Pygame Screen.Blit image overlap - python

I'm relatively new to programming, and even newer to pygame. As a high school IT project, I've decided to create a simple rage platformer game in pygame with a goal to improve my Python skills. I've just started the code after watching a few Clear Code videos (lots of inspiration from him). My main issue I'm running into, regardless of any other bad programming practices or mistakes elsewhere, is that when I blit the surfaces player_surf and background_surf onto the screen, only the bottom one appears when I run the code. I orginally thought it was something wrong with the transparency of the images I was importing, but that wasn't the issue after I fixed that. Then, I thought it might be bliting it off the screen, but if I do them seperately, they work. As I'm extrememly new, I'm not sure what went wrong. I would appreciate any advice.
import pygame
from sys import exit
class GameState():
def __init__(self):
self.state = "cutscene"
def cutscene(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
screen.blit(background_surf, (0, 0))
def main_game(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
screen.blit(player_surf, (screen_x / 2, screen_y / 2))
screen.blit(background_surf, (0, 0))
black = pygame.Color(0, 0, 0)
white = pygame.Color(255, 255, 255)
pygame.init()
screen_x = 800
screen_y = 400
screen = pygame.display.set_mode((screen_x, screen_y))
pygame.display.set_caption("Game")
fps = pygame.time.Clock()
game_state = GameState()
# Background
background_surf = pygame.image.load("Game/Background.png").convert()
background_surf = pygame.transform.smoothscale(background_surf, (screen_x, screen_y))
# Player
player_surf = pygame.image.load("Game/Red_Square.png").convert_alpha()
player_rect = player_surf.get_rect(center=(screen_x / 2, screen_y / 2))
while True:
game_state.main_game()
# game_state.cutscene()
pygame.display.update()
fps.tick(60)

You need to draw the background, then the player otherwise the player will be hidden:
def main_game(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# draw
screen.blit(background_surf, (0, 0))
screen.blit(player_surf, (screen_x // 2, screen_y // 2))

Related

pygame surface isn't visible

I'm currently trying to follow the Introduction to Pygame tutorial and I'm stuck on one step where the speaker makes the surface. His surface is bright red while my surface isn't visible at all.
Here's the code:
import pygame
from sys import exit
pygame.init()
screen = pygame.display.set_mode((800, 400))
pygame.display.set_caption('Runner')
clock = pygame.time.Clock()
test_surface = pygame.Surface((100, 200))
test_surface.fill('Red')
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
screen.blit(test_surface, (0, 0))
pygame.display.update()
clock.tick(60)
I've already tried starting from the very beginning, my code and the steps I make are identical to his. I've also tried deleting python and pygame. I've installed Python version that the speaker has (3.9), but nothing helps.
It is a matter of indentation. You have draw the scene and update the display in the application loop:
import pygame
from sys import exit
pygame.init()
screen = pygame.display.set_mode((800, 400))
pygame.display.set_caption('Runner')
clock = pygame.time.Clock()
test_surface = pygame.Surface((100, 200))
test_surface.fill('Red')
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# INDENTATION
#<------|
screen.blit(test_surface, (0, 0))
pygame.display.update()
clock.tick(60)

How to fix pygame menu (space invaders)?

This is my first game so excuse the messy code. I am making a space invaders game and everything i implemented is working fine (sprites, function of the game, music, pause screen, etc). I wanted to implement a really simple menu screen where, if you press C, the game starts. However, the problem with this is that no matter where i call the menu function, there is always a problem, here is the code (im just going to post the menu function and main loop since everything else i believe is not needed).
import pygame
import random
import math
from pygame import mixer
# Start pygame
pygame.init()
# Create Screen
screen = pygame.display.set_mode((1000, 710))
# Background Image
background = pygame.image.load('background.png').convert_alpha()
# Menu Variables
menu_font = pygame.font.Font('freesansbold.ttf', 65)
menuX = 380
menuY = 250
# Menu Function
def game_intro(x, y):
menu = True
while menu:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
menu = False
if event.key == pygame.K_q:
pygame.quit()
quit()
# Menu Text
menu_text = menu_font.render("Space Invaders", True, (255, 255, 255))
screen.blit(menu_text, (x, y))
pygame.display.update()
# Game Loop
running = True
while running:
# RGB - Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
----game_intro(menuX,menuY)---IF I PUT IT HERE, THE ACTUAL GAME APPEARS FOR ONE SECOND AND IT GOES BACK TO MAIN MENU-----------
# Making the screen stay still
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
--------game_intro(menuX,menuY)--- IF I PUT IT HERE, THE GAME APPEARS ONLY WHEN 'c' IS BEING HELD DOWN-----------------
*more code*
# Updating
pygame.display.update()
if i put it above pygame.display.update(), then the same thing happens: the game appears for one second and then it goes back to the menu screen. I have tried to search everywhere but the videos either are from 2014, and the websites with some similar problem don't explain how to fix it. Please help.
First of all you should throw the while loop out of your function.
def game_intro(x, y):
# Menu Text
menu_text = menu_font.render("Space Invaders", True, (255, 255, 255))
screen.blit(menu_text, (x, y))
the missing code gets put in the mainloop like this
...
# Making the screen stay still
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
menu = False
if event.key == pygame.K_q:
pygame.quit()
...
now in your mainloop you need to decide whether to draw the menu or the game
if menu:
game_intro(x, y)
else:
#CODE THAT DRAWS THE GAME
all together:
import pygame
import random
import math
from pygame import mixer
# Start pygame
pygame.init()
# Create Screen
screen = pygame.display.set_mode((1000, 710))
# Background Image
background = pygame.image.load('background.png').convert_alpha()
# Menu Variables
menu_font = pygame.font.Font('freesansbold.ttf', 65)
menuX = 380
menuY = 250
# Menu Function
def game_intro(x, y):
# Menu Text
menu_text = menu_font.render("Space Invaders", True, (255, 255, 255))
screen.blit(menu_text, (x, y))
# Game Loop
running = True
while running:
# RGB - Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
# Making the screen stay still
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
menu = False
if event.key == pygame.K_q:
pygame.quit()
if menu:
game_intro(x, y)
else:
# CODE THAT DRAWS THE GAME
# Updating
pygame.display.update()
this should work
note that you need to set menu to True somewhere to get into the menu

How to draw a square wherever you click in the pygame window

You probably know what I want to do from the title but here's a simple example:
#User clicks somewhere in the pygame window
pos = cursorPosition()
#Function/Class that creates a square where the user clicked.
I have tried this:
import pygame
import sys
running = True
pygame.init()
screen = pygame.display.set_mode((800, 500))
pos = pygame.mouse.get_pos()
class Create():
cx, cy = pygame.mouse.get_pos()
square = pygame.Rect(cx, cy, 50, 50)
def cube(self):
self.square = pygame.Rect(self.cx, self.cy, 50, 50)
pygame.draw.rect(screen, (255, 0, 0), self.square)
pygame.display.flip()
create = Create()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
create.cube()
screen.fill((0, 255, 0))
pygame.display.flip()
pygame.quit()
sys.exit()
But it just gives me a Blue screen and when I click anywhere it doesn't do anything, so if you can help me it would be much appreciated. Thanks!
EDIT: I've managed to do it but now I face another problem:
The square would appear only if I hold down the mouse button.
This is the code
import pygame
import sys
running = True
pygame.init()
screen = pygame.display.set_mode((800, 500))
pos = pygame.mouse.get_pos()
class Create():
cx, cy = pygame.mouse.get_pos()
square = pygame.Rect(cx, cy, 50, 50)
def cube(self):
self.cx, self.cy = pygame.mouse.get_pos()
self.square = pygame.Rect(self.cx, self.cy, 50, 50)
pygame.draw.rect(screen, (255, 0, 0), self.square)
pygame.display.flip()
create = Create()
while running:
screen.fill((0, 255, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
create.cube()
pygame.display.flip()
pygame.quit()
sys.exit()
It's great to see that you are making a good effort to solve the by yourself, and that you are editing the question with the work you've done so far!
What I added to the code basically allows the user to change where the cube is being drawn. If you would like to draw multiple cubes, with their positions based on the mouse clicks from the user, edit your question to add those details, and leave a comment below.
First, I wrote a new class called Cube, which essentially has the same code as Create. I won't go into it in detail, but generally in object-oriented programming, objects are nouns, and their methods are actions. Your class is the opposite, which isn't how object-oriented code is generally written.
I added the update() method which simply updates some of the object's fields with the position of the mouse. Your original code was defining class fields or static variables. I won't go into to too much detail here, but if we were to make 100 instances of cube, we would want to have the positions for all the cubes, right? In cases like these, you are operating on the objects, not the class.
Then, there is one variable which gets set to true after the first mouse click, and, as a result, the cube starts being drawn to the screen.
Here is the fixed code:
import pygame
running = True
pygame.init()
screen = pygame.display.set_mode((800, 500))
class Cube:
def update(self):
self.cx, self.cy = pygame.mouse.get_pos()
self.square = pygame.Rect(self.cx, self.cy, 50, 50)
def draw(self):
pygame.draw.rect(screen, (255, 0, 0), self.square)
cube = Cube()
drawing_cube = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
cube.update()
drawing_cube = True
screen.fill((0, 255, 0))
if drawing_cube:
cube.draw()
pygame.display.flip()
pygame.quit()
quit()
I hope this answer helped you, and if you have any further questions, please feel free to leave a comment below!
I have also come across this problem and after a lot of messing around and frustration came up with the following:
import sys
import pygame
import time
pygame.init()
white = (255, 255, 255)
red = (255, 0, 0)
size = (700, 500)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("OwO")
mouse_cords = []
clicked = False
def draw(cord_list, zero):
''' This is what will draw on the screen when the mouse clicks using recursion'''
pygame.draw.circle(screen, red, cord_list[zero], 100, 1)
zero += 1
if len(cord_list) > zero:
draw(cord_list, zero)
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(white)
if pygame.mouse.get_pressed()[0]:
mouse_cords.append(pygame.mouse.get_pos())
clicked = True
if clicked == True:
draw(mouse_cords, 0)
pygame.display.flip()
clock.tick(60)
pygame.quit()
As you can tell I used recursion to solve this problem. Sorry it's circles not boxes but Im sure you can figure out how to change that.
I am a beginner developer and my method is probably not the most efficient, however it does work. I know that I am writing 2 years late, but I am writing this incase anyone has the same question as I did which is to create multiple rectangles, squares or circles with a mousebutton press or in general any event.
I implemented a class to create a Cube object just like Michael O'Dwyer wrote in his explanation, and while his solution works to create one cube at a time, I needed to create multiple for myself.
In addition to his solution, I just created a list "cubeList" and with each mousebutton event I created a new cube object and appended it to that cubeList. Then, I used a for loop in order to iterate through each cube object in the cubeList and used the draw method. This way, I am able to have multiple cubes drawn at the same time, and I am sure there might be a more efficient or better method to do this, but this worked for me.
import pygame
WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
WHITE = (255,255,255)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
Square1 = pygame.Rect(30,30,60,60)
Square2 = pygame.Rect(90,30,60,60)
class Cube:
def update(self):
self.cx, self.cy = pygame.mouse.get_pos()
self.square = pygame.Rect(self.cx - 25, self.cy - 25, 50, 50)
def draw(self):
pygame.draw.rect(WIN, GREEN, self.square)
def main():
cubeCount = 0
run = True
cubeList = []
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("Ending")
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
cube = Cube()
cubeList.append(cube)
cube.update()
clock.tick(60)
WIN.fill((BLUE))
pygame.draw.rect(WIN,RED, Square1)
pygame.draw.rect(WIN, GREEN, Square2)
for x in cubeList:
x.draw()
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main()

My Pygame image not loading

I found a tutorial online (on Youtube) and it showed me the basics of creating a game with pygame.
I saved a png image in the same folder as my py script. When I run the script it shows no error but my image does not shows in pygame window. Kindly advice
Here's the script
import pygame,sys
pygame.init()
WIDTH,HEIGHT = 640,360
screen = pygame.display.set_mode((WIDTH,HEIGHT),0,32)
clock = pygame.time.Clock()
FPS = 24
dog_img = pygame.image.load("dog.png")
#PROCESS
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#PROCESS
#LOGIC
#LOGIC
#DRAW
screen.blit(dog_img,(0,0))
pygame.display.flip()
#DRAW
clock.tick(FPS)
Fix the indentation. screen.blit(dog_img, (0, 0)) and the two lines below should be inside of the while loop (indented with 4 spaces).
import pygame,sys
pygame.init()
WIDTH, HEIGHT = 640, 360
screen = pygame.display.set_mode((WIDTH,HEIGHT),0,32)
clock = pygame.time.Clock()
FPS = 24
# Always use `.convert()` or `.convert_alpha()`. It'll improve the performance.
dog_img = pygame.image.load("dog.png").convert_alpha()
#PROCESS
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#LOGIC
#DRAW
screen.blit(dog_img, (0, 0))
pygame.display.flip()
clock.tick(FPS)

How to queue multiple pygame scripts in a module?

Does anyone know if there is a way to make pygame scripts run one after another?
This is my module below, I would like to know if I could get them to deploy at certain intervals, that is, I would like 'A_long_time_ago' to run, last for 5 seconds then close and immediately load 'sounds' and 'logo', then 3 seconds later for them to close, transitioning into 'Title_Crawl'.
The Module
from A_long_time_ago import *
from sounds import *
from logo import *
from Title_Crawl import *
A_long_time_ago
import pygame
import time
pygame.init()
screen = pygame.display.set_mode((1376, 760))
clock = pygame.time.Clock()
done = False
font = pygame.font.SysFont("franklingothicbook", 40)
text = font.render("A long time ago in a galaxy far, far away....", True, (75, 213, 238))
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
done = True
screen.fill((0, 0, 0))
screen.blit(text,
(700 - text.get_width() // 2, 380 - text.get_height() // 2))
pygame.display.flip()
clock.tick(60)
sounds
import pygame
pygame.mixer.init()
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
pygame.mixer.music.load('The_Theme.wav')
pygame.mixer.music.play()
logo
import pygame
import os
_image_library = {}
def get_image(path):
global _image_library
image = _image_library.get(path)
if image == None:
canonicalized_path = path.replace('/', os.sep).replace('\\', os.sep)
image = pygame.image.load(canonicalized_path)
_image_library[path] = image
return image
pygame.init()
screen = pygame.display.set_mode((1000, 800))
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill((0, 0, 0))
screen.blit(get_image('sw.png'), (10, 10))
pygame.display.flip()
clock.tick(60)
Title_Crawl
#!/usr/bin/python
import pygame
from pygame.locals import *
pygame.init()
pygame.display.set_caption('Title Crawl')
screen = pygame.display.set_mode((1000, 800))
screen_r = screen.get_rect()
font = pygame.font.SysFont("franklingothicdemibold", 40)
clock = pygame.time.Clock()
def main():
crawl = ["Star Wars - The Wilds"," ","It is a dark time for the Galaxy. The evil Dark","Lord, Vitiate is rising to power. Alone, a single", "spec is on a trip, a trip that will ultimately", "rectify the wrongs of the galaxy. The keepers ", "of peace are dying out and the DARK SIDE is", "lurking, a conniving force determined to", "become the omniarch."]
texts = []
# we render the text once, since it's easier to work with surfaces
# also, font rendering is a performance killer
for i, line in enumerate(crawl):
s = font.render(line, 1, (229, 177, 58))
# we also create a Rect for each Surface.
# whenever you use rects with surfaces, it may be a good idea to use sprites instead
# we give each rect the correct starting position
r = s.get_rect(centerx=screen_r.centerx, y=screen_r.bottom + i * 45)
texts.append((r, s))
while True:
for e in pygame.event.get():
if e.type == QUIT or e.type == KEYDOWN and e.key == pygame.K_ESCAPE:
return
screen.fill((0, 0, 0))
for r, s in texts:
# now we just move each rect by one pixel each frame
r.move_ip(0, -1)
# and drawing is as simple as this
screen.blit(s, r)
# if all rects have left the screen, we exit
if not screen_r.collidelistall([r for (r, _) in texts]):
return
# only call this once so the screen does not flicker
pygame.display.flip()
# cap framerate at 60 FPS
clock.tick(60)
if __name__ == '__main__':
main()
The best way to do this would be to make them into classes and give them a run method, and then instantiate each one on a timer and call its run method to do what it needs to do.

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