I'm currently making a Python clicking game using Pygame. Right now, there is a coin in the center of the screen that you can click. What I want to add now, it a little green "+$10" icon that appears somewhere next to the coin whenever someone clicks it. This is what I want the game to look like whenever someone clicks the coin:
Here is the code of my coin functions:
def button_collide_mouse(element_x, element_y, x_to_remove, y_to_remove):
mouse_x, mouse_y = pygame.mouse.get_pos()
if mouse_x > element_x > mouse_x - x_to_remove and \
mouse_y > element_y > mouse_y - y_to_remove:
return True
def check_events(coin, settings):
for event in pygame.event.get():
# Change button color if mouse is touching it
if button_collide_mouse(coin.image_x, coin.image_y, 125, 125):
coin.image = pygame.image.load('pyfiles/images/click_button.png')
if event.type == pygame.MOUSEBUTTONUP:
settings.money += settings.income
else:
coin.image = pygame.image.load('pyfiles/images/click_button_grey.png')
Using my current code, how can I add that kind of effect?
See How to make image stay on screen in pygame?.
Use pygame.time.get_ticks() to return the number of milliseconds since pygame.init() was called. When the coin is clicked, calculate the point in time after that the text image has to be removed. Add random coordinates and the time to the head of a list:
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
# [...]
if event.type == pygame.MOUSEBUTTONDOWN:
if coin_rect.collidepoint(event.pos):
pos = ... # random position
end_time = current_time + 1000 # 1000 milliseconds == 1 scond
text_pos_and_time.insert(0, (pos, end_time))
Draw the text(s) in the main application loop. Remove the text when the time has expired from the tail of the list:
for i in range(len(text_pos_and_time)):
pos, text_end_time = text_pos_and_time[i]
if text_end_time > current_time:
window.blit(text, text.get_rect(center = pos))
else:
del text_pos_and_time[i:]
break
Minimal example:
import pygame
import random
pygame.init()
window = pygame.display.set_mode((400, 400))
font = pygame.font.SysFont(None, 40)
clock = pygame.time.Clock()
coin = pygame.Surface((160, 160), pygame.SRCALPHA)
pygame.draw.circle(coin, (255, 255, 0), (80, 80), 80, 10)
pygame.draw.circle(coin, (128, 128, 0), (80, 80), 75)
cointext = pygame.font.SysFont(None, 80).render("10", True, (255, 255, 0))
coin.blit(cointext, cointext.get_rect(center = coin.get_rect().center))
coin_rect = coin.get_rect(center = window.get_rect().center)
text = font.render("+10", True, (0, 255, 0))
text_pos_and_time = []
run = True
while run:
clock.tick(60)
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
if coin_rect.collidepoint(event.pos):
pos = pygame.math.Vector2(coin_rect.center) + pygame.math.Vector2(105, 0).rotate(random.randrange(360))
text_pos_and_time.insert(0, ((round(pos.x), round(pos.y)), current_time + 1000))
window.fill(0)
window.blit(coin, coin_rect)
for i in range(len(text_pos_and_time)):
pos, text_end_time = text_pos_and_time[i]
if text_end_time > current_time:
window.blit(text, text.get_rect(center = pos))
else:
del text_pos_and_time[i:]
break
pygame.display.flip()
pygame.quit()
exit()
Related
I am making simple game about clicking circles to learn pygame. I initialize pygame and pygame.font but it gives me an error randomly when I play the game. When I close the game before I get that error it gives me a diffrent error (pygame.error: video system not initialized)
import pygame
import random
import time
#I init here
pygame.init()
pygame.font.init()
class Target():
def __init__(self, p, color):
self.visible = True
self.pos = p
self.color = color
self.startT = time.time()
def isAlive(self):
if time.time()-self.startT >= aliveTime:
global gameOver
gameOver = True
return 0
else:
if self.visible:
return 1
return 0
def colisionCheck(self, color):
if color == pygame.Color(self.color):
self.visible = False
global alive
global score
alive -= 1
score += 1
def update(self):
if self.isAlive():
global targetSize
pygame.draw.circle(screen, self.color, self.pos, targetSize)
class Circle(pygame.sprite.Sprite):
def __init__(self, pos, color, *grps):
super().__init__(*grps)
self.image = pygame.Surface((32, 32))
self.image.set_colorkey((1, 2, 3))
self.image.fill((1, 2, 3))
pygame.draw.circle(self.image, pygame.Color(color), (15, 15), 15)
self.rect = self.image.get_rect(center=pos)
running = True
gameOver = False
score = 0
frames = 0
targetSize = 20
aliveTime = 10
startAliveNum = 5
screenX = 1000
screenY = screenX*0.6
alive = startAliveNum
targets = []
screen = pygame.display.set_mode((screenX, screenY))
font = pygame.font.Font('freesansbold.ttf', 12)
player = Circle(pygame.mouse.get_pos(), 'dodgerblue', targets)
pygame.display.set_caption('My Pygame game')
pygame.display.flip()
def newTargets(ammount):
for i in range(ammount):
pos = random.randint(50, screenX-50), random.randint(50, screenY-50)
targets.append(Target(pos, (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))))
newTargets(5)
startT = time.time() + 0.000001
targetStartT = startT
while running:
if gameOver:
running = False
pygame.quit()
frames += 1
text = font.render("{:.2f}fps".format(frames/(time.time()-startT)), True, (0, 0, 0), (255, 255, 255))
##############error here (pygame.error Library not initialized)##############
text2 = font.render("{:.2f} seconds left".format(targetStartT+10-time.time()), True, (0, 0, 0), (255, 255, 255))
text3 = font.render("score: " + str(score), True, (0, 0, 0), (255, 255, 255))
rect = text.get_rect()
rect2 = text2.get_rect()
rect2.center = (rect2.width/2, rect.height*1.5)
rect3 = text3.get_rect()
rect3.center = (rect3.width/2, rect.height*1.5*1.5)
screen.fill((30, 30, 30))
screen.blit(text, rect)
screen.blit(text2, rect2)
screen.blit(text3, rect3)
player.rect.center = pygame.mouse.get_pos()
player.update()
if alive == 0:
startAliveNum += 1
newTargets(startAliveNum)
alive += startAliveNum
aliveTime += 0.5
targetStartT = time.time() + 0.000001
for i in range(len(targets)):
targets[i].update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
color = screen.get_at(pygame.mouse.get_pos())
for i in range(len(targets)):
targets[i].colisionCheck(color)
pygame.display.flip()
########error here when I close the game before It gives me the first error (pygame.error: video system not initialized)########
Could someone please help me fix the errors.
(Sory if I spelled someting incorectly)
The problem is calling pygame.quit() at the beginning of the application loop. When pygame.quit() is called, all pygame modules will not be initialized and all subsequent calls to pygame functions will fail. Because the application loop executes the statement once to the end of the loop, you get an error. Call pygame.quit() after the application loop:
while running:
if gameOver:
running = False
#pygame.quit() <--- DELETE
# your code
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
# pygame.quit() <--- DELETE
running = False # <--- INSERT
# your code
# [...]
pygame.quit() # <--- INSERT
I've been trying to make a Chrome Dino Game, however, I'm struggling with this problem:
On every frame, it should draw a new one at the new position and delete the previous one to make it look as if it's moving. HOWEVER, it remains at its previous position and a new image appears on its next position. I did write the pygame.display.update() code at the end of my maintop.
In the last time I ran into a similar problem, I managed to make it work by drawing a background image, but this time, it doesn't work.
following are my codes:
import pygame
import os
from random import randint
import schedule
pygame.init()
assets = os.path.join(os.path.dirname(__file__), "Assets")
screen_size = (screen_width, screen_height) = (1280, 720)
screen = pygame.display.set_mode(screen_size)
clock = pygame.time.Clock()
fps = 120
bg = pygame.image.load(os.path.join(assets, "IMG_15.png"))
ground = 700
running = True
spacebaridx = 0
gamestart = False
tick_on_start = 0
obs1 = pygame.image.load(os.path.join(assets, "colourmat/light_green.png"))
pygame.transform.scale(obs1, (100, 200))
obs2 = pygame.image.load(os.path.join(assets, "colourmat/light_green.png"))
pygame.transform.scale(obs2, (120, 200))
obs3 = pygame.image.load(os.path.join(assets, "colourmat/light_green.png"))
pygame.transform.scale(obs3, (150, 200))
ls_obs = []
def create_obs():
k = randint(1, 3)
if k == 1:
info = {"type":1, "img":obs1, "x":screen_width, "y":ground - 200, "tox":2}
ls_obs.append(info)
if k == 2:
info = {"type":2, "img":obs2, "x":screen_width, "y":ground - 200, "tox":2}
ls_obs.append(info)
else:
info = {"type":3, "img":obs3, "x":screen_width, "y":ground - 200, "tox":2}
ls_obs.append(info)
schedule.every(3).seconds.do(create_obs)
while running:
dt = clock.tick(fps)
if gamestart == True:
game_ticks = pygame.time.get_ticks() - tick_on_start
schedule.run_pending()
else:
game_ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT: running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if spacebaridx == 0: # Press space to start / to tell whether it's the first press
spacebaridx += 1
gamestart = True
tick_on_start = pygame.time.get_ticks()
else:
pass # Jump
for o in ls_obs:
o["x"] += o["tox"] * -1
screen.blit(bg, (0, 0))
for o in ls_obs:
screen.blit(o["img"], (o["x"], o["y"]))
pygame.display.update()
pygame.quit()
This issue is occurring because you aren't clearing the display within each frame. In pygame, in order to clear the display, we need to use the fill method. So in your code, at the top of your game loop before the event loop, add screen.fill((0, 0, 0)). This will fill your screen in the color black. Don't worry, the black won't be shown if you draw the background on top of it. Now, when you add a new image, the previous images won’t be displayed.
Modified Game Loop
while running:
screen.fill((0, 0, 0))
dt = clock.tick(fps)
if gamestart == True:
game_ticks = pygame.time.get_ticks() - tick_on_start
schedule.run_pending()
else:
game_ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT: running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if spacebaridx == 0: # Press space to start / to tell whether it's the first press
spacebaridx += 1
gamestart = True
tick_on_start = pygame.time.get_ticks()
else:
pass # Jump
for o in ls_obs:
o["x"] += o["tox"] * -1
screen.blit(bg, (0, 0))
for o in ls_obs:
screen.blit(o["img"], (o["x"], o["y"]))
pygame.display.update()
pygame.quit()
Uhh sorry for the super vague title, I have no idea whats wrong with my code either.
if event.type == pygame.K_SPACE:
run= True
There appears to be a problem when running this line, like the code is shaded a different colour on my screen, and it doesn't change run to True
This problem seems to be fixed if i delete:
def mainmenu()
and just use a while loop, however, I think it gets pretty messy and am quite hesitant to delete that.
Furthermore, when I run the mainmenu() function, it takes quite a long time to load up, a problem which I haven't had thus far and I am unsure why or how to fix it.
import pygame
import time
import random
pygame.init()
window = pygame.display.set_mode((1000,700))
White=(255,255,255)
font = pygame.font.SysFont("comicsansms", 25)
#for easier counting of lives, score here starts from 1, just simply subtract 1 from whats displayed later
score = 1
clicks = 1
lives = 3
run=False
intro=True
def mainmenu():
while intro:
window.fill((0, 0, 0))
text = font.render("Press space to start!" , True, White)
window.blit(text, (500, 350))
for event in pygame.event.get():
if event.type == pygame.QUIT:
intro = False
pygame.quit()
quit()
if event.type == pygame.K_SPACE:
run= True
class Circle():
def __init__(self, color, x, y, radius, width):
self.color = color
self.x = x
self.y = y
self.radius = radius
self.width = width
def draw(self, win, outline=None):
pygame.draw.circle(win, self.color, (self.x, self.y), self.radius, self.width)
def isOver(self, mouse):
dx, dy = mouse[0] - self.x, mouse[1] - self.y
return (dx * dx + dy * dy) <= self.radius * self.radius
circles = []
def redrawWindow():
window.fill((0, 0, 0))
for c in circles:
c.draw(window)
text = font.render("Score:" + str(score-1), True, White)
window.blit(text, (0,0))
text = font.render("Lives:" + str(lives), True, White)
window.blit(text, (900, 0))
clock = pygame.time.Clock()
FPS = 60
x = str(pygame.time.get_ticks())
current_time = 0
next_circle_time = 0
while run:
delta_ms = clock.tick()
current_time += delta_ms
if current_time > next_circle_time:
next_circle_time = current_time + 1000 # 1000 milliseconds (1 second)
r = 20
new_circle = Circle((255, 255, 255), random.randint(r, 800-r), random.randint(r, 600-r), r, r)
circles.append(new_circle)
print()
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run=False
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
clicks += 1
mouse = pygame.mouse.get_pos()
for circle in circles:
if circle.isOver(mouse):
score += 1
circles.pop(circles.index(circle))
lives= 3-(clicks-score)
pygame.display.update()
run is a variable in global namespace. If you want to write a variable in global namespace within a function, then you have to use the global statement, which means that the listed identifiers are to be interpreted as globals:
run=False
intro=True
def mainmenu():
global run, intro
while intro:
window.fill((0, 0, 0))
text = font.render("Press space to start!" , True, White)
window.blit(text, (500, 350))
for event in pygame.event.get():
if event.type == pygame.QUIT:
intro = False
pygame.quit()
quit()
if event.type == pygame.K_SPACE:
run = True
I'm trying to have the for loop run 5 iterations of the code below it but once it runs once and i try to click the rectangle the code goes unresponsive.
I can't see why this is happening so i'm looking for some help.
def Reaction_game():
intro = True
while intro == True:
for event in pygame.event.get():
#Stops game when close is selected
if event.type == pygame.QUIT:
file=open('currentuser.txt', 'w')
file.close()
pygame.quit()
quit()
Reaction_times=[]
for x in range (5):
clicked = False
BackGround = Background("background1.png",[0,0])
screen.fill(white)
screen.blit(BackGround.image, BackGround.rect)
pygame.draw.rect(screen, black,(0,0,1000,55))
Font = pygame.font.SysFont('TitilliumWeb.ttf',72)
Label = Font.render("Get Ready:", 1, white)
screen.blit(Label, (380,0,325,75))
pygame.display.update()
time.sleep(2)
screen.blit(BackGround.image, BackGround.rect)
pygame.draw.rect(screen, black,(0,0,1000,55))
Font = pygame.font.SysFont('TitilliumWeb.ttf',72)
Label = Font.render("Go:", 1, white)
screen.blit(Label, (450,0,325,75))
pygame.display.update()
RectX = randrange(50,950)
RectY = randrange(60,513)
round_rect(screen,(RectX,RectY,75,40),(black),10,5,(white))
pygame.display.update()
TimeStart = time.time()
while clicked !=True:
mouse = pygame.mouse.get_pos()
if RectX+75 > mouse[0] > RectX and RectY+40 > mouse[1] > RectY:
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
TimeEnd = time.time()
ReactionTime = TimeEnd - TimeStart
Reaction_times.append(ReactionTime)
clicked = True
else:
pass
Reaction_game()
I expect the code to run 5 iterations of this little reaction time game but it doesn't even get past the first loop before going unresponsive.
You have to use for event in pygame.event.get(): inside while clicked to get new events from system. Without this you have the same values in event.type and even.button.
Even pygame.mouse.get_pos() can't work correclty because it uses data created by pygame.event.get() (or similar)
If you have event MOUSEBUTTONDOWN, MOUSEBUTTONUP then you have mouse position in event.pos and you don't need pygame.mouse.get_pos()
while not clicked:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if RectX+75 > event.pos[0] > RectX and RectY+40 > event.pos[1] > RectY:
TimeEnd = time.time()
ReactionTime = TimeEnd - TimeStart
Reaction_times.append(ReactionTime)
clicked = True
EDIT:
You can keep Rectangle position and size in pygame.Rect()
RectX = randrange(50,950)
RectY = randrange(60,513)
rect = pygame.Rect(RectX, RectY, 75, 40)
and then you can use rect instead of (RectX,RectY,75,40)
round_rect(screen, rect, black , 10, 5, white)
and you can use rect to check if you clicked in rectangle rect.collidepoint(event.pos)
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if rect.collidepoint(event.pos):
TimeEnd = time.time()
ReactionTime = TimeEnd - TimeStart
Reaction_times.append(ReactionTime)
clicked = True
EDIT: working example with other changes - ie. I use pygame.time.wait() instead of time.sleep() and pygame.time.get_ticks() instead of time.time(). Both use miliseconds instead of seconds.
import pygame
import random
# --- constants ---
WHITE = (255, 255, 255)
BLACK = ( 0, 0, 0)
# --- main ---
pygame.init()
screen = pygame.display.set_mode((1000, 600))
reaction_times= []
for x in range(5):
clicked = False
screen.fill(WHITE)
pygame.draw.rect(screen, BLACK, (0, 0, 1000, 55))
font = pygame.font.SysFont(None, 72)
label = font.render("Get Ready:", 1, WHITE)
screen.blit(label, (380, 0, 325, 75))
pygame.display.update()
pygame.time.wait(2000) # 2000ms = 2s
pygame.draw.rect(screen, BLACK, (0, 0, 1000, 55))
font = pygame.font.SysFont(None, 72)
label = font.render("Go:", 1, WHITE)
screen.blit(label, (450, 0, 325, 75))
pygame.display.update()
x = random.randrange(50, 950)
y = random.randrange(60, 513)
rect = pygame.Rect(x, y, 75, 40)
pygame.draw.rect(screen, BLACK, rect)
pygame.display.update()
time_start = pygame.time.get_ticks()
while not clicked:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if rect.collidepoint(event.pos):
print('clicked')
time_end = pygame.time.get_ticks()
reaction_time = (time_end - time_start)/1000 # convert to seconds
reaction_times.append(reaction_time)
clicked = True
print(reaction_times)
pygame.quit()
I've have this dodging aliens game and it's not working. I can get the front begin screen to open but then when I hit enter to start it crashes and freezes. I've tried running it from python.exe instead of just IDLE but in that case it just pops up then closes right down. A few errors popped up the first few times I tried to run it but now there are no errors indicating what might be wrong. It just stops responding. What am I doing wrong here?
import pygame, random, sys
from pygame.locals import *
def startGame():
if event.type == K_ENTER:
if event.key == K_ESCAPE:
sys.exit()
return
def playerCollision():
for a in aliens:
if playerRect.colliderect(b['rect']):
return True
return False
pygame.init()
screen = pygame.display.set_mode((750,750))
clock = pygame.time.Clock()
pygame.display.set_caption('Dodge the Aliens')
font = pygame.font.SysFont(None, 55)
playerImage = pygame.image.load('')
playerRect = playerImage.get_rect()
alienImage = pygame.image.load('')
drawText('Dodge the Aliens!', font, screen, (750 / 3), (750 / 3))
drawText('Press ENTER to start.', font, screen, (750 / 3) - 45, (750 / 3) + 65)
pygame.display.update()
topScore = 0
while True:
aliens = []
score = 0
playerRect.topleft = (750 /2, 750 - 50)
alienAdd = 0
while True:
score += 1
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]: x -=3
if pressed[pygame.K_RIGHT]: x += 3
if pressed[pygame.K_ESCAPE]: sys.exit()
alienAdd += 1
if alienAdd == addedaliens:
aliendAdd = 0
alienSize = random.randint(10, 40)
newAlien = {'rect': pygame.Rect(random.randint(0, 750 - alienSize), 0 -alienSize, alienSize, alienSize), 'speed': random.randint(1, 8), 'surface':pygame.transform.scale(alienImage, (alienSize, alienSize)), }
aliens.append(newAlien)
for a in aliens[:]:
if a['rect'].top > 750:
aliens.remove(a)
screen.fill(0,0,0)
drawText('Score %s' % (score), font, screen, 10, 0)
screen.blit(playerImage, playerRect)
for a in aliens:
screen.blit(b['surface'], b['rect'])
pygame.display.update()
if playerCollision(playerRect, aliens):
if score > topScore:
topScore = score
break
clock.tick(60)
drawText('Game Over!', font, screen, (750 / 3), ( 750 / 3))
drawText('Press ENTER To Play Again.', font, screen, ( 750 / 3) - 80, (750 / 3) + 50)
pygame.display.update()
startGame()
Here's my new code after modifying it some
import pygame, random, sys
from pygame.locals import*
alienimg = pygame.image.load('C:\Python27\alien.png')
playerimg = pygame.image.load('C:\Python27\spaceship.png')
def playerCollision(): # a function for when the player hits an alien
for a in aliens:
if playerRect.colliderect(b['rect']):
return True
return False
def screenText(text, font, screen, x, y): #text display function
textobj = font.render(text, 1, (255, 255, 255))
textrect = textobj.get_rect()
textrect.topleft = (x,y)
screen.blit(textobj, textrect)
def main(): #this is the main function that starts the game
pygame.init()
screen = pygame.display.set_mode((750,750))
clock = pygame.time.Clock()
pygame.display.set_caption('Dodge the Aliens')
font = pygame.font.SysFont("monospace", 55)
pressed = pygame.key.get_pressed()
aliens = []
score = 0
alienAdd = 0
addedaliens = 0
while True: #our while loop that actually runs the game
for event in pygame.event.get(): #key controls
if event.type == KEYDOWN and event.key == pygame.K_ESCAPE:
sys.exit()
elif event.type == KEYDOWN and event.key == pygame.K_LEFT:
playerRect.x -= 3
elif event.type == KEYDOWN and event.key == pygame.K_RIGHT:
playerRect.x += 3
playerImage = pygame.image.load('C:\\Python27\\spaceship.png').convert() # the player images
playerRect = playerImage.get_rect()
playerRect.topleft = (750 /2, 750 - 50)
alienImage = pygame.image.load('C:\\Python27\\alien.png').convert() #alien images
alienAdd += 1
pygame.display.update()
if alienAdd == addedaliens: # randomly adding aliens of different sizes and speeds
aliendAdd = 0
alienSize = random.randint(10, 40)
newAlien = {'rect': pygame.Rect(random.randint(0, 750 - alienSize), 0 -alienSize, alienSize, alienSize), 'speed': random.randint(1, 8), 'surface':pygame.transform.scale(alienImage, (alienSize, alienSize)), }
aliens.append(newAlien)
for a in aliens[:]:
if a['rect'].top > 750:
aliens.remove(a) #removes the aliens when they get to the bottom of the screen
screen.blit(screen, (0,0))
screenText('Score %s' % (score), font, screen, 10, 0)
screen.blit(playerImage, playerRect)
for a in aliens:
screen.blit(b['surface'], b['rect'])
pygame.display.flip()
if playerCollision(playerRect, aliens):
if score > topScore:
topScore = score
break
clock.tick(60)
screenText('Game Over!', font, screen, (750 / 6), ( 750 / 6))
screenText('Press ENTER To Play Again.', font, screen, ( 750 / 6) - 80, (750 / 6) + 50)
pygame.display.update()
main()
I still see several issues with your code and I think you're trying to do too much at once for the very beginning. Try to keep it as simple as possible. Try creating a display and draw some image:
import pygame
pygame.init()
display = pygame.display.set_mode((750, 750))
img = pygame.image.load("""C:\\Game Dev\\alien.png""")
display.blit(img, (0, 0))
pygame.display.flip()
You'll have to adjust the img path of course. Running this you should either get an explicit Error (which you should then post in another thread) or see your img on the screen. BUT the program will not respond as there's no event handling and no main loop at all.
To avoid this, you could introduce a main loop like:
import sys
import pygame
pygame.init()
RESOLUTION = (750, 750)
FPS = 60
display = pygame.display.set_mode(RESOLUTION)
clock = pygame.time.Clock()
img = pygame.image.load("""C:\\Game Dev\\alien.png""")
while True: # <--- game loop
# check quit program
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# clear the screen
display.fill((0, 0, 0))
# draw the image
display.blit(img, (0, 0))
# update the screen
pygame.display.flip()
# tick the clock
clock.tick(FPS)
This should result in a program that displays the same img over and over, and it can be quit properly using the mouse. But still it's like a script, and if someone imported this, it would execute immediately, which is not what we want. So let's fix that as well and wrap it all up in a main function like this:
import sys
import pygame
#defining some constants
RESOLUTION = (750, 750)
FPS = 60
def main(): # <--- program starts here
# setting things up
pygame.init()
display = pygame.display.set_mode(RESOLUTION)
clock = pygame.time.Clock()
img = pygame.image.load("""C:\\Game Dev\\alien.png""")
while True: # <--- game loop
# check quit program
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# clear the screen
display.fill((0, 0, 0))
# draw the image
display.blit(img, (0, 0))
# update the screen
pygame.display.flip()
# tick the clock
clock.tick(FPS)
if __name__ == "__main__":
main()
The 'if name == "main":' ensures that the program does not execute when it's imported.
I hope this helps. And remember: Don't try too much all at once. Take small steps, one after another, and try to keep the control over your program. If needed, you can even put a print statement after every single line of code to exactly let you know what your program does and in what order.