Pygame keeps crashing on mac [duplicate] - python

This question already has answers here:
Why is my PyGame application not running at all?
(2 answers)
Closed 2 years ago.
I started learning pygame, wrote a simple program to display some text on the screen.
import pygame, time
pygame.init()
window = pygame.display.set_mode((600,300))
myfont = pygame.font.SysFont("Arial", 60)
label = myfont.render("Hello Pygame!", 1, (255, 255, 0))
window.blit(label, (100, 100))
pygame.display.update()
time.sleep(15)
pygame.quit()
But it keeps crashing.
I am using python2.7

The issue is that you are running the code only once and not repeating the lines of code that need to be repeated for every frame.
Then you are calling pygame.quit() without exiting the Python thread with quit() which results in the windows just "crashing" or not responding.
To fix this problem:
Include some code inside a while loop that will run on every frame and thus keep the program running and responding.
Make sure that initialization code is only ran once.
Add in some event handling to let the user exit the program when the "X" button is clicked.
Some useful additions:
Included a Clock which allows for an FPS-cap.
Filled the screen with black every frame
Exited the game properly with pygame.quit() to exit the pygame window and sys.exit() to exit the Python thread.
A Clock in pygame game allows you to specify an FPS. At the end of every main game loop iteration (frame) you call clock.tick(FPS) to wait the amount of time that will ensure the game is running at the specified framerate.
Here is the revised code example:
import pygame
import sys
# this code only needs to be ran once
pygame.init()
window = pygame.display.set_mode((600,300))
myfont = pygame.font.SysFont("Arial", 60)
label = myfont.render("Hello Pygame!", 1, (255, 255, 0))
clock = pygame.time.Clock()
FPS = 30
while True:
#allows user to exit the screen
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# this code should be ran every frame
window.fill((0, 0, 0))
window.blit(label, (100, 100))
pygame.display.update()
clock.tick(FPS)
I hope that this answer has helped you and if you have any further questions please feel free to post a comment below!

Related

I kept getting -805306369 (0xCFFFFFFF) error in Python while creating a pygame and fixed it but now I'm not getting any errors but script auto closes [duplicate]

I have a simple Pygame program:
#!/usr/bin/env python
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
But every time I try to run it, I get this:
pygame 2.0.0 (SDL 2.0.12, python 3.8.3)
Hello from the pygame community. https://www.pygame.org/contribute.html
And then nothing happens.
Why I can't run this program?
Your application works well. However, you haven't implemented an application loop:
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
clock = pygame.time.Clock()
run = True
while run:
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# update game objects
# [...]
# clear display
win.fill((0, 0, 0))
# draw game objects
# [...]
# update display
pygame.display.flip()
# limit frames per second
clock.tick(60)
pygame.quit()
The typical PyGame application loop has to:
handle the events by calling 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 calling either pygame.display.update() or pygame.display.flip()
limit frames per second to limit CPU usage with pygame.time.Clock.tick
repl.it/#Rabbid76/PyGame-MinimalApplicationLoop See also Event and application loop
This is interesting. Computer read your program line by line[python]. When all the line are interpreted, the program closed. To solve this problem you need to add a while loop to make sure the program will continue until you close the program.
import pygame,sys
from pygame.locals import *
pygame.init()
pygame.display.set_caption("My first game")
win = pygame.display.set_mode((400,400))
#game loop keeps the game running until you exit the game.
game_running=True
while game_running:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
win.fill((0, 250, 154)) #Fill the pygame window with specific color. You can use hex or rgb color
pygame.display.update() #Refresh the pygame window
You can check more pygame Examples.
https://github.com/01one/Pygame-Examples
I think this will be helpful.

why is my code really slow and how can i improve it? [duplicate]

This question already has an answer here:
Pygame is running slow
(1 answer)
Closed 2 years ago.
this is my code idk why it runs so slow
why is my code running so slow plz help me!
thank you in advance
import pygame
from rgb import *
from pygame.constants import *
pygame.init()
height=700
width=1500
center=(780, 450)
ball_pos=[500,550]
sky_pos=[0,-1000]
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
pygame.display.update()
running=True
while running:
for event in pygame.event.get():
keys = pygame.key.get_pressed()
if keys[K_SPACE]:
running=False
pygame.display.update()
sky=pygame.image.load("sky.jpg")
if keys[K_RIGHT]:
sky_pos[0]-=1
screen.blit(sky, sky_pos)
class Circle:
pygame.draw.circle(screen, green, ball_pos, 50)
pygame.display.update()
screen.fill(black)
pygame.quit()
I tried doing everything but nothing is working
i want the sky to move to the left with smoothness though i dont know how!
There are some issues in your code, but the most obvious thing is that you are loading the image into the application loop. pygame.image.load is very time consuming, because it has to read the images from the data store.
Load the image once before the application loop, rather than continuously in the loop:
sky=pygame.image.load("sky.jpg") # <--- ADD
running=True
while running:
# [...]
# sky=pygame.image.load("sky.jpg") <--- DELETE

Pygame crashing on mac using same code written in tutorials but wrote on windows command [duplicate]

I have a simple Pygame program:
#!/usr/bin/env python
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
But every time I try to run it, I get this:
pygame 2.0.0 (SDL 2.0.12, python 3.8.3)
Hello from the pygame community. https://www.pygame.org/contribute.html
And then nothing happens.
Why I can't run this program?
Your application works well. However, you haven't implemented an application loop:
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
clock = pygame.time.Clock()
run = True
while run:
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# update game objects
# [...]
# clear display
win.fill((0, 0, 0))
# draw game objects
# [...]
# update display
pygame.display.flip()
# limit frames per second
clock.tick(60)
pygame.quit()
The typical PyGame application loop has to:
handle the events by calling 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 calling either pygame.display.update() or pygame.display.flip()
limit frames per second to limit CPU usage with pygame.time.Clock.tick
repl.it/#Rabbid76/PyGame-MinimalApplicationLoop See also Event and application loop
This is interesting. Computer read your program line by line[python]. When all the line are interpreted, the program closed. To solve this problem you need to add a while loop to make sure the program will continue until you close the program.
import pygame,sys
from pygame.locals import *
pygame.init()
pygame.display.set_caption("My first game")
win = pygame.display.set_mode((400,400))
#game loop keeps the game running until you exit the game.
game_running=True
while game_running:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
win.fill((0, 250, 154)) #Fill the pygame window with specific color. You can use hex or rgb color
pygame.display.update() #Refresh the pygame window
You can check more pygame Examples.
https://github.com/01one/Pygame-Examples
I think this will be helpful.

Code works fine in Pycharm but gives error in IDLE? [duplicate]

I have a simple Pygame program:
#!/usr/bin/env python
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
But every time I try to run it, I get this:
pygame 2.0.0 (SDL 2.0.12, python 3.8.3)
Hello from the pygame community. https://www.pygame.org/contribute.html
And then nothing happens.
Why I can't run this program?
Your application works well. However, you haven't implemented an application loop:
import pygame
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((400,400))
pygame.display.set_caption("My first game")
clock = pygame.time.Clock()
run = True
while run:
# handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# update game objects
# [...]
# clear display
win.fill((0, 0, 0))
# draw game objects
# [...]
# update display
pygame.display.flip()
# limit frames per second
clock.tick(60)
pygame.quit()
The typical PyGame application loop has to:
handle the events by calling 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 calling either pygame.display.update() or pygame.display.flip()
limit frames per second to limit CPU usage with pygame.time.Clock.tick
repl.it/#Rabbid76/PyGame-MinimalApplicationLoop See also Event and application loop
This is interesting. Computer read your program line by line[python]. When all the line are interpreted, the program closed. To solve this problem you need to add a while loop to make sure the program will continue until you close the program.
import pygame,sys
from pygame.locals import *
pygame.init()
pygame.display.set_caption("My first game")
win = pygame.display.set_mode((400,400))
#game loop keeps the game running until you exit the game.
game_running=True
while game_running:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
win.fill((0, 250, 154)) #Fill the pygame window with specific color. You can use hex or rgb color
pygame.display.update() #Refresh the pygame window
You can check more pygame Examples.
https://github.com/01one/Pygame-Examples
I think this will be helpful.

Screen only updates when I check for user input pygame

I'm using pygame and updating to the screen every loop of the main loop. What I don't understand is nothing will update until I add a for loop looking for events, then suddenly all the updating does occur. Why is this?
def run(self):
two_pm = get_stand_up_timestamp()
pygame.init()
font = pygame.font.Font(None, 72)
screen = pygame.display.set_mode(self._dimensions)
before_two = True
while before_two:
# Blit the time to the window.
# Update Screen.
current_time = datetime.datetime.now()
text = font.render(f'{current_time.hour} : {current_time.minute} : {current_time.second}', True, (0, 0, 0))
blit_center = (
self._dimensions[0] // 2 - (text.get_width() // 2),
self._dimensions[1] // 2 - (text.get_height() // 2)
)
screen.fill((255, 255, 255))
screen.blit(text, blit_center)
pygame.display.flip()
# Get events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
sys.exit()
When you call pygame.event.get() (or pump()), pygame processes all events that your window manager send to the window managed by pygame.
You don't see these events as they are not returned by get(), but pygame handles them internally. These events could be WM_PAINT on Windows or Expose on Linux (IIRC pygame uses Xlib), or other events (I guess you could look them up in pygame's source code).
E.g. if you run pygame on Windows, Pygame has to call Windows' GetMessage function, otherwise:
If a top-level window stops responding to messages for more than several seconds, the system considers the window to be not responding and replaces it with a ghost window that has the same z-order, location, size, and visual attributes. This allows the user to move it, resize it, or even close the application. However, these are the only actions available because the application is actually not responding.
So the typical behaviour if you don't let pygame process the events is that it will basically run, but the mouse cursor will change to the busy cursor and you can't move the window before it will eventually freeze.
If you run pygame on other systems, e.g. Linux, you only see a black screen. I don't know the internals of the message loop when pygame runs on Linux, but it's similiar to the Windows message loop: you have to process the events in the queue to have pygame call Xlib's XNextEvent function (IIRC) to give the window manager a chance to draw the window.
See e.g. Message loop in Microsoft Windows and/or Xlib for more information on that topic.
No idea why it doesn't work on your end, however when I run
def run():
width = 500
height = 500
pygame.init()
font = pygame.font.Font(None, 72)
screen = pygame.display.set_mode((width, height))
before_two = True
while before_two:
# Blit the time to the window.
# Update Screen.
current_time = datetime.datetime.now()
text = font.render(f'{current_time.hour} : {current_time.minute} : {current_time.second}', True, (0, 0, 0))
blit_center = (
width // 2 - (text.get_width() // 2),
height // 2 - (text.get_height() // 2)
)
screen.fill((255, 255, 255))
screen.blit(text, blit_center)
pygame.display.flip()
run()
Everything works fine update wise. The clock ticks every second so it may be something with your version of python or pygame. Try updating them both. Alternately it could be a problem with how you get pass pygame the dimensions of the window with the run(self) and self._dimensions. Trying using static dimensions like I did above and see if that works on your end. Sadly without more code to see how you call run() its difficult to fully debug whats wrong.

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