Pygame.key.get_pressed recognized when not pressed - python

I'm fairly new to coding (like 3 weeks in) and I've been trying to make a turn-based RPG battle system using pygame. I've encountered a problem involving pygame's key.get_pressed. I'm making a dropdown menu thing where if you press ENTER, a smaller black box should appear and when you press ENTER again, the box should disappear. Unfortunately, the black box appears but disappears almost immediately. I used the print function as a debug to find the error and it seems that the program registers the second ENTER press (the one that should close the box) without it ever being pressed. Any help would be greatly appreciated. I am also using windows 10 and python 3.6
import pygame
pygame.init()
win = pygame.display.set_mode((820,567))
pygame.display.set_caption('Basic battle')
drop_menu_attack = pygame.image.load('drop menu attack.png')
health_pp = pygame.image.load('hp and pp.png')
menu_img = pygame.image.load('menu.png')
attack_img = pygame.image.load('attack.png')
defend_img = pygame.image.load('defend.png')
bag_img = pygame.image.load('bag.png')
background_img = pygame.image.load('rpg background.gif')
Snake_enemy_img = pygame.image.load('pixil-frame-0.png')
clock = pygame.time.Clock()
class player(object):
def __init__ (self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.cursor_state = 1
self.attack_x = 100
self.defend_x = 325
self.bag_x = 575
self.top_menu_y = 70
class drop_menu(object):
def __init__ (self, x, y):
self.x = x
self.y = y
self.drop_menu_state = False
def cursor_position():
if c_p.cursor_state == 1:
print ('it should be on attack')
c_p.x = c_p.attack_x
c_p.y = c_p.top_menu_y
elif c_p.cursor_state == 2:
print ('it hould be on defend')
c_p.x = c_p.defend_x
c_p.y = c_p.top_menu_y
elif c_p.cursor_state == 3:
print ('it should be on bag')
c_p.x = c_p.bag_x
c_p.y = c_p.top_menu_y
elif c_p.cursor_state > 3:
c_p.cursor_state = 3
print ('it should be on bag')
c_p.x = c_p.bag_x
c_p.y = c_p.top_menu_y
elif c_p.cursor_state < 1:
c_p.cursor_state = 1
print ('it should be on attack')
c_p.x = c_p.attack_x
c_p.y = c_p.top_menu_y
def select():
if c_p.cursor_state == 1:
d_m.drop_menu_state = True
print (d_m.y)
while d_m.drop_menu_state:
pygame.time.delay(150)
win.blit (drop_menu_attack, (d_m.x, d_m.y))
pygame.display.update()
print ('dooooog')
keys = pygame.key.get_pressed()
if d_m.drop_menu_state == True:
if keys[pygame.K_RETURN]:
d_m.drop_menu_state = False
print('SSSSSS')
pygame.event.pump()
def redraw_gamewindow():
win.blit (background_img, (0,0))
win.blit (Snake_enemy_img, (300, 174))
win.blit (menu_img, (25, 425 ))
win.blit (menu_img, (25, 10))
win.blit (health_pp, (70, 450))
win.blit (attack_img, (c_p.attack_x + 30, c_p.top_menu_y - 15))
win.blit (defend_img, (c_p.defend_x + 30, c_p.top_menu_y - 15))
win.blit (bag_img, (c_p.bag_x + 30, c_p.top_menu_y - 15))
pygame.draw.rect(win, (255, 255, 255), (c_p.x, c_p.y, 7 , 7))
pygame.display.update()
d_m = drop_menu(25, 125)
print (d_m.x)
c_p = player(100, 70, 7,7)
run = True
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
c_p.cursor_state = c_p.cursor_state + 1
cursor_position()
pygame.time.delay(150)
if keys[pygame.K_LEFT]:
c_p.cursor_state = c_p.cursor_state -1
cursor_position()
pygame.time.delay(150)
if keys[pygame.K_RETURN]:
select()
pygame.time.delay(500)
redraw_gamewindow()

So what's happening is that you're holding the ENTER button. In the while loop, when you press enter, it calls the select() function, which then detects the ENTER that is still being pressed. Let me draw a visual-ish:
ENTER is pressed -> select() is called, drop_menu_state turns True -> select() detects ENTER still being pressed -> drop_menu_state turns false
You may be asking, how does it detect? Well the frames are running at a wanted 27 frames per second. So it will change the state of drop menu state every 1/27 of a second while the ENTER key is being pressed. If you are able to press and release the ENTER key for less than 1/27 of a second, it will work properly.
There are 3 solutions. Either bind the closing of the menu to another key, add a short timer, or use an event loop. My style of programming would be to add a timer.
import time
pre_time = time.time()
def select():
... # code in select()
if d_m.drop_menu_state and pre_time + 5 > time.time() and keys[pygame.K_RETURN]:
pre_time = time.time()
d_m.drop_menu_state = False
I simplified your code a bit (no == True) What the pre_time + 5 > time.time() is saying is has it been five seconds since the last time pre_time has been defined as the current time.
I hope this helps!

Related

How can I get the following typewriter effect to continue on a new line [duplicate]

This question is really difficult to ask, but I know you guys here at Stack Overflow are the brightest minds.
I'm totally blinded by why this issue happens (I'm fairly at Python and Pygame, so any suggestions on how to improve the code will be received with the love of improving my skills).
What I'm creating:
It's really a gimmick project, I have a little 2.5" screen (PiTFT) attached to a Raspberry Pi and the code is creating a typewriter effect with a moving cursor in front of the text as it's being written.
Challenge 1 was that every time you move a sprite in pygame, you must redraw everything, otherwise you will see a trail, and since the cursor is moving in front of the text, the result would look like this:
I managed to solve this issue by blackening / clearing the screen. But then I lost all the previously written letters.
So I created a list (entireword), which I'm populing with all the previously written characters. I use this list every time I cycle through the loop to redraw all the previous written text.
So now:
As you can see, the text looks funny.
It's supposed to read:
[i] Initializing ...
[i] Entering ghost mode ... []
I've been spending hours and hours getting to this point - and the code ALMOST works perfectly! The magic happens in the function print_screen(), but WHAT in my code is causing the text to include a letter from the other line in the end? :>
Help is GREATLY appreciated <3
Here's the entire code:
import pygame
import time
import os
import sys
from time import sleep
from pygame.locals import *
positionx = 10
positiony = 10
entireword = []
entireword_pos = 10
counter = 0
entire_newline = False
#Sets the width and height of the screen
WIDTH = 320
HEIGHT = 240
speed = 0.05
#Importing the external screen
os.putenv('SDL_FBDEV', '/dev/fb1')
os.putenv('SDL_MOUSEDRV', 'TSLIB')
os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
#Initializes the screen - Careful: all pygame commands must come after the init
pygame.init()
#Sets mouse cursor visibility
pygame.mouse.set_visible(False)
#Sets the screen note: must be after pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
# initialize font; must be called after 'pygame.init()' to avoid 'Font not Initialized' error
myfont = pygame.font.SysFont("monospace", 18)
#Class
class cursors(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill((0,255,0))
self.rect = self.image.get_rect()
self.rect.center = (positionx + 10, positiony + 10)
def update(self):
self.rect.x = positionx + 10
self.rect.y = positiony
#Functions
#Prints to the screen
def print_screen(words, speed):
rel_speed = speed
for char in words:
#speed of writing
if char == ".":
sleep(0.3)
else:
sleep(rel_speed)
#re-renders previous written letters
global entireword
# Old Typewriter functionality - Changes position of cursor and text a newline
#Makes sure the previous letters are rendered and not lost
#xx is a delimter so the program can see when to make a newline and ofcourse ignore writing the delimiter
entireword.append(char)
if counter > 0:
loopcount = 1
linecount = 0 # This is to which line we are on
for prev in entireword:
if prev == 'xx':
global linecount
global positiony
global loopcount
linecount = linecount + 1
positiony = 17 * linecount
loopcount = 1
if prev != 'xx': #ignore writing the delimiter
pchar = myfont.render(prev, 1, (255,255,0))
screen.blit(pchar, (loopcount * 10, positiony))
loopcount = loopcount + 1
if char != 'xx':
# render text
letter = myfont.render(char, 1, (255,255,0))
#blits the latest letter to the screen
screen.blit(letter, (positionx, positiony))
# Appends xx as a delimiter to indicate a new line
if entire_newline == True:
entireword.append('xx')
global entire_newline
entire_newline = False
global positionx
positionx = positionx + 10
all_sprites.update()
all_sprites.draw(screen)
pygame.display.flip()
screen.fill((0,0,0)) # blackens / clears the screen
global counter
counter = counter + 1
#Positions cursor at new line
def newline():
global positionx
global positiony
positionx = 10
positiony = positiony + 17
all_sprites = pygame.sprite.Group()
cursor = cursors()
all_sprites.add(cursor)
#Main loop
running = True
while running:
global speed
global entire_newline
words = "[i] Initializing ..."
entire_newline = True
newline()
print_screen(words,speed)
words = "[i] Entering ghost mode ..."
entire_newline = True
newline()
print_screen(words,speed)
#Stops the endless loop if False
running = False
sleep(10)
Sorry if I don't answer your question directly, because your code is too confusing for me now, so I took the liberty to rewrite your code to get done what you want.
The idea is to have two sprites:
the cursor, which is a) displayed on the screen and b) keeps track of what text to write and where
the board, which is basically just a surface that the text is rendered on
Note how all the writing logic is on the Cursor class, and we have a nice, simple and dumb main loop.
import pygame
import os
#Sets the width and height of the screen
WIDTH = 320
HEIGHT = 240
#Importing the external screen
os.putenv('SDL_FBDEV', '/dev/fb1')
os.putenv('SDL_MOUSEDRV', 'TSLIB')
os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
#Initializes the screen - Careful: all pygame commands must come after the init
pygame.init()
clock = pygame.time.Clock()
#Sets mouse cursor visibility
pygame.mouse.set_visible(False)
#Sets the screen note: must be after pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
class Board(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((WIDTH, HEIGHT))
self.image.fill((13,13,13))
self.image.set_colorkey((13,13,13))
self.rect = self.image.get_rect()
self.font = pygame.font.SysFont("monospace", 18)
def add(self, letter, pos):
s = self.font.render(letter, 1, (255, 255, 0))
self.image.blit(s, pos)
class Cursor(pygame.sprite.Sprite):
def __init__(self, board):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill((0,255,0))
self.text_height = 17
self.text_width = 10
self.rect = self.image.get_rect(topleft=(self.text_width, self.text_height))
self.board = board
self.text = ''
self.cooldown = 0
self.cooldowns = {'.': 12,
'[': 18,
']': 18,
' ': 5,
'\n': 30}
def write(self, text):
self.text = list(text)
def update(self):
if not self.cooldown and self.text:
letter = self.text.pop(0)
if letter == '\n':
self.rect.move_ip((0, self.text_height))
self.rect.x = self.text_width
else:
self.board.add(letter, self.rect.topleft)
self.rect.move_ip((self.text_width, 0))
self.cooldown = self.cooldowns.get(letter, 8)
if self.cooldown:
self.cooldown -= 1
all_sprites = pygame.sprite.Group()
board = Board()
cursor = Cursor(board)
all_sprites.add(cursor, board)
text = """[i] Initializing ...
[i] Entering ghost mode ...
done ...
"""
cursor.write(text)
#Main loop
running = True
while running:
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
all_sprites.update()
screen.fill((0, 0, 0))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
Use the pygame.event module. Use pygame.time.set_timer() to repeatedly create a USEREVENT in the event queue. The time has to be set in milliseconds. e.g.:
typewriter_event = pygame.USEREVENT+1
pygame.time.set_timer(typewriter_event, 100)
Add a new letter to the text, when the timer event occurs:
while run:
for event in pygame.event.get():
# [...]
if event.type == typewriter_event:
text_len += 1
See also Typewriter
Minimal example:
repl.it/#Rabbid76/PyGame-Typewriter
import pygame
pygame.init()
window = pygame.display.set_mode((500, 150))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
background = pygame.Surface(window.get_size())
ts, w, h, c1, c2 = 50, *window.get_size(), (32, 32, 32), (64, 64, 64)
tiles = [((x*ts, y*ts, ts, ts), c1 if (x+y) % 2 == 0 else c2) for x in range((w+ts-1)//ts) for y in range((h+ts-1)//ts)]
for rect, color in tiles:
pygame.draw.rect(background, color, rect)
text = 'Hello World'
text_len = 0
typewriter_event = pygame.USEREVENT+1
pygame.time.set_timer(typewriter_event, 100)
text_surf = None
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == typewriter_event:
text_len += 1
if text_len > len(text):
text_len = 0
text_surf = None if text_len == 0 else font.render(text[:text_len], True, (255, 255, 128))
window.blit(background, (0, 0))
if text_surf:
window.blit(text_surf, text_surf.get_rect(midleft = window.get_rect().midleft).move(40, 0))
pygame.display.flip()
pygame.quit()
exit()

Pygame - Fix issue with pause menu? [duplicate]

I've developed a Python code and am looking for improvements and how to add a pause option.
I repeat the exact same lines one after another although I don't know an easier way to do it.
import math, pygame, random, sys, turtle
from itertools import cycle
from datetime import datetime
from pygame import gfxdraw
from pygame.locals import *
def print_text(surface, font, text, surf_rect, x = 0, y = 0, center = False, color = (255,215,0)):
if not center:
textimage = font.render(text, True, color)
surface.blit(textimage, (x, y))
else:
textimage = font.render(text, True, color)
text_rect = textimage.get_rect()
x = (surf_rect.width // 2) - (text_rect.width // 2 )
surface.blit(textimage, (x, y))
def game_is_over(surface, font, ticks):
timer = ticks
surf_rect = surface.get_rect()
surf_height = surf_rect.height
surf_width = surf_rect.width
print_text(screen, font, "Y O U G O T Y E E T E D (Game Over)", surf_rect, y = 260,\
center = True)
pygame.display.update()
while True:
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if ticks > timer + 3000:
break
def next_level(level):
level += 1
if level > 6:
level = 6
return level
#The Level Creator
def load_level(level):
invaders, colors = [], []
start_intx, end_intx, increment_intx = 85, 725, 40
start_inty, end_inty, increment_inty = 60, 60, 30
end_inty = end_inty + level * 30 # 30 being the number of rows / intruders
color_val = 256 / end_inty #For Colour Repetition
for x in range(start_intx, end_intx, increment_intx):
for y in range(start_inty, end_inty, increment_inty):
invaders.append(pygame.Rect(x, y, 30, 15))
colors.append(((x * 0.35) % 256, (y * color_val) % 256))
return invaders, colors, len(invaders)
def draw_title_invader():
rect = Rect(285,247,230,115)#INVATOR
rect2 = Rect(0,0,230,115)
rect3 = Rect(340,120,120,128)#TOP OF HAT
rect4 = Rect(300,200,200,48)#BOT OF HAT
rect5 = Rect(340,182,120,18)#LINE IN HAT
rect_width = 230
a = 175
b = 55
pygame.draw.rect(backbuffer, MGOLD,rect)
#The Left Eye in Title Screen
pygame.draw.circle(backbuffer,(0,255,255), (rect.x+46,rect.y+30), 23)
#The Right Eye in Title Screen
pygame.draw.circle(backbuffer,(0,255,255),(rect.x+rect_width-46,rect.y+30)\
,23)
#The Left Side Mouth in Title Screen
pygame.draw.line(backbuffer, RED, (rect.x+46, rect.y+92),\
(rect.x + 115, rect.y + 61), 2)
#The Right Side Mouth in Title Screen
pygame.draw.line(backbuffer, RED, (rect.x+rect_width-46,\
rect.y+92), (rect.x+rect_width-115,\
rect.y+61), 2)
#The Right Eye
pygame.draw.circle(backbuffer,RED,(rect.x+rect_width-115,rect.y+65)\
,23)
#The Hat
pygame.draw.rect(backbuffer, DIMGRAY,(340,120,120,128))
pygame.draw.rect(backbuffer, DIMGRAY,(300,200,200,48))
pygame.draw.rect(backbuffer, WHITE,(340,182,120,18))
def draw_bonus_invader(i, bonus_color, bx, bonus_x):
x, y = bonus_invader.x, bonus_invader.y
pygame.draw.circle(backbuffer, bonus_color, (x+bx, y+7), 2)
if i == 0:
pygame.draw.circle(backbuffer, bonus_color,
(bonus_invader.x+bx,bonus_invader.y+7),2)
if i == 1:
pygame.draw.circle(backbuffer, bonus_color,
(bonus_invader.x+bx,bonus_invader.y+7),2)
if i == 2:
pygame.draw.circle(backbuffer, bonus_color,
(bonus_invader.x+bx,bonus_invader.y+7),2)
if i == 3:
pygame.draw.circle(backbuffer, bonus_color,
(bonus_invader.x+bx,bonus_invader.y+7),2)
if i == 4:
pygame.draw.circle(backbuffer, bonus_color,
(bonus_invader.x+bx,bonus_invader.y+7),2)
if i == 5:
bx = next(bonus_x)
def draw_invader(backbuffer, rect, a, b, animate_invaders, ticks,\
animation_time):
invader_width = 30
#THe Intruder In Game
pygame.draw.rect(backbuffer, MGOLD, rect)
#CONSOLE GRAY
pygame.draw.rect(backbuffer, DIMGRAY,(0,510,800,110))
#Left Eye in game
pygame.gfxdraw.filled_circle(backbuffer, rect.x + 6, rect.y + 4, 3, \
RED)
#Right EYe in game
pygame.gfxdraw.filled_circle(backbuffer, rect.x + invader_width - 7,\
rect.y + 4, 3, RED)
#The draw animation (if needed)
if animate_invaders:
pygame.gfxdraw.filled_trigon(backbuffer, rect.x+6, rect.y + 12,\
rect.x + 14, rect.y + 4, rect.x +\
invader_width - 7, rect.y + 12, RED)
else:
#The Left Side of the mouth
pygame.gfxdraw.line(backbuffer, rect.x + 6, rect.y + 12,\
rect.x + 15, rect.y + 8, RED)
#The Right Side of the mouth
pygame.gfxdraw.line(backbuffer, rect.x + invader_width - 7,\
rect.y + 12, rect.x + invader_width - 15,\
rect.y + 8, RED)
if ticks > animation_time + 200:
animate_invaders = False
return animate_invaders
pygame.init()
pygame.mixer.init() # not always called by pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Yeet The Intruders")
fpsclock = pygame.time.Clock()
#get screen metrics
the_screen = screen.get_rect()
screen_width = the_screen.width
screen_height = the_screen.height
backbuffer = pygame.Surface((the_screen.width, the_screen.height))
# fonts
font1 = pygame.font.SysFont(None, 30)
font2 = pygame.font.SysFont("Impact", 54)
font3 = pygame.font.SysFont("Impact", 36)
# User event frequencies
RELOAD_SPEED = 400
MOVE_SIDEWAYS = 1000
MOVE_DOWN = 1000
BONUS_FREQ = 10000
INV_SHOOT_FREQ = 500
# create user events
move_invaders_sideways = pygame.USEREVENT + 1
move_invaders_down = pygame.USEREVENT + 2
reload = pygame.USEREVENT + 3
invader_shoot = pygame.USEREVENT + 4
bonus = pygame.USEREVENT + 5
# event timers
pygame.time.set_timer(move_invaders_down, 0)
pygame.time.set_timer(move_invaders_sideways, MOVE_SIDEWAYS)
pygame.time.set_timer(reload, RELOAD_SPEED)
pygame.time.set_timer(invader_shoot, INV_SHOOT_FREQ)
pygame.time.set_timer(bonus, BONUS_FREQ)
#List of Colours used
BLACK = (0,0,0)
WHITE = (255,255,255)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
YELLOW = (255,255,0)
DIMGRAY = (105,105,105)
MGOLD = (212,175,55)
shots, invader_shots, inv_shot_colors, bonus_invaders = [], [], [], []
#MY Space Ship
player = Rect(380,578,42,20)
player_gun = Rect(player.x + 18,player.y - 4, 6, 4)
# make screen rect for purposes of text-centering etc
the_screen = screen.get_rect()
# invader animation variables
animation_time = 0
animate_invaders = False
invader_width = 30
invader_height = 15
# flashing text vars
the_text = cycle(["Press Enter To Play, Yeet Master...", ""])
insert = next(the_text)
flash_timer = 0
# flashing bonus item vars
y1,y2,y3,y4,y5,y6 = (255,255,0), (225,225,0), (195,195,0), (165,165,0),\
(135,135,0), (105,105,0)
bonus_colors = cycle([y1,y2,y3,y4,y5,y6])
bonus_color = next(bonus_colors)
bonus_x = cycle([4,11,18,25,32,39]) # change draw x coord
bonus_timer = 0 # used to control frequency of changes
# vars for moving invaders down
move_right, move_down, reloaded = True, True, True
vert_steps = 0
side_steps = 0
moved_down = False
invaders_paused = False
invaders = 0 # prevents error until list is created
initial_invaders = 0 # use to manage freq of inv shots as invaders removed
shoot_level = 1 # manage freq of shots
# various gameplay variables
game_over = True
score = 0
lives = 2
level = 0
playing = False
# event loop
while True:
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYUP:
if event.key == pygame.K_1 and not game_over:
print("Next level")
if event.type == invader_shoot and not game_over:
i = random.randint(0, len(invaders)-1)
shot_from = invaders[i]
a, b = colors[i]
invader_fired = True
invader_shots.append(Rect(shot_from.x, shot_from.y, 5, 7))
inv_shot_colors.append(RED)
if event.type == reload and not game_over:
reloaded = True
pygame.time.set_timer(reload, 0)
if event.type == move_invaders_sideways and not game_over:
if move_right:
for invader in invaders: invader.move_ip(10,0)
side_steps += 1
else:
for invader in invaders: invader.move_ip(-10,0)
side_steps -= 1
if side_steps == 6 or side_steps == -6:
if vert_steps <= 31: # and not moved_down
pygame.time.set_timer(move_invaders_sideways, 0)
pygame.time.set_timer(move_invaders_down, MOVE_DOWN)
# keep invaders moving horizontally after 31 down movements
else: move_right = not move_right
if event.type == move_invaders_down and not game_over:
#for i in range(20): print("down event")
move_right = not move_right
animate_invaders = True
animation_time = ticks
# reset move_sideways timer
pygame.time.set_timer(move_invaders_sideways, MOVE_SIDEWAYS)
# cancel move_down timer
pygame.time.set_timer(move_invaders_down, 0)
for invader in invaders: invader.move_ip(0,10)
vert_steps += 1
if event.type == bonus and not game_over:
#a = Rect(769,20,45,15)
bonus_invaders.append(Rect(797,20,45,15))
# keyboard polling
pressed = pygame.key.get_pressed()
if pressed[K_ESCAPE]: pygame.quit(), sys.exit()
elif pressed[K_RETURN]:
if game_over: game_over = False
elif pressed[K_d] or pressed[K_RIGHT]:player.move_ip((8, 0))
#player_gun.move_ip((8,0))
elif pressed[K_a] or pressed[K_LEFT]: player.move_ip((-8, 0))
if pressed[K_SPACE]:
if reloaded:
reloaded = False
# create timeout of RELOAD_SPEED
pygame.time.set_timer(reload, RELOAD_SPEED)
# shrink copy of player rect to imitate a missile
missile = player.copy().inflate(-38, -10)
# spawn missile higher to ensure appears missile fired from 'gun'
# when the ship is moving horizontally
missile.y -= 9
shots.append(missile)
#missile_sound.play()
backbuffer.fill(BLACK)
if not game_over:
playing = True
if level == 0:
level = next_level(level)
invaders, colors, initial_invaders = load_level(level)
move_right, move_down, reloaded = True, True, True
vert_steps = 0
side_steps = 0
moved_down = False
invaders_paused = False
pygame.time.set_timer(invader_shoot, 500)
shoot_level = 1
for shot in invader_shots:
shot.move_ip((0,random.randint(5,11)))
if not backbuffer.get_rect().contains(shot):
i = invader_shots.index(shot)
del invader_shots[i]
del inv_shot_colors[i]
if shot.colliderect(player) and shot.y < the_screen.height -10:
lives -= 1
if lives < 0:
lives = 0
game_over = True
i = invader_shots.index(shot)
del invader_shots[i]
del inv_shot_colors[i]
for shot in shots:
shot.move_ip((0, -8))
for inv_shot in invader_shots:
if inv_shot.colliderect(shot):
shots.remove(shot)
i = invader_shots.index(inv_shot)
del invader_shots[i]
del inv_shot_colors[i]
for b_invader in bonus_invaders:
if b_invader.colliderect(shot):
shots.remove(shot)
i = bonus_invaders.index(b_invader)
del bonus_invaders[i]
score += 1
if not backbuffer.get_rect().contains(shot):
shots.remove(shot)
else:
hit = False
for invader in invaders:
if invader.colliderect(shot):
score += 1
hit = True
i = invaders.index(invader)
del invaders[i]
del colors[i]
if hit: shots.remove(shot)
# move bonus invader
for bonus_invader in bonus_invaders:
bonus_invader.move_ip((-4,0 ))
## if not screen.get_rect().contains(bonus_invader):
## bonus_invaders.remove(bonus_invader)
if bonus_invader.x < -55:
bonus_invaders.remove(bonus_invader)
# check if all invaders killed, if so, move to next level
if len(invaders) == 0:
level = next_level(level)
invaders, colors, initial_invaders = load_level(level)
move_right, move_down, reloaded = True, True, True
vert_steps = 0
side_steps = 0
moved_down = False
invaders_paused = False
pygame.time.set_timer(invader_shoot, 500)
shoot_level = 1
# adjust shot freq when invader numbers decrease
if len(invaders) < initial_invaders*.75 and shoot_level == 1:
pygame.time.set_timer(invader_shoot, 750)
shoot_level = 2
elif len(invaders) < initial_invaders*.5 and shoot_level == 2:
pygame.time.set_timer(invader_shoot, 1000)
shoot_level = 3
elif len(invaders) < initial_invaders*.25 and shoot_level == 3:
pygame.time.set_timer(invader_shoot, 1500)
shoot_level = 4
# draw invaders
for rect, (a, b) in zip(invaders, colors):
animate_invaders = draw_invader(backbuffer, rect, a, b,\
animate_invaders, ticks, \
animation_time)
# draw bonus invaders
if ticks > bonus_timer + 169:
bonus_timer = ticks # change colors every 169ms approx
for bonus_invader in bonus_invaders:
pygame.draw.rect(backbuffer, (0,0,0,0), bonus_invader)
pygame.draw.ellipse(backbuffer,MGOLD,bonus_invader)
for i in range(6):
bonus_color = next(bonus_colors)
bx = next(bonus_x)
draw_bonus_invader(i, bonus_color, bx, bonus_x)
# draw space ship shots
for shot in shots:
pygame.draw.rect(backbuffer, GREEN, shot)
# draw invader shots
for shot, color in zip(invader_shots, inv_shot_colors):
pygame.draw.rect(backbuffer, color, shot)
#update 'gun' position and draw ship/gun
#player_gun = Rect(player.x, player.y, 6, 4)
player_gun.x = player.x+18
pygame.draw.rect(backbuffer, (204,0,255), player)
pygame.draw.rect(backbuffer, (0,204,255), player_gun)
player.clamp_ip(backbuffer.get_rect())
print_text(backbuffer, font1, "Intruders Rekt#: {}".format(score),\
the_screen, x=0, y=520)
print_text(backbuffer, font1, "Hearts#: {}".format(lives), the_screen,\
x=0, y=550)
print_text(backbuffer, font1, "Round#: {}".format(level), the_screen,\
x=0, y=580)
if game_over:
if playing:
game_is_over(backbuffer, font2, ticks)
playing = False
level = 0
lives = 2
score = 0
shots, invader_shots, inv_shot_colors, bonus_invaders = [], [], [], []
print_text(backbuffer, font2, "_/¯Yeet The Intruders¯\_", the_screen, y=5,\
center=True)
draw_title_invader()
if ticks > flash_timer + 800: # "press to play" flashing text
insert = next(the_text)
flash_timer = ticks
print_text(backbuffer, font3, insert, the_screen, y =\
the_screen.height-40, center=True)
screen.blit(backbuffer, (0,0))
pygame.display.update()
fpsclock.tick(30)
Your code is quite large, but to pause the game is very general task:
Add a pause state.
Toggle the pause state on an certain event, e.g. when the p key is pressed.
Skip the game processing if pauseis stated.
e,.g.
pause = False # pause state
while True:
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYUP:
if event.key == pygame.K_1 and not game_over:
print("Next level")
# toggle pause if "p" is pressed
if event.key == pygame.K_p:
pause = not pause
# [...]
if pause:
# [...] draw pause screen
pass
elif not game_over: # <--- elif is important
playing = True
# [...]
screen.blit(backbuffer, (0,0))
pygame.display.update()
fpsclock.tick(30)

Simple delay counter in python not working

Hello I'm new to python and I'm trying to make a simple counter as a delay to blit some text in pygame so it does not show up instantly.
What I want to do is make text appear in a box when the player levels up.
def TEXT(A, B, C):
global ONE, TWO, THREE, FOUR
counter = 0
text = True
if text:
if counter == 10:
ONE = A
if counter == 20:
TWO = B
elif counter == 30:
THREE = C
elif counter == 40:
ONE = None
TWO = None
THREE = None
text = False
counter += 1
The code as a whole seems to be working fine but I just can't get the counter to work.
Here's the full program as reference:
from pygame import *
from userInterface import Title, Dead
WIN_WIDTH = 640
WIN_HEIGHT = 400
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 32
FLAGS = 0
init()
screen = display.set_mode(DISPLAY, FLAGS, DEPTH)
saveState = False
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (30, 30, 30)
FONT = font.SysFont("Courier New", 15)
heroHP = 1000
hero={'name' : 'Hero',
'height':4,
'lvl': 1,
'xp' : 0,
'reward' : 0,
'lvlNext':25,
'stats': {'str' : 12, # strength
'dex' : 4, # dexterity
'int' : 15, # intelligence
'hp' : heroHP, # health
'atk' : [250,350]}} # range of attack values
boss1={'name' : 'Imp',
'xp' : 0,
'lvlNext':25,
'reward' : 25,
'stats': {'hp' :400,
'atk' : [300,350]}}
ONE = None
TWO = None
THREE = None
FOUR = None
def TEXT(A, B, C):
global ONE, TWO, THREE, FOUR
counter = 0
text = True
if text:
if counter == 0:
ONE = A
if counter == 10:
TWO = B
elif counter == 20:
THREE = C
elif counter == 30:
ONE = None
TWO = None
THREE = None
text = False
counter += 1
def level(char): # level up system
#nStr, nDex, nInt=0,0,0
while char['xp'] >= char['lvlNext']:
char['lvl']+=1
char['xp']=char['xp'] - char['lvlNext']
char['lvlNext'] = round(char['lvlNext']*1.5)
nStr=0.5*char['stats']['str']+1
nDex=0.5*char['stats']['dex']+1
nInt=0.5*char['stats']['int']+1
print(f'{char["name"]} levelled up to level {char["lvl"]}!') # current level
A = (f'{char["name"]} levelled up to level {char["lvl"]}!') # current level
print(f'( INT {round((char["stats"]["int"] + nInt))} - STR {round(char["stats"]["str"] + nStr)} - DEX {round(char["stats"]["dex"] + nDex)} )') # print new stats
B = (f'( INT {round((char["stats"]["int"] + nInt))} - STR {round(char["stats"]["str"] + nStr)} - DEX {round(char["stats"]["dex"] + nDex)} )') # print new statsm
char['stats']['str'] += nStr
char['stats']['dex'] += nDex
char['stats']['int'] += nInt
TEXT(A,B,None)
from random import randint
def takeDmg(attacker, defender): # damage alorithm
dmg = randint(attacker['stats']['atk'][0], attacker['stats']['atk'][1])
defender['stats']['hp'] = defender['stats']['hp'] - dmg
print(f'{defender["name"]} takes {dmg} damage!')
#TEXT(f'{defender["name"]} takes {dmg} damage!')
if defender['stats']['hp'] <= 0:
print(f'{defender["name"]} has been slain...')
#TEXT(f'{defender["name"]} has been slain...')
attacker['xp'] += defender['reward']
level(attacker)
if defender==hero:
#Dead()
pass
else:
hero['stats']['hp']=heroHP
#Title()
pass
def Battle(player, enemy):
global ONE, TWO, THREE, FOUR
mouse.set_visible(1)
clock = time.Clock()
YES = Rect(100, 100, 50, 50)
NO = Rect(500, 100, 50, 50)
Text = Rect(70, 300, 500, 75)
#while ((enemy['stats']['hp']) > 0):
while True:
for e in event.get():
if e.type == QUIT:
exit("Quit") # if X is pressed, exit program
elif e.type == KEYDOWN:
if e.key == K_ESCAPE:
exit()
elif e.type == MOUSEBUTTONDOWN:
# 1 is the left mouse button, 2 is middle, 3 is right.
if e.button == 1:
# `event.pos` is the mouse position.
if YES.collidepoint(e.pos):
takeDmg(player, enemy)
print(f'{enemy["name"]} takes the opportunity to attack!')
#TEXT(f'{enemy["name"]} takes the opportunity to attack!')
takeDmg(enemy, player)
elif NO.collidepoint(e.pos):
print(f'{enemy["name"]} takes the opportunity to attack!')
#TEXT(f'{enemy["name"]} takes the opportunity to attack!')
takeDmg(enemy, player)
screen.fill(WHITE)
draw.rect(screen, BLACK, YES)
draw.rect(screen, BLACK, NO)
draw.rect(screen, GRAY, Text)
YES_surf = FONT.render(("YES"), True, WHITE)
NO_surf = FONT.render(("NO"), True, WHITE)
Text1_surf = FONT.render(ONE, True, WHITE)
Text2_surf = FONT.render(TWO, True, WHITE)
Text3_surf = FONT.render(THREE, True, WHITE)
Text4_surf = FONT.render(FOUR, True, WHITE)
screen.blit(YES_surf, YES)
screen.blit(NO_surf, NO)
screen.blit(Text1_surf, (80, 305))
screen.blit(Text2_surf, (80, 320))
screen.blit(Text3_surf, (80, 335))
screen.blit(Text4_surf, (80, 350))
display.update()
clock.tick(60)
Battle(hero, boss1)
If all you want to do is make counter a global variable that only gets set to 0 at the start of the program instead of a local variable that gets reset to 0 on each call, you do that the exact same way you handled ONE and the other globals in the same function:
counter =0
def TEXT(A, B, C):
global ONE, TWO, THREE, FOUR
global counter
text = True
if text:
if counter == 10:
# etc.
counter += 1
The only changes are moving that counter = 0 from the function body to the top level, and adding global counter at the start of the function body.

Sprites not appearing correctly onscreen - pygame

I'm in a game programming class and I'm supposed to make a game where there are sprites falling down from the top of the screen that you catch or avoid. Right now I'm working on making the objects fall and they were working at first but then I screwed something up because now they appear patchily/randomly disappear while falling down the screen. I've tried changing various things in the code to fix the problem but I've been stuck for a while.
I'm pretty certain that I messed something up either blitting the coal/candy to the screen or adding new ones to fall once others disappear, but I included a large portion of my code just in case something there is messing it up. I'll highlight the likely messed up sections below.
Oh, I also always really appreciate comments on how to make code more concise/efficient, but the teacher expects the code to be similar to how he taught us, so if you do have a specific fix, if it could keep the code similar to how it is right now I'd really appreciate it!
Thank you so much!
#Setting up time/timer
time = 6000
TICKTOCK = 0
pygame.time.set_timer (TICKTOCK+1, 10)
#Class for candy
class Candy:
def __init__(self):
self.x = random.randint(0, SCREEN_WIDTH - 150)
self.y = random.randint(-1000, 0)
self.image_Candy = pygame.image.load('konpeito.png')
self.height = self.image_Candy.get_height()
self.width = self.image_Candy.get_width()
def collide (self, sprite):
selfRect = pygame.Rect(self.x, self.y, self.width, self.height)
spriteRect = pygame.Rect(sprite.x, sprite.y, sprite.width, sprite.height)
if selfRect.colliderect(spriteRect):
return True
else:
return False
#class for coal
class Coal:
def __init__(self):
self.x = random.randint(0, SCREEN_WIDTH - 150)
self.y = random.randint(-1000, SCREEN_HEIGHT)
self.image_Coal = pygame.image.load('coal.png')
self.width = self.image_Coal.get_width()
self.height = self.image_Coal.get_height()
def collide (self, sprite):
selfRect = pygame.Rect(self.x, self.y, self.width, self.height)
spriteRect = pygame.Rect(sprite.x, sprite.y, sprite.width, sprite.height)
if selfRect.colliderect(spriteRect):
return True
else:
return False
#class for sootsprite (collects candy and coal)
class Sootsprite:
def __init__(self):
self.x = random.randint(0, SCREEN_WIDTH)
self.y = random.randint(0, SCREEN_HEIGHT)
self.image_bowl = pygame.image.load('sootsprite.png')
self.height = self.image_bowl.get_height()
self.width = self.image_bowl.get_width()
clock = pygame.time.Clock()
fps = 10
#Creating candies and rocks
bowl = []
for i in range (15):
candyInstance = Candy()
bowl.append(candyInstance)
rocks = []
for i in range (8):
coalInstance = Coal()
rocks.append(coalInstance)
catch = Sootsprite()
playground.fill(cyan)
Game_Over = False
while not Game_Over:
font = pygame.font.SysFont(None, 30)
endfont = pygame.font.SysFont(None, 100)
text = font.render('Points: ' + str(total) + '/15', True, black)
playground.blit(text, (0,0))
timer = font.render('Time remaining: ' + str(time), True, black)
playground.blit(timer, (0, 40))
end = endfont.render("GAME OVER." + str(total) + " POINTS EARNED", True, black)
This is where I blitted things onscreen and potentially screwed up:
playground.blit(catch.image_bowl, (catch.x, catch.y))
playground.blit(candyInstance.image_Candy, (candyInstance.x, candyInstance.y))
playground.blit(coalInstance.image_Coal, (coalInstance.x, coalInstance.y))
for event in pygame.event.get():
if event.type == pygame.QUIT:
Game_Over = True
if event.type == TICKTOCK+1:
time -=1
#ends game when time is over
if time < 0:
playground.blit(end, (300, 400))
#moving sootsprite with mouse
if event.type == MOUSEMOTION:
(catch.x, catch.y) = pygame.mouse.get_pos()
#making candy fall
for candyInstance in bowl:
if candyInstance.x <= 0:
candyInstance.x += 0
elif candyInstance.x >= 0 :
candyInstance.x -=0
if candyInstance.y <= (SCREEN_HEIGHT+150):
candyInstance.y += 20
elif candyInstance.y > (SCREEN_HEIGHT + 150) :
candyInstance.y = -100
this is where I'm removing things and adding new ones and might've messed up:
#removing candy when collected
for candyInstance in bowl:
if candyInstance.collide(catch):
bowl.remove(candyInstance)
total += 1
candyInstance = Candy()
bowl.append(candyInstance)
#making coal fall
for coalInstance in rocks:
if coalInstance.x <= 0:
coalInstance.x += 0
elif coalInstance.x >= 0 :
coalInstance.x -=0
if coalInstance.y <= (SCREEN_HEIGHT + 200):
coalInstance.y += 20
elif coalInstance.y > (SCREEN_HEIGHT + 200) :
coalInstance.y = -100
this is also a place where I removed objects and added new ones:
#removing coal when collected
for coalInstance in rocks:
if coalInstance.collide(catch):
rocks.remove(coalInstance)
total -= 1
coalInstance = Coal()
rocks.append(coalInstance)
pygame.display.flip()
playground.fill(cyan)
clock.tick (fps)
pygame.quit()
You blit only one candy. Use for loop to blit all candies.
for candyInstance in bowl:
playground.blit(candyInstance.image_Candy, (candyInstance.x, candyInstance.y))
You have the same problem with rocks
for coalInstance in rocks:
playground.blit(coalInstance.image_Coal, (coalInstance.x, coalInstance.y))

Strange things with tkinter's canvas.after()

Ive been having some issues where if the shot is fired multiple times before it leaves the canvas it will speed up each time it is redrawn until its faster than the canvas can update it. Ive attributed the problem to the canvas.after command because if I impliment this as a while loop using the time.sleep command it works fine (unfortunately I can use the implementation of the code because it works as two separate loops)
#imports
from tkinter import *
#The Game
class Game:
def __init__(self):
#creating the static canvas background
self.window = Tk()
self.window.title('Shoot your friends')
self.canvas = Canvas(width= 900,
height= 900,
cursor= 'circle')
self.canvas.pack()
self.canvas.create_line(450, 900,
450, 0,
dash = (10))
self.p1_ship = PhotoImage(file = "red_ship.gif")
self.p2_ship = PhotoImage(file = "blue_ship.gif")
self.p1_laser = PhotoImage(file = "red_laser.gif")
self.p2_laser = PhotoImage(file = "blue_laser.gif")
#Buttons at the bottom
self.frame = Frame(self.window)
self.frame.pack()
#Determining the state of edge teleporting and toggling it
self.etb = True
def et():
if self.etb == True:
self.etb = False
Et["text"] = "Turn On Edge Teleporting"
else:
self.etb = True
Et["text"] = "Turn Off Edge Teleporting"
print ("Edge Telepoting Toggled")
Et = Button(self.frame, text="Turn Off Edge Teleporting", command = et, cursor= 'double_arrow')
Et.grid(row=0,column=0)
self.Rfb = False
def rf():
if self.Rfb == True:
self.Rfb = False
Rf["text"] = "Turn On Rapid Fire "
else:
self.Rfb = True
Rf["text"] = "Turn Off Rapid Fire"
print ("Rapid Fire Toggled")
Rf = Button(self.frame, text="Turn On Rapid Fire", command = rf, cursor= 'cross')
Rf.grid(row=0,column=1)
def restart():
print ('restart')
restart_b = Button(self.frame, text="Restart Game", command = restart, fg='Blue', bg= 'red', cursor='exchange' )
restart_b.grid(row=0,column=2)
self.y_p1 = 400
self.y_p2 = 400
self.ship_p1 = self.canvas.create_image(40, 450, image=self.p1_ship)
self.ship_p2 = self.canvas.create_image(860, 450, image=self.p2_ship)
self.canvas.move(self.ship_p1,0,0)
self.canvas.move(self.ship_p2,0,0)
# Functions that handle movement of the ships taking into account multiple variables
#For example If edge teleporting is ON the ship will teleport to the top of the screen if it is at the bottom and the down key is pressed and vice versa
#My implementation of this may not be the most efficient but I like the options it gives me for adding future features and it looks cool.
def p1_up(event):
if self.etb == True and self.y_p1 >= 100:
self.canvas.move(self.ship_p1,0,-100)
self.y_p1 += -100
elif self.etb == True:
self.canvas.move(self.ship_p1,0,+800)
self.y_p1 += +800
elif self.y_p1 >= 100:
self.canvas.move(self.ship_p1,0,-100)
self.y_p1 += -100
def p1_down(event):
if self.etb == True and self.y_p1 <= 799:
self.canvas.move(self.ship_p1,0,+100)
self.y_p1 += 100
elif self.etb == True:
self.canvas.move(self.ship_p1,0,-800)
self.y_p1 += -800
elif self.y_p1 <= 799:
self.canvas.move(self.ship_p1,0,+100)
self.y_p1 += 100
def p2_up(event):
if self.etb == True and self.y_p2 >= 100:
self.canvas.move(self.ship_p2,0,-100)
self.y_p2 += -100
elif self.etb == True:
self.canvas.move(self.ship_p2,0,+800)
self.y_p2 += +800
elif self.y_p2 >= 100:
self.canvas.move(self.ship_p2,0,-100)
self.y_p2 += -100
def p2_down(event):
if self.etb == True and self.y_p2 <= 799:
self.canvas.move(self.ship_p2,0,+100)
self.y_p2 += 100
elif self.etb == True:
self.canvas.move(self.ship_p2,0,-800)
self.y_p2 += -800
elif self.y_p2 <= 799:
self.canvas.move(self.ship_p2,0,+100)
self.y_p2 += 100
# Functions for shooting
self.p1_shot_out = False
self.p2_shot_out = False
def p1_shoot(event):
if self.p1_shot_out == True:
self.canvas.delete(self.laser_p1)
#draws the laser
self.laser_p1 = self.canvas.create_image(50, self.y_p1 +50, image=self.p1_laser)
self.x_p1_laser = 50
self.p1_shot_out = True
self.window.after(1, p1_shoot_move)
def p1_shoot_move():
#moves the laser until its outside the canvas
if self.x_p1_laser >= 930:
pass
else:
self.canvas.move(self.laser_p1,5,0)
self.x_p1_laser += 5
self.canvas.update()
self.window.after(3, p1_shoot_move)
def p2_shoot(event):
if self.p2_shot_out == True:
self.canvas.delete(self.laser_p2)
#draws the laser
self.laser_p2 = self.canvas.create_image(750, self.y_p2 +50, image=self.p2_laser)
self.x_p2_laser = 750
self.p2_shot_out = True
self.window.after(4, p2_shoot_move)
def p2_shoot_move():
#moves the laser until its outside the canvas
if self.x_p2_laser <= -110:
pass
else:
self.canvas.move(self.laser_p2,-5,0)
self.x_p2_laser += -5
self.canvas.update()
self.window.after(4, p2_shoot_move)
# Key bindings that trigger their respective functions
self.canvas.bind('w', p1_up)
self.canvas.bind('s', p1_down)
self.canvas.bind('<Up>', p2_up)
self.canvas.bind('<Down>', p2_down)
self.canvas.bind('<space>', p1_shoot)
self.canvas.bind('<Control_R>', p2_shoot)
self.canvas.focus_set()
# this mainloop thing is some sort of witchcraft! OH MY!!!
self.window.mainloop()
Game()
The problem is that each time you "shoot", you call after. If you "shoot" five times in rapid succession, you'll have 5 "moves" queued up. Each adds 5 to the x location, and they all will run just a few ms apart, so the laser will appear to be moving very fast. The five will run in rapid succession, then 3ms later they will run in rapid succession again, and so on.
What you need to do is keep a reference to the thing you schedule with after, and cancel it before starting a new shot. That, or keep an independent record of the x/y coordinate for each shot if you want more than one shot being active at a time.
For example:
def p1_shoot(event):
....
# cancel any previous shot
if self.p1_job is not None:
self.window.after_cancel(self.p1_job)
self.p1_job = self.window.after(1, p1_shoot_move)
Of course, you need to set self.p1_job every time you call after, and you need to initialize it to None at the start, and when the bullet is destroyed.

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