I am having trouble importing an image. This is the code:
import pygame
pygame.init()
window = pygame.display.set_mode((500, 480))
pygame.display.set_caption("programing with pygame")
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'),
pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'),
pygame.image.load('R6.png'),
pygame.image.load('R7.png'), pygame.image.load('R8.png'),
pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'),
pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'),
pygame.image.load('L6.png'),
pygame.image.load('L7.png'), pygame.image.load('L8.png'),
pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')
clock = pygame.time.Clock()
x = 50
y = 400
width = 64
height = 64
vel = 5
isJump = False
jumpCount = 10
left = False
right = False
walkCount = 0
def redrawGameWindow():
global walkCount
window.blit(bg, (0,0))
if walkCount + 1 >= 27:
walkCount = 0
if left:
window.blit(walkLeft[walkCount]//3, (x,y))
walkCount += 1
elif right:
window.blit(walkRight[walkCount]//3, (x,y))
walkCount += 1
else:
window.blit(char, (x,y))
pygame.display.update()
#mainloop
run = True
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel:
x -= vel
left = True
right = False
elif keys[pygame.K_RIGHT] and x < 500 - width - vel:
x += vel
right = True
left = False
else:
right = False
left = False
walkCount = 0
if not(isJump):
if keys[pygame.K_SPACE]:
isJump = True
right = False
left = False
walkCount = 0
else:
if jumpCount >= -10:
neg = 1
if jumpCount < 0:
neg = -1
y -= (jumpCount ** 2) * 0.5 * neg
jumpCount -= 1
else:
isJump = False
jumpCount = 10
redrawGameWindow()
pygame.quit()
Here's the error message:
Traceback (most recent call last):
File "C:\Users\Owner\AppData\Local\Programs\Python\Python37-
32\pygametest.py", line 8, in <module>
walkRight = [pygame.image.load('R1.png'),
pygame.image.load('R2.png'),
pygame.image.load('R3.png'),
pygame.error: Couldn't open R1.png
Are you sure the image files are in the same folder as your pygametest.py? If not either move those files into the Python37-32 folder or change the pygame.image.load() location.
for example... pygame.image.load('C:\Users\Owner\Desktop\R3.png')
hope this helps
Related
Well , I was trying to make a game with pygame in python ( ver. 3.10.5 ) . I wanted to set Frames Per Seconds , that is FPS for the game by first doing clock = pygame.time.Clock outside the main loop and then doing clock.tick(FPS) , (FPS was another variable before with a value of 27). In every video in Youtube , it works , but in my one it shows "builtin_function_or_method' object has no attribute 'tick' " . I searched a lot but can't find the proper fix or alternative. Please help
import pygame
pygame.init()
window = pygame.display.set_mode((500 , 500))
pygame.display.set_caption("G")
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')
clock = pygame.time.Clock
x = 50
y = 50
width = 64
height = 64
vel = 5
FPS = 27
jumping = False
jump_count = 10
left = False
right = False
walkCount = 0
def redrawGameWindow():
global walkCount
window.blit(bg , (0, 0))
if walkCount + 1 >= 27:
walkCount = 0
if left:
window.blit(walkLeft[walkCount//3] , (x,y))
pygame.display.update()
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if running == False:
pygame.quit()
neg = 1
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x = x - vel
left = True
right = False
elif keys[pygame.K_RIGHT]:
x = x + vel
right = True
left = False
else:
left = False
right = False
walkCount = 0
if not (jumping):
if keys[pygame.K_UP]:
y = y - vel
if keys[pygame.K_DOWN]:
y = y + vel
if keys[pygame.K_SPACE]:
jumping = True
else:
if jump_count >= -10:
neg = 1
if jump_count < 0:
neg = -1
y -= jump_count ** 2 * 0.5 * neg
jump_count -= 1
else:
jumping = False
jump_count = 10
redrawGameWindow()
This is what I tried and i cant fix pls help it shows builtin_function_or_method' object has no attribute 'tick'
pygame.time.Clock is a class. You have to create an instance object of that class:
clock = pygame.time.Clock
clock = pygame.time.Clock()
This question already has answers here:
Using global variables in a function
(25 answers)
UnboundLocalError trying to use a variable (supposed to be global) that is (re)assigned (even after first use)
(14 answers)
Closed 1 year ago.
import pygame
pygame.init()
win = pygame.display.set_mode((1280,800))
pygame.display.set_caption("Fight")
appwallpaper = pygame.image.load('/Users/arnav/Downloads/AppWallpaper.jpeg') #setting the apps wallpaper storing it in a variable
pygame.display.set_icon(appwallpaper) #setting the apps wallpaper as the poster
walkLeft = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack2.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack3.png')]
walkRight = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1Right.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack2Right.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack3Right.png')]
walkLeft2 = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack2.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack3.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack4.png')]
walkRight2 = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1Right.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack2Right.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack3Right.png'), pygame.image.load('/Users/arnav/Downloads/Jokerattack4Right.png')]
Joker1 = pygame.image.load('/Users/arnav/Downloads/Joker.png')
char = pygame.transform.scale(Joker1, (100, 165))
bg1 = pygame.image.load('/Users/arnav/Downloads/fighterbackground.png')
bg = pygame.transform.scale(bg1, (1280, 800))
x = 50
y = 550
width = 40
height = 60
vel = 5
clock = pygame.time.Clock()
isJump = False
jumpCount = 10
left = False
right = False
space = False
walkCount = 0
currentWalk = walkLeft
def redrawGameWindow():
global walkCount
win.blit(bg, (0,0))
if currentWalk == walkLeft or walkRight:
walkCount + 1 >= 12
walkCount = 0
if left:
currentWalk = walkLeft
win.blit(currentWalk[walkCount//4], (x,y))
walkCount += 1
elif right:
currentWalk = walkRight
win.blit(currentWalk[walkCount//4], (x,y))
walkCount += 1
elif space:
win.blit(bg, (0,0))
if walkCount + 1 >= 16:
walkCount = 0
currentWalk = walkLeft2
win.blit(currentWalk[walkCount//4], (x,y))
walkCount += 1
else:
win.blit(char, (x, y))
walkCount = 0
pygame.display.update()
run = True
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] or keys[ord('a')] and x > vel:
x -= vel
left = True
right = False
space = False
currentWalk = walkLeft
elif keys[pygame.K_RIGHT] or keys[ord('d')] and x < 1000 - vel - width:
x += vel
left = False
right = True
space = False
currentwalk = walkRight
else:
left = False
right = False
space = False
walkCount = 0
if not(isJump):
if keys[pygame.K_UP] or keys[ord('w')]:
isJump = True
left = False
right = False
space = False
walkCount = 0
else:
if jumpCount >= -10:
y -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
else:
jumpCount = 10
isJump = False
if keys[ord('n')]:
x -= vel
left = False
right = False
space = True
currentWalk = walkLeft2
if keys[ord('z')]:
x -= vel
left = False
right = False
space = True
currentWalk = walkLeft2
if x <= 0:
x = 0
elif x >= 1100:
x = 1100
redrawGameWindow()
pygame.quit()
builtins.UnboundLocalError: local variable 'currentWalk' referenced before assignment. This is what happens when I run the code. I am trying to animate walkLeft2 and walkRight2 but it is not working, walkLeft and walkRight are animating. This is because the walkcount was originally eliminated if it was above 12 but I changed it to an if statement and now it does not run.
import pygame
pygame.init()
win = pygame.display.set_mode((1280,800))
pygame.display.set_caption("Fight")
appwallpaper = pygame.image.load('/Users/arnav/Downloads/AppWallpaper.jpeg') #setting
the apps wallpaper storing it in a variable
pygame.display.set_icon(appwallpaper) #setting the apps wallpaper as the poster
walkLeft = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack2.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack3.png')]
walkRight = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1Right.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack2Right.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack3Right.png')]
walkLeft2 = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack2.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack3.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack4.png')]
walkRight2 = [pygame.image.load('/Users/arnav/Downloads/Jokerattack1Right.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack2Right.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack3Right.png'),
pygame.image.load('/Users/arnav/Downloads/Jokerattack4Right.png')]
Joker1 = pygame.image.load('/Users/arnav/Downloads/Joker.png')
char = pygame.transform.scale(Joker1, (100, 165))
bg1 = pygame.image.load('/Users/arnav/Downloads/fighterbackground.png')
bg = pygame.transform.scale(bg1, (1280, 800))
x = 50
y = 550
width = 40
height = 60
vel = 5
clock = pygame.time.Clock()
isJump = False
jumpCount = 10
left = False
right = False
space = False
walkCount = 0
currentWalk = walkLeft
def redrawGameWindow():
global walkCount
win.blit(bg, (0,0))
if walkCount + 1 >= 9:
walkCount = 0
if left:
currentWalk = walkLeft
win.blit(currentWalk[walkCount//3], (x,y))
walkCount += 1
elif right:
currentWalk = walkRight
win.blit(currentWalk[walkCount//3], (x,y))
walkCount += 1
elif space:
win.blit(bg, (0,0))
if walkCount + 1 >= 12:
walkCount = 0
currentWalk = walkLeft2
win.blit(currentWalk[walkCount//3], (x,y))
walkCount += 1
else:
win.blit(char, (x, y))
walkCount = 0
pygame.display.update()
run = True
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] or keys[ord('a')] and x > vel:
x -= vel
left = True
right = False
space = False
currentWalk = walkLeft
elif keys[pygame.K_RIGHT] or keys[ord('d')] and x < 1000 - vel - width:
x += vel
left = False
right = True
space = False
currentwalk = walkRight
else:
left = False
right = False
space = False
walkCount = 0
if not(isJump):
if keys[pygame.K_UP] or keys[ord('w')]:
isJump = True
left = False
right = False
space = False
walkCount = 0
else:
if jumpCount >= -10:
y -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
else:
jumpCount = 10
isJump = False
if keys[ord('n')]:
x -= vel
left = False
right = False
space = True
currentWalk = walkLeft2
if keys[ord('z')]:
x -= vel
left = False
right = False
space = True
currentWalk = walkLeft2
if x <= 0:
x = 0
elif x >= 1100:
x = 1100
redrawGameWindow()
def redrawgamewindow2():
currentWalk = walkLeft2
win.blit(bg, (0,0))
if walkCount + 1 >= 12:
walkCount = 0
if left:
win.blit(currentWalk[walkCount//3], (x,y))
walkCount += 1
elif right:
win.blit(walkRight[walkCount//3], (x,y))
walkCount += 1
else:
win.blit(char, (x, y))
walkCount = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
currentWalk = True
pygame.display.update()
pygame.quit()
In this program, I have 2 animations and I am using currentWalk to differentiate and use both animations. I have used walkCount to animate and most parts of the program are working and it is running fine, problem is that when I press Z or N to animate walkLeft2, it doesnt animate and instead dissapears. When I let go it reeapears and you can see that it moved left but the actual movement isnt visible.
It is a matter of Indentation:
def redrawGameWindow():
# [...]
elif space:
win.blit(bg, (0,0))
if walkCount + 1 >= 12:
walkCount = 0
# INDENTATION
#<--|
currentWalk = walkLeft2
win.blit(currentWalk[walkCount//3], (x,y))
walkCount += 1
Hello I am new to stack overflow and python and I need some help with this coding error I get. I followed Tech with Tim's tutorial on creating sprite movement and I'm coming across an error message when I move my sprite around.
Here's a link to the video I followed:
https://www.youtube.com/watch?v=UdsNBIzsmlI
The jump movement seems to be working but I get an error message when I move my character/sprite more than 3 steps to the left/right.
Here's the error message I get:
Traceback (most recent call last):
File "C:\Users\Desktop\PYGAME Folder\Game Code.py", line 90, in <module>
redrawGameWindow()
File "C:\Users\Desktop\PYGAME Folder\Game Code.py", line 40, in redrawGameWindow
win.blit(walkRight[walkCount//3], (x,y))
TypeError: argument 1 must be pygame.Surface, not str
Here's the code using Tech with Tim's example:
import pygame
pygame.init()
win = pygame.display.set_mode((500,480))
pygame.display.set_caption("First Game")
walkRight = [pygame.image.load('R1.png'), ('R2.png'), ('R3.png'), ('R4.png'), ('R5.png'), ('R6.png'), ('R7.png'), ('R8.png'), ('R9.png')]
walkLeft = [pygame.image.load('L1.png'), ('L2.png'), ('L3.png'), ('L4.png'), ('L5.png'), ('L6.png'), ('L7.png'), ('L8.png'), ('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')
x = 50
y = 400
width = 40
height = 60
vel = 5
clock = pygame.time.Clock()
isJump = False
jumpCount = 10
left = False
right = False
walkCount = 0
def redrawGameWindow():
global walkCount
win.blit(bg, (0,0))
if walkCount + 1 >= 27:
walkCount = 0
if left:
win.blit(walkLeft[walkCount//3], (x,y))
walkCount += 1
elif right:
win.blit(walkRight[walkCount//3], (x,y))
walkCount += 1
else:
win.blit(char, (x, y))
walkCount = 0
pygame.display.update()
run = True
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel:
x -= vel
left = True
right = False
elif keys[pygame.K_RIGHT] and x < 500 - width - vel:
x += vel
left = False
right = True
else:
left = False
right = False
walkCount = 0
if not(isJump):
if keys[pygame.K_SPACE]:
isJump = True
left = False
right = False
walkCount = 0
else:
if jumpCount >= -10:
y -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
else:
jumpCount = 10
isJump = False
redrawGameWindow()
pygame.quit()
In walkRight, only the first image is actually loaded. The others are just the filenames. There is the same issue with walkLeft.
See if this resolves the problem:
walkRight = [pygame.image.load(i) for i in ['R1.png', 'R2.png', 'R3.png', 'R4.png', 'R5.png', 'R6.png', 'R7.png', 'R8.png', 'R9.png']]
For more concise code try this:
walkRight = [pygame.image.load("R%d.png"%i) for i in range(1,10)]
I was trying to get my idle animation to work for pygame but the error I get is argument 1 must be pygame.surface, not list.
Problem is that im trying to load in different images in my file but for reasons beyond my understanding it does not work.
the line tht im having trouble with is screen.blit(champion, (playerX, playerY)
what does this mean?
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("First Game")
bg = pygame.image.load('Sandy.png')
champion = [pygame.image.load("Champion 1.png"), pygame.image.load("Champion 2.png"),
pygame.image.load("Champion 3.png")]
playerX = 50
playerY = 50
width = 40
height = 60
vel = 5
clock = pygame.time.Clock()
isJump = False
jumpCount = 10
left = False
right = False
walkCount = 0
def redrawGameWindow():
global walkCount
screen.blit(bg, (0, 0))
if walkCount + 1 >= 30:
walkCount = 0
else:
screen.blit(champion, (playerX, playerY))
walkCount = 0
pygame.display.update()
running = True
while running:
pygame.time.delay(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and playerX > vel:
playerX -= vel
left = True
right = False
elif keys[pygame.K_RIGHT] and playerX < 500 - vel - width:
playerX += vel
left = False
right = True
else:
left = False
right = False
walkCount = 0
if not isJump:
if keys[pygame.K_SPACE]:
isJump = True
left = False
right = False
walkCount = 0
else:
if jumpCount >= -10:
playerY -= (jumpCount * abs(jumpCount)) * 0.5
jumpCount -= 1
else:
jumpCount = 10
isJump = False
redrawGameWindow()
pygame.quit()
The argument of pygame.Surface.blit must be a Surface, but not a list of Surfaces:
screen.blit(champion, (playerX, playerY))
screen.blit(champion[walkCount], (playerX, playerY))
redrawGameWindow function:
def redrawGameWindow():
global walkCount
screen.blit(bg, (0, 0))
frameCount = 2
if walkCount // frameCount >= len(champion):
walkCount = 0
screen.blit(champion[walkCount // frameCount], (playerX, playerY))
walkCount += 1
pygame.display.update()
If you want an "idle" animation, you have to remove walkCount = 0 from the application loop.