I wrote a small code to try working with pygame for the first time, but I'm having trouble getting the game window to respond to any input at all including the exit button. No matter if I run the code through Sublime, VScode, or Python the window loads fine but the sprite takes no input (so fare I have only coded left) nor will the window close. If I want to close the window I have to close whatever editor/terminal I'm running the program through
import pygame
import os
pygame.display.set_caption("CyberPunk 3077")
WIDTH, HEIGHT = 900, 500
PLAYER, SIZE = 34, 34
WIN = pygame.display.set_mode((WIDTH,HEIGHT))
'''We have now created the window and it's size
Now lets create the background display'''
FPS = 60
VELOCITY = 3
WHITE = ((255, 255, 255))
MID_BORDER = pygame.Rect((WIDTH/2)-2.5, 0,5, HEIGHT) #this will place a solid line in the middle of the screen
Player_1 = pygame.transform.scale(pygame.image.load(os.path.join('skins', 'player.png')), (PLAYER,SIZE))
P1 = pygame.transform.rotate(Player_1, 270)
Player_2 = pygame.transform.scale(pygame.image.load(os.path.join('skins', 'enemy.png')), (PLAYER,SIZE))
P2 = pygame.transform.rotate(Player_2, 270)
SKY = pygame.transform.scale(pygame.image.load(os.path.join('skins', 'bg.png')), (WIDTH,HEIGHT))
#this will search our folder 'skins' for the file 'bg' to make our background
def draw(yellow, blue):
WIN.blit(SKY, (0,0))
pygame.draw.rect(WIN, WHITE, MID_BORDER)
WIN.blit(P1, (yellow.y, yellow.y))
WIN.blit(P2, (blue.x, blue.y))
#pygame starts tracking at the top left with 0,0
pygame.display.update()
def P1_moves(keys_pressed, yellow):
if keys_pressed[pygame.K_a] and yellow.x - VELOCITY > 0: #LEFT
yellow.x -= VELOCITY
'''this is the only instance of movement I have coded so far. Didn't want to continue if I can't even get 'left' to work '''
def main():
yellow = pygame.Rect(200, 250, 32, 32)
blue = pygame.Rect(650, 250, 32, 32)
run = True
clock = pygame.time.Clock()
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run == False
keys_pressed = pygame.key.get_pressed()
P1_moves(keys_pressed, yellow)
draw(yellow, blue)
pygame.quit()
if __name__ == "__main__":
main()
The keys_pressed[pygame.K_a] should be keys_pressed[pygame.K_A] (capital 'A').
Rabbid76 answered this problem in a comment.
run = False instead of run == False
WIN.blit(P1, (yellow.x, yellow.y)) instead of WIN.blit(P1, (yellow.y, yellow.y))
Rabbid76 Sep 15 at 18:18
Related
So I was making a game in python with pygame and I had some assets as characters. I coded everything correctly. But when I run the program none of the images show up and the window crashes immediately.
import pygame
import os
import random
WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Fly game")
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
FPS = 60
VEL = 5
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)
PLAYER_WIDTH, PLAYER_HEIGHT = 55, 40
SKY = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\SKY.jpg')), (WIDTH, HEIGHT)
JETPACK_MAN_IMAGE = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\JETPACK_MAN.jpg'))
JETPACK_MAN = pygame.transform.scale(
JETPACK_MAN_IMAGE, (PLAYER_WIDTH, PLAYER_HEIGHT))
FLY_IMAGE = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\FLY.png'))
FLY = pygame.transform.scale(
FLY_IMAGE, (PLAYER_WIDTH, PLAYER_HEIGHT))
def draw_window(jetpack, fly):
WIN.blit(SKY, (0, 0))
pygame.draw.rect(WIN, BLACK, BORDER)
WIN.blit(JETPACK_MAN, (jetpack.x, jetpack.y))
WIN.blit(FLY, (fly.x, fly.y))
pygame.display.update()
def main():
jetpack = pygame.Rect(225, 250, PLAYER_WIDTH, PLAYER_HEIGHT)
fly = pygame.Rect(675, 250, PLAYER_WIDTH, PLAYER_HEIGHT)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
draw_window(jetpack, fly)
main()
if __name__ == "__main__":
main
No error showed up so I didn't know what was wrong.
If you can, please check out the code and try to fix it!
This is an indentation error.
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
# <---- INDENTATION
# this should be in the while loop, the "game loop", not in the quit condition
draw_window(jetpack, fly)
Also, you probably don't want to call main() after you program terminates. (Assuming you want people to be able to exit your game easily.
if __name__ == "__main__":
main
This main does nothing, it needs to be called, like main(). With the parentheses. It's not "crashing instantly," it's just not running anything.
SKY = pygame.image.load(
os.path.join('C:\\Users\\Kostadin Klemov\\Desktop\\Programms\\Python\\projects\\Fly game\\Assets\\SKY.jpg')), (WIDTH, HEIGHT)
That (WIDTH, HEIGHT) at the end is very suspicious. Presumably you just want the image put in the SKY variable, not another random tuple.
On another note, os.path.join() does nothing if you give it the full path as an argument.
I want to restart where my player is when the player touches a wall, but before I do that, I want to give them a warning then reset position. I can't do either, though. I recently asked a similar question, and although I got a very good and helpful answer, it wouldn't work. Thank you anyway, Rabbid76. This is my code:
def touch_walls(player_pos):
if x-20 < 0:
#give warning not to touch sides
#reset player position
elif x+20 > 800:
#give warning not to touch sides
#reset player position
If anyone finds a solution, please tell me.
You can call a function to draw a "Don't touch walls" text.
`
def touch_walls(player_pos):
global playerPos, blit_font_time
x = player_pos[0]
if x-20 < 0 or x+20 > 800:
#make a text varible
#reset player position
playerPos = (50, 0)
blit_font_time = 60 # set this to as long as you wish
def blit_font():
text = pygame.font.SysFont('Arial', 50)
warning_label = text.render('Don\'t Touch Walls', True, (255, 255, 255)) #You can modify the text or the color anyway you want
center = (screen.get_width()/2 - warning_label.get_width()/2, screen.get_height()/2 - warning_label.get_height()/2)
screen.blit(warning_label, center) #Blit the text at the center of the screen
`
The whole thing will look like this:
`
import pygame
pygame.init()
playerPos = (-60, 50) # Assume playerPos is a varible that contains the player's position
screen = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
blit_font_time = 0
def touch_walls(player_pos):
global playerPos, blit_font_time
x = player_pos[0]
if x-20 < 0 or x+20 > 800:
#make a text varible
#reset player position
playerPos = (50, 0)
blit_font_time = 60 # set this to as long as you wish
def blit_font():
text = pygame.font.SysFont('Arial', 50)
warning_label = text.render('Don\'t Touch Walls', True, (255, 255, 255)) #You can modify the text or the color anyway you want
center = (screen.get_width()/2 - warning_label.get_width()/2, screen.get_height()/2 - warning_label.get_height()/2)
screen.blit(warning_label, center) #Blit the text at the center of the screen
run = True
while run:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
run = False
screen.fill((20, 20, 20))
touch_walls(playerPos)
if blit_font_time > 0:
blit_font_time -= 1
blit_font()
pygame.display.update()
pygame.quit()
`
I have a single battery image appearing once here and it moves from right to left then goes away. I want batteries constantly coming and going until the player hits one of them.
My question is how do I get the batteries to keep on coming until a player hits it? I want them to appear maybe 100 units apart.
from pygame import *
import os
import random
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 0)
init()
#set screen size
size = width, height = 800, 600
screen = display.set_mode(size)
#set fonts
fontGame=font.SysFont("Times New Roman", 30)
fontBack=font.SysFont("Ariel", 30)
fontTitle=font.SysFont("Ariel", 100)
fontResearch=font.SysFont ("Times New Roman", 18)
#set button and page to 0
button = 0
page=0
#setting colours
BLACK = (0, 0, 0)
RED = (255,0,0)
GREEN = (0, 255, 0)
BLUE = (106,186,232)
#loading image
backgroundPic=image.load("Background.jpg")
backgroundGame=image.load("gameBackground.jpg")
backgroundGame=transform.scale(backgroundGame,(800,600))
battery=image.load("Battery.png")
battery=transform.scale(battery,(100,100))
backgroundx=0
playerPic=image.load("player.png")
playerPic=transform.scale(playerPic,(70,70))
batteryx=[]
#defining what is going to be shown on the screen
def drawScene(screen, button,page,locationx,locationy):
global batteryx
mx, my = mouse.get_pos() #will get where the mouse is
#if the user does nothing
if page==0:
draw.rect(screen, BLACK, (0,0, width, height))
screen.fill(BLACK)
rel_backgroundx= backgroundx % backgroundGame.get_rect().width
screen.blit(backgroundGame, (rel_backgroundx - backgroundGame.get_rect().width,0))
if rel_backgroundx < width:
screen.blit (backgroundGame, (rel_backgroundx,0))
screen.blit(playerPic,(locationx,locationy))
screen.blit(battery,(batteryx,420))
batteryx-=1
display.flip()
return page
#def collision (battery, playerPic):
#if battery.colliderect(playerPic):
#return True
#return False
running = True
myClock = time.Clock()
KEY_LEFT= False
KEY_RIGHT= False
KEY_UP= False
KEY_DOWN= False
locationx=0
jumping=False
accel=20
onGround= height-150
locationy=onGround
batteryx=random.randrange(50,width,10)
# Game Loop
while running:
button=0
print (KEY_LEFT, KEY_RIGHT)
for evnt in event.get(): # checks all events that happen
if evnt.type == QUIT:
running=False
if evnt.type == MOUSEBUTTONDOWN:
mx,my=evnt.pos
button = evnt.button
if evnt.type== KEYDOWN:
if evnt.key==K_LEFT:
KEY_LEFT= True
KEY_RIGHT= False
if evnt.key==K_RIGHT:
KEY_RIGHT= True
KEY_LEFT= False
if evnt.key==K_UP and jumping==False:
jumping=True
accel=20
if evnt.key== K_DOWN:
KEY_DOWN= True
KEY_UP= False
if evnt.type==KEYUP:
if evnt.key==K_LEFT:
KEY_LEFT= False
if evnt.key==K_RIGHT:
KEY_RIGHT= False
if evnt.key==K_DOWN:
KEY_DOWN=False
if KEY_LEFT== True:
locationx-=10
backgroundx+=10
if KEY_RIGHT== True:
locationx+=10
backgroundx-=10
if jumping==True:
locationy-=accel
accel-=1
if locationy>=onGround:
jumping=False
locationy=onGround
#player cannot move off screen
if locationx<0:
locationx=0
if locationx>400:
locationx=400
#if collision(battery, playerPic)==True:
#screen.fill(BLACK)
page=drawScene(screen,button,page,locationx,locationy)
myClock.tick(60) # waits long enough to have 60 fps
if page==6: #if last button is clicked program closes
running=False
quit()
Create a list of rects which serve as the positions of the batteries. Use for loops to update the rects and blit the battery image at the rects. Remove rects that have left the screen and append new rects to create new batteries
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
BG_COLOR = pg.Color('gray12')
battery_image = pg.Surface((30, 50))
battery_image.fill(pg.Color('sienna1'))
# Append pygame.Rect objects to this list.
batteries = []
batteries.append(battery_image.get_rect(topleft=(700, 100)))
battery_speed = -5
battery_timer = 40
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# A simple frame based timer.
battery_timer -= 1
if battery_timer <= 0:
battery_timer = 40
# After 40 frames a new rect gets appended to the list.
batteries.append(battery_image.get_rect(topleft=(700, 100)))
temp_list = []
# Iterate over the rects to update them.
for battery_rect in batteries:
battery_rect.x += battery_speed
# Rects with x <= 50 won't be appended to the temp_list.
if battery_rect.x > 50:
temp_list.append(battery_rect)
# Assign the list with the remaining rects to the batteries variable.
batteries = temp_list
# Blit everything.
screen.fill(BG_COLOR)
for battery_rect in batteries:
screen.blit(battery_image, battery_rect)
pg.display.flip()
clock.tick(30)
pg.quit()
I'm making a basic game where I have a surface and everytime I click on the surface it moves 5 pixels to the right. The program is working just fine without the checkCollide(event) function, but when I put the that condition it doesn't move. What is wrong?
My code until now is this
import pygame, sys
from pygame.locals import *
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300,300))
def checkCollide(event):
k = 0
a,b = event.pos
x = P1[0].get_rect()
if x.collidepoint(a,b):
return True
return False
CP1 = [(150, 150)
,(155, 150)
,(160, 150)
,(165, 150)
,(170, 150)
,(175, 150)
,(180, 150)
,(185, 150)
,(190, 150)]
statp1_1 = 0
WHITE = (255,255,255)
DISPLAYSURF.fill(WHITE)
while True: # the main game loop
P1 = [pygame.image.load('PAzul.png'),CP1[statp1_1],statp1_1]
DISPLAYSURF.blit(P1[0], P1[1])
e = pygame.event.get()
for event in e:
if event.type == MOUSEBUTTONUP:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
statp1_1 +=1
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
Thank you
Check your logic in these lines of your function:
x = P1[0][0].get_rect()
if x.collidepoint(a,b):
return True
return False
Your code hinges on this bit:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
So you're never evaluating this piece to be true.
I just realized what was wrong. When I do x = P1[0].get_rect() it creates a surface with topleft at (0,0).
What I needed to do was change the position of the rectangle using x.topleft = P1[1]
I've got some tips for you. First store the rect in the P1 list (it contains only the image and the rect in the following example, but maybe you could also add the statp1_1 index to it). Now we can just move this rect, if the user clicks on it (in the example I set the topleft attribute to the next point). Read the comments for some more tips. One thing you need to fix is to prevent the game from crashing when the statp1_1 index gets too big.
import sys
import pygame
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300, 300))
WHITE = (255, 255, 255)
# Don't load images in your while loop, otherwise they have to
# be loaded again and again from your hard drive.
# Also, convert loaded images to improve the performance.
P1_IMAGE = pygame.image.load('PAzul.png').convert() # or .convert_alpha()
# Look up `list comprehension` if you don't know what this is.
CP1 = [(150+x, 150) for x in range(0, 41, 5)]
statp1_1 = 0
# Now P1 just contains the image and the rect which stores the position.
P1 = [P1_IMAGE, P1_IMAGE.get_rect(topleft=CP1[statp1_1])]
clock = pygame.time.Clock() # Use this clock to limit the frame rate.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
if P1[1].collidepoint(event.pos):
print('clicked')
statp1_1 += 1
# Set the rect.topleft attribute to CP1[statp1_1].
P1[1].topleft = CP1[statp1_1]
DISPLAYSURF.fill(WHITE)
DISPLAYSURF.blit(P1[0], P1[1]) # Blit image at rect.topleft.
pygame.display.update()
clock.tick(30) # Limit frame rate to 30 fps.
I'm trying to create "end credits" like the ones at the end of a movie, using pygame. I've googled for other ways to achieve this using python, but I haven't found any yet.
I've almost achieved this with the following code: http://pastebin.com/nyjxeDYQ
#!/usr/bin/python
import time
import threading
import pygame
from pygame.locals import *
# Initialise pygame + other settings
pygame.init()
pygame.fastevent.init()
event_get = pygame.fastevent.get
pygame.display.set_caption('End credits')
screen = pygame.display.set_mode((1920, 1080))
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((255, 255, 255))
fontsize = 40
font = pygame.font.SysFont("Arial", fontsize)
x = 0
def main():
global x
credit_list = ["CREDITS - The Departed"," ","Leonardo DiCaprio - Billy","Matt Damon - Colin Sullivan", "Jack Nicholson - Frank Costello", "Mark Wahlberg - Dignam", "Martin Sheen - Queenan"]
going = True
while going:
events = event_get()
for e in events:
if e.type in [QUIT]:
going = False
if e.type in [KEYDOWN] and e.key == pygame.K_ESCAPE:
going = False
# Loop that creates the end credits
ypos = screen.get_height()
while ypos > (0 - len(credit_list)*50) and x == 0: # Loop through pixel by pixel, screenheight + height of all the textlines combined
drawText(credit_list,ypos)
ypos = ypos - 1
x = 1
pygame.quit()
def drawText(text,y):
for line in text:
text = font.render(line, 1, (10, 10, 10))
textpos = text.get_rect()
textpos.centerx = background.get_rect().centerx
background.blit(text, (textpos.x,y))
y = y + 45
# Blit all the text
screen.blit(background, (0, 0))
pygame.display.flip()
time.sleep(0.0001) # Sleep function to adjust speed of the end credits
# Blit white background (else all the text will stay visible)
background.fill((255, 255, 255))
screen.blit(background, (0, 0))
pygame.display.flip()
if __name__ == '__main__': main()
The problem is that the scrolling text is flickering. This is because I use a time.sleep()-function to control the speed of the scrolling. When I use a value like 0.04 sec, it works pretty well, but the text moves too slow and there is still a bit of flickering. When I use a much lower value, like: 0.001 sec, the text is moving at a speed that I like, but there is a lot more flickering going on.
There is another value I can use to adjust the speed of the scrolling: the number of pixels to move. But when I set this to anything higher than 1, the scrolling isn't smooth anymore.
Does anyone know a solution to this problem? I don't necessarily have to use pygame, I do have to use python though.
Many thanks in advance!
Albrecht
Here are some simpe rule you should follow that will help you with your problem:
Don't call pygame.display.flip() more than once per frame
Don't use time.sleep() to control the speed of something in your application
Use a Clock to control the framerate
Here's a cleaned up, minimal working example:
#!/usr/bin/python
import pygame
from pygame.locals import *
pygame.init()
pygame.display.set_caption('End credits')
screen = pygame.display.set_mode((800, 600))
screen_r = screen.get_rect()
font = pygame.font.SysFont("Arial", 40)
clock = pygame.time.Clock()
def main():
credit_list = ["CREDITS - The Departed"," ","Leonardo DiCaprio - Billy","Matt Damon - Colin Sullivan", "Jack Nicholson - Frank Costello", "Mark Wahlberg - Dignam", "Martin Sheen - Queenan"]
texts = []
# we render the text once, since it's easier to work with surfaces
# also, font rendering is a performance killer
for i, line in enumerate(credit_list):
s = font.render(line, 1, (10, 10, 10))
# we also create a Rect for each Surface.
# whenever you use rects with surfaces, it may be a good idea to use sprites instead
# we give each rect the correct starting position
r = s.get_rect(centerx=screen_r.centerx, y=screen_r.bottom + i * 45)
texts.append((r, s))
while True:
for e in pygame.event.get():
if e.type == QUIT or e.type == KEYDOWN and e.key == pygame.K_ESCAPE:
return
screen.fill((255, 255, 255))
for r, s in texts:
# now we just move each rect by one pixel each frame
r.move_ip(0, -1)
# and drawing is as simple as this
screen.blit(s, r)
# if all rects have left the screen, we exit
if not screen_r.collidelistall([r for (r, _) in texts]):
return
# only call this once so the screen does not flicker
pygame.display.flip()
# cap framerate at 60 FPS
clock.tick(60)
if __name__ == '__main__':
main()