Illegal instruction: 4 on MacOS High Sierra - python

I am trying to make a chat-looking window in pygame 3.6, I just updated my MacBook to version 10.13.6, before I did this it worked perfectly but after I get the message: Illegal instruction: 4.
Code
import pygame
from pygame.locals import *
import pygame.gfxdraw
pygame.init()
window_width=360
window_height=640
animation_increment=10
clock_tick_rate=20
size = (window_width, window_height)
screen = pygame.display.set_mode(size)
black = (0,0,0)
grey = (220,220,220)
shadow = (0, 255, 0, 100)
pygame.display.set_caption("BrAIn")
dead=False
clock = pygame.time.Clock()
background_image = pygame.image.load("background.png").convert()
micro = pygame.image.load("microphone.png")
PF = pygame.image.load("BrAIn.png")
while(dead==False):
for event in pygame.event.get():
if event.type == pygame.QUIT:
dead = True
font = pygame.font.Font("Impact copy.ttf", 52)
text = font.render('BrAIn', True, (0,0,0))
screen.blit(background_image, [0, 0])
pygame.gfxdraw.hline(screen, 0, 360, 40, shadow)
pygame.draw.line(screen, black, [0,62], [360,62], 2)
pygame.draw.line(screen, grey, [0,30], [360,30], 62)
pygame.draw.line(screen, grey, [0,620],[360,620],75)
pygame.draw.line(screen, black, [0,583], [360,583], 2)
screen.blit(micro, [152, 587])
screen.blit(PF, [-5, -7])
screen.blit(text, [125,0])
pygame.display.flip()
clock.tick(clock_tick_rate)
Python 3.6 (and 2.7) also crashes after running this.

Although "removing pygame.init()" isn't really much of an answer and I would like to know why it does this and how to permanently fix this, I have found a way to 'fix' this problem. I removed the pygame.init() command, which gave me the error: pygame.error: font not initialized. This is pretty obvious because then you haven't initialized the engine where the fonts are. There is another way without using pygame.init() without getting this error (as many of you are aware I think), this is by using pygame.font.init(). I tried replacing pygame.init() by pygame.font.init() and finally my program worked like it used to. I would still very much like to know why and how this error is made, how to permanently get rid of it and what difference there is between pygame.font.init() and pygame.init() but this is a temporary answer for me.

Related

Python3/Pygame: Get the "working resolution" of the monitor (= equally large non-HD screen??) [duplicate]

UPDATED ISSUE
I have discovered the issue appears to be with the fact that I am using the FULLSCREEN display flag to create the window. I added a rectangle to be drawn in the top left of the scree (0, 0), but when I run the program, It is mostly off the screen. Then, when I Alt-Tab away and back, the rectangle is appropriately placed at 0,0 and the turret is off center.
So basically, when the program starts, the game screen is larger than my actual screen, but centered. Then after Alt-Tab, the game screen is lined up with 0,0 but since the game screen is larger than my screen, the turret looks off center, but is actually centered relative to the game.
So the real question is why does using the FULLSCREEN display flag make a screen larger than my computer screen?
ORIGINAL ISSUE
I am building a simple demonstration of a turret in the center of the screen which follows the location of the cursor as if to fire where it is. Everything works perfectly until I Alt-Tab away from the screen, and then Alt-Tab back. At this point to turret is now off center (down and to the right)
import pygame, math
pygame.init()
image_library = {}
screen_dimen = pygame.display.Info()
print("Screen Dimensions ", screen_dimen)
def get_image(name):
if name not in image_library:
image = pygame.image.load(name)
image_library[name] = image
else:
image = image_library[name]
return image
robot_turret_image = get_image('robot_turret.png')
screen = pygame.display.set_mode((0, 0), pygame.`FULLSCREEN`)
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEMOTION:
print(event.pos)
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
done = True
screen.fill((0, 0, 0))
pos = pygame.mouse.get_pos()
angle = 360 - math.atan2(pos[1] - (screen_dimen.current_h / 2),
pos[0] - (screen_dimen.current_w / 2)) * 180 / math.pi
rot_image = pygame.transform.rotate(robot_turret_image, angle)
rect = rot_image.get_rect(center=(screen_dimen.current_w / 2, screen_dimen.current_h / 2))
screen.blit(rot_image, rect)
color = (0, 128, 255)
pygame.draw.rect(screen, color, pygame.Rect(0, 0, 200, 200))
pygame.display.update()
clock.tick(60)
It seems that the center is now off. I have printed out the screen dimensions before and after the Alt-Tab and they are the same, so I can't figure out why the image moves. I believe I am missing something regarding state changes with Pygame, but can't figure out what. If it is relevant, I am on Windows 10.
Alright, I discovered a solution from gamedev.stackexchange
And I will re-hash it here. The issue was that Using the fullscreen tag was making a screen larger than my computer screen. The following code solves this
import ctypes
ctypes.windll.user32.SetProcessDPIAware()
true_res = (ctypes.windll.user32.GetSystemMetrics(0), ctypes.windll.user32.GetSystemMetrics(1))
pygame.display.set_mode(true_res,pygame.FULLSCREEN)
It is important to note that this is potentially just a windows fix, but I do not have another system with which to test it on. But It works on Windows 10 with python 3.5.1 and pygame 1.9.2a0

Two Surfaces not bliting pygame

I'm trying to render some font onto my Pygame screen but it never shows up. I think I have everything set-up right and my programs not throwing any errors so I'm not sure what's wrong. This is the code I'm using to try and create the text:
pygame.init()
pygame.display.set_caption("MyGame")
font = SysFont("Times", 24) #Create a new font using times if it exists, else use system font.
white = (255, 255, 255)
while True: #Game loop
label = font.render("Score: " + str(score), 1, white)
self.surface.blit(label, (100, 100))
# Do other game things....
self.board.draw()
pygame.display.update()
self.clock.tick(60)
and in my init function:
def __init__(self):
self.surface = pygame.display.set_mode((400, 500)) #Set dimensions of game window. Creates a Surface
self.clock = pygame.time.Clock()
self.board = Board(self.surface) # Board is an object in my game
What am I doing wrong? I've looked all over the Pygame documentation and SO but I can't see anything wrong in my code. I've also tried setting the font explicitly with
font = pygame.font.Font("/System/Library/Fonts/Helvetica.dfont", 24)
but nothing seems to work.
As furas suggested, the problem was caused by me filling in the surface after drawing.

Pygame: Drawing a circle after input

this seemed like a really simple code, this is why I'm even more confused that it won't work. I'm creating a game that draws different lines of a picture and, after each shape, asks the user what it could be. My problem is that it won't even draw the first circle once I have the input()-part included, but without the input, it works perfectly fine.
import pygame, sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((1000, 600))
pygame.display.set_caption('PyDoodle')
clock= pygame.time.Clock()
clock.tick(30)
#importing background pictures:
backPimg = pygame.image.load('Wood.jpg')
backPimg = pygame.image.load('Paper.jpg')
backWx = 0
backWy = 0
backPx = 250
backPy = 0
screen.blit(backWimg, (backWx, backWy))
screen.blit(backPimg, (backPx, backPy))
#colors
black = (0, 0, 0)
#solutions
snowman = ('snowman'.capitalize(), 'snow man'.upper(), 'snowman', 'snow man')
#MAIN GAME
while True:
for event in pygame.event.get()
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
#DRAWING #1: SNOWMAN
#circle 1 - the part that's getting on my nerves
pygame.draw.circle(screen, black, (500,400), 70, 2)
guess1 = raw_input('Your guess:\n')
It'd be really nice if you could have a look at it, maybe you have some suggestions.
The problem is, that pygame does not receive any events while raw_input is waiting for input. (You are not in the event-loop at that point.) As a result you never execute pygame.display.update().
Add pygame.display.update() after pygame.draw.circle(screen, black, (500,400), 70, 2). However then if a redraw of the window is necessary it will not be executed until the input is finished still.
Probably you should use input mechanisms provided by pygame instead.

How to display text in pygame? [duplicate]

This question already has answers here:
pygame - How to display text with font & color?
(7 answers)
Closed 2 years ago.
I can't figure out to display text in pygame.
I know I can't use print like in regular Python IDLE but I don't know how.
import pygame, sys
from pygame.locals import *
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = ( 255, 0, 0)
pygame.init()
size = (700, 500)
screen = pygame.display.set_mode(size)
DISPLAYSURF = pygame.display.set_mode((400, 300))
pygame.display.set_caption('P.Earth')
while 1: # main game loop
for event in pygame.event.get():
if event.type == QUIT:
pygame.display.update()
import time
direction = ''
print('Welcome to Earth')
pygame.draw.rect(screen, RED, [55,500,10,5], 0)
time.sleep(1)
This is only the beginning part of the whole program.
If there is a format that will allow me to show the text I type in the pygame window that'd be great. So instead of using print I would use something else. But I don't know what that something else is.
When I run my program in pygame it doesn't show anything.
I want the program to run in the pygame window instead of it just running in idle.
You can create a surface with text on it. For this take a look at this short example:
pygame.font.init() # you have to call this at the start,
# if you want to use this module.
my_font = pygame.font.SysFont('Comic Sans MS', 30)
This creates a new object on which you can call the render method.
text_surface = my_font.render('Some Text', False, (0, 0, 0))
This creates a new surface with text already drawn onto it.
At the end you can just blit the text surface onto your main screen.
screen.blit(text_surface, (0,0))
Bear in mind, that every time the text changes, you have to recreate the surface again, to see the new text.
There's also the pygame.freetype module which is more modern, works with more fonts and offers additional functionality.
Create a font object with pygame.freetype.SysFont() or pygame.freetype.Font if the font is inside of your game directory.
You can render the text either with the render method similarly to the old pygame.font.Font.render or directly onto the target surface with render_to.
import pygame
import pygame.freetype # Import the freetype module.
pygame.init()
screen = pygame.display.set_mode((800, 600))
GAME_FONT = pygame.freetype.Font("your_font.ttf", 24)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill((255,255,255))
# You can use `render` and then blit the text surface ...
text_surface, rect = GAME_FONT.render("Hello World!", (0, 0, 0))
screen.blit(text_surface, (40, 250))
# or just `render_to` the target surface.
GAME_FONT.render_to(screen, (40, 350), "Hello World!", (0, 0, 0))
pygame.display.flip()
pygame.quit()
When displaying I sometimes make a new file called Funk. This will have the font, size etc. This is the code for the class:
import pygame
def text_to_screen(screen, text, x, y, size = 50,
color = (200, 000, 000), font_type = 'data/fonts/orecrusherexpand.ttf'):
try:
text = str(text)
font = pygame.font.Font(font_type, size)
text = font.render(text, True, color)
screen.blit(text, (x, y))
except Exception, e:
print 'Font Error, saw it coming'
raise e
Then when that has been imported when I want to display text taht updates E.G score I do:
Funk.text_to_screen(screen, 'Text {0}'.format(score), xpos, ypos)
If it is just normal text that isn't being updated:
Funk.text_to_screen(screen, 'Text', xpos, ypos)
You may notice {0} on the first example. That is because when .format(whatever) is used that is what will be updated. If you have something like Score then target score you'd do {0} for score then {1} for target score then .format(score, targetscore)
This is slighly more OS independent way:
# do this init somewhere
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
font = pygame.font.Font(pygame.font.get_default_font(), 36)
# now print the text
text_surface = font.render('Hello world', antialias=True, color=(0, 0, 0))
screen.blit(text_surface, dest=(0,0))

Need help getting line to "draw" in python (pygame)

ive been following a tutorial to learn pygame. the code below is to make a window (640 by 400) that s green. The program is also exposed to draw a red line across the screen. so far i have not been sucessfull in having the line appear. any suggestions?
#! /usr/bin/env python
import pygame
screen = pygame.display.set_mode((640, 400))
running = 1
green = 0, 255, 0
red = 255, 0, 0
point1 = 639, 479
point2 = 0, 0
while running:
event = pygame.event.poll()
if event.type == pygame.QUIT:
running = 0
screen.fill(green)
pygame.display.flip()
pygame.draw.line(screen, red, point1, point2)
You need to call draw.line before the display.flip(), as it is now you are copying the data from the buffer to the display before the lines is drawn.
in order for some functions to work you have to change your code at the beginning to:
import pygame
from pygame.locals import *
pygame.init()
this makes sure you have all of the essentials and that you "initialize" pygame.
without pygame.init() it wouldn't "turn on" most of the functions

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