.
What else can i do to make my background scroll smoothly?
Thanks in Advance.
This is my code:
import pyglet
from pyglet.gl import *
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_LINE_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)
pyglet.clock.set_fps_limit(60)
WIDTH = 800
HEIGHT = 600
TITLE = 'Bunny'
def preload_image(img):
pyglet.resource.path = ['../res']
pyglet.resource.reindex()
image = pyglet.resource.image(img)
return image
class main(pyglet.window.Window):
def __init__(self):
super(main, self).__init__(800, 600, fullscreen=False, vsync=False)
self.x, self.y = 0, 0
self.sprites =
self.batches =
self.subgroups =
self._handles =
self.batches['main'] = pyglet.graphics.Batch()
self.subgroups['base'] = pyglet.graphics.OrderedGroup(0)
self.background = preload_image('mountains.png')
self.background.width = WIDTH
self.background.height = HEIGHT
self.background_sprite = pyglet.sprite.Sprite(self.background, 0, 0, batch=self.batches['main'])
self.background_sprite1 = pyglet.sprite.Sprite(self.background, WIDTH, 0, batch=self.batches['main'])
self.speed = 30
self.frame_rate = 60.0
pyglet.clock.schedule_interval(self.run, 1.0 / self.frame_rate)
pyglet.clock.set_fps_limit(self.frame_rate)
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def render(self):
self.clear()
for batch_name, batch in self.batches.items():
batch.draw()
for sprite_name, sprite in self.sprites.items():
sprite._draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
dt = 1/pyglet.clock.get_fps_limit()
print(1/dt)
self.background_sprite.x -= self.speed * dt
self.background_sprite1.x -= self.speed * dt
if self.background_sprite1.x < -WIDTH: self.background_sprite1.x = WIDTH
if self.background_sprite.x < -WIDTH: self.background_sprite.x = WIDTH
event = self.dispatch_events()
x = main()
x.run()
As you can see in the image, there is a small black line in between the two background scrolling images
python game-development pyglet
python game-development pyglet
edited Mar 9 at 18:17
frisson steve
asked Mar 9 at 6:10
frisson stevefrisson steve
12
12
The main problem here is the equationself.background_sprite.x -= self.speed * dt
gives a float number. And the way the position gets automatically rounded up or down, will generate the black line. The easiest solution would be to use one's image as a reference point for the other. doingsprite2.x = sprite1.x + sprite1.width
or something similar :) Sorry for a slow answer, I've been meaning to get back to you for a few days now.
– Torxed
Mar 11 at 11:33
Thanks. I was able to make changes to my run function like this:
– frisson steve
Mar 21 at 9:30
background_pos = self.background_sprite.x
andbackground_pos1 = self.background_sprite1.x
and then assigned them to:background_pos -= self.speed * dt
andbackground_pos1 -= self.speed * dt
– frisson steve
Mar 21 at 9:43
lastly cast them to integer valuesself.background_sprite.x = int(background_pos)
,self.background_sprite1.x = int(background_pos1)
– frisson steve
Mar 21 at 9:45
Thank you very much.
– frisson steve
Mar 21 at 9:46
add a comment |
The main problem here is the equationself.background_sprite.x -= self.speed * dt
gives a float number. And the way the position gets automatically rounded up or down, will generate the black line. The easiest solution would be to use one's image as a reference point for the other. doingsprite2.x = sprite1.x + sprite1.width
or something similar :) Sorry for a slow answer, I've been meaning to get back to you for a few days now.
– Torxed
Mar 11 at 11:33
Thanks. I was able to make changes to my run function like this:
– frisson steve
Mar 21 at 9:30
background_pos = self.background_sprite.x
andbackground_pos1 = self.background_sprite1.x
and then assigned them to:background_pos -= self.speed * dt
andbackground_pos1 -= self.speed * dt
– frisson steve
Mar 21 at 9:43
lastly cast them to integer valuesself.background_sprite.x = int(background_pos)
,self.background_sprite1.x = int(background_pos1)
– frisson steve
Mar 21 at 9:45
Thank you very much.
– frisson steve
Mar 21 at 9:46
The main problem here is the equation
self.background_sprite.x -= self.speed * dt
gives a float number. And the way the position gets automatically rounded up or down, will generate the black line. The easiest solution would be to use one's image as a reference point for the other. doing sprite2.x = sprite1.x + sprite1.width
or something similar :) Sorry for a slow answer, I've been meaning to get back to you for a few days now.– Torxed
Mar 11 at 11:33
The main problem here is the equation
self.background_sprite.x -= self.speed * dt
gives a float number. And the way the position gets automatically rounded up or down, will generate the black line. The easiest solution would be to use one's image as a reference point for the other. doing sprite2.x = sprite1.x + sprite1.width
or something similar :) Sorry for a slow answer, I've been meaning to get back to you for a few days now.– Torxed
Mar 11 at 11:33
Thanks. I was able to make changes to my run function like this:
– frisson steve
Mar 21 at 9:30
Thanks. I was able to make changes to my run function like this:
– frisson steve
Mar 21 at 9:30
background_pos = self.background_sprite.x
and background_pos1 = self.background_sprite1.x
and then assigned them to: background_pos -= self.speed * dt
and background_pos1 -= self.speed * dt
– frisson steve
Mar 21 at 9:43
background_pos = self.background_sprite.x
and background_pos1 = self.background_sprite1.x
and then assigned them to: background_pos -= self.speed * dt
and background_pos1 -= self.speed * dt
– frisson steve
Mar 21 at 9:43
lastly cast them to integer values
self.background_sprite.x = int(background_pos)
, self.background_sprite1.x = int(background_pos1)
– frisson steve
Mar 21 at 9:45
lastly cast them to integer values
self.background_sprite.x = int(background_pos)
, self.background_sprite1.x = int(background_pos1)
– frisson steve
Mar 21 at 9:45
Thank you very much.
– frisson steve
Mar 21 at 9:46
Thank you very much.
– frisson steve
Mar 21 at 9:46
add a comment |
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The main problem here is the equation
self.background_sprite.x -= self.speed * dt
gives a float number. And the way the position gets automatically rounded up or down, will generate the black line. The easiest solution would be to use one's image as a reference point for the other. doingsprite2.x = sprite1.x + sprite1.width
or something similar :) Sorry for a slow answer, I've been meaning to get back to you for a few days now.– Torxed
Mar 11 at 11:33
Thanks. I was able to make changes to my run function like this:
– frisson steve
Mar 21 at 9:30
background_pos = self.background_sprite.x
andbackground_pos1 = self.background_sprite1.x
and then assigned them to:background_pos -= self.speed * dt
andbackground_pos1 -= self.speed * dt
– frisson steve
Mar 21 at 9:43
lastly cast them to integer values
self.background_sprite.x = int(background_pos)
,self.background_sprite1.x = int(background_pos1)
– frisson steve
Mar 21 at 9:45
Thank you very much.
– frisson steve
Mar 21 at 9:46