I am new to pygame, and I was expecting the display be cyan and the rectangle to be drawn. The window appears but not in cyan and without the rectangle?
I believe it has something to do with the order or spacing.
Everything was working before I added the rect.
import pygame
import sys
from pygame.locals import *
pygame.init()
cyan = (0,255,255)
soft_pink = (255,192,203)
screen_width = 800
screen_height = 600
gameDisplay = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('''example''')
pygame.draw.rect(gameDisplay,soft_pink,(389,200),(300,70),4)
gameDisplay.fill(cyan)
gameExit = True
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
You should be very careful with your formatting for Python code. Testing your code and fixing up the formatting for the while loop reveals the problem:
C:\src\python\pygame1>python buggy.py
Traceback (most recent call last):
File "buggy.py", line 16, in <module>
pygame.draw.rect(gameDisplay,soft_pink,(389,200),(300,70),4)
TypeError: function takes at most 4 arguments (5 given)
If you just replace the pygame.draw.rect call with the correct number of parameters it shows a cyan window. I tested the following replacement line:
pygame.draw.rect(gameDisplay,soft_pink,(389,200,300,70))
When initializing a pygame screen, a surface is returned which you can fill and should fill continuously in your while loop. I suggest you use a surface object for the rectangle as well. Just change your code like so:
import pygame
import sys
from pygame.locals import *
pygame.init()
cyan = (0,255,255)
soft_pink = (255,192,203)
screen_width = 800
screen_height = 600
gameDisplay = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Example') # shouldn't use triple quotes
gameExit = True
surf = pygame.Surface((200, 75)) # takes tuple of width and height
rect = surf.get_rect()
rect.center = (400, 300)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
gameDisplay.fill(cyan) # continuously paint screen cyan
surf.fill(soft_pink) # continuously paint rectangle
gameDisplay.blit(surf, rect) # position rectangle at position
Remember continuous rendering is the underlying secret to game development, and objects are painted in the order you specify. So in this case you'd actually see the rectangle because it's painted after the screen is.
Related
Python doesn't respond when I play it. No syntax error appears either. Not sure what is wrong. I tried running another game I made which worked fine so I don't think it's my computer.
error message
This is my code:
import pygame
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Draft")
icon = pygame.image.load("doctor.png")
pygame.display.set_icon(icon)
white = (255,255,255)
black = (0,0,0) red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
def draw_ground():
groundx = 20
groundy = 30
Ground = pygame.Rect(groundx,groundy,width = 800,height = 20)
pygame.draw.rect(screen,green,Ground)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
draw_ground()
It isn't complete yet, I'm trying to test it first before moving ahead.
There is a typo in your code:
black = (0,0,0) red = (255,0,0)
It has to be
black = (0,0,0)
red = (255,0,0)
However, there is more.
pygame.Rect does not accept keyword arguments:
Ground = pygame.Rect(groundx,groundy,width = 800,height = 20)
Ground = pygame.Rect(groundx,groundy,800,20)
You have to update the display by calling either pygame.display.update() or pygame.display.flip():
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# clear dispaly
screen.fill(0)
# draw objects
draw_ground()
# update dispaly
pygame.display.flip()
The typical PyGame application loop has to:
limit the frames per second to limit CPU usage with pygame.time.Clock.tick
handle the events by calling either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by calling either pygame.display.update() or pygame.display.flip()
I am new to Pygame and I wish to fill only certain parts of my screen, for example the half. Currently I am only able to fill the complete screen. Can someone help?
import pygame
color= (255, 0, 0)
screen = pygame.display.set_mode((740, 780))
screen.fill(color)
The 2nd parameter of .fill() is a rectangle, which defines the area to be filled.
The width and height of a pygame.Surface object can be get by .get_width() respectively .get_height():
e.g.
screen.fill(color, (0, 0, screen.get_width()// 2, screen.get_height()))
import pygame
size = w,h = 300, 400
scr = pygame.display.set_mode((w,h))
pygame.display.set_caption("Hello")
scr.fill((0,255,0), rect=(0,0,w,h/2))
pygame.display.flip()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False
One way to have partial fill may include "drawing" a shape (i.e. rectangle) on half of the screen.
import sys
import pygame
def half_screen():
#Initialize game and create screen object.
pygame.init()
color= (255, 0, 0)
screen = pygame.display.set_mode((200, 400))
#Draw rectangle to fill the left half of the screen.
left_half = pygame.draw.rect(screen, color,(0,0, 100, 400))
#Start loop for game- keeps screen open until you decide to quit.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
#Make the current screen visible.
pygame.display.flip()
half_screen()
You can find more information on the draw module - pygame.draw - by going to https://www.pygame.org/docs/ref/draw.html
I have a bug in the program I am writing where I first call:
pygame.display.update()
Then I call:
pygame.time.wait(5000)
I want the program to update the display and then wait for a set period of time before continuing. However for some reason the display only updates after the waiting time, not before.
I have attached some example code to demonstrate what is happening:
import pygame
pygame.init()
white = (255,255,255)
black = (0,0,0)
green = (0,255,0)
screenSize = screenWidth, screenHeight = 200, 200
screen = pygame.display.set_mode(screenSize)
screen.fill(white)
pygame.draw.rect(screen, black,((50,50),(50,50)))
pygame.display.update()
pygame.time.wait(5000)
pygame.quit()
raise SystemExit
This should create a white window with black box, then wait 5 seconds and then quit.
However what it actually does is make a window, wait 5 seconds, then for a split second the box will appear, then it immediately quits.
Does anyone know how to fix this problem?
Your window's content will only be drawn if your window manager tells your window to actually paint something. So if your code works depends on your window manager.
What you should do to make it work is to let pygame process all events, and you do it usually by calling pygame.event.get().
Also, you should avoid calling blocking functions like pygame.time.wait(), since while they block, you can't handle events or let pygame process system events. That means pygame won't repaint the window, and you can't close the window.
Consider changing your code to this:
import pygame
pygame.init()
white = (255,255,255)
black = (0,0,0)
green = (0,255,0)
screenSize = screenWidth, screenHeight = 200, 200
screen = pygame.display.set_mode(screenSize)
screen.fill(white)
pygame.draw.rect(screen, black,((50,50),(50,50)))
run = True
clock = pygame.time.Clock()
dt = 0
while run:
dt += clock.tick()
for e in pygame.event.get():
if e.type == pygame.QUIT:
run = False
if dt >= 5000:
run = False
pygame.display.update()
So I decided to start making a game and I was testing it a bit and then I got this error:
Traceback (most recent call last):
File "TheAviGame.py", line 15, in <module>
font = pygame.font.Font(None,25)
pygame.error: font not initialized
I have no idea what I have done wrong so far...
Code:
#!/usr/bin/python
import pygame
blue = (25,25,112)
black = (0,0,0)
red = (255,0,0)
white = (255,255,255)
groundcolor = (139,69,19)
gameDisplay = pygame.display.set_mode((1336,768))
pygame.display.set_caption("TheAviGame")
direction = 'none'
clock = pygame.time.Clock()
img = pygame.image.load('player.bmp')
imgx = 1000
imgy = 100
font = pygame.font.Font(None,25)
def mts(text, textcolor, x, y):
text = font.render(text, True, textcolor)
gamedisplay.blit(text, [x,y])
def gameloop():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.pygame == pygame.KEYDOWN:
if event.key == pygame.RIGHT:
imgx += 10
gameDisplay.fill(blue)
pygame.display.update()
clock.tick(15)
gameloop()
You never initialized pygame and pygame.font after importing:
# imports
pygame.init() # now use display and fonts
In order to use some pygame modules, either pygame or that specific module has to be initialised before you start using them - this is what the error message is telling you.
To initialize pygame:
import pygame
...
pygame.init()
To initialize a specific library (eg font):
import pygame
...
pygame.font.init()
In most cases, you will want to initialise all of pygame, so use the first version. In general, I would place this at the top of my code, just after importing pygame
You put None in the font:
font = pygame.font.Font(None, 25)
You can’t do that.
You have to put a type of font there.
And you should call pygame.init().
When i make a pygame game and hover over it, the cursor turns into the loading thing, that means I can't resize the window, or if i were to make buttons i wouldn't be able to use them... Help? Here's my code.
import pygame
import random
import time
import os
from pygame.locals import *
red = (255,0,0)
white = (255,255,255)
black = (0,0,0)
green = (0,255,0)
blue = (0,0,255)
pygame.init()
background_colour = (white)
(width, height) = (800, 600)
screen = pygame.display.set_mode((width, height), pygame.RESIZABLE)
screen.fill(background_colour)
while True:
pygame.draw.circle(screen,
(random.randint(0,255),
random.randint(0,255),random.randint(0,255)),
(random.randint(0,800),random.randint(0,600)), 20)
pygame.display.flip()
So yeah, it always happens with pygame.
Add this in top of your while.
This for runs throught events and if
event.type == pygame.QUIT
This means that you presed cross for closing the window and window will be closed. You can catch all pygame events like this.
while True: #your wile
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
#your code