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Python - pygame error when executing exe file
(3 answers)
Closed 2 years ago.
I have been at this for about 2 hours now and I am getting quite frustrated, I have created a pygame file which doesn't use any external fonts or images (which i know is the main issue on why the game screen usually crashes) however I run mine and in the console I get the usual Hello from pygame community and then my game window pops up for roughly a second ad then disappears again with no error messages in the console.
I even installed OBS just to check if the error message was popping up too fast for me to see however there is no error message in sight. I also tried turning on Debug in the .spec file however everything seemed normal (To be fair this is my first time converting a .py to a .exe so i dont really know what I am looking for when it comes to the debug)
I also tried using cx_freeze but I just kept getting this error when building
"TypeError: expected str, bytes or os.PathLike object, not NoneType" and all the fixes I could find were for Pyinstaller not cx_freeze, ideally i would prefer to use cx_freeze but I cant even build an exe with that at least with pyinstaller I have an exe to show (even if it is broken)
This is my command window when I run the exe just before it crashes, nothing more is printed after this
My code is as follows :
import random
import pygame
#import matplotlib.pyplot as plt
from pygame.locals import *
import time
import numpy as np
import sys
import os
pygame.init()
# Window details
windowWidth = 1000
windowHeight = 600
pixSize = 2
FPS = 60
numberofcells = 100
screen = pygame.display.set_mode((windowWidth, windowHeight))
pygame.display.set_caption("Infection Game")
class Cell:
def __init__(self):
self.xPos = random.randrange(1, windowWidth)
self.yPos = random.randrange(1, windowHeight)
self.speed = 2
self.isInfected = False
self.infectionRange = 5
self.move = [None, None]
self.direction = None
def cellDraw(self):
if not self.isInfected:
pygame.draw.rect(screen, (255, 255, 255), (self.xPos, self.yPos, pixSize, pixSize), 0)
else:
pygame.draw.rect(screen, (0, 255, 0), (self.xPos, self.yPos, pixSize, pixSize), 0)
def cellMovement(self):
directions = {"S": ((-1, 2), (1, self.speed)), "SW": ((-self.speed, -1), (1, self.speed)),
"W": ((-self.speed, -1), (-1, 2)), "NW": ((-self.speed, -1), (-self.speed, -1)),
"N": ((-1, 2), (-self.speed, -1)), "NE": ((1, self.speed), (-self.speed, -1)),
"E": ((1, self.speed), (-1, 2)),
"SE": ((1, self.speed), (1, self.speed))} # ((min x, max x)(min y, max y))
directionsName = ("S", "SW", "W", "NW", "N", "NE", "E", "SE") # possible directions
if random.randrange(0, 5) == 2: # move about once every 5 frames
if self.direction is None: # if no direction is set, set a random one
self.direction = random.choice(directionsName)
else:
a = directionsName.index(self.direction) # get the index of direction in directions list
b = random.randrange(a - 1,
a + 2) # set the direction to be the same, or one next to the current direction
if b > len(directionsName) - 1: # if direction index is outside the list, move back to the start
b = 0
self.direction = directionsName[b]
self.move[0] = random.randrange(directions[self.direction][0][0], directions[self.direction][0][1]) + 0.35
self.move[1] = random.randrange(directions[self.direction][1][0], directions[self.direction][1][1]) + 0.35
if self.xPos < 5 or self.xPos > windowWidth - 5 or self.yPos < 5 or self.yPos > windowHeight - 5: # if cell is near the border of the screen, change direction
if self.xPos < 5:
self.direction = "E"
elif self.xPos > windowWidth - 5:
self.direction = "W"
elif self.yPos < 5:
self.direction = "S"
elif self.yPos > windowHeight - 5:
self.direction = "N"
self.move[0] = random.randrange(directions[self.direction][0][0], directions[self.direction][0][1]) + 0.35
self.move[1] = random.randrange(directions[self.direction][1][0], directions[self.direction][1][1]) + 0.35
if self.move[0] is not None: # add the relative coordinates to the cells coordinates
self.xPos += self.move[0]
self.yPos += self.move[1]
def Infect(self, uninfected, uninfected_array):
indices = np.greater(uninfected_array[:, 0], self.xPos - self.infectionRange) * \
np.greater(self.xPos + self.infectionRange, uninfected_array[:, 0]) * \
np.greater(uninfected_array[:, 1], self.yPos - self.infectionRange) * \
np.greater(self.yPos + self.infectionRange, uninfected_array[:, 1])
for i in np.where(indices)[0]:
uninfected[i].isInfected = True
font = pygame.font.SysFont(None, 20)
def drawText(text, font ,colour, surface, x, y):
textobj = font.render(text, 1 , colour)
textrect = textobj.get_rect()
textrect.topleft = (x,y)
surface.blit(textobj,textrect)
def main_menu(numberofcells):
while True:
screen.fill((0,0,0))
drawText('main menu', font, (255, 255, 255), screen, 20, 20)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(50, 100, 200, 50)
button_2 = pygame.Rect(50, 200, 200, 50)
if button_1.collidepoint((mx, my)):
if click:
gameLoop(numberofcells)
if button_2.collidepoint((mx, my)):
if click:
numberofcells = options(numberofcells)
pygame.draw.rect(screen, (255, 0, 0), button_1)
drawText('start sim', font, (0,0,0), screen, 127, 120)
pygame.draw.rect(screen, (255, 0, 0), button_2)
drawText('options', font, (0,0,0), screen, 130, 220)
click = False
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()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
pygame.time.Clock().tick(FPS)
def options(numberofcells):
running = True
while running:
screen.fill((0,0,0))
drawText('options - press ESC to return to menu', font, (255, 255, 255), screen, 20, 20)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(50, 300, 200, 50)
button_2 = pygame.Rect(50, 400, 200, 50)
pygame.draw.rect(screen, (255, 0, 0), button_1)
drawText('100 cells', font, (0,0,0), screen, 127, 320)
pygame.draw.rect(screen, (255, 0, 0), button_2)
drawText('1000 cells', font, (0,0,0), screen, 127, 420)
if button_1.collidepoint((mx, my)):
if optclick:
numberofcells = 100
pygame.draw.rect(screen, (139, 0, 0), button_1)
if button_2.collidepoint((mx, my)):
if optclick:
numberofcells = 1000
pygame.draw.rect(screen, (139, 0, 0), button_2)
optclick = False
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
optclick = True
pygame.display.update()
pygame.time.Clock().tick(FPS)
return(numberofcells)
def gameLoop(numberofcells):
startTime = time.time()
xgraph = []
ygraph = []
cellList = []
for i in range(numberofcells):
cell = Cell()
cellList.append(cell)
cellList[0].isInfected = True
running = True
while running:
infectList = []
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
screen.fill((0, 0, 0))
for i in cellList:
i.cellDraw()
i.cellMovement()
infected = 0
uninfected = [i for i in cellList if not i.isInfected]
uninfected_array = np.array([[i.xPos, i.yPos] for i in uninfected])
if len(uninfected) > 0:
for i in cellList:
if i.isInfected:
i.Infect(uninfected, uninfected_array)
infected += 1
if infected == 0:
infected = len(cellList) - len(uninfected)
xgraph.append(time.time() - startTime)
ygraph.append(infected)
pygame.display.update() # update display
pygame.time.Clock().tick(FPS) # limit FPS
# figured this is what you wanted to do ;)
#plt.plot(xgraph, ygraph)
#plt.xlabel('time (s)')
#plt.ylabel('infected')
#plt.show()
main_menu(numberofcells)
Related
Game Target is for android device.
When i add the buttons, they seem only to work one at a time, how can i make it so more button could work?
Here's the function:
def button_move(player_car):
pressed = pygame.mouse.get_pressed()
pos = pygame.mouse.get_pos()
moved = False
if pressed[0] == 1:
if 300 < pos[0] < 400 and 800 < pos[1] < 900:
player_car.move_forward()
moved = True
if 300 < pos[0] < 400 and 1100 < pos[1] < 1200:
player_car.move_backward()
moved = True
if 100 < pos[0] < 200 and 950 < pos[1] < 1050:
player_car.rotate(left=True)
if 500 < pos[0] < 600 and 950 < pos[1] < 1050:
player_car.rotate(right=True)
if not moved:
player_car.reduce_speed()
[...] they seem only to work one at a time [...]"
You only have one mouse. You have to use the "touch" events. Use the FINGERDOWN and FINGERUP event. Store the position of the finger into a dictionary when a FINGERDOWN event occurs and remove it on FINGERUP:
fingers = {}
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.FINGERDOWN:
x = event.x * window.get_height()
y = event.y * window.get_width()
fingers[event.finger_id] = x, y
if event.type == pygame.FINGERUP:
fingers.pop(event.finger_id, None)
# [...]
Use the positions to detect if a button is touched. Use pygame.Rect and pygame.Rect.collidepoint for the "touch" detection. e.g.:
rect = pygame.Rect(300, 800, 100, 100)
touched = False
for finger, pos in fingers.items():
if rect.collidepoint(pos):
touched = True
Minimal example:
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
buttons = [
pygame.Rect(25, 25, 100, 100),
pygame.Rect(175, 25, 100, 100),
pygame.Rect(25, 175, 100, 100),
pygame.Rect(175, 175, 100, 100)]
colors = [(64, 0, 0), (64, 64, 0), (0, 64, 0), (0, 0, 64)]
colorsH = [(255, 0, 0), (255, 255, 0), (0, 255, 0), (0, 0, 255)]
fingers = {}
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.FINGERDOWN:
x = event.x * window.get_height()
y = event.y * window.get_width()
fingers[event.finger_id] = x, y
if event.type == pygame.FINGERUP:
fingers.pop(event.finger_id, None)
highlight = []
for i, rect in enumerate(buttons):
touched = False
for finger, pos in fingers.items():
if rect.collidepoint(pos):
touched = True
highlight.append(touched)
# the same with list comprehensions
#highlight = [any(r.collidepoint(p) for _, p in fingers.items()) for _, r in enumerate(buttons)]
window.fill(0)
for rect, color, colorH, h in zip(buttons, colors, colorsH, highlight):
c = colorH if h else color
pygame.draw.rect(window, c, rect)
pygame.display.flip()
pygame.quit()
exit()
I am having an issue where the display doesn't update for some reason. I have confirmed that x goes up but the display doesn't show it for some reason.
Code:
import pygame
SIZE = (500, 500)
CENTER = (SIZE[0] / 2, SIZE[1] / 2)
FPS = 60
COLORS = {
"white": (255, 255, 255),
"red": (255, 0, 0),
"green": (0, 255, 0),
"blue": (0, 0, 255),
"black": (0, 0, 0)
}
WIN = pygame.display.set_mode(SIZE)
pygame.display.set_caption("what da dog doing?")
def main():
clock = pygame.time.Clock()
run = True
player = pygame.draw.rect(WIN, COLORS.get(
"white"), (CENTER[0] - 400 / 2, CENTER[1] - 70 / 2, 400, 70), border_radius=10)
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
player.x += 1
pygame.display.update()
pygame.quit()
if __name__ == "__main__":
main()
Any help is appreciated.
you need to place stuff that is supposed to be updated in the main loop, also you need to fill the screen with some color (or blit an image that is large enough to cover the area you need) to draw over the previously drawn stuff
def main():
clock = pygame.time.Clock()
run = True
player = pygame.draw.rect(WIN, COLORS.get(
"white"), (CENTER[0] - 400 / 2, CENTER[1] - 70 / 2, 400, 70), border_radius=10)
while run:
clock.tick(FPS)
WIN.fill((0, 0, 0))
pygame.draw.rect(WIN, COLORS.get('white'), player, border_radius=10)
player.x += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.update()
pygame.quit()
I'm having trouble keeping track of two rectangles that I blit onto a surface after I then rotate that surface.
There are three rectangles draw on to the surface, representing the player. As the left and right keys are pressed, the rectangles all rotate around the centre point correctly.
When the space bar is pressed, the "lights" are supposed to toggle on and off, however they are always redrawn at the bottom of the surface.
Can you advise what I'm doing wrong?
import pygame
from pygame.locals import *
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.Surface((self.width, self.height))
self.surf.fill((0, 0, 0))
self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
self.rotation = 0
self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
self.lights = False
self.lightsOnColour = (255, 0, 0)
self.lightsOffColour = (125, 0, 0)
self.lightsColour = self.lightsOffColour
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.surf = pygame.transform.rotate(self.surf, -90)
if pressedKey == pygame.K_LEFT:
self.surf = pygame.transform.rotate(self.surf, 90)
if pressedKey == pygame.K_SPACE:
if self.lights:
self.lightsColour = self.lightsOffColour
self.lights = False
else:
self.lightsColour = self.lightsOnColour
self.lights = True
# always draws rectangles at the bottom of the surface
self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)
# initialize pygame
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))
Player = Player()
running = True
while running:
pressedKey = pygame.K_0
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
pressedKey = event.key
elif event.type == QUIT:
running = False
screen.blit(background, (0, 0))
Player.update(pressedKey)
screen.blit(Player.surf, Player.rect)
pygame.display.flip()
# end of game, quit
pygame.quit()
Don't rotate the player surface when a key is presse, but add an attribute angle to the class Player, which stores the current angle of the surface.
Change the angle when the K_RIGHT or K_LEFT key is pressed.
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
# [...]
self.angle = 0
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.angle = (self.angle - 90) % 360
if pressedKey == pygame.K_LEFT:
self.angle = (self.angle + 90) % 360
# [...]
this causes that the original surface is never changed and changing the "lights" will always work.
Create a rotated surface, which is rotated by Player.angle and blit the rotated surface:
rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
screen.blit(rotSurf, Player.rect)
Brilliant #Rabbid76! Thank you!
Updated code below in case anyone has a similar problem.
import pygame
from pygame.locals import *
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.Surface((self.width, self.height))
self.surf.fill((0, 0, 0))
self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
self.angle = 0
self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
self.lights = False
self.lightsOnColour = (255, 0, 0)
self.lightsOffColour = (125, 0, 0)
self.lightsColour = self.lightsOffColour
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.angle = (self.angle - 90) % 360
if pressedKey == pygame.K_LEFT:
self.angle = (self.angle + 90) % 360
if pressedKey == pygame.K_SPACE:
if self.lights:
self.lightsColour = self.lightsOffColour
self.lights = False
else:
self.lightsColour = self.lightsOnColour
self.lights = True
self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)
# initialize pygame
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))
Player = Player()
running = True
while running:
pressedKey = pygame.K_0
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
pressedKey = event.key
elif event.type == QUIT:
running = False
screen.blit(background, (0, 0))
Player.update(pressedKey)
rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
screen.blit(rotSurf, Player.rect)
pygame.display.flip()
# end of game, quit
pygame.quit()
I'm writing code for a one paddle pong game in pygame where the ball will bounce off of the 3 walls the paddle is not on, and when it does hit the paddle's wall instead of the paddle, it makes you lose a life. My problem is that I cannot figure out the collision detection to do this. Here is what I've done so far:
import pygame, sys
from pygame.locals import *
pygame.init()
screen_width = 640
screen_height = 480
Display = pygame.display.set_mode((screen_width, screen_height), 0, 32)
pygame.display.set_caption('Lonely Pong')
back = pygame.Surface((screen_width, screen_height))
background = back.convert()
background.fill((255, 255, 255))
paddle = pygame.Surface((80, 20))
_paddle = paddle.convert()
_paddle.fill((128, 0, 0))
ball = pygame.Surface((15, 15))
circle = pygame.draw.circle(ball, (0, 0, 0), (7, 7), 7)
_ball = ball.convert()
_ball.set_colorkey((0, 0, 0))
_paddle_x = (screen_width / 2) - 40
_paddle_y = screen_height - 20
_paddlemove = 0
_ball_x, _ball_y = 8, 8
speed_x, speed_y, speed_circle = 250, 250, 250
Lives = 5
clock = pygame.time.Clock()
font = pygame.font.SysFont("verdana", 20)
paddle_spd = 5
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
_paddlemove = paddle_spd
elif event.key == K_LEFT:
_paddlemove = -paddle_spd
elif event.type == KEYUP:
if event.key == K_RIGHT:
_paddlemove = 0
elif event.key == K_LEFT:
_paddlemove = 0
Livespr = font.render(str(Lives), True, (0, 0, 0))
Display.blit(background, (0, 0))
Display.blit(_paddle, (_paddle_x, _paddle_y))
Display.blit(_ball, (_ball_x, _ball_y))
Display.blit(Livespr, ((screen_width / 2), 5))
_paddle_x += _paddlemove
passed = clock.tick(30)
sec = passed / 1000
_ball_x += speed_x * sec
_ball_y += speed_y * sec
pygame.display.update()
Another problem I've been having is that when I start it up, the ball doesn't appear at all. Could somebody please point me in the right direction?
first things first, the ball doesn't appear because you are not filling the surface, you are setting the color_key:
_ball.set_colorkey((0, 0, 0))
should be
_ball.fill((0, 0, 0))
Second, for collision detection, pygame offers some functions such as collidepoint and colliderect.
https://www.pygame.org/docs/ref/rect.html#pygame.Rect.collidepoint
which means you will need the rectangles of the surfaces. do this by:
my_surface.get_rect()
https://www.pygame.org/docs/ref/surface.html#pygame.Surface.get_rect
In order to collide with the edges of the screen, you can always do
if _ball_x <= 0 or _ball_y <= 0 or _ball_x >= 640 or _ball_y >= 480:
# collision detected
I've been trying to make a game, and everything in there works so far except that the pause button , that when pressed the button P should pause and when pressed S should continue. I kinda understand the problem such that once in enters the while loop in the main code it wont get out. I tried putting the pause function inside the while loop. Please do help or provide tips to fix if possible thank you.
import pygame
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
Blue = (2,55,55)
def recursive_draw(x, y, width, height):
""" Recursive rectangle function. """
pygame.draw.rect(screen, WHITE,
[x, y, width, height],
1)
speed = [10,0]
rect_change_x = 10
rect_change_y = 10
# Is the rectangle wide enough to draw again?
if (width > 25):
# Scale down
x += width * .1
y += height * .1
width *= .8
height *= .8
# Recursively draw again
recursive_draw(x, y, width, height)
def recursive_draw2(x, y, width, height):
""" Recursive rectangle function. """
pygame.draw.rect(screen, Blue,
[x, y, width, height],
1)
speed = [10,0]
rect_change_x = 10
rect_change_y = 10
# Is the rectangle wide enough to draw again?
if (width > 25):
x += width * .1
y += height * .1
width *= .8
height *= .8
# Recursively draw again
recursive_draw2(x, y, width, height)
def paused():
screen.fill(black)
largeText = pygame.font.SysFont("comicsansms",115)
TextSurf, TextRect = text_objects("Paused", largeText)
TextRect.center = ((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf, TextRect)
while pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
#gameDisplay.fill(white)
button("Continue",150,450,100,50,green,bright_green,unpause)
button("Quit",550,450,100,50,red,bright_red,quitgame)
pygame.display.update()
clock.tick(15)
pygame.init()
#rectanglelist = [big()]
# Set the height and width of the screen
size = [700, 500]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
black=(0,0,0)
end_it=False
time = 100
USEREVENT = 0
pygame.time.set_timer(USEREVENT+1, 10)
milliseconds = 0
seconds = 0
start_it = False
while (end_it==False):
screen.fill(black)
myfont=pygame.font.SysFont("Britannic Bold", 40)
nlabel=myfont.render("Welcome to "+ " Jet shooter ", 1, (255, 0, 0))
label=myfont.render("Click on the mouse to start ", 1, (255, 0, 0))
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
end_it=True
screen.blit(nlabel,(200, 100))
screen.blit(label, (170,300))
pygame.display.flip()
while (start_it==False):
screen.fill(black)
myfont2=pygame.font.SysFont("Britannic Bold", 40)
label2=myfont2.render("Ready?", 1, (255, 0, 0))
screen.blit(label2, (300,250))
pygame.display.flip()
pygame.time.wait(3000)
start_it = True
fall = False
while (fall==False):
nlist = [3,2,1]
for i in (nlist):
screen.fill(black)
n = str(i)
myfont3=pygame.font.SysFont("Britannic Bold", 40)
score = myfont3.render(n,1,(255,0,0))
screen.blit((score), (350,250))
pygame.display.flip()
pygame.time.wait(1000)
screen.fill(black)
myfont4=pygame.font.SysFont("Britannic Bold", 40)
label4=myfont3.render("GOOO!!!", 1, (255, 0, 0))
screen.blit(label4, (300,250))
pygame.display.flip()
pygame.time.wait (1000)
fall = True
pause = 0
b = 0
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_p:
pause=True
if pause == True:
screen.fill(black)
font=pygame.font.SysFont("Britannic Bold", 40)
nlabelBB=myfont.render("Pause", 1, (255, 0, 0))
screen.blit(nlabelBB,(200, 100))
pygame.display.flip()
# Set the screen background
screen.fill(BLACK)
flip = 1
a = 0
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
recursive_draw(0, 0, 700, 500)
recursive_draw2(35,25, 625, 450)
**###I TRIED TO PUT THE PAUSE GAME HERE AND IF PRESSED P PAUSE AND S CONTINUE
while a == 0 :
if flip == 1 :
recursive_draw(35,25,625,450)
recursive_draw2(0, 0, 700, 500)
flip = flip + 1
pygame.display.flip()
if event.type == pygame.KEYUP:
if event.key==K_p:
a = 1
screen.fill(black)
font=pygame.font.SysFont("Britannic Bold", 40)
nlabelBB=myfont.render("Pause", 1, (255, 0, 0))
screen.blit(nlabelBB,(200, 100))
pygame.display.flip()
if event.key==K_s:
a = 0
if flip == 2 :
recursive_draw(0, 0, 700, 500)
recursive_draw2(35, 25, 625, 450)
flip = flip - 1
pygame.display.flip()
if event.type == pygame.KEYUP:
if event.key==K_p:
a = 1
screen.fill(black)
font=pygame.font.SysFont("Britannic Bold", 40)
nlabelBB=myfont.render("Pause", 1, (255, 0, 0))
screen.blit(nlabelBB,(200, 100))
pygame.display.flip()
if event.key==K_s:
a = 0**
if event.type == pygame.QUIT:
done = True
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(20)
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
Just use a single game loop for everything and keep track of the current state (e.g. main menu, pause screen, game scene) of your game..
Here's an example where we keep track of the state by a simple variable called state and act in our game loop accordingly:
import pygame, math, itertools
def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))
def sub(u, v):
return [u[i]-v[i] for i in range(len(u))]
def normalize(v):
return [v[i]/magnitude(v) for i in range(len(v))]
pygame.init()
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
path = itertools.cycle([(26, 43), (105, 110), (45, 225), (145, 295), (266, 211), (178, 134), (250, 56), (147, 12)])
target = next(path)
ball, speed = pygame.rect.Rect(target[0], target[1], 10, 10), 3.6
pause_text = pygame.font.SysFont('Consolas', 32).render('Pause', True, pygame.color.Color('White'))
RUNNING, PAUSE = 0, 1
state = RUNNING
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT: break
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_p: state = PAUSE
if e.key == pygame.K_s: state = RUNNING
else:
screen.fill((0, 0, 0))
if state == RUNNING:
target_vector = sub(target, ball.center)
if magnitude(target_vector) < 2:
target = next(path)
else:
ball.move_ip([c * speed for c in normalize(target_vector)])
pygame.draw.rect(screen, pygame.color.Color('Yellow'), ball)
elif state == PAUSE:
screen.blit(pause_text, (100, 100))
pygame.display.flip()
clock.tick(60)
continue
break
As you can see, the rectangle keeps moving until you press P, which will change the state to PAUSE; and a simple message will now be displayed instead of drawing/moving the rectangle further.
If you press S the state switches back to the normal mode; all done in a single game loop.
Further reading:
Pygame level/menu states
Mulitple Displays in Pygame
Trying to figure out how to track Pygame events and organize the game's functions