How add clouds in python? - python

I'd like to add clouds in my game to my game was more realistic, but I don't know, how to realize right. What's wrong?
from pygame.locals import *
import pygame
import os
import random
WIDTH = 1200
HEIGHT = 700
FPS = 60
usr_y = HEIGHT - 120
usr_x = WIDTH - 1120
BLUE = (0, 255, 255)
GREEN = (34, 89, 76)
NOTGREEN = (0, 128, 128)
WHITE = (255, 255, 255)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini-games")
clock = pygame.time.Clock()
icon = pygame.image.load('icon.png')
pygame.display.set_icon(icon)
player_img = pygame.image.load('Sonic.actionp1.png').convert()
pygame.mixer.music.load('Фоновая музыка.mp3')
pygame.mixer.music.play(-1)
clouds_jpg = pygame.image.load('Clouds.jpg').convert()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = player_img
self.image.set_colorkey(NOTGREEN)
self.rect = self.image.get_rect()
self.rect.centerx = usr_x
self.rect.centery = usr_y
self.y = self.rect.y
def update(self):
self.rect.y = round(self.y)
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
class Clouds(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = clouds_jpg
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = random.randint(0, WIDTH)
self.rect.centery = random.randint(HEIGHT - 550, HEIGHT)
def update(self):
self.rect.x(-5, 0)
ADDCLOUD = pygame.USEREVENT + 1
pygame.time.set_timer(ADDCLOUD, 1000)
all_sprites = pygame.sprite.Group()
player = Player()
clouds = Clouds()
all_sprites.add(player, clouds)
jump = False
counter = -20
def make():
global usr_y, counter, jump
if counter >= -20:
player.y -= counter
counter -= 1
else:
counter = 20
jump = False
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
jump = True
elif event.type == pygame.QUIT:
running = False
if jump:
make()
all_sprites.update()
screen.fill(BLUE)
all_sprites.draw(screen)
pygame.display.flip()
clouds.update()
pygame.quit()

The instruction self.rect.x(-5, 0) doesn't make any sense. You can move a sorite respectively rectangle with the pygame.Rect.move_ip instruction:
self.rect.x(-5, 0)
self.rect.move_ip(-5, 0)
Change the clouds position to the right as it goes out of the Window:
class Clouds(pygame.sprite.Sprite):
# [...]
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right <= 0:
self.rect.left = screen.get_width()

Related

Import a player icon and replace a block

Im new to python and im currently making a simple pygame but I can not grasp the concept of sprites. I want to replace the moving block with a player icon that I created.
Do I need to make a group just for one object or is there a way just to add the player without any groups?
from pygame import sprite
import pygame, sys
from pygame.locals import*
from pynput.keyboard import Key, Controller
class Player(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
def main():
pygame.init()
DISPLAY=pygame.display.set_mode((1280,720),0,32)
pygame.display.set_caption('Der Sammler')
WHITE=(255,255,255)
BLUE=(0,0,255)
DISPLAY.fill(WHITE)
x = 0
y = 0
velocity1 = 0
acceleration = 0.1
velocity = pygame.Vector2()
velocity.xy = 3, 0
player = Player("player.png")
while True:
pygame.draw.rect(DISPLAY, BLUE, (x,y,50,50))
x += velocity.x
if x+ 50 > DISPLAY.get_width():
velocity.x = -3
if x < 0:
velocity.x = 3
pressed_keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
DISPLAY.fill((255, 255, 255))
pygame.draw.rect(DISPLAY,BLUE, (x,y, 50, 50))
y += velocity1
velocity1 += acceleration
if pressed_keys[pygame.K_SPACE]:
velocity1 = -3
pygame.display.update()
pygame.time.delay(10)
main()
Add an update method to Player and put the movement and gravity algorithm in that method:
class Player(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
self.velocity = pygame.Vector2(3, 0)
self.acceleration = 0.1
def update(self, dispaly):
pressed_keys = pygame.key.get_pressed()
self.rect.x += self.velocity.x
if self.rect.right >= dispaly.get_width():
self.velocity.x = -3
if self.rect.left < 0:
self.velocity.x = 3
self.rect.y += self.velocity.y
self.velocity.y += self.acceleration
if pressed_keys[pygame.K_SPACE]:
self.velocity.y = -3
Add the player to a pygame.sprite.Group:
sprites = pygame.sprite.Group(player)
Call sprites.update() and sprites.draw() in the application loop to update the position of the player and to move the player:
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
sprites.update(DISPLAY)
DISPLAY.fill((255, 255, 255))
sprites.draw(DISPLAY)
pygame.display.update()
Also see How can I add objects to a "pygame.sprite.Group()"?.
Complete example:
import pygame, sys
from pygame.locals import*
class Player(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
self.velocity = pygame.Vector2(3, 0)
self.acceleration = 0.1
def update(self, dispaly):
pressed_keys = pygame.key.get_pressed()
self.rect.x += self.velocity.x
if self.rect.right >= dispaly.get_width():
self.velocity.x = -3
if self.rect.left < 0:
self.velocity.x = 3
self.rect.y += self.velocity.y
self.velocity.y += self.acceleration
if pressed_keys[pygame.K_SPACE]:
self.velocity.y = -3
if self.rect.bottom > dispaly.get_height():
self.rect.bottom = dispaly.get_height()
self.velocity.y = 0
def main():
pygame.init()
DISPLAY=pygame.display.set_mode((1280,720),0,32)
pygame.display.set_caption('Der Sammler')
clock = pygame.time.Clock()
WHITE=(255,255,255)
BLUE=(0,0,255)
DISPLAY.fill(WHITE)
player = Player("player.png")
sprites = pygame.sprite.Group(player)
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
sprites.update(DISPLAY)
DISPLAY.fill((255, 255, 255))
sprites.draw(DISPLAY)
pygame.display.update()
clock.tick(100)
main()

Pygame Start scren

im trying to create a game for class. and i want to add a start screen to it but it doesnt seem to work.
the whole code:
# To change this license header, choose License Headers in Project Properties.
# To change this template file, choose Tools | Templates
# and open the template in the editor.
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'Sprites')
snd_dir = path.join(path.dirname(__file__), 'sound')
WIDTH = 480
HEIGHT = 600
FPS = 30
car_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
mob_img = pygame.image.load(path.join(img_dir, "mob_zom.bmp"))
priv_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create window
pygame.init()
pygame.display.init()
screen = pygame.display.set_mode([800, 600])
test = "space.ogg"
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096)
pygame.mixer.music.load(path.join(snd_dir, 'atari.ogg'))
pygame.mixer.music.play(-1)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
font_name = pygame.font.match_font('Arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, BLUE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((80, 50))
self.images = []
self.image = car_img
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 50
self.speedx = 0
self.image = pygame.transform.scale(car_img, (50, 80))
self.image.set_colorkey(GREEN)
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_UP]:
self.speedy = -8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = mob_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Priv(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = priv_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 200
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
background = pygame.image.load(path.join(img_dir, "back_road.bmp")).convert()
background_rect = background.get_rect()
bullets = pygame.sprite.Group()
allspriteslist = pygame.sprite.Group()
#showstartscreen()
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
def game_intro():
display = pygame.display.set_mode((800,600))
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
display.fill(BLACK)
largeText = pygame.font.match_font('Arial',10)
textSurf, textRect = text_objects("this is a game", largeText)
textRect.centre = ((display_width/2), (display_height/2))
display.blit(textSurf, textRect)
pygame.display.update()
clock.tick(15)
pygame.display.update()
score = 000
# Game loop
game_intro()
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
#for i in range(5):
#m = Mob()
#all_sprites.add(m)
#mobs.add(m)
elif event.type == pygame.KEYDOWN:
if event.type == pygame.K_9:
running = False
if event.key == pygame.K_SPACE:
player.shoot()
if event.key == pygame.K_EQUALS:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
#if event.key == pygame.K_SPACE:
if clock == 0:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
if event.key == pygame.K_1:
for i in range(2):
p = Priv()
all_sprites.add(p)
Priv.add(p)
if event.key == pygame.K_2:
for i in range(10):
m = Mob()
all_sprites.add(m)
mobs.add(m)
# Update
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 1
m = Mob()
all_sprites.add(m)
mobs.add(m)
p = Priv()
all_sprites.add(m)
Priv.add(p)
hits = pygame.sprite.spritecollide(player, mobs, False)
#if hits:
#running = False
try:
for i in bullets:
i.rect.bottom += -5
except:
None
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
draw_text(screen, str(score), 50, WIDTH / 10, 10)
#draw_text(screen, str(scores), 50, WIDTH / 10, 10)
all_sprites.draw(screen)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.QUIT
the code where the problem is:
def game_intro():
display = pygame.display.set_mode((800,600))
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
display.fill(BLACK)
largeText = pygame.font.match_font('Arial',10)
textSurf, textRect = text_objects("this is a game", largeText)
textRect.centre = ((display_width/2), (display_height/2))
display.blit(textSurf, textRect)
pygame.display.update()
clock.tick(15)
pygame.display.update()
score = 000
# Game loop
game_intro()
The error:
File "/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 167, in
game_intro()
File
"/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 159, in game_intro
textSurf, textRect = text_objects("this is a game", largeText)
NameError: name 'text_objects' is not defined
You haven't defined a text_objects function. It looks like you meant the draw_text function that you declared above, but it doesn't quite do what you want either.
I'm guessing that what you meant to do was something like:
Create a text surface and a rectangle that represents the bounds of that surface
Move the rectangle to the middle of the screen (the width / 2 code)
Draw the text surface using that rectangle
You can modify the draw_text function you already have to return that stuff, since it seems to already calculate a bounding rectangle for the text and make a surface for that text as well.

"pygame.error: video system not initialized" after calling "pygame.event.get()"

When I try to load my game everything works except for the fact that it crashes and python doesn't respond. I can't see what I have missed.
Here is the whole code:
# To change this license header, choose License Headers in Project Properties.
# To change this template file, choose Tools | Templates
# and open the template in the editor.
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'Sprites')
snd_dir = path.join(path.dirname(__file__), 'sound')
WIDTH = 480
HEIGHT = 600
FPS = 60
car_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
mob_img = pygame.image.load(path.join(img_dir, "mob_zom.bmp"))
priv_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create window
pygame.init()
pygame.display.init()
screen = pygame.display.set_mode([800, 600])
test = "space.ogg"
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096)
pygame.mixer.music.load(path.join(snd_dir, 'atari.ogg'))
pygame.mixer.music.play(-1)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
clock.tick(FPS)
font_name = pygame.font.match_font('Arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, BLUE)
text_rect = text_surface.get_rect()
text_rect.midtop = (y, x)
surf.blit(text_surface, text_rect)
font_name = pygame.font.match_font('Arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, YELLOW)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((80, 50))
self.images = []
self.image = car_img
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 50
self.speedx = 0
self.image = pygame.transform.scale(car_img, (50, 80))
self.image.set_colorkey(GREEN)
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_UP]:
self.speedy = -8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = mob_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Priv(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = priv_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 200
def show_go_screen():
screen.blit(background, background_rect)
draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "Arrow keys move, Space to fire", 22,
WIDTH / 2, HEIGHT / 2)
draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.K_SPACE:
waiting = False
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
background = pygame.image.load(path.join(img_dir, "back_road_update.bmp")).convert()
background_rect = background.get_rect()
bullets = pygame.sprite.Group()
allspriteslist = pygame.sprite.Group()
#showstartscreen()
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
#def game_intro():
#display = pygame.display.set_mode((800,600))
#intro = True
#while intro:
#for event in pygame.event.get():
#if event.type == pygame.QUIT:
#pygame.quit()
#quit()
#display.fill(BLACK)
#largeText = pygame.font.match_font('Arial',10)
#textSurf, textRect = draw_text(text, size, x, y)
#textRect.centre = ((display_width/2), (display_height/2))
#display.blit(textSurf, textRect)
#pygame.display.update()
#clock.tick(15)
#pygame.display.update()
show_go_screen()
score = 000
score2 = 50
# Game loop
#game_intro()
game_over = True
running = True
while running:
if game_over:
game_over = False
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
#for i in range(5):
#m = Mob()
#all_sprites.add(m)
#mobs.add(m)
elif event.type == pygame.KEYDOWN:
if score2 == 0:
game_over = True
if event.type == pygame.K_9:
running = False
if event.key == pygame.K_SPACE:
player.shoot()
score2 -= 1
if event.key == pygame.K_EQUALS:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
#if event.key == pygame.K_SPACE:
if clock.tick == 10:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
if event.key == pygame.K_1:
for i in range(2):
p = Priv()
all_sprites.add(p)
Priv.add(p)
if event.key == pygame.K_2:
for i in range(10):
m = Mob()
all_sprites.add(m)
mobs.add(m)
# Update
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 1
m = Mob()
all_sprites.add(m)
mobs.add(m)
p = Priv()
all_sprites.add(m)
Priv.add(p)
hits = pygame.sprite.spritecollide(player, mobs, False)
#if hits:
#running = False
try:
for i in bullets:
i.rect.bottom += -5
except:
None
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
draw_text(screen, str(score), 50, WIDTH / 10, 10)
draw_text(screen, str(score2), 50, HEIGHT / 13, 200)
#draw_text(screen, str(scores), 50, WIDTH / 10, 10)
all_sprites.draw(screen)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.QUIT
Here is the error that happens if I force quit the app:
Traceback (most recent call last):
File "/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 187, in <module>
show_go_screen()
File "/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 147, in show_go_screen
for event in pygame.event.get():
pygame.error: video system not initialized
pygame.quit doesn't quit the whole program, it just uninitializes the pygame modules. So the while loop in show_go_screen is still running and calls pygame.event.get(), but that doesn't work anymore after you've uninitialized everything and the pygame.error: video system not initialized is raised.
To quit the game call sys.exit() after pygame.quit(). Add import sys at the top of the file.
Also, to run the game I had to modify the event loop in show_go_screen and remove the first while running: loop:
def show_go_screen():
screen.blit(background, background_rect)
draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "Arrow keys move, Space to fire", 22,
WIDTH / 2, HEIGHT / 2)
draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# First check if the event type is KEYDOWN.
if event.type == pygame.KEYDOWN:
# Then you need to check if the `event.key` not `event.type`
# equals `pygame.K_SPACE`.
if event.key == pygame.K_SPACE:
waiting = False

Pygame logic issue

I'm trying to develop a Brick Breaker/Breakout game using pygame, but I'm facing a annoying problem that blots the "ball" on the paddle(player) when I move with the arrows, i'm lefting the code for you to have a look.
import pygame
pygame.init()
isRunning = True
WIDTH = 800
HEIGHT = 600
FPS = 60
clock = pygame.time.Clock()
window = pygame.display.set_mode((WIDTH, HEIGHT))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((60, 30))
self.image.fill((200, 255, 200))
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a]:
self.speedx = -5
if keystate[pygame.K_d]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right + self.speedx > WIDTH:
self.rect.right = WIDTH
if self.rect.left + self.speedx < 0:
self.rect.left = 0
ball = Ball(self.rect.centerx, self.rect.top)
for i in all_sprites:
print(i)
all_sprites.add(ball)
def shoot(self):
ball = Ball(self.rect.centerx, self.rect.top)
all_sprites.add(ball)
balls.add(ball)
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.image.fill((100, 150, 200))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -3
def update(self):
pass
#self.rect.y += self.speedy
all_sprites = pygame.sprite.Group()
balls = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
while isRunning:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
isRunning = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
window.fill((0, 0, 30))
all_sprites.update()
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
quit()
I'm not sure if I understand your question, but the problem with the code is that you're creating a ball every time you're updating the player. Just remove the last four lines in the player update method and uncomment the line in the ball's update method and everything works as it should.
Additional tips
Delete the balls when they exit the screen. This will prevent the game from running slow or crashing. It can be don by adding if self.rect.bottom < 0: self.kill() in the ball update method.
Use elif when appropriate.
In the player update method you define an attribute self.speedx which is only used inside that method, thus it's better to just use a local variable instead. Also, it's discourage to define attributes outside the __init__ method.
Here's your code slightly modified.
import pygame
pygame.init()
is_running = True # Use lowercase_and_underscore for variable names.
WIDTH = 800
HEIGHT = 600
FPS = 60
clock = pygame.time.Clock()
window = pygame.display.set_mode((WIDTH, HEIGHT))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((60, 30))
self.image.fill((200, 255, 200))
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
def update(self):
speedx = 0 # Don't define attributes outside __init__. Local variable works in this case instead.
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a]:
speedx = -5
elif keystate[pygame.K_d]: # Use elif so it doesn't need to check this condition if the above is true.
speedx = 5
self.rect.x += speedx
if self.rect.right + speedx > WIDTH:
self.rect.right = WIDTH
elif self.rect.left + speedx < 0: # Use elif so it doesn't need to check this condition if the above is true.
self.rect.left = 0
def shoot(self):
ball = Ball(self.rect.centerx, self.rect.top)
all_sprites.add(ball)
balls.add(ball)
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.image.fill((100, 150, 200))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -3
def update(self):
if self.rect.bottom < 0: # Chack if the ball has exit above the screen.
self.kill() # If it has it should delete itself.
self.rect.y += self.speedy
all_sprites = pygame.sprite.Group()
balls = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
while is_running:
clock.tick(FPS)
print(all_sprites)
for event in pygame.event.get():
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
window.fill((0, 0, 30))
all_sprites.update()
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
quit()
EDIT: KEEPING THE BALL ON THE PADDLE AND LAUNCHING WITH SPACE
First you could create an attribute self.current_ball in the Player class which will reference the ball on the paddle. Then in the update method of the Player class you update the ball's position relative to the paddle.
To keep the ball at the paddle you have to change the ball's self.speedy to start at 0, otherwise it will move directly after being created. When you call the player.shoot() method you'll set self.speedy = -3 which will start the ball to move.
After it has been launched you just create a new ball on the paddle and repeat the same process.
import pygame
pygame.init()
is_running = True # Use lowercase_and_underscore for variable names.
WIDTH = 800
HEIGHT = 600
FPS = 60
clock = pygame.time.Clock()
window = pygame.display.set_mode((WIDTH, HEIGHT))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((60, 30))
self.image.fill((200, 255, 200))
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
self.current_ball = Ball(self.rect.centerx, self.rect.top)
all_sprites.add(self.current_ball)
balls.add(self.current_ball)
def update(self):
speedx = 0 # Don't define attributes outside __init__. Local variable works in this case instead.
keystate = pygame.key.get_pressed()
if keystate[pygame.K_a]:
speedx = -5
elif keystate[pygame.K_d]: # Use elif so it doesn't need to check this condition if the above is true.
speedx = 5
self.rect.x += speedx
if self.rect.right + speedx > WIDTH:
self.rect.right = WIDTH
elif self.rect.left + speedx < 0: # Use elif so it doesn't need to check this condition if the above is true.
self.rect.left = 0
self.current_ball.rect.midbottom = self.rect.midtop # Set the ball position relative to paddle position.
def shoot(self):
self.current_ball.speedy = -3 # The ball should start moving.
self.current_ball = Ball(self.rect.centerx, self.rect.top) # Create a new ball on the paddle.
all_sprites.add(self.current_ball)
balls.add(self.current_ball)
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.image.fill((100, 150, 200))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 0 # The ball don't move from the beginning.
def update(self):
if self.rect.bottom < 0: # Chack if the ball has exit above the screen.
self.kill() # If it has it should delete itself.
self.rect.y += self.speedy
all_sprites = pygame.sprite.Group()
balls = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
while is_running:
clock.tick(FPS)
print(all_sprites)
for event in pygame.event.get():
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
window.fill((0, 0, 30))
all_sprites.update()
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
quit()

Two enemy movement glitches

So this is my game I've bean working on and so have things are going very well, the player can move around and shoot down the boxes which are ment to be moving but theres these small glitches, but before I go on heres the code:
import pygame, math, random, sys
from pygame import *
import random, math, cmath
pygame.init()
#variables end----------------------------------------------------------------
#imagers
grass = "grass_shit.png" #grass image
player_img = "shithead.png" #player name
ali_img = "shit_head2.png" #alien image
dead_screen = "dead_shit.png"
cross_hair = "crosshair.png"
playButton = "playbutton.png"
#screen
screen = pygame.display.set_mode((850, 640),0,32) #set screen
background = pygame.image.load(grass).convert() #load image to screen
health = 100
#mouse things
crosshair = pygame.image.load(cross_hair).convert_alpha()
#variables end----------------------------------------------------------------
pygame.mouse.set_visible(False)
black = ( 0, 0, 0)
white = ( 255, 255, 255)
red = ( 255, 0, 0)
blue = ( 0, 0, 255)
player_x, player_y = 0, 0
move_player_x, move_player_y = 0, 0
move_ali_x, move_ali_y = 0, 0
class Block(pygame.sprite.Sprite):
def __init__(self, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20, 15])
self.image.fill(color)
self.rect = self.image.get_rect()
def update(self):
global move_ali_x
global move_ali_y
if block.rect.x < player_x:
move_ali_x =+ 0.05
elif block.rect.x > player_x:
move_ali_x =- 0.05
if block.rect.y < player_y:
move_ali_y =+ 0.05
elif block.rect.y > player_y:
move_ali_y =- 0.05
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20,20])
self.image.fill(red)
self.rect = self.image.get_rect()
def update(self):
pos = pygame.mouse.get_pos()
self.rect.x = player_x
self.rect.y = player_y
class Bullet(pygame.sprite.Sprite):
def __init__(self, mouse, player):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([4, 10])
self.image.fill(black)
self.mouse_x, self.mouse_y = mouse[0], mouse[1]
self.player = player
self.rect = self.image.get_rect()
def update(self):
speed = 10
range = 50000
distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]]
norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2)
direction = [distance[0] / norm, distance[1] / norm]
bullet_vector = [direction[0] * speed, direction[1] * speed]
self.rect.x += bullet_vector[0]
self.rect.y += bullet_vector[1]
pygame.init()
screen_width = 850
screen_height = 640
screen = pygame.display.set_mode([screen_width,screen_height])
all_sprites_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
for i in range(5):
block = Block(blue)
block.rect.x = random.randrange(screen_width)
block.rect.y = random.randrange(350)
block_list.add(block)
all_sprites_list.add(block)
player = Player()
all_sprites_list.add(player)
done = False
clock = pygame.time.Clock()
score = 0
player.rect.y = 370
# -------- Main Program Loop -----------
while not done:
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
bullet = Bullet(event.pos, [player.rect.x, player.rect.y])
bullet.rect.x = player.rect.x
bullet.rect.y = player.rect.y
all_sprites_list.add(bullet)
bullet_list.add(bullet)
if event.type== pygame.KEYDOWN:
if event.key==K_a:
move_player_x=-4
elif event.key==K_d:
move_player_x=+4
elif event.key==K_w:
move_player_y=-4
elif event.key==K_s:
move_player_y=+4
if event.type== pygame.KEYUP:
if event.key==K_a:
move_player_x=0
elif event.key==K_d:
move_player_x=0
elif event.key==K_w:
move_player_y=0
elif event.key==K_s:
move_player_y=0
# --- Game logic
all_sprites_list.update()
player_x += move_player_x
player_y += move_player_y
block.rect.y += move_ali_y
block.rect.x += move_ali_x
for bullet in bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullet, block_list, True)
for block in block_hit_list:
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
score += 1
print( score )
if bullet.rect.y < -10:
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
if player.rect.colliderect(block.rect):
health =- 35
mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_x -= crosshair.get_width() / 2
mouse_y -= crosshair.get_height() / 2
screen.blit(background,(0,0))
all_sprites_list.draw(screen)
screen.blit(crosshair,(mouse_x, mouse_y))
pygame.display.flip()
pygame.display.update()
clock.tick(20)
pygame.quit()
So glitch number one:
only one of the boxers moves, I cant figure out why it only one of them is moving towards the player, all the boxers are meant to move towards the player as this is hoping to become a zombie shooter.
Glitch two:
At a random point the box that does move does stops moving in all directions but one, so lets say this happens when the box in in the center of the screen, if the player goes to the left of the box, nothing, but when the player moves to thr right of the player it moves right, but only right not up or down, and this seams to happen at soem point everytime.
Well thats it, hope you can help thanks heaps stackoverflow
Your code should looks like this:
import pygame
from pygame import *
import sys
import math
import random
import cmath
#----------------------------------------------------------------------
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
#imagers
IMAGE_GRASS = "grass_shit.png" #grass image
IMAGE_PLAYER = "shithead.png" #player name
IMAGE_ALI = "shit_head2.png" #alien image
IMAGE_DEAD_SCREEN = "dead_shit.png"
IMAGE_CROSSHAIR = "crosshair.png"
IMAGE_PLAYBUTTON = "playbutton.png"
#~ IMAGE_GRASS = "ball3.png" #grass image
#~ IMAGE_PLAYER = "ball2.png" #player name
#~ IMAGE_ALI = "ball3.png" #alien image
#~ IMAGE_DEAD_SCREEN = "ball3.png"
#~ IMAGE_CROSSHAIR = "ball1.png"
#~ IMAGE_PLAYBUTTON = "ball3.png"
#----------------------------------------------------------------------
class Block(pygame.sprite.Sprite):
def __init__(self, color, x, y, player = None):
pygame.sprite.Sprite.__init__(self)
self.player = player
self.image = pygame.Surface([20, 15])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.move_x = self.move_y = 0
def update(self):
if self.player:
player_x, player_y = self.player.rect.center
if self.rect.x < player_x:
self.rect.x += 1
elif self.rect.x > player_x:
self.rect.x -= 1
if self.rect.y < player_y:
self.rect.y += 1
elif self.rect.y > player_y:
self.rect.y -= 1
#----------------------------------------------------------------------
class Player(pygame.sprite.Sprite):
def __init__(self, screen_rect, x=0, y=0):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20,20])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.min_x = screen_rect.left
self.min_y = screen_rect.top
self.max_x = screen_rect.right
self.max_y = screen_rect.bottom
self.move_x = self.move_y = 0
self.health = 100
def update(self):
pos = pygame.mouse.get_pos()
self.rect.x += self.move_x
self.rect.y += self.move_y
if self.rect.top < self.min_x:
self.rect.top = self.min_x
elif self.rect.bottom > self.max_y:
self.rect.bottom = self.max_y
if self.rect.left < self.min_x:
self.rect.left = self.min_x
elif self.rect.right > self.max_x:
self.rect.right = self.max_x
def event_handler(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
self.move_x = -4
elif event.key == pygame.K_d:
self.move_x = +4
elif event.key == pygame.K_w:
self.move_y = -4
elif event.key == pygame.K_s:
self.move_y = +4
if event.type == pygame.KEYUP:
if event.key in (pygame.K_a, pygame.K_d):
self.move_x = 0
elif event.key in (pygame.K_w, pygame.K_s):
self.move_y = 0
#----------------------------------------------------------------------
class Bullet(pygame.sprite.Sprite):
def __init__(self, start_pos, mouse_pos):
pygame.sprite.Sprite.__init__(self)
self.start_rect = start_pos.rect.copy()
self.mouse_x, self.mouse_y = mouse_pos # mouse[0], mouse[1]
self.image = pygame.Surface([5, 5])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = self.start_rect.centerx
self.rect.centery = self.start_rect.centery
self.speed = 10
self.max_range = 50
self.current_range = 0
distance_x = self.mouse_x - self.start_rect.centerx
distance_y = self.mouse_y - self.start_rect.centery
norm = math.sqrt(distance_x ** 2 + distance_y ** 2)
direction_x = distance_x / norm
direction_y = distance_y / norm
self.bullet_vector_x = direction_x * self.speed
self.bullet_vector_y = direction_y * self.speed
def update(self):
self.current_range += 1
if self.current_range < self.max_range:
print self.start_rect.centerx + (self.bullet_vector_x*self.current_range),
print self.rect.centerx + self.bullet_vector_x,
#self.rect.centerx += self.bullet_vector_x
self.rect.centerx = self.start_rect.centerx + (self.bullet_vector_x*self.current_range)
print self.rect.centerx
#self.rect.centery += self.bullet_vector_y
self.rect.centery = self.start_rect.centery + (self.bullet_vector_y*self.current_range)
else:
self.kill()
#----------------------------------------------------------------------
class Crosshair(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(IMAGE_CROSSHAIR).convert_alpha()
self.rect = self.image.get_rect()
def update(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
self.rect.centerx = mouse_x
self.rect.centery = mouse_y
def draw(self, screen):
screen.blit(self.image,self.rect.topleft)
#----------------------------------------------------------------------
class Background(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(IMAGE_GRASS).convert_alpha()
self.rect = self.image.get_rect()
def draw(self, screen):
screen.fill((128,128,128))
screen.blit(self.image,(0,0))
#----------------------------------------------------------------------
class Game():
def __init__(self):
pygame.init()
screen_width = 850
screen_height = 640
self.screen = pygame.display.set_mode( (screen_width,screen_height) )
pygame.mouse.set_visible(False)
#-----
self.all_sprites_list = pygame.sprite.Group()
self.block_list = pygame.sprite.Group()
self.bullet_list = pygame.sprite.Group()
# --- create sprites ---
self.background = Background()
self.player = Player(self.screen.get_rect(), 0, 370)
self.all_sprites_list.add(self.player)
for i in range(5):
block = Block(BLUE, random.randrange(100, screen_width), random.randrange(10, screen_height-10), self.player)
self.block_list.add(block)
self.all_sprites_list.add(block)
self.crosshair = Crosshair()
#-----
font = pygame.font.SysFont("", 72)
self.text_pause = font.render("PAUSE", -1, RED)
self.text_pause_rect = self.text_pause.get_rect(center=self.screen.get_rect().center) # center text
#-----
self.score = 0
def bullet_create(self, start_pos, mouse_pos):
bullet = Bullet(start_pos, mouse_pos)
self.all_sprites_list.add(bullet)
self.bullet_list.add(bullet)
def bullets_update(self):
for bullet in self.bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullet, self.block_list, True)
for block in block_hit_list:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
self.score += 1
print self.score
if bullet.rect.y < -10:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
if pygame.sprite.collide_rect(self.player, block):
self.player.health =- 35
# -------- Main Program Loop -----------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
PAUSED = False
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
RUNNING = false
elif event.key == pygame.K_SPACE:
PAUSED = not PAUSED
elif event.type == pygame.MOUSEBUTTONDOWN:
self.bullet_create(self.player, event.pos)
# send event to player
self.player.event_handler(event)
# send event to crosshair for mousebuttondown
#if not PAUSED:
# self.crosshair.event_handler(event)
# --- updates ---
if not PAUSED:
self.all_sprites_list.update()
self.bullets_update()
self.crosshair.update()
# --- draws ---
self.background.draw(self.screen)
self.all_sprites_list.draw(self.screen)
self.crosshair.draw(self.screen)
if PAUSED:
self.screen.blit(self.text_pause, self.text_pause_rect.topleft)
pygame.display.update() # use flip() OR update()
# --- FPS ---
clock.tick(20)
# --- quit ---
pygame.quit()
#----------------------------------------------------------------------
Game().run()
Changes:
player can move but can leave screen
press space to pause game - but you can still move cursor and fire :)
bullet has max range - than it is removed
i change bullet vetor calculations because value was rounded to integer every frame and bullet trajectory was incorrect
bullet never change trajectory when player is moving
all code is in classes except some constant values. I add class Crosshair and Background
you can see how class (Player) handle events in event_handle
I use pygame.Rect() (screen.get_rect(), image.get_rect()) to get rect.top, rect.left, rect.center, rect.centerx, rect.topleft, etc.
There is still many things to do.
ps. if someone needs images 'ball1.png', 'ball2.png', 'ball3.png' to run this example you can find it in answer to
Space invaders project
Pygame- window and sprite class - python

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