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[PyGame] Waiting screen until user input - PiBooth
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[PyGame] Waiting screen until user input - PiBooth
#1
hey guys,

in advance: I'm new in PyGame.

I'm working on a photo booth / photo box with the software "PiBooth" - https://github.com/pibooth/pibooth.

It is possible to create your own plugins – hooks in different states. I created a plugin that displays a screen when the Photo Booth printer needs to be refilled:

When the print counter reaches the refill level (after 38 prints), a message should appear with a “Done” button or something similar.

My problem is: I don't know how to display the screen UNTIL user input.

Here the code:

@pibooth.hookimpl
def state_wait_do(win, app, events):
    #and app.print_ok != 0  and app.find_print_event(events).printer == 1
    if app.find_print_event(events) != None:
        LOGGER.info("sate_print_do")

        printed = app.count.printed

        if((printed % 38) == 0):
            text = "Bitte Transferrolle wechseln und Papier auffuellen, 38 gedruckte Bilder.\n\nStatus Drucker:\n"
            sendstatusmail("Transferrolle wechseln und Papier auffuellen", text)
            
            win_rect = win.get_rect()
            text = "Bitte warten..."
            font = fonts.get_pygame_font(text, fonts.CURRENT,
                                    win_rect.width//1.5, win_rect.height//1.5)
        
            text_surface = font.render(text, True, win.text_color)
        
            if isinstance(win.bg_color, (tuple, list)):
                win.surface.fill(win.bg_color)
            else:
                bg_surface = pictures.get_pygame_image(win.bg_color, win_rect.size, crop=True, color=None)
                win.surface.blit(bg_surface, (0, 0))
        
            win.surface.blit(text_surface, text_surface.get_rect(center=win_rect.center).topleft)
        
            pygame.display.update()
            pygame.event.pump()
        
            n = 0
            gef = False
            #time.sleep(5)
            while True:
                time.sleep(5)
                if gef:
                    break
                events = pygame.event.get()
                print(n)
                n = n + 1
                m = 0
                for event in events:
                    print(str(n) + str(m))
                    print(event)
                    if event.type == pygame.KEYDOWN:
                        print("Jetzat")
                        gef = True
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#2
What is wrong with your code? The while loop should prevent anything changing the screen until the KEYDOWN event.

I think it makes more sense to connect to the PRINT plugin instead of the WAIT plugin.
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#3
It's not necessary, in my opinion, to compute every ray point. As each point is calculated, I would review it and halt when a collision is found. basket random
def illuminate_block(self, blocks, ray_point):
    """ Find first block that collides with ray_point,  Returns block or None """
    for block in blocks:
        if block[1].rect.collidepoint(ray_point):
            block[1].illuminated = True
            return block
    return None
   
def cast_rays(self):
    cx = self.rect.centerx
    cy = self.rect.centery
    blocks = []
    for b in self.game.level.block_dict.values():
        b.illuminated = False
        # Cull the block list here so it doesn't have to happen for each ray point.
        if abs(b[0][0] - cx) < 200 and abs(b[0][1] - cy) < 200:
            blocks.append[b]
    for ray in range(0, 360, 20):
        # Do expensive sin and cos once per ray
        sin_ray = math.sin(ray)
        cos_ray = math.cos(ray)
        for depth in range(20, 100, 5):
            ray_point = (cx - sin_ray * depth, cy + cos_ray * depth)
            if self.illuminate_block(blocks, ray_point) is not None:
                break
There are pygame routines that can do the task for you if they are sprites.
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