Pygame display not responding - python

I'm slowly trying to get to know pygame and write my first game in it and honestly, I didn't expect problems so early. So far I've only set a display, that is supposed to be there indefinitely (I just wanted to try it out):
import pygame
pygame.init()
(width, height) = (1000, 700)
screen = pygame.display.set_mode((width, height))
while True:
pygame.display.flip()
But when the window appears it says it's "not responding". I tried deleting the loop so that display would just blink once and vanish, because programm would die immiedately after it's created, but I get the same "not responding" window. I'm using pygame 1.9.2 and python 3.5. I wonder if the trouble may be because of anaconda - the window is opened as subcart for anaconda by default.
Edit: So far I discovered that when I open it not from spyder, but just click on a file it works just fine. Is there any way to make it work by simple run and compile while in spyder or it's just how it's supposed to work?

Add this to your loop. For me the only time it isnt responding is when I click the X and this could be to do with the fact that pygame doesn't know what to do when that happens.
import sys
for evt in pygame.event.get():
if evt.type == pygame.QUIT:
pygame.quit()
sys.exit()

#Try This
import pygame
(width, height) = (1000, 700)
screen=pygame.display.set_mode((width, height))
pygame.display.update()
while True:
for event in pygame.event.get():``
if event.type == pygame.QUIT:
pygame.quit()
quit()

Related

Why doesn't the sys module run in Alien Invasion? [duplicate]

I just spent a fair amount of time finding a 64-bit installation of pygame to use with python 3.3, (here) and now am trying to make a window. However, although the window opens up fine it does not close when it hit the x button. In fact, I have to close IDLE to close the window. I am running a 64 bit version of Win 7. Here is my code:
import pygame
import time
(width, height) = (300, 200)
screen = pygame.display.set_mode((width, height))
pygame.display.flip()
pygame.display.set_caption("Hello World")
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
When I append
time.sleep(5)
pygame.quit()
It still doesn't close. My only guess would be that pygame.quit might go inside one of the loops, but even if that were resolved I would greatly prefer being able to close the window when I want to.
Most pygame tutorials seem to suggest exiting by calling pygame.quit() and then sys.exit(). I have personally run into problems (was on a unix system though) where this still did not close the window properly. The solution was to add pygame.display.quit() specifically before pygame.quit(). That should not be necessary as far as I can tell, and I'm afraid I don't know why that solved the issue but it did.
if you want to make pygame close when window button x is pressed, put the code like this:
from sys import exit
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
We put exit() after pygame.quit(), because pygame.quit() makes the system exit and exit() closes that window.
Not sure but try this Because you code runs fine on my system after I add pygame.quit() at the end
import pygame
import time
(width, height) = (300, 200)
screen = pygame.display.set_mode((width, height))
pygame.display.flip()
pygame.display.set_caption("Hello World")
running = True
try:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()
except SystemExit:
pygame.quit()
Its perhaps because as Idle is made on Tkinter and thus Tkinter and Pygame main loop do not have a mutual understanding.
Your code will run very well on command prompt though.
This was the final code that worked for me on OSX whilst keeping the kernel alive on Jupyter. EDIT - it does still crash the kernel sometimes :-(
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.quit()
pygame.quit()
exit()
Also needed to downgrade ipython to get rid of some magic alias warning messages using:
conda install ipython=7.2.0
apparently that issue is due to be fixed in ipython 7.6.0
Suffered the same issues on Python 3.7.4 while running it from in IDE (Spyder 3.3.6). In my case the pygame.quit() would not completely close the program.
Nonetheless, adding quit() or exit() did the trick for me!
Add this at the top:
import sys
Add this where you need to quit:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
try using the following command:
sys.exit(0)
notice: You will need to import the sys library in order to use it.
The IDE interferes with how pygame runs the code. Try to run it from the commandline or the terminal. The problem should disappear.
To answer the original question: You must call pygame.quit() after breaking the main loop. One elegant solution goes as follows:
def run():
pygame.init()
while True:
# ...
for event in pygame.event.get():
# Handle other events
if event.type == pygame.QUIT:
return pygame.quit()

Why is a Drag and Drop event on Pygame not allowed?

I have a simple Pygame display:
pygame.init()
screen = pygame.display.set_mode((1024, 576))
clock = pygame.time.Clock()
while True:
for event in pygame.event.get(): # to handle clicks on the screen (prevent crash)
if event.type == pygame.QUIT:
pygame.display.quit()
if event.type == pygame.DROPFILE:
path = event.file
print(path)
pygame.display.update()
I'm currently testing the "drop file" event to use it in a project I'm working on. Unfortunately, when I drag a file onto the screen, the cursor turns into a "not allowed" sign and nothing happens when I drop the file. Why does it happen?
Without changing your code much (adding 'import pygame'), it doesn't work for me either. I droped a file and then the same happend for me what happend for you. Thats what I thought.
I first tried Python 3.8.6 with Pygame 1.9.6. Then I remembered, that I have an other installation of Python with 3.9.1 and Pygame version 2.0.0.
This second combination worked for me. I don't know which part made the difference in the end, but I think they did much work for pygame 2.0.0, so give it a try.
This works for me on Windows 10.

Pygame window can not be closed on a Mac problem

I have made a python program that uses Pygame. For some reason, I can't close the window when pressing the red cross. I tried using Command+Q but it doesn't work as well. I have to quit idle (my python interpreter) to close the window. Is there any other way to make the window close by pressing the red 'x' at the top right-hand corner?
My code:
import pygame
import sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((800,800))
while 1:
pygame.display.update()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
A pygame window can be closed properly if you use a different python interpreter. Try using pycharm, you can close pygame windows using pycharm.
You should just force quit the window or run another program to close the window. When you run a different program, the window should close.
Try this:
import pygame, sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((800,800))
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()

Is there a way to deiconify() or maximize a pyGame window?

I'm currently making a graph plotter and I'm in the early stages so Im just using the shell to get inputs from the user at the moment. However, due to other parts of my program, I need the pygame window to be open before they begin their inputs (I cannot change the order of this as their inputs are gotten by a function and I don't really want to open pygame in this function). This blocks the shell so I used pygame.display.iconify() which minimized the pygame window doing what I needed.
My problem is that when you have completed the inputs the pygame window is still minimized and I want it to be back as an active window. Is there such a thing that does the opposite of iconify() or should I change my code completely?
Thanks.
There's no way to do this with pygame only, but if you're on Windows, you can use the pywin32 package.
Here's an example that will minify and restore the window every second:
import pygame
import win32gui
import win32con
def main():
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((200, 200))
hwnd = win32gui.GetForegroundWindow()
EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(EVENT, 1000)
while True:
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
return
if event.type == EVENT:
if win32gui.IsIconic(hwnd):
win32gui.ShowWindow(hwnd, win32con.SW_SHOWNOACTIVATE)
win32gui.BringWindowToTop(hwnd)
else:
pygame.display.iconify()
screen.fill((30, 30, 30))
clock.tick(30)
pygame.display.flip()
main()
Don't use pygame.display.iconify() as there is no pygame.display.uniconify() counterpart.
There is this ugly hack, where you can use pygame.display.set_mode() to hide the window, and then regain focus and size, when needed:
# Minimize window
pygame.display.set_mode((1,1))
# Restore window
pygame.display.set_mode((1024, 768))
You should write your plot on a surface, independent of the display surface, and then blit and flip it, when you need to display it.

Window resize example from Pygame wiki not working

I took this tutorial from pygame.org which should show how to resize the window properly (image has to be supplied to it, you can use for instance my gravatar). The image should resize to the window, but this doesn't happen with me. Only one VideoResize event is created as soon as I resize the window even so slightly:
<Event(16-VideoResize {'h': 500, 'w': 501, 'size': (501, 500)})>
No other VideoResize events are created (other things like mouse movement or keypresses work). So is the tutorial wrong? Is my computer wrong? What is the proper way of doing it?
I'm running: Python 2.7.5, Pygame 1.9.1, Fedora 20, MATE 1.8.1, Toshiba Satellite.
Here's the code (slightly modified to print the event, but neither the original nor this one work):
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((500,500), RESIZABLE)
pic = pygame.image.load("example.png")
screen.blit(pygame.transform.scale(pic, (500,500)), (0,0))
pygame.display.flip()
done = False
while not done:
pygame.event.pump()
for event in pygame.event.get():
if event.type == QUIT:
done = True
elif event.type == VIDEORESIZE:
print event # show all VIDEORESIZE events
screen = pygame.display.set_mode(event.dict['size'], RESIZABLE) # A
screen.blit(pygame.transform.scale(pic, event.dict['size']), (0,0))
pygame.display.flip()
pygame.display.quit()
If I comment the line # A, then I get plenty of events, but this is the line which resizes the window.
Well I ran the tutorial example with only one change which is I used a pic of a cat called cat.png and it worked fine. The resize is working you just grab a corner and it allows me to adjust it freely with dragging. The picture fills the window whatever size I make it. Have you done other scripts with pygame successfully?

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