I have been trying to make it where if i press space when the program has already been launched it will play my song.
It opens up, then i get the loading animation on my cursor(when cursor is over the program.).The programs crashed.
`import pygame, sys
from pygame.locals import *
bf = 'bg.jpg'
pygame.init()
screen = pygame.display.set_mode((800, 600))
background = pygame.image.load(bf) .convert()
screen.blit(background, (0,0))
pygame.display.update()
pygame.display.set_caption('Letters')
keys=pygame.key.get_pressed()
while True:
if keys[pygame.K_SPACE]:
pygame.mixer.music.load('ht.mp3')
pygame.mixer.music.play(loops=-1, start=0)
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
Please explain it me like I was a kid.(I am new in pygame.)
Your program is stuck here:
while True:
if keys[pygame.K_SPACE]:
pygame.mixer.music.load('ht.mp3')
pygame.mixer.music.play(loops=-1, start=0)
The loop never ends. Once you obtain the condition you needed, you should break the loop:
while True:
if keys[pygame.K_SPACE]:
pygame.mixer.music.load('ht.mp3')
pygame.mixer.music.play(loops=-1, start=0)
break
Or just remove the while loop altogether, you don't seem to need it:
if keys[pygame.K_SPACE]:
pygame.mixer.music.load('ht.mp3')
pygame.mixer.music.play(loops=-1, start=0)
Hope this helps!
You don't receive events because of pygame doesn't started. If you remove your while True loop then pygame will start and begin to receive events
Related
I have a strange behavior with when using pygame.
[...]
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
[...]
while running:
[...]
dt = (new_time - start_time).total_seconds()
keys = pygame.key.get_pressed()
if keys[pygame.K_DOWN]:
bot.brake(dt)
elif keys[pygame.K_UP]:
bot.accelerate(dt)
Sometimes, even if I am not pushing any key, it instantaneously starts to accelerate the bot. When I debug, I found that the key is pressed for pygames, even if I don't touch the keyboard. That happens even on a fresh start of the game.
Can you help me find the cause of this problem?
You may be able to use variables to manupulate and figure out what keys you're pressing. Though I like detecting Keypress in another function.
[...]
var MD,MU=False,False,False
[...]
def check():
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_DOWN:
MD=True
if event.key==pygame.K_UP:
MU=True
elif event.type==pygame.KEYUP:
elif event.key==pygame.K_UP:
MU=False
elif event.key==pygame.K_DOWN:
MD=False
Now you have to create a function to control you player.
def controlPlayer():
if MU:
#do what you want when up button is pressed
if MD:
#do what you want when down button is pressed
Then you implement both of these functions into the "While running" script
while running:
check()
controlPlayer()
Hi I am writing a simple chess program, unfortunately I have run in some unexpected problems, namely. After I added a list which keeps track of all the figures positions, I cannot close the window using the method which I till now used. which was:
for event in pygame.event.get():
# print(event)
# Checking if the user clicks the red quit cross
if event.type == pygame.QUIT:
# run control the mainloop, wheather True or not
run = False
After adding the list, this stopped working, so I use now:
for event in pygame.event.get():
# print(event)
if event.type == pygame.QUIT:
pygame.display.quit()
pygame.quit()
I tried to add some exception handling:
try:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.display.quit()
except pygame.error():
print('Program closed')
However the except statement is not reached and an error is printed: (pygame.error: video system not initialized)
Can You please tell me how to handle this exception properly, or suggest a different way of braking the mainloop.
remove the () from the exception catching, namely:
except pygame.error instead of except pygame.error()
I acctually figured it out on my own, so just in case someone is looking for the anwser. The issue was that I was trying to call the redraw function after pygame.display.quit(). Thus after moving both the redraw call and the keys = pygame.key.get_pressed() [wich also utilises the module pygame] the program terminates without any error call. The code should look as follows:
while run:
pygame.time.delay(100)
window_redrawing()
# Gathering user keyboard input
keys = pygame.key.get_pressed()
# making sure the window can be closed
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.display.quit()
run = False
fig_pos.clear()
I am creating a chat system and want to insert a game made with Pygame. In the state_machine file of the chat system, I set a state of the client as S_GAMING. When the client type "game" in the S_LOGGEDIN state, the state will be changed into S_GAMING and when the game is over, the user can quit the game either by clicking the "x" button or by waiting for 3 seconds.
I have some trouble closing the game window without exiting the chat system.
when I used pygame.quit(), the window will froze.
When I tried pygame.quit() and sys.exit() or quit(), I exited the chat system as well.
This is a part of the game.py file:
run = True
gameOver = False
timer = 0
while run:
clock.tick(27)
#check events
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if not gameOver:
drawWindow()
for each in barriers:
if each.isHit:
gameOver = True
else:
if timer < 81:
win.blit(game_over,(0,0))
timer +=1
pygame.display.update()
else:
run = False
pygame.display.quit()
pygame.quit()
This is a part of the chat_state_machine file:
elif self.state == S_GAMING:
import game
self.state = S_LOGGEDIN
I know this is a specific question and I can provide more code if the above is not clear.
Hopefully, I can get an answer. I am all ears.
Here is a simple solution: Once you exit pygame the code should throw an exception, in that case you can switch run to False and start a new loop
import pygame
pygame.init()
screen = pygame.display.set_mode((600, 400))
clock = pygame.time.Clock()
run = True
while run:
try:
screen.fill((0,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
clock.tick(120)
pygame.display.update()
except:
run = False
while not run:
#Your other code here
pass
I'm making an game for ending my programming course and I sometimes have some longer scenes displayed and the loop ain't checking for if there is QUIT event and then stop everything and close the loop. So I thought multi-threading would help, but apparently it doesn't seem to get events, I have tried printing out - it gets events, but it simply aint getting QUIT event.
Here is the code:
from pygame import *
from threading import Thread
def closesearcher():
global running
while running:
for i in event.get():
if i.type == QUIT:
print ("QUIT event in closesearcher")
running = False
quit()
exit()
clock.tick(60)
def main():
init()
#True while game is running
global running
running = True
global window
window = display.set_mode([640, 480])
global clock
clock = time.Clock()
#Let's start closesearcher
searcherclose = Thread(target = closesearcher)
searcherclose.start()
scenegame = gamescene()
def gamescene():
#Render some scenery, wait for user to press button, etc in the following loop
while running:
for i in event.get():
if i.type == QUIT:
print ("QUIT event in game loop")
clock.tick(60)
if __name__ == "__main__":
main()
Any solutions that would be similiar to the structure of my current code?
Note: I use Python 3.2
How about actually exiting the loops with return instead of only printing that you got the quit event?
Currently, you only exit the loop in closesearcher but not in gamescene.
Also, I think event.get() will remove the event. So calling get in the other loop will not return anything. You need to set a global flag playerWantsToQuit and use that instead of the local running variables.
I'm running it through the livewires wrapper which is just training wheels for pygame and other python modules in general; but everytime I run it, it'll execute and when I try to exit, it will not respond and then crash.
Any input on how I could go about fixing this would be great. There isn't any input in my textbook and all google seems to yield are results to this problem using pygame itself.
Apparently pygame and Tkinter seem to conflict?
Thanks in advance!
Addendum - This is the code I was trying to run:
from livewires import games
screen_w = 640
screen_h = 480
my_screen = games.Screen (wid, heit)
my_screen.mainloop()
Similar question: Pygame screen freezes when I close it
There isn't any input in my textbook
and all google seems to yield are
results to this problem using pygame
itself.
Those results probably address the same problem you're having. This is the relevant part of the games.py file from livewires, and nowhere does it call pygame.quit():
def handle_events (self):
"""
If you override this method in a subclass of the Screen
class, you can specify how to handle different kinds of
events. However you must handle the quit condition!
"""
events = pygame.event.get ()
for event in events:
if event.type == QUIT:
self.quit ()
elif event.type == KEYDOWN:
self.keypress (event.key)
elif event.type == MOUSEBUTTONUP:
self.mouse_up (event.pos, event.button-1)
elif event.type == MOUSEBUTTONDOWN:
self.mouse_down (event.pos, event.button-1)
def quit (self):
"""
Calling this method will stop the main loop from running and
make the graphics window disappear.
"""
self._exit = 1
def mainloop (self, fps = 50):
"""
Run the pygame main loop. This will animate the objects on the
screen and call their tick methods every tick.
fps -- target frame rate
"""
self._exit = 0
while not self._exit:
self._wait_frame (fps)
for object in self._objects:
if not object._static:
object._erase ()
object._dirty = 1
# Take a copy of the _objects list as it may get changed in place.
for object in self._objects [:]:
if object._tickable: object._tick ()
self.tick ()
if Screen.got_statics:
for object in self._objects:
if not object._static:
for o in object.overlapping_objects ():
if o._static and not o._dirty:
o._erase ()
o._dirty = 1
for object in self._objects:
if object._dirty:
object._draw ()
object._dirty = 0
self._update_display()
self.handle_events()
# Throw away any pending events.
pygame.event.get()
The QUIT event just sets a flag which drops you out of the while loop in the mainloop function. I'm guessing that if you find this file in your Python directory and stick a pygame.quit() after the last line in mainloop, it will solve your problem.
I agree. you need to put the whole program (the part to be executed, not the definitions and such) into a while loop.The problem is that pygame is not told to close when exited in IDLE, but outside of IDLE the closure of the program overrides the need to close pygame.
here is the loop:
done = False
while done==False:
# ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
#Main program here
pygame.quit()