the code might seem a bit long, but everything is well commented.
first off, the error that im getting is :
File "C:/Users/nellissery/Desktop/david/spaceinvader/main.py", line 56, in <module>
player()
File "C:/Users/nellissery/Desktop/david/spaceinvader/main.py", line 28, in player
screen.blit(plr, plr_x, plr_y)
TypeError: invalid destination position for blit
that is the error. the rest of the code is:
# screen and icon
scr_height = 600
scr_width = 800
icon_sprite = 'spaceship.png'
# title:
pygame.display.set_caption('Space Invaders')
# icon:
icon = pygame.image.load(icon_sprite)
pygame.display.set_icon(icon)
# player
plr_sprite = 'player-ship.png'
plr_x = 200
plr_y = 200
plr = pygame.image.load(plr_sprite)
def player():
# blit means to draw
screen.blit(plr, plr_x, plr_y)
# in pygame, x-y axis has origin at top, left corner
# to create a screen
screen = pygame.display.set_mode((scr_width, scr_height))
run = True
# the game loop:
while run:
# background colour
screen.fill((240,248,255))
# to go through the events
for event in pygame.event.get():
# to check if the exit button is pressed
if event.type == pygame.QUIT:
run = False
# to make sure that the changes to display are visible, we need to update display:
# to put the player on screen:
player()
pygame.display.update()
some help would be appreciated, as i've gone through the code multiple times and don't know where im going wrong. The image is a 64 * 64. it stops working for the player function. I have saved the asset correctly and it is probably loading well. i don't understand why i get the error that
The 2nd argument of pygame.Surface.blit has to be a tuple with 2 components. This tuple specifies the 2 dimensional coordinate, which specifies the top left of the source surface on the destination. Alternatively the 2nd argument can be a Rect, too.
screen.blit(plr, plr_x, plr_y)
screen.blit(plr, (plr_x, plr_y))
Related
So i wrote this code:
# Pygame development 4
# Focus on making code object oriented
# Introduce classes and objects into our code
# Gain access to the pygame library
import pygame
# Size of the screen
SCREEN_TITLE = 'Crossy RPG'
SCREEN_WIDTH = 500
SCREEN_HEIGHT = 500
# Colors according to RGB codes
WHITE_COLOR = (255, 255, 255)
BLACK_COLOR = (0, 0 , 0)
# Clock used to update game events and frames
clock = pygame.time.Clock()
pygame.font.init()
font = pygame.font.SysFont('comicsans', 75)
class Game:
# Typical rate of 60, equivalent to fps
TICK_RATE = 60
# Initializer for the game class to set up the width, height, and title
def __init__(self, title, width, height):
self.title = title
self.width = width
self.height = height
# Create the window of specified size in white to display the game
self.game_screen = pygame.display.set_mode((width, height))
# Set the game window color to white
self.game_screen.fill(WHITE_COLOR)
pygame.display.set_caption(title)
def run_game_loop(self):
is_game_over = False
# Main game loop, used to update all gameplay suh as movement, check, and graphics
# Runs unit is_game_over = True
while not is_game_over:
# A loop to get a;l of the events occuring at any given time
# Events are most often mouse movement, mouse and button clicks, or eit events
for event in pygame.event.get():
# If we have a quite type event(exit out) then exit out of the game loop
if event.type == pygame.QUIT:
is_game_over = True
print(event)
# Update all game graphics
pygame.display.update()
# Tick the clock to update everything within the game
clock.tick(self.TICK_RATE)
pygame.init()
new_game = Game(SCREEN_TITLE, SCREEN_WIDTH, SCREEN_HEIGHT)
new_game.run_game_loop()
pygame.quit()
quit()
Right now I am learning to code with python so im following a course online and since I couldn't get help from the forums of that website I thought I might ask the question here! So I've looked at the code multiple times to check for spelling mistakes but I couldn't find any and anyway i think that it's' not about something missing but it has something to do with pygame.display.update ! Can somebody pls help me?
Without running your code or having a stack trace of where the problem happens, we need to debug the code for you first. So it would be beneficial to add a full stack trace to your questions. I'm pretty confident however that there's two issues that you should work out.
pygame.display.update() should be correctly indented to be in the while loop of your main game event loop. Secondly, the pygame.init() should be run before any other initialization (or at least so I've been taught over the years and every example points to)
Try this out, I think it solves your problem:
# Pygame development 4
# Focus on making code object oriented
# Introduce classes and objects into our code
# Gain access to the pygame library
import pygame
pygame.init()
# Size of the screen
SCREEN_TITLE = 'Crossy RPG'
SCREEN_WIDTH = 500
SCREEN_HEIGHT = 500
# Colors according to RGB codes
WHITE_COLOR = (255, 255, 255)
BLACK_COLOR = (0, 0 , 0)
# Clock used to update game events and frames
clock = pygame.time.Clock()
pygame.font.init()
font = pygame.font.SysFont('comicsans', 75)
class Game:
# Typical rate of 60, equivalent to fps
TICK_RATE = 60
# Initializer for the game class to set up the width, height, and title
def __init__(self, title, width, height):
self.title = title
self.width = width
self.height = height
# Create the window of specified size in white to display the game
self.game_screen = pygame.display.set_mode((width, height))
# Set the game window color to white
self.game_screen.fill(WHITE_COLOR)
pygame.display.set_caption(title)
def run_game_loop(self):
is_game_over = False
# Main game loop, used to update all gameplay suh as movement, check, and graphics
# Runs unit is_game_over = True
while not is_game_over:
# A loop to get a;l of the events occuring at any given time
# Events are most often mouse movement, mouse and button clicks, or eit events
for event in pygame.event.get():
# If we have a quite type event(exit out) then exit out of the game loop
if event.type == pygame.QUIT:
is_game_over = True
print(event)
# Update all game graphics
pygame.display.update()
# Tick the clock to update everything within the game
clock.tick(self.TICK_RATE)
new_game = Game(SCREEN_TITLE, SCREEN_WIDTH, SCREEN_HEIGHT)
new_game.run_game_loop()
pygame.quit()
This also seams to be a school assignment and not a online course (but I might be wrong here), never the less I'll leave this piece of advice if I'm right. I strongly suggest that if you bump into problems, ask your teacher for guidance. As there's always a reason for teachers giving you a challenge/problem to solve. It teaches you the latest techniques you've learned in class, and if you can't solve the problem with the tools that you've been given - you've most likely haven't learned the fundamentals that has been taught out - and you should really re-do some steps.
I am attempting to make a game with two surfaces. However when I try and add an image to the game layer it doesn't show up. I have tried using pygame.display.flip() which, from what I understand, should update everything on the screen.
If I try to use either Game_Layer.update() or Game_Layer.flip() as seen in the code below... (I think Game_Layer.flip() doesn't work because .flip is used to update the entire screen and thus can't be called for specific layers but correct me if I am wrong).
#game play
def Dragon():
DragonIMG=pygame.image.load("Green Dragon.gif")
DragonIMG.convert()
global Game_Layer
x=0
y=0
Game_Layer.blit(DragonIMG,(x,y))
Game_Layer.update()
Dragon()
I get the following error message:
RESTART: C:\Users\Alex\OneDrive\A- Levels\1 COMPUTER SCIENCE\Course work\Coding\CSCW Pre Alfa 1.9.5.py
Traceback (most recent call last):
File "C:\Users\Alex\OneDrive\A- Levels\1 COMPUTER SCIENCE\Course work\Coding\CSCW Pre Alfa 1.9.5.py", line 133, in <module>
Dragon()
File "C:\Users\Alex\OneDrive\A- Levels\1 COMPUTER SCIENCE\Course work\Coding\CSCW Pre Alfa 1.9.5.py", line 131, in Dragon
Game_Layer.update()
AttributeError: 'pygame.Surface' object has no attribute 'update'
>>>
However when I try to display an image on the root layer using the code below it works.
#game play
def Dragon():
DragonIMG=pygame.image.load("Green Dragon.gif")
DragonIMG.convert()
global Base_Layer
x=0
y=0
Base_Layer.blit(DragonIMG,(x,y))
pygame.display.flip()
Dragon()
Below is the code I am using to set up the layers:
#libraries
import time, random, pygame, sqlite3, GIFimage2
pygame.init()
#screen setup
#variables
clock=pygame.time.Clock() #for use in .tick
black=pygame.color.Color("black") #set black
white=pygame.color.Color("white") #set white
#set up the base layer
Base_Layer=pygame.display.set_mode((1000,600)) #desplay setup
pygame.display.set_caption("Dragon King: Legacy") #set caption
black=(0,0,0) #colour set
Base_Layer.fill(black) #colour set
Base_Layer.convert() #converts the base layer, may have no effect in current position
icon=pygame.image.load("LOGO.png") #find logo
pygame.display.set_icon(icon) #set icon to logo
#set up the game layer
Game_Layer=pygame.Surface((600,600)) #set layer peramaters
Game_Layer.fill(white) #set layer to white
Game_Layer.convert() #converts the game layer, may have no effect in current position
Base_Layer.blit(Game_Layer, (10, 0)) #blit layer on to screen
pygame.display.flip() #get the layer to show
If anyone could explain to me why this is not working I would appreciate it. I would also appreciate if someone knows a way to display my images in the way I am currently (within a definition) without using global variables.
Pygame programs are usually structured similarly to the following example. First of all, initialize everything and load the images and other resources (do that only once ahead of the main loop), then, in the main while loop, handle the events, update the game and blit everything. Finally, call pygame.display.flip() or pygame.display.update() to make all changes visible and clock.tick(fps) to limit the frame rate.
import pygame
pygame.init()
screen = pygame.display.set_mode((1000, 600))
# Constants (use uppercase letters to signal that these shouldn't be modified).
BLACK = pygame.color.Color("black")
WHITE = pygame.color.Color("white")
GAME_LAYER = pygame.Surface((600, 600))
GAME_LAYER.fill(WHITE)
# convert() returns a new surface, so you have to assign it to a variable.
DRAGON_IMG = pygame.image.load("Green Dragon.gif").convert()
def main(screen):
clock = pygame.time.Clock()
# Variables
x = 0
y = 0
while True:
# Handle events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
# Game logic.
x += 1
# Clear the screen and blit everything.
screen.fill(BLACK)
screen.blit(GAME_LAYER, (10, 0))
screen.blit(DRAGON_IMG, (x, y))
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main(screen)
pygame.quit()
If you want to blit onto a background surface instead of the screen/display and it's unicolored, you can just fill the background surface each frame with the fill method, then blit the dragon and finally blit the background onto the screen:
game_layer.fill(WHITE)
game_layer.blit(DRAGON_IMG, (x, y))
screen.blit(game_layer, (10, 0))
Or if your background surface is an actual image, you can create a copy each frame and then blit onto this copy:
game_layer_copy = GAME_LAYER.copy()
game_layer_copy.blit(DRAGON_IMG, (x, y))
screen.blit(game_layer_copy, (10, 0))
Game_Layer is a surface, and surfaces have no update method. update is a function of pygame.display. pygame.display.update is like pygame.display.flip except you can specify what parts of the screen should be flipped.
Also, please don't use global if you have any other choice. It's considered better to wrap everything into a class, pass Game_Layer as a argument, or use pygame.display.get_surface()
This code displays an image and works:
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((900,900))
lion = pygame.image.load("lion.jpg")
while true:
screen.blit(lion, (0,0))
pygame.display.update()
I also want be able to right click the image to adjust its size. For example:
pygame.event.get()
buttonpress = pygame.mouse.get_pressed()
press = pygame.key.get_pressed()
screen.blit(lion,(100-(lion.get_width()/2, 100-(lion.get_height()/2))))
pygame.event.quit
However, as soon as I click on the pygame window, it stops responding and I cannot do anything to it.
screen.blit() takes two arguments, surface and destination. It seems like you are trying to use it to resize your image. You could use pygame.transform.scale() which takes the surface and size arguments. For Example:
done = False
while not done:
for event in pygame.event.get():
if event.type == QUIT: #so you can close your window without it crashing or giving an error
done = True
pressed_buttons = pygame.mouse.get_pressed() #get a tuple of boolean values for the pressed buttons
if pressed_buttons[2]: #if the right mouse button is down
adjusted_lion_image = pygame.transform.scale(lion, (lion.get_wdith() / 2, lion.get_height() / 2)) #set the adjusted image to an image equal to half the size of the original image
else: #if the right mouse button is not down
adjusted_lion_image = lion #set the adjusted image back to the lion image
screen.fill((0, 0, 0)) #fill the screen with black before we draw to make it look cleaner
screen.blit(adjusted_lion_image, (0, 0)) #blit the adjusted image
pygame.display.update() #update the screen
pygame.quit() #make sure this is OUTSIDE of the while loop.
This should accomplish what you want. You also might want to add a .convert() after loading the lion image to convert the image to one pygame can use more readily:
lion = pygame.image.load("lion.jpg").convert()
In Pygame, I have wrote a Minesweeper clone. However, when I blit the final image stating YOU LOSE or YOU WIN, I get this result:
I'm sure you notice the thick black line surrounding the text. Here is the function in which the image is blitted onto the window:
def play():
SIZE = (WIDTH, HEIGHT) = (16, 16)
MINES = 40
PIXELS_PER_CELL = 30
pygame.init()
screen = pygame.display.set_mode((WIDTH * PIXELS_PER_CELL,
HEIGHT * PIXELS_PER_CELL))
pygame.display.set_caption("PyMines")
board = create_board(SIZE, MINES)
board.draw(screen)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif (event.type == pygame.MOUSEBUTTONDOWN and board.is_playing and
not board.is_solved):
board.mouse_handler(event, screen)
message = None
if not board.is_playing:
board.show_mines(screen)
message = pygame.image.load("images/lose.png").convert_alpha()
elif board.is_solved:
message = pygame.image.load("images/win.png").convert_alpha()
if message:
message = pygame.transform.scale(message, (screen.get_width(),
screen.get_height() //
5))
screen.blit(message, (0, 0))
pygame.display.update()
As I am not sure which part of the code you should be looking at, here is the full code.
Another reason why I think this behaviour is so bizarre, is that when I first created PyMines, the image blitted perfectly like so (as you can see, there is a very slight shadow to the text):
This however, is not a optimized version, as after each cycle, the whole board is redrawn (so it takes a very long time on a 16x16 board as shown in the first image, so I used a 9x9 - but the results are the same). Here is the play() function of the original version:
def play():
SIZE = (WIDTH, HEIGHT) = (9, 9)
MINES = 10
PIXELS_PER_CELL = 30
pygame.init()
screen = pygame.display.set_mode((WIDTH * PIXELS_PER_CELL,
HEIGHT * PIXELS_PER_CELL))
pygame.display.set_caption("PyMines")
board = create_board(SIZE, MINES)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif (event.type == pygame.MOUSEBUTTONDOWN and board.is_playing and
not board.is_solved):
board.mouse_handler(event, screen)
message = None
if not board.is_playing:
board.show_mines()
message = pygame.image.load("lose.png").convert_alpha()
elif board.is_solved:
message = pygame.image.load("win.png").convert_alpha()
board.draw(screen)
if message:
message = pygame.transform.scale(message, (screen.get_width(),
screen.get_height() //
5))
screen.blit(message, (0, 0))
pygame.display.update()
I would attach a link to the full code, but pastebin is down, so here is the full code for the original game without the strange black line.
EDIT: I have already tried dropping the convert_alpha() and adding convert() or even nothing at all.
.convert():
NOTHING:
Why are all these black lines there, how do I get rid of them and which version (convert/convert_alpha/NOTHING) should I use (and how to decide which one to use).
The text has a black shadow with an alpha channel. In your original version, you render the board, then render the text, and the shadow gets blended with the board.
In the revised version, you render the board, then repeatedly render the text over it. On the first pass, it renders correctly, with the shadow blending with the board. On the second pass, the shadow blends with the shadow you've already rendered, making a slightly darker shadow. On the next pass, the shadow gets slightly darker, and so on.
You can't use alpha blending without keeping tight control over what you're blending over. Each time you render the text, you'll need to render at least the section of the board behind the text, if not the full board.
I'm new to stackoverflow, but was hoping for a little insight from more advanced programmers. I am switching majors to Computer Science next semester and am taking an intro class learning some beginner's Python programming. I have already finished the program below (the assignment was to make a program that draws ovals on the window surface by filling in some of the professor's code, not too bad at all) but I wanted to add a little something extra: As you can see, I have the color of the ovals set to be random, but it stays the same until the program is restarted entirely i.e. all of the ovals are that particular color for the length of the program. With the code written the way it is, I can't figure out a way to get the color to change for each oval. Keep in mind, this is all for kicks, but if anyone's feeling especially helpful or creative, I'm curious to see what you have to say. Let me know if I can expound on anything. Thanks!
import pygame, random, sys
WINDOWWIDTH = 700
WINDOWHEIGHT = 700
BACKGROUNDCOLOR = (150,160,100)
#A different color every run
OVAL_COLOR = (random.randint (0,255),random.randint (0,255),
random.randint (0,255))
pygame.init()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption("Mobile Ovals")
#The draw variable is used later to indicate the mouse is still pressed
ovals = []
completedOvals = []
finished = False
draw = False
startXY = (-1, -1)
while not finished:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYUP and
event.key == pygame.K_ESCAPE):
finished = True
elif event.type == pygame.KEYDOWN:
pressed = pygame.key.get_pressed()
if pressed[pygame.K_F4] and (pressed[pygame.K_LALT] or
pressed[pygame.K_RALT]):
finished = True
elif event.type == pygame.MOUSEBUTTONDOWN:
startXY = event.pos
draw = True
elif event.type == pygame.MOUSEBUTTONUP:
draw = False
for oval in ovals:
completedOvals.append (oval)
if draw == True:
del ovals [:]
#The above function ensures only one oval is onscreen at any given time
endXY = event.pos
width = (abs(endXY[0]-startXY[0]))
height = (abs(endXY[1]-startXY[1]))
#The code below allows the user to drag any direction
if endXY[0] < startXY[0]:
left = endXY[0]
else:
left = startXY[0]
if endXY[1] < startXY[1]:
top = endXY[1]
else:
top = startXY[1]
ovals.append (pygame.Rect (left, top, width, height))
windowSurface.fill(BACKGROUNDCOLOR)
for oval in ovals:
pygame.draw.ellipse(windowSurface, OVAL_COLOR, oval)
for completedOval in completedOvals:
pygame.draw.ellipse(windowSurface, OVAL_COLOR, completedOval)
pygame.display.update()
pygame.quit()
Your problem is quite simple. You set OVAL_COLOR once. But every time you make reference to the variable OVAL_COLOR, you're not creating a new random color, you're re-using the RGB color that was randomly generated when you created the variable.
Now, the way your program is structured, you maintain a list of all complete ovals that you're re-drawing every time the draw variable is set to true. If you place the OVAL_COLOR variable inside the for loop, you will update the color with every mouse movement, changing the color of the oval being drawn, as well as the color of all the old ovals being re-drawn.
The solution to have a new random oval color is to set the variable OVAL_COLOR when the mouse button goes down. That way, the oval color won't change as you drag the mouse to adjust the oval. But, given the current structure of the program, you'll need to save the oval colors assigned to completed ovals, or you'll still have the oval color change each time.
When the mouse button is pressed down, we want a new random color for our circle. Generate a random value, which will be used every time the circle is re-drawn.
elif event.type == pygame.MOUSEBUTTONDOWN:
startXY = event.pos
OVAL_COLOR = (random.randint (0,255),random.randint (0,255),
random.randint (0,255))
draw = True
When the mouse button is released, save the coordinates for the oval, along with the color that it was drawn with.
elif event.type == pygame.MOUSEBUTTONUP:
draw = False
# print len(ovals) # (always ==1)
completedOvals.append ((ovals[-1], OVAL_COLOR))
When we iterate through these completed ovals, draw them with the same color each time.
for (completedOval, color) in completedOvals:
pygame.draw.ellipse(windowSurface, color, completedOval)
Create a simple Oval() class, that contains it's color, and size.
import pygame
from pygame.locals import *
class Oval(object):
"""handle, and draw basic ovals. stores Rect() and Color()"""
def __init__(self, startXY, endXY):
self.color = Color(random.randint(0,255), random.randint(0,255), random.randint(0,255))
self.rect = Rect(0,0,1,1)
self.coord_to_oval(startXY, endXY)
def draw(self):
pygame.draw.ellipse(windowSurface, self.color, self.rect)
def coord_to_oval(self, startXY, endXY):
width = (abs(endXY[0]-startXY[0]))
height = (abs(endXY[1]-startXY[1]))
#The code below allows the user to drag any direction
if endXY[0] < startXY[0]:
left = endXY[0]
else:
left = startXY[0]
if endXY[1] < startXY[1]:
top = endXY[1]
else:
top = startXY[1]
self.rect = Rect(left, top, width, height)
# main loop
while not finished:
for event in pygame.event.get():
# events, and creation:
# ... your other events here ...
elif event.type == MOUSEBUTTONDOWN:
startXY = event.pos
draw = True
elif event.type ==MOUSEBUTTONUP:
# on mouseup, create instance.
endXY = event.pos
oval_new = Oval(startXY, endXY)
completedOvals.append(oval_new)
# draw them:
for oval in ovals:
oval.draw()
for oval in completedOvals:
oval.draw()
I mostly left out your non-completed ovals. Was that to show the size before clicking?