Pygame Xbox One Controller - python

I am trying to run some code that will allow the user to control with an Xbox Controller. I have it working with the Xbox 360 controller using Pygame. Then when I try to use the Xbox one controller and it is able to read the as "connected" but it doesn't read the actual button presses.
I tried running the joystick analyzer found on the Pygame website and it shows it connected again but no button input is taken.
The code for this can be found at the bottom of this documentation page:
https://www.pygame.org/docs/ref/joystick.html
import pygame
# Define some colors.
BLACK = pygame.Color('black')
WHITE = pygame.Color('white')
# This is a simple class that will help us print to the screen.
# It has nothing to do with the joysticks, just outputting the
# information.
class TextPrint(object):
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def tprint(self, screen, textString):
textBitmap = self.font.render(textString, True, BLACK)
screen.blit(textBitmap, (self.x, self.y))
self.y += self.line_height
def reset(self):
self.x = 10
self.y = 10
self.line_height = 15
def indent(self):
self.x += 10
def unindent(self):
self.x -= 10
pygame.init()
# Set the width and height of the screen (width, height).
screen = pygame.display.set_mode((500, 700))
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()
# Initialize the joysticks.
pygame.joystick.init()
# Get ready to print.
textPrint = TextPrint()
# -------- Main Program Loop -----------
while not done:
#
# EVENT PROCESSING STEP
#
# Possible joystick actions: JOYAXISMOTION, JOYBALLMOTION, JOYBUTTONDOWN,
# JOYBUTTONUP, JOYHATMOTION
for event in pygame.event.get(): # User did something.
if event.type == pygame.QUIT: # If user clicked close.
done = True # Flag that we are done so we exit this loop.
elif event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
elif event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")
#
# DRAWING STEP
#
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(WHITE)
textPrint.reset()
# Get count of joysticks.
joystick_count = pygame.joystick.get_count()
textPrint.tprint(screen, "Number of joysticks: {}".format(joystick_count))
textPrint.indent()
# For each joystick:
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
try:
jid = joystick.get_instance_id()
except AttributeError:
# get_instance_id() is an SDL2 method
jid = joystick.get_id()
textPrint.tprint(screen, "Joystick {}".format(jid))
textPrint.indent()
# Get the name from the OS for the controller/joystick.
name = joystick.get_name()
textPrint.tprint(screen, "Joystick name: {}".format(name))
try:
guid = joystick.get_guid()
except AttributeError:
# get_guid() is an SDL2 method
pass
else:
textPrint.tprint(screen, "GUID: {}".format(guid))
# Usually axis run in pairs, up/down for one, and left/right for
# the other.
axes = joystick.get_numaxes()
textPrint.tprint(screen, "Number of axes: {}".format(axes))
textPrint.indent()
for i in range(axes):
axis = joystick.get_axis(i)
textPrint.tprint(screen, "Axis {} value: {:>6.3f}".format(i, axis))
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.tprint(screen, "Number of buttons: {}".format(buttons))
textPrint.indent()
for i in range(buttons):
button = joystick.get_button(i)
textPrint.tprint(screen,
"Button {:>2} value: {}".format(i, button))
textPrint.unindent()
hats = joystick.get_numhats()
textPrint.tprint(screen, "Number of hats: {}".format(hats))
textPrint.indent()
# Hat position. All or nothing for direction, not a float like
# get_axis(). Position is a tuple of int values (x, y).
for i in range(hats):
hat = joystick.get_hat(i)
textPrint.tprint(screen, "Hat {} value: {}".format(i, str(hat)))
textPrint.unindent()
textPrint.unindent()
#
# 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 20 frames per second.
clock.tick(20)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()
Does anyone have any insight into why this is?

Bluetooth may not be enabled yet try enabling it or checking the controllers batteries!

I have tried this same script with an Xbox One Series 2 Controller and can confirm that it works flawlessly. I connected the controller to the PC with the charging cable, not wirelessly (because I have an Xbox in the same room).
You should try the same first and be able to open the Xbox Game Bar by holding down the button, otherwise check your Xbox settings on the PC and update your drivers from the device manager (while wired).
Also, make sure that you have the last Pygame version, I tried with 2.1.2 on Windows 10.
Hope this give you a hint.

try running a controller testing tool if it doesn't work there then it is probably a problem with the controller also try reinstalling pygame and checking if you have drivers correctly installed

Related

why can't my code detect button down on a joystick

I am using the pygame.joystick method to use joysticks in my game, however, my code can only detect the model of the joystick, and cannot detect what buttons are down.
import pygame
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
# This is a simple class that will help us print to the screen
# It has nothing to do with the joysticks, just outputting the
# information.
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def print(self, screen, textString):
textBitmap = self.font.render(textString, True, BLACK)
screen.blit(textBitmap, [self.x, self.y])
self.y += self.line_height
def reset(self):
self.x = 10
self.y = 10
self.line_height = 15
def indent(self):
self.x += 10
def unindent(self):
self.x -= 10
pygame.init()
# Set the width and height of the screen [width,height]
size = [500, 700]
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()
# Initialize the joysticks
pygame.joystick.init()
# Get ready to print
textPrint = TextPrint()
# -------- Main Program Loop -----------
while done==False:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
if event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
if event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")
print('EVENT')
# DRAWING STEP
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(WHITE)
textPrint.reset()
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
textPrint.print(screen, "Number of joysticks: {}".format(joystick_count) )
textPrint.indent()
# For each joystick:
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
textPrint.print(screen, "Joystick {}".format(i) )
textPrint.indent()
# Get the name from the OS for the controller/joystick
name = joystick.get_name()
textPrint.print(screen, "Joystick name: {}".format(name) )
# Usually axis run in pairs, up/down for one, and left/right for
# the other.
axes = joystick.get_numaxes()
textPrint.print(screen, "Number of axes: {}".format(axes) )
textPrint.indent()
for i in range( axes ):
axis = joystick.get_axis( i )
textPrint.print(screen, "Axis {} value: {:>6.3f}".format(i, axis) )
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.print(screen, "Number of buttons: {}".format(buttons) )
textPrint.indent()
for i in range( buttons ):
button = joystick.get_button( i )
textPrint.print(screen, "Button {:>2} value: {}".format(i,button) )
textPrint.unindent()
# Hat switch. All or nothing for direction, not like joysticks.
# Value comes back in an array.
hats = joystick.get_numhats()
textPrint.print(screen, "Number of hats: {}".format(hats) )
textPrint.indent()
for i in range( hats ):
hat = joystick.get_hat( i )
textPrint.print(screen, "Hat {} value: {}".format(i, str(hat)) )
textPrint.unindent()
textPrint.unindent()
# 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 20 frames per second
clock.tick(20)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit ()
Here is the code I used to test my joystick: here
Sorry, I had to make it a drive document.
The code is initialising the joysticks every update-loop. It's only necessary to initialise it once. I think it's best to move all your initialisation code into a single function. I suspect the constant re-initialisation of the joystick is interfering its proper functioning.
def initialiseJoysticks():
"""Initialise all joysticks, returning a list of pygame.joystick.Joystick"""
joysticks = [] # for returning
# Initialise the Joystick sub-module
pygame.joystick.init()
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
# For each joystick:
for i in range( joystick_count ):
joystick = pygame.joystick.Joystick( i )
joystick.init()
# NOTE: Some examples discard joysticks where the button-count
# is zero. Maybe this is a common problem.
joysticks.append( joystick )
# TODO: Print all the statistics about the joysticks
if ( len( joysticks ) == 0 ):
print( "No joysticks found" )
else:
for i,joystk in enumerate( joysticks ):
print("Joystick %d is named [%s]" % ( i, joystk.get_name() ) )
# etc.
return joysticks
Then in your main code, call this initialiser once, outside the loop.
done = False
all_joysticks = initialiseJoysticks()
# -------- Main Program Loop -----------
while not done:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
elif event.type == pygame.JOYAXISMOTION:
axis = [ 'X', 'Y' ]
print( "joystick: %d, movement: %4.2f in the %s-axis" % ( event.joy, event.value, axis[event.axis] ) )
elif event.type == pygame.JOYBUTTONDOWN:
#print( "Joystick button pressed." )
pass
elif event.type == pygame.JOYBUTTONUP:
print( 'joystick: %d, button: %d' % ( event.joy, event.button ) )
# DRAWING STEP
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill( WHITE )
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 20 frames per second
clock.tick( 20 )
# exit
pygame.quit()

Python 3: cx_Freeze freezes a working program into a NOT working program

Yes, it looks like it's a duplicate question (already asked here), however, I have a problem with a Pygame app, not a Console app. It works fine when launching it from IDLE or Python Code Executer (just double-clicking the file :) ), but crashes with no tracebacks. It just keeps crashing (looks like it crashes on the drawing step, I don't know) every time I launch the EXE. The full code is here:
import pygame
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
# This is a simple class that will help us print to the screen
# It has nothing to do with the joysticks, just outputing the
# information.
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def print(self, screen, textString):
textBitmap = self.font.render(textString, True, BLACK)
screen.blit(textBitmap, [self.x, self.y])
self.y += self.line_height
def reset(self):
self.x = 10
self.y = 10
self.line_height = 15
def indent(self):
self.x += 10
def unindent(self):
self.x -= 10
pygame.init()
# Set the width and height of the screen [width,height]
size = [500, 700]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("JoyMonitor V.1.1")
#pygame.display.set_icon("icon.ico")
# Get ready to print
textPrint = TextPrint()
#Loop until the user clicks the close button.
nondone = True
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Initialize the joysticks
pygame.joystick.init()
# -------- Main Program Loop -----------
while nondone:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
nondone = False # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
if event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
if event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")
# DRAWING STEP
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(WHITE)
textPrint.reset()
textPrint.print(screen, "JoyMonitor: Joysticks, Gamepads & Steering Wheels")
textPrint.print(screen, "Connecting/disconnecting devices requires restart!")
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
textPrint.print(screen, "Number of game input devices: {}".format(joystick_count) )
textPrint.indent()
# For each joystick:
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
textPrint.print(screen, "Device {}".format(i) )
textPrint.indent()
# Get the name from the OS for the controller/joystick
name = joystick.get_name()
textPrint.print(screen, "Device name: {}".format(name) )
# Usually axis run in pairs, up/down for one, and left/right for
# the other.
axes = joystick.get_numaxes()
textPrint.print(screen, "Number of axes: {}".format(axes) )
textPrint.indent()
for i in range( axes ):
axis = joystick.get_axis( i )
textPrint.print(screen, "Axis {} value: {:>6.3f}".format(i, axis) )
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.print(screen, "Number of buttons: {}".format(buttons) )
textPrint.indent()
for i in range( buttons ):
button = joystick.get_button( i )
textPrint.print(screen, "Button {:>2} value: {}".format(i,button) )
textPrint.unindent()
# Hat switch. All or nothing for direction, not like joysticks.
# Value comes back in an array.
hats = joystick.get_numhats()
textPrint.print(screen, "Number of POVs: {}".format(hats) )
textPrint.indent()
for i in range( hats ):
hat = joystick.get_hat( i )
textPrint.print(screen, "POV {} value: {}".format(i, str(hat)) )
textPrint.unindent()
balls = joystick.get_numballs()
textPrint.print(screen, "Number of trackballs: {}".format(balls) )
textPrint.indent()
for i in range( balls ):
ball = joystick.get_ball( i )
textPrint.print(screen, "Trackball {} value: {}".format(i, str(ball)) )
textPrint.unindent()
textPrint.unindent()
# 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(60)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit ()
According to Making an .exe for pygame with cx-freeze, you need to use a system font if you're not going to include the default font of pygame.font.Font(None,20)
One solution is to replace:
self.font = pygame.font.Font(None, 20)
to:
self.font = pygame.font.SysFont("arial", 20) #or you can use any other system font
Or, you can include the ttf file of the default Font font in your setup.py, which you can get using pygame.font.get_defaultfont()

Problems using pygame with a gamepad

Hi i'm using pygame for a school project but it seems to not work correctly.
First of all i try to use it with a gamepad and to make it return me joystick position but even when i use their own program
import pygame
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
# This is a simple class that will help us print to the screen
# It has nothing to do with the joysticks, just outputing the
# information.
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def print(self, screen, textString):
textBitmap = self.font.render(textString, True, BLACK)
screen.blit(textBitmap, [self.x, self.y])
self.y += self.line_height
def reset(self):
self.x = 10
self.y = 10
self.line_height = 15
def indent(self):
self.x += 10
def unindent(self):
self.x -= 10
pygame.init()
# Set the width and height of the screen [width,height]
size = [500, 700]
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()
# Initialize the joysticks
pygame.joystick.init()
# Get ready to print
textPrint = TextPrint()
# -------- Main Program Loop -----------
while done==False:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
if event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
if event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")
# DRAWING STEP
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(WHITE)
textPrint.reset()
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
textPrint.print(screen, "Number of joysticks: {}".format(joystick_count) )
textPrint.indent()
# For each joystick:
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
textPrint.print(screen, "Joystick {}".format(i) )
textPrint.indent()
# Get the name from the OS for the controller/joystick
name = joystick.get_name()
textPrint.print(screen, "Joystick name: {}".format(name) )
# Usually axis run in pairs, up/down for one, and left/right for
# the other.
axes = joystick.get_numaxes()
textPrint.print(screen, "Number of axes: {}".format(axes) )
textPrint.indent()
for i in range( axes ):
axis = joystick.get_axis( i )
textPrint.print(screen, "Axis {} value: {:>6.3f}".format(i, axis) )
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.print(screen, "Number of buttons: {}".format(buttons) )
textPrint.indent()
for i in range( buttons ):
button = joystick.get_button( i )
textPrint.print(screen, "Button {:>2} value: {}".format(i,button) )
textPrint.unindent()
# Hat switch. All or nothing for direction, not like joysticks.
# Value comes back in an array.
hats = joystick.get_numhats()
textPrint.print(screen, "Number of hats: {}".format(hats) )
textPrint.indent()
for i in range( hats ):
hat = joystick.get_hat( i )
textPrint.print(screen, "Hat {} value: {}".format(i, str(hat)) )
textPrint.unindent()
textPrint.unindent()
# 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 20 frames per second
clock.tick(20)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit ()
It detect the gamepad but doesn't return me anything buttons/hats/joystick all the value stays at 0.
Even when i try it with my keyboard it detect the device but always return me 0 even when keys are pressed with pygame.key.get_pressed()
The problem is that i dont have a gamepad to experiment most of the time, so i tried with my keyboard to detect key which are pressed but i doesn't work either. My program was :
import pygame
import time
pygame.init()
while True:
print(pygame.key.get_pressed())
time.sleep(3)
But it doesn't matter which keys are pressed the value remains to 0 for all of them
Try going through and initializing all the joysticks only once outside of the loop and then remove the code that initializes them that's currently inside the loop. It may be that when you do that it clears-out some sort of input buffer giving you zeroed-out values. But without having a gamepad on hand to test this theory, this is just my guess.

Can't click on image again, what's wrong with my pygame code?

Okay, I'am trying to create a Tom and Jerry game with the pygame library.
The game focuses on catching mice by clicking on them as they appear in their holes. The problem
is that sometimes a cat appears instead of a mouse and should the player erroneously click on the
cat (s)he looses all earned points, but the game continues.
The mouse is an image of a mouse and the cat is an image of an cat.
If you click on the mouse, you get mouse, otherwise the cat gets the points.
The code is a mess, that's because I don't know what I'am doing and just set an another event loop because then it works, because it runs after I create the mouse. It works to click on the mouse but then you click somewhere else and after that it's like you did not clicked on the mouse.
The mouse is created in a loop and is supposed to wait for 5 seconds and if you click on the mouse within these seconds then an appropriate message prints out in the console ,,Jerry clicked!" else "1 click". If you don't click on the mouse within 5 seconds a image covers the mouse so she disappears.
Now, what I'am trying to do right now is to print the message 1 click when the player does not click on anything but print 1 click jerry clicked when the player clicks on the mouse. I have a image of the mousehole and then I put the mouse on the mousehole, that is, on an another image.
This code works with one image at least:
pygame.init()
width=350;
height=400
screen = pygame.display.set_mode( (width, height ) )
pygame.display.set_caption('clicked on image')
redSquare = pygame.image.load("images/red-square.png").convert()
x = 20; # x coordnate of image
y = 30; # y coordinate of image
screen.blit(redSquare , ( x,y)) # paint to screen
pygame.display.flip() # paint screen one time
running = True
while (running):
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
# Set the x, y postions of the mouse click
x, y = event.pos
if redSquare.get_rect().collidepoint(x, y):
print('clicked on image')
#loop over, quite pygame
pygame.quit()
My problem is that, when I click on the mouse and then I don't click on the mouse I can't click on the mouse again at another position.
So what's wrong? What I'am doing wrong here?
Here is my code:
import pygame
from pygame import *
from random import *
init()
run = True
screen = (800,800)
screen = display.set_mode(screen)
xpos = 0
ypos = 0
mouseorcatxpos = 5
mouseorcatypos = 0
mousehole = image.load("mousehole.png").convert()
cat = image.load("tom.png")
jerry = image.load("jerry.png")
def makeholes():
global ypos
global xpos
for holey in range(1,9):
for holex in range(1,9):
screen.blit(mousehole,(xpos,ypos))
display.flip()
xpos += 100
ypos += 100
xpos = 0
def mouseorcat():
global xpos
mouseorcatxpos = 5
ypos = 0
for mousecaty in range(1,9):
pygame.event.pump()
for mousecatx in range(1,9):
randommouse = randint(1, 3)
randomcat = randint(1, 10)
if(randommouse == 2):
screen.blit(jerry, (mouseorcatxpos, ypos))
display.flip()
for event in pygame.event.get():
if (event.type == MOUSEBUTTONDOWN):
if jerry.get_rect().collidepoint(xpos, ypos) == False:
print("l clicked!")
x, y = event.pos
if jerry.get_rect().collidepoint(xpos, y):
print("JERRY CLICKED!!")
x, y = event.pos
print(x, y)
time.wait(5000)
#screen.blit(mousehole, (mouseorcatxpos - 5, ypos))
display.flip()
elif(randomcat == 2):
screen.blit(cat, (mouseorcatxpos, ypos))
display.flip()
time.wait(1500)
screen.blit(mousehole, (mouseorcatxpos-5, ypos))
display.flip()
mouseorcatxpos += 100
mouseorcatxpos = 0
ypos += 100
makeholes()
while run == True:
for event in pygame.event.get():
mouseorcat()
if event.type == QUIT:
run = False
I rewrote your game to show you how I would do it.
To keep track of the time and to limit the framerate I used a pygame.time.Clock and a timer variable. The clock returns the time in milliseconds since clock.tick was called the last time, which is used to increase the timer variable. The cat just replaces the mouse after two seconds and the mouse is set to a new position. I use pygame.Rects to store the positions, but you could also use lists or tuples.
import sys
import random
import pygame
pygame.init()
size = (800, 800)
screen = pygame.display.set_mode(size)
# Images replaced by pygame.Surface. Do that too
# in the future before you post your code.
mousehole = pygame.Surface((40, 40)).convert()
mousehole.fill(pygame.Color(30, 30, 30))
cat = pygame.Surface((40, 40)).convert()
cat.fill(pygame.Color(110, 110, 130))
jerry = pygame.Surface((40, 40)).convert()
jerry.fill(pygame.Color(190, 130, 0))
# Create the background image and blit the holes.
background = pygame.Surface(size).convert()
for holey in range(8):
for holex in range(8):
background.blit(mousehole, (holex*100, holey*100))
def new_position():
"""Return a random position between 0-700 in steps of 100."""
return (random.randrange(0, 701, 100), random.randrange(0, 701, 100))
def main():
fps = 30
clock = pygame.time.Clock()
jerry_rect = jerry.get_rect() # Stores jerry's position and size.
jerry_rect.topleft = new_position() # New random position.
# The cat is outside of the screen first.
cat_rect = cat.get_rect(topleft=(-100, -100))
points = 0
timer = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
if jerry_rect.collidepoint(event.pos):
points += 1
print('Jerry caught! Points:', points)
timer = 0
jerry_rect.topleft = new_position()
else:
print('Missed. Points:', points)
# Run logic.
timer += clock.tick(fps) / 1000 # timer + seconds since last tick.
if timer > 2: # Cat catches mouse after 2 seconds.
cat_rect.topleft = jerry_rect.topleft
jerry_rect.topleft = new_position()
timer = 0
points = 0
print('Tom caught Jerry.')
# Draw.
# Clear the screen by blitting the bg.
screen.blit(background, (0, 0))
screen.blit(jerry, jerry_rect)
screen.blit(cat, cat_rect)
pygame.display.flip()
if __name__ == '__main__':
main()
pygame.quit()
sys.exit()
Side notes:
Don't use star imports (from module import *), because that can make code harder to read. If you want you can use from pygame.locals import *, if it's the only star import.
Don't use global variables, because they can make code harder to read, understand and maintain. Pass variables to functions as arguments and then return the result.
Update: Some notes about your program:
The first big problem is that your game has two event loops and the important one is deeply nested inside of two other for loops and a if. The event loop should be directly under the main while loop (one indentation level (when you have more experience you can put it into a function or class method)).
The two for loops seem to have the purpose to let the code run until randommouse or randomcat are 2. To run code until a condition is met is the purpose of a while loop. But in this case you should better just pick a random number and write the if/elif conditions so that they always apply. For example, you want a 2/3 chance for mouse and 1/3 for a cat,
random_number = random.randint(1, 3)
if random_number < 3:
print("2/3 probability. It's a mouse")
else:
print("1/3 probability. It's a cat")
Or use random.choice with a list:
>>> random.choice(['mouse', 'mouse', 'cat'])
'mouse'
time.wait(5000) shouldn't be used because the game just hangs in this time. You can't even close the window. Limit the framerate and get the time since the last tick with a pygame.time.Clock.
pygame.event.pump() is not needed.
If you call get_rect() without an argument, the rect is positioned at (0, 0).
if jerry.get_rect().collidepoint(xpos, y):
That's the reason why clicking on jerry only works in the top row, and because you use the global xpos here. Since xpos is 0, the whole top row counts as Jerry.
You can pass coordinates to get_rect like so (you can also use center or other args instead of topleft):
jerry_rect = jerry.get_rect(topleft=(50, 100))
I'm sorry but I don't think I can simply fix your code. I've tried it several times, but I always end up re-writing it completely.
I begin by extracting the event loop out of the two nested for loops, then remove these loops, create rects for the mouse and cat, fix the collision detection, add a timer and so on. Take a close look at my example and try to rewrite your game in a similar way, and keep asking questions if you don't understand something.

new text rendered over older text in pygame

I wrote an application in pygame to display some text. The text consist of a counter which is updated every second or so. I am using raspberry pi for this application. So when I use xserver then everything is displayed correctly but if I use sdl_videodriver fbcon for display then static text is displayed correctly but the counter(text) whose value changes is not displayed correctly. The new value of counter is displayed over the older value and thus after few seconds it becomes unreadable. Following is my code
class pyscope :
def __init__(self):
disp_no = os.getenv("DISPLAY")
if disp_no:
print "I'm running under X display = {0}".format(disp_no)
drivers = ['fbcon', 'directfb', 'svgalib']
found = False
for driver in drivers:
if not os.getenv('SDL_VIDEODRIVER'):
os.putenv('SDL_VIDEODRIVER', driver)
try:
pygame.display.init()
except pygame.error:
print 'Driver: {0} failed.'.format(driver)
continue
found = True
break
if not found:
raise Exception('No suitable video driver found!')
size = [1920,1080]
self.screen = pygame.display.set_mode(size,pygame.FULLSCREEN)
self.screen.fill((0,0,0))
pygame.font.init()
pygame.display.update()
def __del__(self):
"Destructor to make sure pygame shuts down, etc."
def test(self):
pygame.display.set_caption("Test")
done=False
clock=pygame.time.Clock()
font = pygame.font.SysFont("consolas", 34, True)
frame_rate = 20
count = 0
while done==False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
high_score = 2270
plan = 2100
count = count + 1
font = pygame.font.SysFont("consolas", 200, True)
if count >100:
count = 12
output_string = "ACTUAL %s" %count
text = font.render(output_string,True,red)
pygame.display.flip()
self.screen.blit(text, [250,420])
output1 = "random %.2f" %(float(count)/100*100)
text = font.render(output1,True,red)
self.screen.blit(text, [250,540])
pygame.display.flip()
clock.tick(20)
pygame.display.flip()
scope = pyscope()
scope.test()
time.sleep(10)
Thus my question how can I avoid new text being rendered over older text while using sdl_videodriver?
It is not enough to update() the screen, you should also "clear" it with a color. Before any blitting/drawing, do:
self.screen.fill((0,0,0))
You currently only do this once, when initializing the application. This should be done on each frame, if you want to keep a fresh, new screen on each frame.
It sounds like pygame is not clearing the area of the text counter.
Since I don't have access to an raspberry pi I would suggest you to
make sure you clear/update the area where the counter is rendered.
Before blitting out the text, you could clear the screen area with pygame.draw.rect
pygame.draw.rect(self.screen,(0,0,0),text.get_rect())
Should work OK, as long as your background is a solid color.

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