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Pygame for humans

Project description

hooman

~ pygame for humans

pip install hooman

demos

color change

from hooman import Hooman

import pygame

hapi = Hooman(500, 500)

def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False

hapi.handle_events = handle_events

while hapi.is_running:
    hapi.background((255, 255, 255))

    hapi.no_stroke()
    mx = (hapi.mouseX() / hapi.WIDTH) * 255

    hapi.fill((0, mx, 0))
    for i in range(50 , 200, 60):
        hapi.rect(i, 50, 30, 30)

    hapi.fill((255, 0, 0))
    hapi.ellipse(hapi.mouseX(), hapi.mouseY(), 10, 10)

    hapi.stroke_size(1)
    hapi.stroke((255, 10, 10))
    hapi.line(0, hapi.mouseY(), hapi.mouseX()-10, hapi.mouseY())

    hapi.flip_display()
    hapi.event_loop()

pygame.quit()

lines

from hooman import Hooman

import pygame

hapi = Hooman(500, 500)

def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False

hapi.handle_events = handle_events

while hapi.is_running:
    hapi.background((255, 255, 255))

    hapi.stroke_size(5)
    hapi.stroke((0, 255, 0))

    for i in range(0, hapi.WIDTH, 20):
        hapi.line(i, 0, hapi.mouseX(), hapi.mouseY())

    hapi.flip_display()
    hapi.event_loop()

pygame.quit()

squares

from hooman import Hooman

import pygame

hapi = Hooman(500, 500)

def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False

hapi.handle_events = handle_events

size = 50
while hapi.is_running:
    hapi.background((255, 255, 255))

    hapi.no_stroke()
    hapi.fill((0, 255, 0))
    hapi.rect(10, 10, size, size)
    hapi.fill((255, 255, 0))
    hapi.rect(100, 100, size, size)
    hapi.fill((255, 0, 0))
    hapi.rect(100, 10, size, size)
    hapi.fill((0, 0, 255))
    hapi.rect(10, 100, size, size)

    hapi.flip_display()
    hapi.event_loop()

pygame.quit()

buttons

from hooman import Hooman

import pygame

window_width, window_height = 500, 500
hapi = Hooman(window_width, window_height)

bg_col = (255, 255, 255)

#the function that gets called when the button is clicked on
def button_clicked(this): 
    if this.y == 250:
        this.y = 300
    else:
        this.y = 250
        
    print(this.y)



grey_style = {
    'background_color':(200, 200, 200),
    'curve':0.1,
    'padding_x':5,
    'padding_y':5,
    'font_size':15
    }

button1 = hapi.button(150, 150, "Click Me",
    grey_style
)

def button_hover(this):
    hapi.background(hapi.color['green'])
stylex = grey_style.copy()
stylex['on_hover'] = button_hover

buttonx = hapi.button(150, 10, "Hover Me",
    stylex
)

button2 = hapi.button(150, 250, "No Click Me",
    {
    'background_color':(200, 200, 200),
    'outline':hapi.outline({
            'color':(200, 200, 200), 
            'amount':5
            }),
    'curve':0.3,
    'on_click':button_clicked,
    'padding_x':40,
    'padding_y':10,
    'font_size':15
    })

def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_ESCAPE:
            hapi.is_running = False


hapi.handle_events = handle_events

clock = pygame.time.Clock()

while hapi.is_running:
    hapi.background(bg_col)

    if button1.update(): #if the button was clicked
        bg_col = (255, 0, 0) if bg_col == (255, 255, 255) else (255, 255, 255)
    
    # for i in range(5):
    #     x = hapi.button(10+i*80, hapi.mouseY(), "Click Me",
    #         grey_style
    #     )
    # don't use it for ui elements in loop lile the above
    # each element can also be individually
    # updated
    hapi.update_ui() 
    hapi.event_loop()

    hapi.flip_display()

    clock.tick(60)

pygame.quit()

transparent circles

import pygame
from hooman import Hooman
pygame.init()

hapi = Hooman(800, 600)


while hapi.is_running:
    hapi.background(hapi.color['white'])


    hapi.set_alpha(100)
    hapi.fill(hapi.color['red'])
    hapi.alpha_ellipse(100, 100, hapi.mouseX()//2, hapi.mouseX()//2)
    hapi.fill(hapi.color['yellow'])
    hapi.alpha_ellipse(100, 100, 100, 100)
    hapi.fill(hapi.color['green'])
    hapi.alpha_ellipse(150, 100, 100, 100)
    pygame.display.flip()

    hapi.event_loop()

pygame.quit()

supershapes

from hooman import Hooman
import numpy
from math import pow
from math import sqrt
import pygame

window_width, window_height = 500, 500
hapi = Hooman(window_width, window_height)

bg_col = (255, 255, 255)


def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_ESCAPE:
            hapi.is_running = False


hapi.handle_events = handle_events

clock = pygame.time.Clock()


while hapi.is_running:
    hapi.background(bg_col)
    
    hapi.fill(hapi.color['red'])
    
    #hapi.text(n1, 10+hapi.mouseX(), 10+hapi.mouseY())
    
    hapi.smooth_star(100, 100, 100, 100)
    hapi.oil_drop(100, 250, 100, 100)
    hapi.flowing_star(100, 350, 100, 100)

    hapi.flip_display()
    hapi.event_loop()

pygame.quit()

cross hair

from hooman import Hooman
from math import pow
from math import sqrt

window_width, window_height = 500, 500
hapi = Hooman(window_width, window_height)

bg_col = (255, 255, 255)


def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_ESCAPE:
            hapi.is_running = False

hapi.handle_events = handle_events

while hapi.is_running:
    hapi.background(bg_col)
    
    hapi.stroke(hapi.color['red'])
    hapi.stroke_size(2)
    
    mouse_coord = (hapi.mouseX(), hapi.mouseY())
    hapi.cross_hair(mouse_coord)

    hapi.flip_display()
    hapi.event_loop()

pygame.quit()

constrain

from hooman import Hooman
import numpy
from math import pow
from math import sqrt
import pygame

window_width, window_height = 500, 500
hapi = Hooman(window_width, window_height)

bg_col = (255, 255, 255)


def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_ESCAPE:
            hapi.is_running = False


hapi.handle_events = handle_events


def fake_slider(pos, x, y, width):
    size = 10
    hapi.fill(hapi.color['grey'])
    hapi.rect(x, y, width, size)
    hapi.fill((200, 200, 200))
    hapi.rect(pos, y, size, size)

while hapi.is_running:
    hapi.background(bg_col)
    
    fake_slider(hapi.mouseX(), 0, 450, hapi.WIDTH)

    reflected_val = hapi.constrain(hapi.mouseX(), 0, 500, 0, 255)
    reflected_col = (reflected_val, reflected_val, reflected_val)
    hapi.fill(reflected_col)
    hapi.rect(10, 10, 100, 100)

    reflected_val2 = hapi.constrain(hapi.mouseX(), 0, 500, 100, 200)
    fake_slider(reflected_val2, 100, 200, 100)

    hapi.flip_display()
    hapi.event_loop()

pygame.quit()

Docs

Attributes

.WIDTH

  • hapi.WIDTH is gives the width of the screen

.HEIGHT

  • hapi.HEIGHT is gives the height of the screen

.is_running

  • if loop is running

.screen

still exposes a screen to draw with any pygame shape

pygame.draw.arc(hapi.screen, (255, 0, 0), [80,10,200,200], hapi.PI, hapi.PI/2, 2)

Constants

.PI

The value of pi as provided by the maths module

pygame.draw.arc(hapi.screen, (255, 0, 0), [80,10,200,200], hapi.PI, hapi.PI/2, 2)

Colors, strokes & Fill

.fill

  • used for colouring next shapes
  • hapi.fill((100, 100, 100)) for r g b
  • hapi.fill(100) same as hapi.fill((100, 100, 100))

.stroke

  • used to set color of next shapes' outlines
  • hapi.stroke((100, 100, 100)) for r g b
  • hapi.stroke(100) same as hapi.stroke((100, 100, 100))

.background

  • used to set background color of screen
  • hapi.background((100, 100, 100)) for r g b
  • hapi.background(100) same as hapi.background((100, 100, 100))

.set_background

  • used to have the background drawn every frame automatically
  • hapi.set_background((100, 100, 100))
  • same as hapi.background((100, 100, 100))

.color

same as

{
    'red': (255, 0, 0),
    'green': (0, 255, 0),
    'blue': (0, 0, 255),
    'black': (0, 0, 0),
    'white': (255, 0, 0),
    'yellow': (255, 255, 0),
    'grey': (100, 100, 100)
}

also .colors, .colours, .colour same

Size

.stroke_size

  • used to control thickness of lines and outlines
  • hapi.stroke_size(size) where size is an int

.no_stroke

  • set lines and outlines thickness to 0
  • hapi.no_stroke()
  • same as hapi.stroke_size(0)

.font_size

  • sets font size of text
  • hapi.font_size(12)

Basic elements

.rect

hapi.rect(x, y, width, height)

  • x - x coordinate
  • y - y coordinate

.ellipse

hapi.ellipse(x, y, width, height)

  • x - x coordinate
  • y - y coordinate

.line

hapi.line(x1, y1, x2, y2)

  • x1 - x coordinate of first point
  • y1 - y coordinate of first point
  • x2 - x coordinate of second point
  • y2 - y coordinate of second point

.text

.text(letters, x, y)

  • letters - string of chars eg. 'abcd'
  • x - x coordinate
  • y - y coordinate
  • will convert any type passed to string
  • hapi.text(5, 10, 10) is valid
  • hapi.text(hapi.mouseX(), 10, 10) is valid out of the box

.polygon

.polygon(coords, fill=True)

  • coords is a 2d array [(0,0), (10, 10), (10, 100)]
  • if fill is False, only the outline will be drawn
  • adjust outline with .stroke_size

.begin_shape

hapi.begin_shape() starts drawing a polygon

.vertex

.vertex((100, 200))

.end_shape

hapi.end_shape(fill=True) draws polygon on closing

Minimal demo of .begin_shape, .vertex and .end_shape

from hooman import Hooman

import pygame

hapi = Hooman(500, 500)

def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False

hapi.handle_events = handle_events

while hapi.is_running:
    hapi.background(hapi.color['white'])

    hapi.fill(hapi.color['blue'])
    hapi.stroke_size(4)

    hapi.begin_shape()
    hapi.vertex((0, 0))
    hapi.vertex((100, 0))
    hapi.vertex((hapi.mouseX(), hapi.mouseY()))
    hapi.end_shape()

    # same as hapi.polygon([(0, 0), (100, 0), (hapi.mouseX(), hapi.mouseY())])

    hapi.flip_display()
    hapi.event_loop()

pygame.quit()

.heart

.star

.curve_rect

.arrow

.alpha_ellipse

Interactivity

.mouseX

  • hapi.mouseX() gives the current x coordinate of the mouse

.mouseY

  • hapi.mouseY() gives the current y coordinate of the mouse

Pygame specifics

.flip_display

  • is just pygame.display.flip() behind the scene

.event_loop

requires

def handle_events(event):
    if event.type == pygame.QUIT:
        hapi.is_running = False

hapi.handle_events = handle_events
  • is put inside hapi.is_running loop

.set_caption

same as pygame.display.set_caption

Ui

.update_ui

  • no need to update each element if you call this
  • called inside hapi.is_running loop
  • here is when NOT to use it:
while hapi.is_running:
    for i in range(5):
            x = hapi.button(10+i*80, hapi.mouseY(), "Click Me",
                grey_style
            )
        hapi.update_ui() 

.button

Create a button with hapi.button(x, y, text, [optional paramters])

  • x - x location of the button
  • y - y location of the button
  • text - the text on the button
  • [optional parameters] - a dictionary of any extra options you want for the button listed below

Optional Parameters

  • surface - the surface you want the button on, by default it is the main window
  • background - the color of the utton background
  • hover_background_color - the color of the button background when the mouse is over the button
  • font - the font of the text, by default it is Calibri
  • font_size - the size of the text, by default it is 30
  • font_colour - the colour of the text, by default it is black
  • outline - when set to True, the button will have an outline when the mouse hovers over
  • outline_thickness - this is the thickness of the outline
  • outline_color - the colour of the outline
  • outline_half - when set to True, it will create an outline for the bottom and right side of the button
  • action - this is a function that gets called when the button is clicked
  • action_arg - if the function given in action requires a parameter, you can use this to send to the function
  • image - this should be a pygame.Surface() object that the button will show instead
  • hover_image - this should be a pygame.Surface() object that the button will show when the mouse is over the button
  • enlarge - this will resize the button when the mouse is over the button, this should be a bool
  • enlarge_amount - this is the percentage that you want the button to resize to when the mouse is over the button (1 = no change)
  • calculate_size - when set to True, this will calculate the width and height of the button from the size of the text
  • padding_x - an integer that is added on to the width on both sides of the text when calculate_size is set to True
  • padding_y - an integer that is added on to the height on both sides of the text when calulate_size is set to True
  • dont_generate - when set to True, the button will not generate the images to put on screen, this can be handy if you want to use calculate_size without supplying text, you will need to call button.update_text() to generate the images before drawing
  • curve - the amount of curve you want the button to have on the edges with 0 being no curve and 1 being full curve, by default it is 0
  • on_hover_enter - this is a function that gets called when the mouse enters the button, the first frame it hovers over
  • on_hover_exit - this is a function that gets called when the mouse exits the button, the frame once it stops hovering over
  • on_click - this is a function that gets called when the mouse clicks the button, this only gets called once, even if mouse i being held down
def on_hover_enter(this): # this refers to the button
    this.background_color = hapi.color['blue']

button = hapi.button(150, 250, "Click Me",
        {'on_hover_enter':on_hover_enter}
    )

Methods

  • update() - this updates the button and draws it on screen, this should be called every frame
  • Update_text(text) - this changes the text and recreates the button
  • get_rect() - this returns a pygame.Rect of the button
  • width() - this returns the width of the button
  • height() - this returns the height of the button
  • create_button() - this applies any changes to the button

Project details


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