pygame window takes forever to start - python

So I'm following the alien invasion project from python crash course, at the beginning the book teaches how to open a simple window with a specific background color. I literally copy-pasted the code from the book and it still does not work.
import pygame
import sys
from settings import Settings
def run_game():
# Initialize game and create a screen object.
pygame.init()
# Init settings
my_settings = Settings()
screen = pygame.display.set_mode((my_settings.screen_widht, my_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# Start the main loop for the game.
while True:
# Watch for keyboard and mouse events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# Redraw the screen during each pass through the loop.
screen.fill(my_settings.bg_color)
# Make the most recently drawn screen visible.
pygame.display.flip()
run_game()
EDIT: To clarify, I'm not saying the code doesn't work, it works without errors but takes a minute to open... it's something with my system, but I don't know what it is, that's why I'm asking
Edit2: I realized that if I remove pygame.init() the window opens instantly, not sure what it means

pygame.init() initializes all pygame modules. This may take some time on some systems. If you don't need all pygame modules, just leave it out. For the display and event handling it is not necessary to call pygame.init() at all. If you need other modules, you can itialize them separately (e.g. pygame.font.init(), pygame.mixer.init()).
See pygame.init()
Initialize all imported pygame modules. No exceptions will be raised if a module fails, but the total number if successful and failed inits will be returned as a tuple. You can always initialize individual modules manually, but pygame.init()initialize all imported pygame modules is a convenient way to get everything started. The init() functions for individual modules will raise exceptions when they fail.
You may want to initialize the different modules separately to speed up your program or to not use modules your game does not require.

Related

when adding music in line 13 it comes up with the error "pygame.error: Failed loading libvorbisfile-3.dll: The specified module could not be found" [duplicate]

I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
The reason I told the program to sleep is because I wanted a way to keep it running without typing lots of code. I had the same problem and the sound didn't play because the program closed immediately after trying to play the music.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
If you want to play a single wav file, you have to initialize the module and create a pygame.mixer.Sound() object from the file. Invoke play() to start playing the file. Finally, you have to wait for the file to play.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
Alternatively you can use pygame.mixer.get_busy to test if a sound is being mixed. Query the status of the mixer continuously in a loop.
In the loop, you need to delay the time by either pygame.time.delay or pygame.time.Clock.tick. In addition, you need to handle the events in the application loop. See pygame.event.get() respectively pygame.event.pump():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
Many of the posts are running all of this at toplevel, which is why the sound may seem to close. The final method will return while the sound is playing, which closes the program/terminal/process (depending on how called).
What you will eventually want is a probably a class that can call either single time playback or a looping function (both will be called, and will play over each other) for background music and single sound effects.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
this code covers the init for ONLY mixer (you need to figure our your root context and where the individual calls should be made for playback, at least 1 level inside root context to be able to rely on the main event loop preventing premature exit of sound files, YOU SHOULD NOT NEED TIME.SLEEP() AT ALL (very anti-pattern here).... ALSO whatever context calls the looping forever bg_music, it will probably be some 'level' or 'scene' or similar in your game/app context, when passing from one 'scene' to the next you will probably want to immediately replace the bg_music with the file for next 'scene', and if you need the fine-grained control stopping the sound_effect objects that are set to play once (or N times)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.

TypeError: Source object must be a surface [duplicate]

I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything.
This is the code:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
I also tried using channels but the result is the same
For me (on Windows 7, Python 2.7, PyGame 1.9) I actually have to remove the pygame.init() call to make it work or if the pygame.init() stays to create at least a screen in pygame.
My example:
import time, sys
from pygame import mixer
# pygame.init()
mixer.init()
sound = mixer.Sound(sys.argv[1])
sound.play()
time.sleep(5)
sounda.play() returns an object which is necessary for playing the sound. With it you can also find out if the sound is still playing:
channela = sounda.play()
while channela.get_busy():
pygame.time.delay(100)
I had no sound from playing mixer.Sound, but it started to work after i created the window, this is a minimal example, just change your filename, run and press UP key to play:
WAVFILE = 'tom14.wav'
import pygame
from pygame import *
import sys
mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=4096)
pygame.init()
print pygame.mixer.get_init()
screen=pygame.display.set_mode((400,400),0,32)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key==K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key==K_UP:
s = pygame.mixer.Sound(WAVFILE)
ch = s.play()
while ch.get_busy():
pygame.time.delay(100)
pygame.display.update()
What you need to do is something like this:
import pygame
import time
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("desert_rustle.wav")
sounda.play()
time.sleep (20)
The reason I told the program to sleep is because I wanted a way to keep it running without typing lots of code. I had the same problem and the sound didn't play because the program closed immediately after trying to play the music.
In case you want the program to actually do something just type all the necessary code but make sure it will last long enough for the sound to fully play.
import pygame, time
pygame.mixer.init()
pygame.init()
sounda= pygame.mixer.Sound("beep.wav")
sounda.play()
pygame.init() goes after mixer.init(). It worked for me.
I had the same problem under windows 7. In my case I wasn't running the code as Administrator. Don't ask me why, but opening a command line as administrator fixed it for me.
I think what you need is pygame.mixer.music:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
You missed to wait for the sound to finish. Your application will start playing the sound but will exit immediately.
If you want to play a single wav file, you have to initialize the module and create a pygame.mixer.Sound() object from the file. Invoke play() to start playing the file. Finally, you have to wait for the file to play.
Use get_length() to get the length of the sound in seconds and wait for the sound to finish:
(The argument to pygame.time.wait() is in milliseconds)
import pygame
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
pygame.time.wait(int(sounda.get_length() * 1000))
Alternatively you can use pygame.mixer.get_busy to test if a sound is being mixed. Query the status of the mixer continuously in a loop.
In the loop, you need to delay the time by either pygame.time.delay or pygame.time.Clock.tick. In addition, you need to handle the events in the application loop. See pygame.event.get() respectively pygame.event.pump():
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.
import pygame
pygame.init()
pygame.mixer.init()
sounda = pygame.mixer.Sound('desert_rustle.wav')
sounda.play()
while pygame.mixer.get_busy():
pygame.time.delay(10)
pygame.event.poll()
Your code plays desert_rustle.wav quite fine on my machine (Mac OSX 10.5, Python 2.6.4, pygame 1.9.1). What OS and Python and pygame releases are you using? Can you hear the .wav OK by other means (e.g. open on a Mac's terminal or start on a Windows console followed by the filename/path to the .wav file) to guarante the file is not damaged? It's hard to debug your specific problem (which is not with the code you give) without being able to reproduce it and without having all of these crucial details.
Just try to re-save your wav file to make sure its frequency info. Or you can record a sound to make sure its frequency,bits,size and channels.(I use this method to solve this problem)
I've had something like this happen. Maybe you have the same problem? Try using an absolute path:
import pygame
pygame.init()
pygame.mixer.init()
sounda= pygame.mixer.Sound("/absolute_path/desert_rustle.wav")
sounda.play()
Where abslute_path is obviously replaced with your actual absolute path ;)
good luck.
import pygame
pygame.init()
sound = pygame.mixer.Sound("desert_rustle.wav")
pygame.mixer.Sound.play(sound)
This will work on python 3
5 years late answer but I hope I can help someone.. :-)
Firstly, you dont need the "pygame.init()"-line.
Secondly, make a loop and play the sound inside that, or else pygame.mixer will start, and stop playing again immediately.
I got this code to work fine on my Raspberry pi with Raspbian OS.
Note that I used a while-loop that continues to loop the sound forver.
import pygame.mixer
pygame.mixer.init()
sounda = pygame.mixer.Sound("desert_rustle.wav")
while True:
sounda.play()
Just try:
import pygame.mixer
from time import sleep
pygame.mixer.init()
pygame.mixer.music.load(open("\windows\media\chimes.wav","rb"))
print ""
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
sleep(1)
print "done"
This should work. You just need to add print ""and the sound will have
had time to load its self.
Many of the posts are running all of this at toplevel, which is why the sound may seem to close. The final method will return while the sound is playing, which closes the program/terminal/process (depending on how called).
What you will eventually want is a probably a class that can call either single time playback or a looping function (both will be called, and will play over each other) for background music and single sound effects.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
this code covers the init for ONLY mixer (you need to figure our your root context and where the individual calls should be made for playback, at least 1 level inside root context to be able to rely on the main event loop preventing premature exit of sound files, YOU SHOULD NOT NEED TIME.SLEEP() AT ALL (very anti-pattern here).... ALSO whatever context calls the looping forever bg_music, it will probably be some 'level' or 'scene' or similar in your game/app context, when passing from one 'scene' to the next you will probably want to immediately replace the bg_music with the file for next 'scene', and if you need the fine-grained control stopping the sound_effect objects that are set to play once (or N times)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)
do this:
import pygame
pygame.mixer.init()
pygame.mixer.music.load("desert_rustle.wav")
pygame.mixer.music.play(0)
I think that your problem is that the file is a WAV file.
It worked for me with an MP3. This will probably work on python 3.6.

I don't know what I am doing wrong. Code for opening a pygame window

import pygame
import sys
from pygame.locals import *
DISPLAY_SURF = pygame.display.set_mode((640,480))
#Sets the resolution to 640 pixels by 720 pixels
class Game:
def __init__(self):
pygame.init()
self.FPS = 60
self.fps_clock = pygame.time.Clock()
self.surface = pygame.display.set_mode((640, 480))
pygame.display.set_caption("The Hunt")
img = pygame.image.load("Graphics/background.png")
self.surface.blit(img)
#This class sets the basic attributes for the window.
#The clock is set to 60 and the name of the window
#is set to The Hunt which is a working title for my project
def run(self):
while True:
pygame.display.update()
self.fps_clock.tick(self.FPS)
self.process_game()
#This updates the window display to refresh every clock tick
def process_game(self):
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
game = Game()
#This creates an instance of the class Game which gives all the attributes
# and behaviours to this instance
game.run()
#Calling this function generates a window with the attributes defined.
I need some help. I have already checked if it is in the same folder, the file is definitely a png and I spelt all the folder names and the destination correctly. I'm open to any suggestions
I'm going to answer this question despite that it is not really a good one for Stack Overflow. On this site, you'll have to be more specific and detailed, because no one intends to read through a huge lot of code for you. I did however pickup some things that I think can be fixed ( some of these are opinion based, something that your question should never force an answer to have), but... here it is anyway:
For starters, when you construct a class, you use parenthesis after the class name, even if it's not going to inherit anything form another class. So change the line where you construct the Game class to this:
class Game():
Second thing about this code is that if your going to create the pygame window surface inside the Game() class, I don't understand why you're creating another window at the beginning of your code. If there is a reason for this please explain it in a comment in your code.
The last thing is more opinion-based . I don't know how many people create Pygame GUI applications like this, but it would be simpler to not use classes so you could understand the code better. When I create a Pygame GUI, I define the window, then the sprites, then I run the main game loop in a While Loop. Here is how I would normally structure your program:
#import pygame
import pygame, sys
from pygame.locals import *
#Initialize pygame and define colours
pygame.init()
white = 255,255,255
#Sets the resolution to 640 pixels by 720 pixels and caption for pygame window
DISPLAY_SURF = pygame.display.set_mode((640,480))
pygame.display.set_caption("The Hunt!")
#Create a clock object
clock = pygame.time.Clock()
FPS = 60
#Define a variable to refer to image
image = pygame.image.load("download.jpg")
#Start main loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
DISPLAY_SURF.fill(white)
DISPLAY_SURF.blit(image,(0,0))
pygame.display.update()
I do use classes when creating a sprite, so I can create several instances of it, as well as keep functions I want to perform on the sprite all in one place. Doing this for the WHOLE program does work, and I suppose it's more "pythonic" (since python is object-oriented) but is still unnecessary for something like this. Here is a reference that teaches pygame in a similar way to how I code it, which I personally find to be an excellent tutorial.
Many people also put this code in a main() function and then run it, which is also a wildly used and accepted practice.

How to move from one screen to another, with any input from the user, in pygame? [duplicate]

I'm making a little game and I want to make another window separately from my main one.
I have the the main game in a main window, and I want to open a new window and do a little animation when the user does something.
In my example code below, when the user presses "a" I want it to open a new window and blit to there.
Here I set up the two windows: (I know this doesnt work, its what I'm asking how to do)
SCREEN_X = 400
SCREEN_Y = 400
BSCREEN_X = 240
BSCREEN_Y = 160
BATTLE_SCENE = pygame.display.set_mode((BSCREEN_X, BSCREEN_Y))
SCREEN = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
and then the program:
def run_ani ():
#Do animation, blitting to BATTLE_SCENE
return
def main_game():
ending=False
while ending==False:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT: ending=True
if event.type == KEYDOWN: # key down or up?
if event.key == K_ESCAPE:
ending=True # Time to leave
print("Stopped Early by user")
elif event.key == K_a:
run_ani()
#Normal screen motion, blitting to SCREEN
if ending: pygame.quit()
return
So far what this does is draws the main screen, then when A is pressed, it stops drawing the main screen animations, but still draws the other animations on the main screen and draws in the top left corner.
I'm pretty sure it does this because I am setting BATTLE_SCENE to be smaller than the main screen, thus when blitting to BATTLE_SCENE it blits to the area I created (240x160) in the top corner of the main screen.
However I want BATTLE_SCENE to be a seperate window, so that when I press 'a' it will pop up, do its thing, then close or at least go behind the main screen.
How to do this? Is it even possible?
Do you really need multiple windows? I mean, do you really need them?
If yes, then you should probably use pyglet/cocos2d instead.
To have multiple windows in pygame, you need multiple processes (one for each window). While this is doable, it's not worth the efford. You'll need IPC to exchange data between the windows, and I guess your code will become error-prone and ugly.
Go with pyglet when you need more than one window.
The better solution is probably to divide your game into scenes. Create multiple scenes so that each one represent one stage of the game, something like MenuScene, MainScene, BattleScene, GameOverScene, OptionScene etc.
Then let each of those scenes handle input/drawing of that very part of the game.
MenuScene handles drawing and input etc. of the game's menu
MainScene handles drawing and input etc. of the running game
BattleScene handles drawing and input etc. of whatever you do in run_ani
In your mainloop, just pass control over to the current scene by implementing the methods draw(), handle_event(), and update().
Some example code to get the idea:
scenes = {'Main': MainScene(),
'Battle': BattleScene()} #etc
scene = scenes['Main']
class MainScene():
...
def handle_event(self, event):
if event.type == KEYUP:
if event.key == K_a:
scene = scenes['Battle']
...
class BattleScene():
...
def draw(self):
# draw your animation
def update(self):
# if animation is over:
scene = scenes['Main']
...
def main_game():
ending=False
While Not ending:
clock.tick(30)
for event in pygame.event.get():
scene.handle_event(event)
scene.update()
scene.draw()
This is an easy way to cleanly seperate the game logic and allow context switching.
======================================Edit=========================================
Actually it won't work. Apperantly pygame only supports one display screen, and when you initialize another, it will close the first. You will stay with two varibles, which in fact are the same surface. You can have instead the game increasing the window size and playing the battle scene on the side of it, to do this, you can call the pygame.display.set_mode() again with different values. The varible which references the display screen will still be usable, as it change its reference to the new one. After the scene is over you can decrease the window back the same way.
==================================================================================
What basically happens is you run a loop, and each iteration of it is rendering and displaying a new frame.
When you call a function inside a loop, it doesn't continue to run until you finish running the function.
One way to solve this problen is just keep calling the function that updates the battle scene in the main loop.
Another way is by using threading. Threading is basically running multiple scripts ("Threads") in the same time.
Luckily, python already implemented this for us with the threading module.
It's too long for me to explain the module here, but you can learn it here. It might be a little complex if you haven't use threads before, but after some time it will be easier.
And If you want to learn more about threading you can go here.
Specificly here, you can have two threads, one for each loop/window, and run them in the same time.
Hope I helped you!
Yes, that is possible. SDL2 is able to open multiple windows. In the example folder you can take a look at "video.py".
https://github.com/pygame/pygame/blob/main/examples/video.py
"This example requires pygame 2 and SDL2. _sdl2 is experimental and will change."

When is pygame.init() needed?

I am studying pygame and in the vast majority of tutorials it is said that one should run pygame.init() before doing anything. I was doing one particular tutorial and typing out the code as one does and noticed that in example after example there is no pygame.init() and no other explicit initialisation of any modules.
For instance, the following works (for me, at least) without any issues:
import pygame
screen = pygame.display.set_mode((600, 400))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise SystemExit
Just wondering how to find out exactly what is initialised when pygame.init() is run and what is initialised when pygame.init() is not run.
This will attempt to initialize all the pygame modules for you. Not
all pygame modules need to be initialized, but this will automatically
initialize the ones that do.
http://www.pygame.org/docs/tut/ImportInit.html
I don't know what modules must be initialized, but it looks like display and event aren't in that category. I just recommend you to do it, because maybe some modules can work without being initialized but won't work the same way or they'll miss something important.
You can check the number of modules by:
numpass, numfail = pygame.init()
pygame.init() will initialize for example the joystick, font or mixer modules.
The scrap module will require a separate init.
And the midi module will need a separate init and import.
pygame.init()
print(pygame.font.get_init()) # True
print(pygame.joystick.get_init()) # True
print(pygame.scrap.get_init()) # False
print(pygame.midi.get_init()) # AttributeError
For midi:
import pygame.midi
pygame.midi.init()
print(pygame.midi.get_init()) # True
For scrap:
pygame.scrap.init()
print(pygame.scrap.get_init()) # True

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