I'm following a tutorial on youtube for building a platformer with pygame.
I'm getting the error: Traceback(most recent call last):
File I:\Home\PYGAME\main.py line 23 in
screen.blit(player_image, player_Pos)
AttributeError: 'NoneType' Object has no attribute 'blit'
How do I solve this?
Here's my code:
import pygame
from pygame.locals import *
pygame.init()
clock = pygame.time.Clock()
SCREEN_SIZE = (500,500)
screen = pygame.display.set_caption('first pygame project')
pygame.display.set_mode(SCREEN_SIZE, 0, 32)
moving_Right = False
moving_Left = False
player_Pos = (50,350)
velocity = 10
player_y_momentum = 0
running = True
player_image = pygame.image.load('I:\Home\PYGAME\player_icon.png')
while running:
screen.blit(player_image, player_Pos)
if moving_Right == True:
player_Pos[0] += velocity
if moving_Left == True:
player_Pos[0] -= velocity
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_RIGHT:
moving_Right = True
if event.key == K_LEFT:
moving_Left = True
if event.type == KEYUP:
if event.key == K_RIGHT:
moving_Right = False
if event.key == K_LEFT:
moving_Left = False
pygame.display.update()
clock.tick(60)
Change this part:
screen = pygame.display.set_caption('first pygame project')
pygame.display.set_mode(SCREEN_SIZE, 0, 32)
To this:
screen = pygame.display.set_mode(SCREEN_SIZE)
pygame.display.set_caption('first pygame project')
What you have done does not allow you to use screen as an object.
Related
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.
I am using python 2.7 an tried to make a simple game using the pygame module. In the program it makes a rectangle, and what I am having trouble doing is getting it to move upon keys being pressed. I believe the problem is with the 'player.move' part in my code, but the documentation was poor for it on pygames website. Any help is appreciated.
import pygame
import random
import time
pygame.init()
white = (255,255,255)
black = (0,0,0)
displayWidth = 800
displayHeight = 800
FPS = 30
clock = pygame.time.Clock()
blockWidth = 50
blockHeight = 50
pygame.display.set_caption('Test Game')
screen = pygame.display.set_mode([displayWidth, displayHeight])
background = pygame.Surface(screen.get_size())
background.fill((white))
background = background.convert()
screen.blit(background, (0,0))
global xStart, yStart
xStart = 400
yStart = 400
global player
player = pygame.draw.rect(screen, black, ([xStart,yStart,blockWidth,blockHeight]))
pygame.display.update()
def mainloop():
global x, y
x = xStart
y = yStart
mainloop = True
pygame.display.update()
while mainloop == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
mainloop = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
mainloop = False
if event.key == pygame.K_UP:
player.move(x, y + 10)
pygame.display.update()
if event.key == pygame.K_DOWN:
player.move(x, y - 10)
pygame.display.update()
if event.key == pygame.K_LEFT:
player.move(x - 10, y)
pygame.display.update()
if event.key == pygame.K_RIGHT:
player.move(x + 10, y)
pygame.display.update()
clock.tick(FPS)
pygame.display.flip()
mainloop()
pygame.quit()
Find tutorial (ie, Program Arcade Games With Python And Pygame) because you have many things to change.
PyGame is low-level library and you have to do everything on your own. In while loop you have to clear screen or draw background and draw player - again and again.
Here your code after modifications.
You have to learn pygame.Rect, pygame.Surface, (pygame.Sprite), events, etc.
import pygame
import random
import time
# --- constants --- (UPPER_CASE names)
WHITE = (255, 255, 255)
BLACK = (0 , 0, 0)
DISPLAY_WIDTH = 800
DISPLAY_HEIGHT = 800
FPS = 30
BLOCK_WIDTH = 50
BLOCK_HEIGHT = 50
# --- functions --- (lower_case names)
def run():
mainloop = True
speed_x = 0
speed_y = 0
while mainloop:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
mainloop = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
mainloop = False
# - start moving -
elif event.key == pygame.K_UP:
speed_y = -10
elif event.key == pygame.K_DOWN:
speed_y = 10
elif event.key == pygame.K_LEFT:
speed_x = -10
elif event.key == pygame.K_RIGHT:
speed_x = 10
#elif event.type == pygame.KEYUP:
# # - stop moving -
# if event.key == pygame.K_UP:
# speed_y = 0
# elif event.key == pygame.K_DOWN:
# speed_y = 0
# elif event.key == pygame.K_LEFT:
# speed_x = 0
# elif event.key == pygame.K_RIGHT:
# speed_x = 0
# --- updates ---
player_rect.move_ip(speed_x, speed_y)
# --- draws ---
screen.blit(background, background_rect)
screen.blit(player, player_rect)
pygame.display.flip()
clock.tick(FPS)
# --- main ---
pygame.init()
pygame.display.set_caption('Test Game')
screen = pygame.display.set_mode( (DISPLAY_WIDTH, DISPLAY_HEIGHT) )
screen_rect = screen.get_rect()
background_rect = screen_rect
background = pygame.Surface(background_rect.size)
background.fill(WHITE)
background = background.convert()
player_rect = pygame.Rect(400, 400, BLOCK_WIDTH, BLOCK_HEIGHT)
player = pygame.Surface(player_rect.size)
player.fill(BLACK)
clock = pygame.time.Clock()
run()
pygame.quit()
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()
So I have this small piece of code, and it runs fine, but when i move the character, wherever the character was before, theres a picture of it behind it. imagine it as taking a pencil and drawing on a piece of paper, and thats basically how its showing up. I don't know where the code is wrong as it runs fine otherwise. It has this problem with any other way to display the player. Help?
import pygame,sys,os
from pygame.locals import *
pygame.init
MOVERATE = 8
WINDOWWIDTH = 1000
WINDOWHEIGHT = 1000
def terminate():
pygame.quit()
sys.exit()
playerImage = pygame.image.load('Test_Block.png')
playerRect = playerImage.get_rect()
WHITE = (255,255,255)
WindowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.update()
WindowSurface.fill(WHITE)
mainClock = pygame.time.Clock()
pygame.display.update()
while True:
playerRect.topleft = (WINDOWWIDTH /3, WINDOWHEIGHT / 3)
moveLeft = moveRight = moveUp = moveDown = False
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == ord('w'):
moveDown = False
moveUp = True
if event.key == ord('s'):
moveUp = False
moveDown = True
if event.type == KEYUP:
if event.type == K_ESCAPE:
terminate()
if event.key == ord('a'):
moveLeft = False
if event.key == ord('d'):
moveRight = False
if event.key == ord('w'):
moveUp = False
if event.key == ord('s'):
moveDown = False
pygame.display.update()
if moveLeft and playerRect.left > 0:
playerRect.move_ip(-1 * MOVERATE,0)
if moveRight and playerRect.right < WINDOWWIDTH:
playerRect.move_ip(MOVERATE,0)
if moveUp and playerRect.top >0:
playerRect.move_ip(0,-1 * MOVERATE)
if moveDown and playerRect.bottom < WINDOWHEIGHT:
playerRect.move_ip(0,MOVERATE)
pygame.display.update()
WindowSurface.blit(playerImage, playerRect)
pygame.display.update()
mainClock.tick(30)
pygame.display.update()
You need to fill the screen with white to erase the old image. Use WindowSurface.fill(WHITE) in your code right before WindowSurface.blit(playerImage, playerRect) at the same indentation.
This is the code I used.
import pygame, sys
from pygame.locals import *
pygame.init()
def game():
width, height = 1000, 600
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption('My game far now :P') #This command allows you make a title.
background=pygame.image.load('AE.jpg')
background = pygame.transform.scale(background, (width,height))
screen.blit(background, (0,0))
#Load target image and player
player = pygame.image.load('little.png')
player = pygame.transform.scale(player, (40,40))
px,py = width/2,height/2
screen.blit(player, (px,py))
movex = movey = 0
#Running of the game loop
while True:
screen.blit(background, (0,0))
#screen.blit(target,targetpos)
screen.blit(player, (px,py))
pygame.display.update()
#keyboard an/or mouse movements
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.KEYDOWN:
if event.key == K_RIGHT:
movex = 2
if event.key == K_LEFT:
movex = -2
if event.key == K_UP:
movey = -2
if event.key == K_DOWN:
movey = 2
elif event.type == pygame.KEYUP:
if event.key == K_RIGHT:
movex = 0
if event.key == K_LEFT:
movex = 0
if event.key == K_UP:
movey = 0
if event.key == K_DOWN:
movey = 0
px = px + movex
py = py + movey
#Python 's way of running the main routine
if __name__=='__main__':
game()
When I run the program it all starts right, the screen opens with background and player spawning in the middle of the screen, but when I try to move nothing happends, no errors nothing.
Would apriciate any help I can get :)
Thx for taking time to help me.
You seem to have code indentation problem in last two lines which may be causing the bug.
Your curent code is equivalent to this if code block:
elif event.type == pygame.KEYUP:
if event.key == K_RIGHT:
movex = 0
if event.key == K_LEFT:
movex = 0
if event.key == K_UP:
movey = 0
if event.key == K_DOWN # IF BLOCK STARTS
movey = 0
px = px + movex # THIS FALLS IN THE PREVIOUS IF BLOCK
py = py + movey
Correct code would be :
elif event.type == pygame.KEYUP:
if event.key == K_RIGHT:
movex = 0
if event.key == K_LEFT:
movex = 0
if event.key == K_UP:
movey = 0
if event.key == K_DOWN # IF BLOCK STARTS
movey = 0 #IF BLOCK ENDS
px = px + movex # NOW THIS IS OUT OF THE IF BLOCK
py = py + movey
Take this code, the movement is optimized. Useles code removed.
I hope you understand it ;)
import pygame, sys
from pygame.locals import *
pygame.init()
width, height = 1000, 600
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption('My game far now :P')
background=pygame.image.load('AE.png')
background = pygame.transform.scale(background, (width,height))
player = pygame.image.load('little.png')
player = pygame.transform.scale(player, (40,40))
px,py = width/2,height/2
movex = movey = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]: px -= 2
if keys[pygame.K_RIGHT]: px += 2
if keys[pygame.K_UP]: py -= 2
if keys[pygame.K_DOWN]: py += 2
screen.blit(background, (0,0))
screen.blit(player, (px,py))
pygame.display.update()
Two problems.
You don't render in your loop
You are updating the location only in the if statement.
fixed:
while True:
# input
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.KEYDOWN:
# ...snip...
# physics
px += movex
py += movey
# drawing
screen.blit(background, (0,0))
screen.blit(player, (px,py))
pygame.display.update()