python - Mouse Movement in Pygame when selecting objects does not seem to work -


i making small game using pygame, , @ moment have 5 balls falling top of screen , landing on pile of boxes destroy knock them down. @ moment seems work fine however, trying select balls mouse when balls fall down able select them again , return them original position.

here code program

import pygame pygame.locals import * pygame.color import * import pymunk pm pymunk import vec2d import sys ## ~~~~~~~~~~~~~~~~~~~~~~~~~  class ball(pygame.sprite.sprite):     def __init__(self,screen):         pygame.sprite.sprite.__init__(self)         self.image = pygame.image.load('ball1.jpg')         self.original = pygame.image.load('ball1.jpg')         self.rect = self.image.get_rect()         self.area = screen.get_rect()      def add_ball(self, space, offset):#offset         self.mass = 4         self.radius = 15         self.inertia = pm.moment_for_circle(self.mass, 0, self.radius, (0,0))          self.body = pm.body(self.mass, self.inertia)         self.body.position = offset+200, 550         self.rect.center = to_pygame(self.body.position)          self.shape = pm.circle(self.body, self.radius, (0,0))         space.add(self.body, self.shape)      def draw(self,screen):         pygame.draw.circle(screen, (255,255,255), self.rect.center, int(15), 3)      def update(self):         print("{0} {1}".format(self.rect.center, self.body.position))         self.rect.center = to_pygame(self.body.position)   ## ~~~~~~~~~~~~~~~~~~~~~~~~~  class box(pygame.sprite.sprite):     def __init__(self,screen):         pygame.sprite.sprite.__init__(self)          self.image = pygame.image.load('box1.jpg')         self.original = pygame.image.load('box1.jpg')         #self.image = pygame.image.load('snake.jpg')         self.rect = self.image.get_rect()         self.area = screen.get_rect()       def add_box(self, space, posx, posy):         global screen         self.size= 30         self.points = [(-self.size, -self.size), (-self.size, self.size), (self.size,self.size), (self.size, -self.size)]         self.mass = 0.3         self.moment = pm.moment_for_poly(self.mass, self.points, (0,0))          self.body = pm.body(self.mass, self.moment)         self.body.position = vec2d(posx, posy)         #print("box {0}".format(self.body.position))         self.rect.center = to_pygame(self.body.position)         #print("box b {0}".format(self.rect))         self.shape = pm.poly(self.body, self.points, (0,0))         self.shape.friction = 1         #self.shape.group = 1          space.add(self.body, self.shape)       def draw(self,screen):         pygame.draw.rect(screen, (255,255,255), self.rect, 2)      def update(self):         self.rect.center = to_pygame(self.body.position) #pysics simulations movin body  ## ~~~~~~~~~~~~~~~~~~~~~~~~~  class snake(pygame.sprite.sprite):     def __init__(self,screen):         pygame.sprite.sprite.__init__(self)          self.image = pygame.image.load('snake.jpg')         self.original = pygame.image.load('snake.jpg')         self.rect = self.image.get_rect()         self.area = screen.get_rect()      def add_snake(self, space, posx, posy):         global screen         self.size= 30         self.points = [(-self.size, -self.size), (-self.size, self.size), (self.size,self.size), (self.size, -self.size)]         self.mass = 0.1         self.moment = pm.moment_for_poly(self.mass, self.points, (0,0))          self.body = pm.body(self.mass, self.moment)         self.body.position = vec2d(posx, posy)         #print("box {0}".format(self.body.position))         self.rect.center = to_pygame(self.body.position)         #print("box b {0}".format(self.rect))         self.shape = pm.poly(self.body, self.points, (0,0))         self.shape.friction = 0.1         #self.shape.group = 1          space.add(self.body, self.shape)       def draw(self,screen):         pygame.draw.rect(screen, (5,5,255), self.rect, 2)      def update(self):         self.rect.center = to_pygame(self.body.position) #pysics simulations movin body #=========================eggs===============================================  class eggs(pygame.sprite.sprite):     def __init__(self,screen):         pygame.sprite.sprite.__init__(self)          self.image = pygame.image.load('egg.jpg')         self.original = pygame.image.load('egg.jpg')         self.rect = self.image.get_rect()         self.area = screen.get_rect()      def add_egg(self, space, posx, posy):         global screen         self.size= 35         self.points = [(-self.size, -self.size), (-self.size, self.size), (self.size,self.size), (self.size, -self.size)]         self.mass = 0.3         self.moment = pm.moment_for_poly(self.mass, self.points, (0,0))          self.body = pm.body(self.mass, self.moment)         self.body.position = vec2d(posx, posy)         #print("box {0}".format(self.body.position))         self.rect.center = to_pygame(self.body.position)         #print("box b {0}".format(self.rect))         self.shape = pm.poly(self.body, self.points, (0,0))         self.shape.friction = 0.1         #self.shape.group = 1          space.add(self.body, self.shape)      def draw(self,screen):         pygame.draw.rect(screen, (5,5,255), self.rect, 2)      def update(self):         self.rect.center = to_pygame(self.body.position) #pysics simulations movin body  ## ~~~~~~~~~~~~~~~~~~~~~~~~~  def to_pygame(p):     """small hack convert pymunk pygame coordinates"""     return int(p[0]), int(-p[1]+600)  def from_pygame(p):     return to_pygame(p)   def main():     pygame.init()     screen = pygame.display.set_mode((600, 600))      pygame.display.set_caption("piling boxes")     clock = pygame.time.clock()      space = pm.space()     space.gravity = (0.0, -900.0)     space.damping = 0.5     balls= []     selected = none      ### ground     body = pm.body()     shape = pm.segment(body, (0,100), (600,100), .0)     shape.friction = 1.0     space.add(shape)      allsprites = pygame.sprite.group()      offsety = 62     offsetx = 92     posx = 180     posy = 130      j in range(3):         in range(5):             box = box(screen) #add more boxes             box.add_box(space, posx, posy)             allsprites.add(box)             posy = posy + offsety         posy = 130         posx = posx + offsetx  ##    in range(5): ##        x = 200 ##        j in range(5): ##            # mass of box? ##            mass = randint(1,3) ##            # size box? ##            # size = randint(10, 35) ##            size = 20 ##            # calculate position & hold in vec2d ##            # comment out 1 of these change pile ##            x = x + size + 10 ##            pos = vec2d(x,y) ##            box = add_box(space, size, pos, mass) ##            boxes.append(box)  ##        y = y + size      snake = snake(screen)     snake.add_snake(space, posx, posy) #add snake after adding boxes     allsprites.add(snake)      posx = posx + offsetx #increase x position egg appears next snake     egg = eggs(screen)     egg.add_egg(space,posx,posy)#pass space ,position x , position y     allsprites.add(egg)     selected = none       posy =0     offset = 0     in range(5):          balls = ball(screen)         balls.add_ball(space, offset)         offset = offset + 16         allsprites.add(balls)         print(balls)      #background = pygame.surface(screen.get_size())     #background = background.convert()     #background.fill((0,0,0))      #screen.blit(background, (0,0))     test_image = pygame.image.load("angryclonebg.jpg")     #screen.blit(test_image, (0,0)) #coordinates (0,500))      #pygame.display.flip()       while 1:         clock.tick(60)         space.step(1/90.0)          event in pygame.event.get():             if event.type == quit:                 pygame.quit()                 sys.exit(0)             elif event.type == keydown:                 if event.key == k_escape:                     pygame.quit()                     sys.exit(0)                 if event.key == k_p:                     ball[0].body.apply_impulse((450,0))                 if event.key == k_s:                     ball[0].body.apply_impulse((-450,0))                 elif event.type == mousebuttondown:                    p = from_pygame(vec2d(event.pos))                    selected = space.point_query_first(p)             elif event.type == mousebuttonup:                 if selected != none:                     selected = none             elif event.type == mousemotion:                 if selected != none:                     selected.body.position = from_pygame(event.pos)           allsprites.update()         screen.blit(test_image, (0,0))         #pygame.draw.line(screen, thecolors["red"], to_pygame((150,100)), to_pygame((450,100)), 3)         allsprites.draw(screen)         item in allsprites:             item.draw(screen)         pygame.display.flip()  ## ~~~~~~~~~~~~~~~~~~~~~~~~~  if __name__ == '__main__':     main() 

here bit of code add mouse movement events ball

while 1:     clock.tick(60)     space.step(1/90.0)      event in pygame.event.get():         if event.type == quit:             pygame.quit()             sys.exit(0)         elif event.type == keydown:             if event.key == k_escape:                 pygame.quit()                 sys.exit(0)              if event.type == mousebuttondown:                p = from_pygame(vec2d(event.pos))                selected = space.point_query_first(p)         elif event.type == mousebuttonup:             if selected != none:                 selected = none         elif event.type == mousemotion:             if selected != none:                 selected.body.position = from_pygame(event.pos)       allsprites.update()     screen.blit(test_image, (0,0))     #pygame.draw.line(screen, thecolors["red"], to_pygame((150,100)), to_pygame((450,100)), 3)     allsprites.draw(screen)     item in allsprites:         item.draw(screen)     pygame.display.flip() 

i have added needed events in while loop when click , try drag balls upwards seem not respond mouse click

the problem seem indenting code

elif event.type == mousebuttondown:     p = from_pygame(vec2d(event.pos))     selected = space.point_query_first(p) 

one level much. change if instead of elif. tried changing , move balls using mouse.

hope working now. :)


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