pygame.time.wait() crashes the program - python

In a pygame code I wannted to do a title that changes colors.
I tried to do a simple title that changes colors, but it not even turned the color to blue (or do it for a second), and the program crash. The code:
title_font = pygame.font.SysFont("monospace", TITLE_SIZE)
while True:
title = title_font.render("game", 5, RED)
game_display.blit(title, TITLE_POS)
pygame.display.update()
pygame.time.wait(2000)
title = title_font.render("game", 5, BLUE)
game_display.blit(title, TITLE_POS)
pygame.display.update()
pygame.time.wait(3000)
title = title_font.render("game", 5, RED)
game_display.blit(title, TITLE_POS)
pygame.display.update()
pygame.time.wait(2000)
It also happens with pygame.time.delay(), and I don't know where is the problem...

Don't use pygame.time.wait or delay because these functions make your program sleep for the given time and the window becomes unresponsive. You also need to handle the events (with one of the pygame.event functions) each frame to avoid this.
Here are some timer examples which don't block: Countdown timer in Pygame
To switch the colors, you can just assign the next color to a variable and use it to render the text.
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
title_font = pygame.font.SysFont('monospace', 50)
BACKGROUND_COLOR = pygame.Color('gray12')
BLUE = pygame.Color('blue')
RED = pygame.Color('red')
# Assign the current color to the color variable.
color = RED
timer = 2
dt = 0
done = False
while not done:
# Handle the events.
for event in pygame.event.get():
# This allows the user to quit by pressing the X button.
if event.type == pygame.QUIT:
done = True
timer -= dt # Decrement the timer by the delta time.
if timer <= 0: # When the time is up ...
# Swap the colors.
if color == RED:
color = BLUE
timer = 3
else:
color = RED
timer = 2
screen.fill(BACKGROUND_COLOR)
title = title_font.render('game', 5, color)
screen.blit(title, (200, 50))
pygame.display.flip()
# dt is the passed time since the last clock.tick call.
dt = clock.tick(60) / 1000 # / 1000 to convert milliseconds to seconds.
pygame.quit()

Related

How do i blit multiple same images but at different coordinates?

im trying to create a game where multiple of the same images will blit randomly along the borders of my window. but I do not know how to blit it multiple times and also along the borders.
Here's the code so far:
import pygame, sys
from pygame.locals import *
import random
pygame.init()
DisplayWidth = 700
DisplayHeight = 400
Display = pygame.display.set_mode((DisplayWidth, DisplayHeight))
Death = False
def PlaceElon():
ElonX = random.randrange(0, 700, 700)
ElonY = random.randrange(0, 400)
x = []
y = []
Elonlist = [x, y]
elon = pygame.image.load('elon.png')
elonbig = pygame.transform.smoothscale(elon, (50, 54))
for x in Elonlist:
x.append(ElonX)
for y in Elonlist:
y.append(ElonY)
Display.blit(elonbig, (Elonlist))
pygame.display.update()
def RunGame():
while not Death:
background = pygame.image.load('background.png')
BigBackground = pygame.transform.smoothscale(background, (DisplayWidth, DisplayHeight))
Display.blit(BigBackground, (0,0))
PlaceElon()
RunGame()
You need to generate a list of coordinates:
Elonlist = []
noOfElons = 10
for _ in range(noOfElons)
x = random.randrange(0, 700 - elon.get_width())
y = random.randrange(0, 400 - elon.get_height())
Elonlist.appned((x, y))
Draw the images in a loop:
for ElonPos in Elonlist:
Display.blit(elon, ElonPos)
However there are some more problems in your application.
Generate the positions and load the images before the application loop:
background = pygame.image.load('background.png')
BigBackground = pygame.transform.smoothscale(background, (DisplayWidth, DisplayHeight))
elon = pygame.image.load('elon.png')
The typical PyGame application loop has to:
handle the events by either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by either pygame.display.update() or pygame.display.flip()
limit frames per second to limit CPU usage
# main application loop
run = True
while run:
# limit frames per second
clock.tick(60)
# event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# draw background
Display.blit(BigBackground, (0,0))
# draw the scene
for elonPos in Elonlist:
Display.blit(elon, elonPos)
# update the display
pygame.display.flip()
pygame.quit()
exit()

Is there a way to get pygame to detect what color my cursor is on

I'm trying to make a game where it spawns another circle every time you click on a circle. And the error i'm getting is "TypeError: 'bool' object is not callable". I'm looking for a solution that doesn't completly change the code since i'm new and want to understand the code myself. But at this point i'll take any help.
import pygame
import random
import time
from pygame.math import Vector2
# Define some colors
BLACK = (0, 0, 0)
WHITE = (247, 247, 247)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (225,225,0)
tuple1 = (247, 247, 247, 255)
# Setup
pygame.init()
# Set the width and height of the screen [width,height]
surface = pygame.display.set_mode( (2560, 1440) )
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()
# Hide the mouse cursor
pygame.mouse.set_visible(0)
# Speed in pixels per frame
x_speed = 0
y_speed = 0
# Current position
cursor = pygame.image.load('cursor.png').convert_alpha()
pygame.image.load("pattern.jpg")
background_image = pygame.image.load("pattern.jpg").convert()
circposy = 770
circposx = 1280
# -------- Main Program Loop -----------
while done ==False:
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
done = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Drawing Code
surface.fill(WHITE)
# First, clear the screen to WHITE. Don't put other drawing commands
# above this, or they will be erased with this command.\
player_position = pygame.mouse.get_pos()
a = 0
b = 1
p=player_position[a]
o=player_position[b]
player_position = (p,o)
pygame.draw.circle(surface,RED,[circposx,circposy], 40)
tuple2 = surface.get_at(pygame.mouse.get_pos())
print (tuple2)
q = p - 2545
w = o - 2545
surface.blit( cursor, (q, w) )
a=0
result = tuple(map(int, tuple2)) > tuple1
print (result)
while event.type == pygame.MOUSEBUTTONDOWN:
done = True
if result == True():
a+1
surface.fill(WHITE)
pygame.draw.circle(surface,RED,[circposx + randint, circposy+randint],40)
print (a)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit frames per second
clock.tick(144)
# Close the window and quit.
pygame.quit()
cursor.png
The short answer is that the code is trying to call True(), which isn't a function.
while event.type == pygame.MOUSEBUTTONDOWN:
done = True
if result == True(): # <<-- HERE
a+1
surface.fill(WHITE)
pygame.draw.circle(surface,RED,[circposx + randint, circposy+randint],40)
Simply change this to True.
But you will also need to define what randint is a few lines lower. Did you mean random.randint( 0, 500 ) or suchlike? And fixing this leads to another error, because the surrounding loop to this code, is an infinite loop:
while event.type == pygame.MOUSEBUTTONDOWN: # <<-- HERE
done = True
if result == True:
a+1
surface.fill(WHITE)
rand_x = random.randint( 0, 500 )
rand_y = random.randint( 0, 500 )
pygame.draw.circle(surface,RED,[circposx + rand_x, circposy+rand_y],40)
Because there is no way event.type can ever change inside that loop. This should probably read:
if event.type == pygame.MOUSEBUTTONDOWN:
If I may make some suggestions:
Put all your event handling to a single place.
There's some doubling-up of event handling, and it would have prevented that infinite loop.
Move your screen dimensions into variables
SCREEN_WIDTH = 2560
SCREEN_HEIGHT = 1440
Instead of having constant numbers through the code (e.g.: 2545) make these functions of the screen size.
SCREEN_MARGIN = SCREEN_WIDTH - round( SCREEN_WIDTH * 0.10 )
q = p - SCREEN_MARGIN
If you want to detect what color your cursor is on, you can use pyautogui. Make sure you have pyautogui installed. type pip install pyautogui. If it doesn't install successfully, you already have it installed.
# Import everything
import pygame
import pyautogui
from pyautogui import *
# Initialize
pygame.init()
# Get mouse position
mouse_pos = pygame.mouse.get_pos()
x = mouse_pos[0]
y = mouse_pos[1]
# Get Color
r = pyautogui.pixel(x,y)[0]
g = pyautogui.pixel(x,y)[1]
b = pyautogui.pixel(x,y)[2]
color = [r,g,b]
Hopefully, you found this helpful!

Blit user text input to screen

I want to blit text that is input by the user to the screen. Each time the user presses Return, the typed text should be blitted to the screen. For text input I use this [text_input module] (https://github.com/Nearoo/pygame-text-input).
Here is the code I came up with so far:
import pygame_textinput
import pygame
pygame.init()
# Set some parameters
duration = 5.0
time = pygame.time.get_ticks()/1000
screen = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
yoffset = 5
# Function that positions user input rects on screen
def renderInput(text, xoffset, yoffset):
font = pygame.font.SysFont("arial", 20)
renderText = font.render(text, False, (0, 0, 0))
rectText = renderText.get_rect()
rectText = rectText.move((0 + xoffset), (screen.get_height()/2 + yoffset))
return renderText, rectText
# Fills the screen once at the beginning
screen.fill((225, 225, 225))
while (pygame.time.get_ticks()/1000) < time + duration:
# creat new text input object on every trial
textinput = pygame_textinput.TextInput()
while True:
# Fills the surface after each keypress
screen.fill((225, 225, 225))
# Check events
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
exit()
# Feed with events every frame
# This evaluates to True once Return is pressed
if textinput.update(events):
userInput = textinput.get_text()
yoffset += 20
break
# Blit surface onto the screen
screen.blit(textinput.get_surface(), (10, 10))
# Update screen
pygame.display.update()
clock.tick(30)
# Blits user input to screen each time "Return" is pressed
# First get input text and the rectangle of the text
text, textrect = renderInput(userInput, 5, yoffset)
# Then blit it to the screen
screen.blit(text, textrect)
pygame.display.update()
My problem is, that the blitting only works if I do not fill the screen after each keypress within the while-loop that handles the input. If I do that, then the text input, however, is not cleared after each time the user presses Return.
So is there a way to have both, redraw after each keypress and have the text displayed below after each time Return is pressed by the user.
Thanks.
If I understand you correctly, the text in the input field should be cleared and it should be blit in the main area of the screen. I'd assign the text to the user_input variable if the user presses enter and then create a new pygame_textinput.TextInput() instance to clear the input field.
I've tried to simplify your code, because the two while loops are a bit confusing and I'm not sure what their purpose is. There should usually be only one while loop in a game.
import pygame
import pygame_textinput
pygame.init()
screen = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
font = pygame.font.SysFont("arial", 20)
textinput = pygame_textinput.TextInput()
user_input = ''
done = False
while not done:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
done = True
if textinput.update(events):
user_input = textinput.get_text()
textinput = pygame_textinput.TextInput()
# Draw everything.
screen.fill((225, 225, 225))
screen.blit(textinput.get_surface(), (10, 10))
user_input_surface = font.render(user_input, True, (30, 80, 100))
screen.blit(user_input_surface, (10, 50))
pygame.display.update()
clock.tick(30)
pygame.quit()
Edit: In this version I append the rendered text surfaces to a list and blit them with an offset.
import pygame
import pygame_textinput
pygame.init()
screen = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
font = pygame.font.SysFont("arial", 20)
textinput = pygame_textinput.TextInput()
user_inputs = []
done = False
while not done:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
done = True
if textinput.update(events):
user_inputs.append(
font.render(textinput.get_text(), True, (30, 80, 100)))
textinput = pygame_textinput.TextInput()
screen.fill((225, 225, 225))
screen.blit(textinput.get_surface(), (10, 10))
for y, text_surf in enumerate(user_inputs):
screen.blit(text_surf, (10, 50+30*y))
pygame.display.update()
clock.tick(30)
pygame.quit()
Edit2: To get a table, you can use modulo for the row offset and floor division for the column offset. The problem with this example is that the text surfaces can overlap if they are too wide.
for n, text_surf in enumerate(user_inputs):
# 5 rows. Offset = 30 pixels.
y_pos = 50 + (n%5) * 30
# After 5 rows add a new column. Offset = 100 pixels.
x_pos = 10 + n // 5 * 100
screen.blit(text_surf, (x_pos, y_pos))
I have edited my code containing your suggestions. Thanks a lot, this really seems to solve my problem. Here is the current version including a timer:
import pygame_textinput
import pygame
pygame.init()
# Set some parameters
duration = 5.0
time = pygame.time.get_ticks()/1000
xoffset = 5
yoffset = 5
screen = pygame.display.set_mode((400, 400))
font = pygame.font.SysFont("arial", 20)
clock = pygame.time.Clock()
# Creates textinput instance and an empty list to store inputs
textinput = pygame_textinput.TextInput()
userInputs = []
# Fills the screen once at the beginning
screen.fill((225, 225, 225))
while (pygame.time.get_ticks()/1000) < time + duration:
# Check events
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
exit()
# Feed with events every frame
# This evaluates to True once Return is pressed
if textinput.update(events):
userInputs.append(font.render(textinput.get_text(), True, (30, 80, 100)))
textinput = pygame_textinput.TextInput()
# Fill screen
screen.fill((225, 225, 225))
# Blit its surface onto the screen
screen.blit(textinput.get_surface(), (screen.get_rect().centerx, screen.get_rect().height/5))
for y, text_surf in enumerate(userInputs):
screen.blit(text_surf, (10, (screen.get_rect().height/4)+30*y))
# Update screen
pygame.display.update()
clock.tick(30)
I do not want to bother you to much, but now I have one more issue left that I am having trouble solving. Is it possible to render the text inputs in a second column once it exits the bottom border of the screen? So for example, if the user types a lot of words, that do not fit under each other, is it possible to move the next text input to the right and make it start next to the first input (create a second column so to speak). Thanks for your help so far, I really apreciatie it.

Pygame fading error when it is in a function

I am making an RPG in Pygame and I am having an error that is ruining the point of a fade. What is happening is that when I try to put the fading code in a function, so I don't have to have it dozens of times, it completely skips over the fading part and just flashes.
This is the working code
import pygame
import time
delay = time.sleep
white = 255,255,255
black = 0,0,0
pygame.display.set_caption("Liam's RPG")
pygame.init()
pygame.font.init()
screen = pygame.display.set_mode((800,600))
clock = pygame.time.Clock()
menuIntro = False
while not menuIntro:
menuIntro = True
logo = pygame.image.load("logo.png").convert()
logo.set_alpha(0)
for alpha in range(255):
screen.fill(black)
screen.blit(logo, (100,35))
logo.set_alpha(alpha)
clock.tick(200)
pygame.display.update()
delay(1.5)
This is the code that causes the fade to skip and mess up
import pygame
import time
delay = time.sleep
white = 255,255,255
black = 0,0,0
pygame.display.set_caption("Liam's RPG")
pygame.init()
pygame.font.init()
screen = pygame.display.set_mode((800,600))
clock = pygame.time.Clock()
menuIntro = False
sprite = ""
fade_x = 0
fade_y = 0
clocking = clock.tick(10)
def fading(sprite,clocking,fade_x,fade_y):
logo = pygame.image.load(sprite + ".png").convert()
logo.set_alpha(0)
for alpha in range(255):
screen.fill(black)
screen.blit(logo, (fade_x,fade_y))
logo.set_alpha(alpha)
clocking
while not menuIntro:
menuIntro = True
sprite = 'logo'
fade_x = 100
fade_y = 35
clocking = clock.tick(200)
fading(sprite,clocking,fade_x,fade_y)
pygame.display.update()
delay(1.5)
Here is the logo thing that I am trying to fade in, it needs to be in the same directory as the file
In correct code you have tick and update inside for alpha loop. In incorrect code you have tick and update outside this loop - and it doesn't work as you expect.

Python time counter in Pygame-mouse events

I want to calculate the time of user's mouse events in Pygame, if user doesn't move his mouse about 15 seconds, then I want to display a text to the screen. I tried time module for that, but it's not working.
import pygame,time
pygame.init()
#codes
...
...
font = pygame.font.SysFont(None,25)
text = font.render("Move your mouse!", True, red)
FPS = 30
while True:
#codes
...
...
start = time.time()
cur = pygame.mouse.get_pos() #catching mouse event
end = time.time()
diff = end-start
if 15 < diff:
gameDisplay.blit(text,(10,500))
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
Well output is not what I want, I don't know how to calculate it if user doesn't move his mouse.
If I want to write a text when user's mouse in a special area, it's working like;
if 100 < cur[0] < 200 and 100 < cur[1] < 200:
gameDisplay.blit(text,(10,500))
But how can I calculate? I even couldn't find how to tell Python, user's mouse is on the same coordinates or not.Then I can say, if mouse coordinates changes, start the timer, and if it's bigger than 15, print the text.
Edit: You can assume it in normal Python without Pygame module, assume you have a function that catching the mouse events, then how to tell Python if coordinates of mouse doesn't change, start the timer, if the time is bigger than 15 seconds,print a text, then refresh the timer.
To display a text on the screen if there is no mouse movement within the pygame window for 3 seconds:
#!/usr/bin/python
import sys
import pygame
WHITE, RED = (255,255,255), (255,0,0)
pygame.init()
screen = pygame.display.set_mode((300,200))
pygame.display.set_caption('Warn on no movement')
font = pygame.font.SysFont(None, 25)
text = font.render("Move your mouse!", True, RED, WHITE)
clock = pygame.time.Clock()
timer = pygame.time.get_ticks
timeout = 3000 # milliseconds
deadline = timer() + timeout
while True:
now = timer()
if pygame.mouse.get_rel() != (0, 0): # mouse moved within the pygame screen
deadline = now + timeout # reset the deadline
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill(WHITE)
if now > deadline: # no movement for too long
screen.blit(text, (10, 50))
pygame.display.flip()
clock.tick(60) # set fps
You should add:
start = time.time()
cur = None
before while loop.
You should also change start = time.time() in while loop to:
if cur != pygame.mouse.get_pos():
start = time.time()
Also you could use pygame.time (it's similar to time but measure time in milliseconds)
In your code, the while True: code block is continuously running. The cur = pygame.mouse.get_pos() function is non blocking. This means it does not wait for mouse input - it will return straight away. So you need to initialize the start and cur variables before your while True: code block and then check the mouse position constantly in your loop.
If cur has changed since the last time the loop ran, then reset the start variable to the current time, and if the difference between the current time and start becomes larger than your 15 seconds, you can display the text.
You can also do that even without getting time, since you can calculate the pause as an integer counter through your FPS. Consider following example. Note that if the cursor is out of the window, the values of its positon will not change even if you move the cursor.
import pygame
pygame.init()
clock = pygame.time.Clock( )
DISP = pygame.display.set_mode((600, 400))
FPS = 25
Timeout = 15
Ticks = FPS*Timeout # your pause but as an integer value
count = 0 # counter
MC = pygame.mouse.get_pos()
MC_old = MC
MainLoop = True
while MainLoop :
clock.tick(FPS)
pygame.event.pump()
Keys = pygame.key.get_pressed()
if Keys[pygame.K_ESCAPE]:
MainLoop = False
MC = pygame.mouse.get_pos() # get mouse position
if (MC[0]-MC_old[0] == 0) and (MC[1]-MC_old[1] == 0) :
count = count + 1
else : count = 0
if count > Ticks :
print "What are you waiting for"
count = 0
MC_old = MC # save mouse position
pygame.display.flip( )
pygame.quit( )

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