Name 'event' can be undefined but event is clearly defined - python

I am trying to make a game from a tutorial I found on Youtube and then I come across this error that I cannot fix. I keep getting the error message: Name 'event' can be undefined. Can somebody help me? Thanks!
Here is my full code:
import pygame
from sys import exit
def display_score():
current_time = int(pygame.time.get_ticks() / 1000) - start_time
score_surf = test_font.render(f'{current_time}', False, (64, 64, 64))
score_rect = score_surf.get_rect(center=(400, 50))
screen.blit(score_surf, score_rect)
pygame.init()
screen = pygame.display.set_mode((800, 400))
pygame.display.set_caption('Runner')
clock = pygame.time.Clock()
test_font = pygame.font.Font('Pixeltype.ttf', 50)
game_active = True
start_time = 0
sky_surf = pygame.image.load('Sky.png').convert()
ground_surf = pygame.image.load('ground.png').convert()
snail_surf = pygame.image.load('snail1.png').convert_alpha()
snail_rect = snail_surf.get_rect(bottomright=(600, 300))
player_surf = pygame.image.load('player_walk_1.png').convert_alpha()
player_rect = player_surf.get_rect(midbottom=(80, 300))
player_gravity = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_active:
if event.type == pygame.MOUSEBUTTONDOWN:
if player_rect.collidepoint(event.pos) and player_rect.bottom >= 300:
player_gravity = -20
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and player_rect.bottom >= 300:
player_gravity = -20
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
if game_active:
screen.blit(sky_surf, (0, 0))
screen.blit(ground_surf, (0, 300))
display_score()
snail_rect.x -= 4
if snail_rect.right <= 0: snail_rect.left = 800
screen.blit(player_surf, player_rect)
# Player
player_gravity += 1
player_rect.y += player_gravity
if player_rect.bottom >= 300: player_rect.bottom = 300
screen.blit(snail_surf, snail_rect)
# Collision
if snail_rect.colliderect(player_rect):
game_active = False
else:
screen.fill((94, 129, 162))
pygame.display.update()
clock.tick(60)
It's quite clear I have the variable 'event' defined in the while loop using the get function.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_active:
if event.type == pygame.MOUSEBUTTONDOWN:
if player_rect.collidepoint(event.pos) and player_rect.bottom >= 300:
player_gravity = -20
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and player_rect.bottom >= 300:
player_gravity = -20
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
This is the snippet of the code where the problem is:
Basically, what this else statement is supposed to do is to restart the game when clicked space bar. But it doesn't work because apparently the name event is not defined.
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
The weird thing is, is that I am only getting the error message specifically for this line of code and not any other code that has event.type in it. I believe it has something to do with this else statement and that's why it is not working. I deleted this else statement to see what would happen and the error message went away but it still won't work.
I tried reformatting the code, changing things around, indenting and unindenting, and etc. I tried re-pasting pygame.event.get(): into the else statement. Nothing worked.

Related

why is my image getting covered?

I started watching a youtube video series on learning pygame by sentdex.
I have been following all his steps and i got to the point where i had a car(the image) and it was on a white screen. But, when i put in the functions to be able to move the car. Next time i ran it I could not see my car. I noticed that I could see it for a split second when i closed the screen.I have tried searching this question every way that i could think of. It is probably a small stupid mistake on my part. Thank you in advance
import pygame
pygame.init()
display_width = 800
display_height = 600
black = (0,0,0)
white = (255,255,255)
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('A bit Racey')
clock = pygame.time.Clock()
carImg = pygame.image.load('racecar.png')
def car(x, y):
gameDisplay.blit(carImg,(x,y))
x = (display_width * 0.45)
y = (display_height * 0.6)
x_change = 0
crashed = False
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -5
if event.key == pygame.K_RIGHT:
x_change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
x += x_change
gameDisplay.fill(white)
car(x,y)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
Your indentation is messed up. Everything from for event in pygame.event.get(): to clock.tick(60) should be indented to show that it fits inside the while not crashed: loop. Also, crashed = True should be indented to show that it is inside the if event.type == pygame.QUIT: statement. In addition, the pygame.KEYDOWN and pygame.KEYUP comparisons should be inside your for event in pygame.event.get(): loop. Finally, you can improve speed by changing some of the ifs to elifs. This is the corrected version of the last section of your code:
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -5
elif event.key == pygame.K_RIGHT:
x_change = 5
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
x += x_change
gameDisplay.fill(white)
car(x, y)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()

Why wont this blit on my screen?

I know this is going to be (hopefully) an easy fix, but I cannot get the gameover screen to blit on my screen. I have thought through this for the past two hours, and none of my tweaks are working. Any help would be greatly appreciated!
This file contains the main file loop as while as sprite group
updates and general updates/renders for the program
import pygame, sys
import player
import random
import math
from constants import *
from bullet import *
from block import *
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Open")
clock = pygame.time.Clock()
def main():
moveX = 0
moveY = 0
sprite_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
main_player = player.Player()
sprite_list.add(main_player)
main_player.rect.x = 400
main_player.rect.y = 550
for i in range(1,10):
blocks = Block()
blocks.center_x = random.randrange(760)
blocks.center_y = random.randrange(400)
blocks.radius = random.randrange(10,200)
blocks.angle = random.random() * 4 * math.pi
blocks.speed = 0.04
block_list.add(blocks)
sprite_list.add(blocks)
font = pygame.font.Font(None, 36)
game_over = False
score = 0
level = 1
gameLoop = True
while gameLoop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
moveX = 5
if event.key == pygame.K_LEFT:
moveX = -5
if event.key == pygame.K_DOWN:
moveY = 5
if event.key == pygame.K_UP:
moveY = -5
if event.key == pygame.K_SPACE:
bullets = Bullet()
bullets.rect.x = main_player.rect.x + 16
bullets.rect.y = main_player.rect.y + 16
sprite_list.add(bullets)
bullet_list.add(bullets)
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT and moveX >= 0:
moveX = 0
if event.key == pygame.K_LEFT and moveX <= 0:
moveX = 0
if event.key == pygame.K_DOWN and moveY >= 0:
moveY = 0
if event.key == pygame.K_UP and moveY <= 0:
moveY = 0
for bullets in bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullets, block_list, True)
for block in block_hit_list:
score += 1
bullet_list.remove(bullets)
sprite_list.remove(bullets)
if bullets.rect.y < 0:
bullet_list.remove(bullets)
sprite_list.remove(bullets)
if pygame.sprite.spritecollide(main_player, block_list, True):
gameLoop = False
game_over = True
sprite_list.update()
screen.fill(BLACK)
sprite_list.draw(screen)
main_player.rect.x += moveX
main_player.rect.y += moveY
score_text = font.render("Score: "+str(score), True, WHITE)
screen.blit(score_text,[10,10])
level_text = font.render("Level: "+str(level), True, WHITE)
screen.blit(level_text,[115,10])
if game_over == True:
you_lose_text = font.render("YOU SUCK", True, RED)
screen.blit(you_lose_text, [300,300])
pygame.time.wait(1000)
break
clock.tick(60)
pygame.display.update()
pygame.quit()
if __name__ == "__main__":
main()
HERE IS MY ISSUE:
if game_over == True:
you_lose_text = font.render("YOU SUCK", True, RED)
screen.blit(you_lose_text, [300,300])
pygame.time.wait(1000)
break
I am getting no error, and the pygame.time.wait function is working correctly? Why is it just skipping over displaying the text?
Maybe it is not the best solution but your code doesn't need better.
blit draws in buffer. You have to use update before wait to send data from buffer to screen.
if game_over == True:
you_lose_text = font.render("YOU SUCK", True, RED)
screen.blit(you_lose_text, [300,300])
pygame.display.update() # send on screen
pygame.time.wait(1000)
break
clock.tick(60)
pygame.display.update()
pygame.quit()

pygame - Key pressed

I am kinda stuck with a supposed to be simple code to check if the user has pressed "w" or "s".
Below you can see my code:
import pygame
pygame.init()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_w:
print('Forward')
elif event.type == pygame.KEYDOWN and event.key == pygame.K_s:
print('Backward')
Am I forgetting something here?
Thanks!
A window needs to be created to receive key presses, the following works.
import pygame
import sys
pygame.init()
pygame.display.set_mode((100, 100))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
print('Forward')
elif event.key == pygame.K_s:
print('Backward')
This is what seems to me the most simple and understandable way to do it:
import pygame
pygame.init()
pygame.display.set_mode((300, 300))
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
print('Forward')
elif event.key == pygame.K_s:
print('Backward')
Instead of using the sys.exit() method I prefer to just use pygame.quit()
it is no good to ask the gamer to keep hitting w to get the response. If you want to read the "pressed" state. You could consider the followings:
from pygame import *
import time
flag = False # The flag is essential.
DONE = False
screen = display.set_mode((500,500)) # 1180, 216
count=0
while not DONE:
event.pump() # process event queue
keys = key.get_pressed() # It gets the states of all keyboard keys.
#print("%d"%count,keys)
count+=1
if keys[ord('w')]: # And if the key is K_DOWN:
print("%d w down"%count)
if keys[ord('s')]: # And if the key is K_DOWN:
print("%d s down"%count)
time.sleep(0.1)
Try this:
import pygame
pygame.init()
key = pygame.key.get_pressed()
while True:
for event in pygame.event.get():
if event.type == KEYDOWN and event.key == pygame.K_w:
print('Forward')
elif event.type == KEYDOWN and event.key == pygame.K_s:
print('Backward')
Sample code to understand how key press events work.
import pygame
from pygame.locals import *
def main():
pygame.init()
pygame.display.set_caption("Move Box With Arrow Keys")
wndsize = (320, 240)
display = pygame.display.set_mode(wndsize)
x = 5
y = 5
black = (0, 0, 0)
white = (255, 255, 255)
rectpos = (x, y)
rectdim = (50, 50)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
x += 5
print("K_RIGHT")
if event.key == pygame.K_LEFT:
x -= 5
print("K_LEFT")
if event.key == pygame.K_UP:
y -= 5
print("K_UP")
if event.key == pygame.K_DOWN:
y += 5
print("K_DOWN")
# Don't allow coords below 0
if 0 > x:
x = 5
if 0 > y:
y = 5
# Don't allow overflow
if x + rectdim[0] > wndsize[0]:
x = wndsize[0] - rectdim[0] - 5
if y + rectdim[1] > wndsize[1]:
y = wndsize[1] - rectdim[1] - 5
rectpos = (x, y)
display.fill(white)
rect = pygame.draw.rect(display, black, ((rectpos), (rectdim)))
pygame.display.update()
main()
This might work:
from pygame import *
init()
if key.get_pressed()[K_w] == True:
print('Forwards')
if key.get_pressed()[K_s] == True:
print('Backwards')`

NameError: name 'KEYDOWN' is not defined

I am new to programming with PyGame and I've made this code:
import sys, pygame
pygame.init()
size = width, height = 800, 600
speed = [2, 2]
black = 1, 1, 1
screen = pygame.display.set_mode(size)
ball = pygame.image.load("ball.bmp")
ballrect = ball.get_rect()
player1 = pygame.image.load("player1.png")
player1rect = player1.get_rect()
mod_x = mod_y = 0
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_W:
movex = 2
if event.key == K_S:
movex = -2
ballrect = ballrect.move(speed)
if ballrect.left < 0 or ballrect.right > width:
speed[0] = -speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = -speed[1]
screen.fill(black)
screen.blit(ball, ballrect)
screen.blit(player1, player1rect)
pygame.display.flip()
But when I execute my code, I get this error:
File "C:\Users\User\Documents\Pong\pong.py", line 22, in <module>
elif event.type == KEYDOWN:
NameError: name 'KEYDOWN' is not defined
^
SyntaxError: invalid syntax
Please help me. I need it so much, I need an answer quick.
KEYDOWN isn't defined in your code. You can add this to the beginning:
from pygame.locals import *
Or you can do this:
elif event.type == pygame.KEYDOWN
Use this command while using pygame library
...
elif event.type == pygame.KEYDOWN
...
just change this piece, then it should work :)
elif event.type == KEYDOWN: CHANGE TO: elif event.type == pygame.KEYDOWN:

Python-Pygame always crashing and Not Responding when running a module in IDLE

I'm quite new to Pygame or even Python, but i know that when something in the isn't right, it displays some text in the Python Shell telling you that there was some error. I've actually encountered many of them and this time, it finally runs and displays the window, but it does not respond. I know there might be some mistakes in my whole code so please feel free to correct me (and please, kindly explain since I'm still new to this stuff).
The code is below, but if it can help, if you'd ask for it, i'll see if i could post the file as well. Anyway, here's the codes:
#import Modules
import os, sys
import pygame
from pygame.locals import *
background_img="C:/Users/JM/Documents/Python/Pygame_Alpha/background_img.jpg"
cursor_img="C:/Users/JM/Documents/Python/Pygame_Alpha/pygameCursor.png"
def load_image(img_file, colorkey=None):
file_pathname = os.path.join("\Users\JM\Documents\Python\Pygame_Alpha",img_file)
try:
image = pygame.image.load(file_pathname).convert_alpha()
except pygame.error, message:
print "Can't load image:", file_pathname
raise SystemExit, message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
#Main character's position and movements
char_x,char_y = 0,0
char_go_x,char_go_y = 0,0
#Main char class
class char(pygame.sprite.Sprite):
"""Main Character"""
def __init__(self):
pygame.sprite.Sprite.__init__(self)#call Sprite initializer
self.image, self.rect = load_image("char_img.png", -1)
self.jumping = 0
def update(self):
self.rect.midtop = char_x,char_y
if self.jumping == 1:
self.rect.move_ip(-35,-3)
def char_no_jump(self):
self.jumping = 0
pygame.init()
pygame.display.set_caption("pygame_Alpha")
screen = pygame.display.set_mode((800,480),0,32)
background = pygame.image.load(background_img).convert()
cursor = pygame.image.load(cursor_img).convert_alpha()
char = char()
clock = pygame.time.Clock()
millisec = clock.tick()
sec = millisec/1000.0
char_fall = sec*25
jump = sec*50
#blit the background
screen.blit(background,(0,0))
#Main Loop
while 1:
#Tell pygame not to exceed 60 FPS
clock.tick(60)
#Events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
#Events triggered when a key/s is/are pressed
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key == K_UP or event.key == K_w:
char.jumping = 1
elif event.key == K_DOWN or event.key == K_s:
char_go_y += 1
elif event.key == K_LEFT or event.key == K_a:
char_go_x -= 0.5
elif event.key == K_RIGHT or event.key == K_d:
char_go_x += 0.75
if char_x > 800:
char_x = 0
#Events triggered when a key/s is/are released
if event.type == KEYUP:
if event.key == K_UP or event.key == K_w:
char_go_y += 1
elif event.key == K_DOWN or event.key == K_s:
char_go_y = 0
elif event.key == K_LEFT or event.key == K_a:
char_go_x = 0
if char_x < 0:
char_x = 0
elif event.key == K_RIGHT or event.key == K_d:
char_go_x = 0
if char_x > 700:
char_x = 0
char.update()
while char_y < 200:
char_go_y += char_fall
if char_y > 200:
char_y = 200
#Update values of position of Main Char
char_x += char_go_x
char_y += char_go_y
#Position Variables of Cursor Image, setting its values equal to cursor pos, and blit it to screen
cursor_x,cursor_y = pygame.mouse.get_pos()
cursor_x -= cursor.get_width()/2
cursor_y -= cursor.get_height()/2
screen.blit(cursor,(cursor_x,cursor_y))
pygame.display.update()
Hmm...
while char_y < 200:
char_go_y += char_fall
Unless you have some interesting aliasing I'm not seeing, if char_y < 200 (which it should be at start, it will always be since you're updating char_go_y.
If that's not the issue, would still suggest adding some prints to figure out if it's getting through the loop or not.
is there any error message in idle when you run it? whenever the screen freezes you have something wrong, but its hard to pinpoint what without knowing the error messages. maybe it is trouble opening the picture, you should try putting .convert() at the end of your picture file name, but that is just a guess.
Calling pygame.quit and sys.exit are probably causing issues. Normally you'd never need them in pygame.
Instead of:
#Main Loop
while 1:
#Tell pygame not to exceed 60 FPS
clock.tick(60)
#Events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
Do this
#Main Loop
done = False
while not done:
clock.tick(60)
for event in pygame.event.get():
if event.type == QUIT:
done = True
if event.type == KEYDOWN:
if event.key == K_ESC:
done = True

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