Pygame quitting to gameOver screen - python

New to python, making a snake game but Pygame keeps quitting to the screen but i basically want to be able to quit the game with the X(window's x)button anytime i want to. I've tried debugging this but for some reason i always get not responding when debugging it in PyCharm the gameOver screen is only suppose to run when the bool is set to true but it is somehow clashing with my game pause code. Would really appreciate some help!
This is the code:
http://pastebin.com/eFMU3HH9

In gameOver screen you run second gameloop() so when you quit you return from second gameloop() to first gameloop() (or from third to second, etc).

Maybe something like this:
import pygame
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
pygame.init()
# Set the height and width of the screen
size = [700, 500]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Game Over Example")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Starting position of the rectangle
rect_x = 50
rect_y = 50
# Speed and direction of rectangle
rect_change_x = 5
rect_change_y = 5
# This is a font we use to draw text on the screen (size 36)
font = pygame.font.Font(None, 36)
# Use this boolean variable to trigger if the game is over.
game_over = False
# -------- Main Program Loop -----------
while not done:
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# We will use a mouse-click to signify when the game is
# over. Replace this, and set game_over to true in your
# own game when you know the game is over. (Like lives==0)
elif event.type == pygame.MOUSEBUTTONDOWN:
game_over = True
# --- Game Logic
# Only move and process game logic if the game isn't over.
if not game_over:
# Move the rectangle starting point
rect_x += rect_change_x
rect_y += rect_change_y
# Bounce the ball if needed
if rect_y > 450 or rect_y < 0:
rect_change_y = rect_change_y * -1
if rect_x > 650 or rect_x < 0:
rect_change_x = rect_change_x * -1
# --- Draw the frame
# Set the screen background
screen.fill(BLACK)
# Draw the rectangle
pygame.draw.rect(screen, GREEN, [rect_x, rect_y, 50, 50])
if game_over:
# If game over is true, draw game over
text = font.render("Game Over", True, WHITE)
text_rect = text.get_rect()
text_x = screen.get_width() / 2 - text_rect.width / 2
text_y = screen.get_height() / 2 - text_rect.height / 2
screen.blit(text, [text_x, text_y])
else:
# If game isn't over, draw this stuff.
text = font.render("Click to end game", True, WHITE)
text_rect = text.get_rect()
text_x = screen.get_width() / 2 - text_rect.width / 2
text_y = screen.get_height() / 2 - text_rect.height / 2
screen.blit(text, [text_x, text_y])
# Limit frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
pygame.quit()

Related

Text keeps blinking in pygame

so I am making a code where there is a character(A rectangle) and and Balloon(A circle) and the character has to catch the balloons before it hits the ground. Everything worked fine until I tried making the game look a little better and used the blit function to add an image. For some reason my text keeps buffering now.
Code:
import random
import pygame
from pygame.locals import *
pygame.init()
#Variables
white = (255, 255, 255)
blue = (70,130,180)
black = (0,0,0)
red = (255,0,0)
x = 400
y = 450
score = 0
cooly = 100
randomx = random.randint(100,800)
clock = pygame.time.Clock()
#screen stuff
screenwidth = 800
screenheight = 600
screen = pygame.display.set_mode((screenwidth, screenheight))
pygame.display.set_caption("Balloon Game!")
#end of screen stuff
#Initializing font
def show_text(msg, x, y, color,size):
fontobj= pygame.font.SysFont("freesans", size)
msgobj = fontobj.render(msg,False,color)
screen.blit(msgobj,(x, y))
#Game loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
# Draw Character
screen.fill(blue)
character = pygame.draw.rect(screen, red, (x, y, 60, 60))
#End of Drawing Character
#Draw Balloons
balloon = pygame.draw.circle(screen, (black), (randomx, cooly), 30, 30)
cooly = cooly + 2
# Making Arrow Keys
keyPressed = pygame.key.get_pressed()
if keyPressed[pygame.K_LEFT]:
x -= 3
if keyPressed[pygame.K_RIGHT]:
x += 3
#Drawing Cool Stuff
Cloud = pygame.image.load('Cloud.png')
screen.blit(Cloud,(100,75))
pygame.display.update()
#End of making arrow keys
show_text("Score:",130,0,black,50)
show_text(str(score),250,0,black,50)
#Collision
if balloon.colliderect(character):
randomx = random.randint(100,800)
cooly = 100
score = score + 1
#end of collision
#Ending
if cooly >= 600:
screen.fill(blue)
show_text("Game Over!", 200, 250, black, 100)
show_text("Score :", 200, 350, black, 75)
show_text(str(score), 400, 350, black, 75)
#Polishing
if score == score + 5:
cooly += 1
x += 3
pygame.display.update()
clock.tick(250)
The problem is caused by multiple calls to pygame.display.update(). An update of the display at the end of the application loop is sufficient. Multiple calls to pygame.display.update() or pygame.display.flip() cause flickering.
Remove all calls to pygame.display.update() from your code, but call it once at the end of the application loop.
Do not create the font object and do not load the images in the application loop. This are very expensive operatios, because the filed have to be read and interpreted:
fontobj= pygame.font.SysFont("freesans", size) #<-- INSERT
def show_text(msg, x, y, color,size):
# fontobj= pygame.font.SysFont("freesans", size) <-- DELET
msgobj = fontobj.render(msg,False,color)
screen.blit(msgobj,(x, y))
Cloud = pygame.image.load('Cloud.png') #<-- INSERT
# [...]
while True:
# [...]
# Cloud = pygame.image.load('Cloud.png') <-- DELETE
screen.blit(Cloud,(100,75))
# pygame.display.update() <-- DELETE
# [...]
pygame.display.update()
clock.tick(250)

opygame: trying to bouce a ball, but it gets stuck

import pygame
Red = 255, 0, 0
Black= 0,0,0
rectXpos = 2
rectypos = 2
speed = 2
screenedgex = 500
pygame.init()
window = pygame.display.set_mode(size=(500, 500))
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.update()
window.fill(Black)
square = pygame.draw.rect(window, Red, [rectXpos, rectypos, 50, 50],2)
rectXpos += 2
if rectXpos < 500:
rectXpos -= 2
clock.tick(60)
print(rectXpos)`enter code here`
so what am i doing wrong? i tried making a if statment to stop the ball and reverse it but it keeps the ball at the edge of the window
This is complete code, I separated the x and y bounces, so you can use either one, also updated the code a bit more, plus some extra formatting.
# Imports
import pygame
# Vars
Red = 255, 0, 0
Black= 0,0,0
rectXpos = 2
rectYpos = 2
rect_width = 50
rect_height = 50
screen_width = 500
screen_height = 500
block_x_direction = 1
block_y_direction = 1
# Setup Code
pygame.init()
window = pygame.display.set_mode(size=(screen_width, screen_height))
clock = pygame.time.Clock()
running = True
# Game Loop
########################################################
while running:
# Event Loop
########################################################
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Game Code - Update
########################################################
# Game Code - Update - Rect X Bounce
if rectXpos + (rect_width)>= screen_width:
block_x_direction = block_x_direction * -1
rectXpos += 2 * block_x_direction
# Game Code - Update - Rect Y Bounce
if rectYpos + (rect_height)>= screen_height:
block_y_direction = block_y_direction * -1
rectYpos += 2 * block_y_direction
# - Tick Game
clock.tick(60)
# Game Code - Render
########################################################
window.fill(Black)
square = pygame.draw.rect(window, Red, [rectXpos, rectYpos, rect_width, rect_height],2)
pygame.display.update()
# Game Code - Debug Code
########################################################
print(clock.tick)
I assume you want to move rectangle to and fro when mouse is moving.
There are 2 things you are doing wrong here:
1. correct this:
if rectXpos > 500: as you have to decrease X when it will reach 500
2. when reach rectXpos 501 it should change its direction till it reach rectXpos 0
but you have decreased position till it is greater than 500 so it will then stuck in between 499 to 501
correct code:
import pygame
Red = 255, 0, 0
Black= 0,0,0
rectXpos = 2
rectypos = 2
speed = 2
screenedgex = 500
pygame.init()
window = pygame.display.set_mode(size=(500, 500))
clock = pygame.time.Clock()
running = True
k=1 #here is k used to indicate direction
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.update()
window.fill(Black)
square = pygame.draw.rect(window, Red, [rectXpos, rectypos, 50, 50],2)
rectXpos += 2*k #here is addition of 2 in given direction
if (rectXpos > 500) or (rectXpos < 0): #here is condition to change direction
k=-k
clock.tick(60)
print(rectXpos)
You should add speed to position and when you touch border then you should change speed to -speed.
You could also use pygame.Rect() to keep position and size - it has properties .left and .right (and other) which can be very useful. And you can use Rect to draw pygame.draw.rect() (or to check collision with other Rect)
import pygame
# --- constants --- (UPPER_CASE_NAMES)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
WIDTH = 500
HEIGHT = 500
# --- main ---
speed = 10
pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
item = pygame.Rect(0, 0, 50, 50)
clock = pygame.time.Clock()
running = True
while running:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# - updates - (without draws)
item.x += speed
if item.right >= WIDTH:
speed = -speed
if item.left <= 0:
speed = -speed
# - draws - (without updates)
window.fill(BLACK)
pygame.draw.rect(window, RED, item, 2)
pygame.display.update()
clock.tick(60)
# - end -
pygame.quit()

Collide Images in Pygame

im trying to check if two images collide but im just getting back an error saying
"'pygame.Surface' object has no attribute 'colliderect'". The images are battery and playerPic and i did a define to see if they collide. It should return a black screen if they collide.
Note: i removed the drawScene from my code on here
#initialize pygame
from pygame import *
import os
import random
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 0)
init()
#set screen size
size = width, height = 800, 600
screen = display.set_mode(size)
#set fonts
fontGame=font.SysFont("Times New Roman", 30)
fontBack=font.SysFont("Ariel", 30)
fontTitle=font.SysFont("Ariel", 100)
fontResearch=font.SysFont ("Times New Roman", 18)
#set button and page to 0
button = 0
page=0
#setting colours
BLACK = (0, 0, 0)
RED = (255,0,0)
GREEN = (0, 255, 0)
BLUE = (106,186,232)
#loading image
backgroundPic=image.load("Background.jpg")
backgroundGame=image.load("gameBackground.jpg")
backgroundGame=transform.scale(backgroundGame,(800,600))
battery=image.load("Battery.png")
battery=transform.scale(battery,(100,100))
backgroundx=0
playerPic=image.load("player.png")
playerPic=transform.scale(playerPic,(70,70))
batteryx=[]
#defining what is going to be shown on the screen
def drawScene(screen, button,page,locationx,locationy):
global batteryx
mx, my = mouse.get_pos() #will get where the mouse is
#if the user does nothing
if page==0:
draw.rect(screen, BLACK, (0,0, width, height))
screen.fill(BLACK)
rel_backgroundx= backgroundx % backgroundGame.get_rect().width
screen.blit(backgroundGame, (rel_backgroundx - backgroundGame.get_rect().width,0))
if rel_backgroundx < width:
screen.blit (backgroundGame, (rel_backgroundx,0))
screen.blit(playerPic,(locationx,locationy))
screen.blit(battery,(batteryx,420))
batteryx-=1
display.flip()
return page
def collision (battery, playerPic):
if battery.colliderect(playerPic):
return True
return False
running = True
myClock = time.Clock()
KEY_LEFT= False
KEY_RIGHT= False
KEY_UP= False
KEY_DOWN= False
locationx=0
jumping=False
accel=20
onGround= height-150
locationy=onGround
batteryx=random.randrange(50,width,10)
# Game Loop
while running:
button=0
print (KEY_LEFT, KEY_RIGHT)
for evnt in event.get(): # checks all events that happen
if evnt.type == QUIT:
running=False
if evnt.type == MOUSEBUTTONDOWN:
mx,my=evnt.pos
button = evnt.button
if evnt.type== KEYDOWN:
if evnt.key==K_LEFT:
KEY_LEFT= True
KEY_RIGHT= False
if evnt.key==K_RIGHT:
KEY_RIGHT= True
KEY_LEFT= False
if evnt.key==K_UP and jumping==False:
jumping=True
accel=20
if evnt.key== K_DOWN:
KEY_DOWN= True
KEY_UP= False
if evnt.type==KEYUP:
if evnt.key==K_LEFT:
KEY_LEFT= False
if evnt.key==K_RIGHT:
KEY_RIGHT= False
if evnt.key==K_DOWN:
KEY_DOWN=False
if KEY_LEFT== True:
locationx-=10
backgroundx+=10
if KEY_RIGHT== True:
locationx+=10
backgroundx-=10
if jumping==True:
locationy-=accel
accel-=1
if locationy>=onGround:
jumping=False
locationy=onGround
#player cannot move off screen
if locationx<0:
locationx=0
if locationx>400:
locationx=400
if collision(battery, playerPic)==True:
screen.fill(BLACK)
page=drawScene(screen,button,page,locationx,locationy)
myClock.tick(60) # waits long enough to have 60 fps
if page==6: #if last button is clicked program closes
running=False
quit()
Images/pygame.Surfaces can't be used for collision detection. You have to create pygame.Rect objects for the battery and the player and then use their colliderect method. You can use the get_rect method of the surfaces to get rects with their size and then update the positions of the rects every time you move the player or the battery.
# Create a rect with the size of the playerPic with
# the topleft coordinates (0, 0).
player_rect = playerPic.get_rect()
In the while loop:
# Adjust the position of the rect.
player_rect.x = locationx
player_rect.y = locationy
# You can also assign the location variables to the topleft attribute.
player_rect.topleft = (locationx, locationy)
# Then pass the battery_rect and player_rect to the collision function.
if collision(battery_rect, player_rect):
You can also shorten the collision function:
def collision(battery_rect, player_rect):
return battery_rect.colliderect(player_rect)
Or just call battery_rect.colliderect(player_rect) in the while loop.
Here's a minimal, complete example:
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
BG_COLOR = pg.Color('gray12')
player_image = pg.Surface((30, 50))
player_image.fill(pg.Color('dodgerblue1'))
battery_image = pg.Surface((30, 50))
battery_image.fill(pg.Color('sienna1'))
speed_x = 0
location_x = 100
# Define the rects.
# You can pass the topleft position to `get_rect` as well.
player_rect = player_image.get_rect(topleft=(location_x, 100))
battery_rect = battery_image.get_rect(topleft=(200, 100))
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_a:
speed_x = -4
elif event.key == pg.K_d:
speed_x = 4
# Update the location and the player_rect.
location_x += speed_x
player_rect.x = location_x
if player_rect.colliderect(battery_rect):
print('collision')
# Blit everything.
screen.fill(BG_COLOR)
screen.blit(player_image, player_rect)
screen.blit(battery_image, battery_rect)
pg.display.flip()
clock.tick(30)
pg.quit()

Pygame blit image with mouse event

I use Pygame in this code. This is like a game that when user hit mouse button, from the mouse position comes a laser image that will go up, and eventually go out of the screen. I am trying to blit an image when the user hit mouse button. This code I am using does not work and I do not know why. My problem starts at the main for loop
import pygame
# Initialize Pygame
pygame.init()
#___GLOBAL CONSTANTS___
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
# Set the height and width of the screen
screen_width = 500
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
#Load Laser image of spaceship
laser_image = pygame.image.load('laserRed16.png').convert()
#Load sound music
sound = pygame.mixer.Sound('laser5.ogg')
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Get the current mouse position. This returns the position
# as a list of two numbers.
sound.play()
#Get the mouse position
mouse_position = pygame.mouse.get_pos()
mouse_x = mouse_position[0]
mouse_y = mouse_position[1]
# Set the laser image when the spaceship fires
for i in range(50):
screen.blit(laser_image,[mouse_x + laser_x_vector,mouse_y + laser_x_vector])
laser_x_vector += 2
laser_x_vector += 2
# Clear the screen
screen.fill(WHITE)
#Limit to 20 sec
clock.tick(20)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
pygame.quit()
You fill the screen after you blit the lazer, so the lazer will not appear. You should fill before you blit the lazer so the lazer appears.
The others have already explained why you don't see the laser. Here's a working solution for you. First I suggest to use pygame.Rects for the positions of the lasers and put them into a list (rects can also be used for collision detection). Then iterate over these positions/rects in the main while loop, update and blit them. I also show you how to remove rects that are off screen.
import pygame
pygame.init()
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
screen_width = 500
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
laser_image = pygame.Surface((10, 50))
laser_image.fill(GREEN)
done = False
clock = pygame.time.Clock()
laser_rects = []
laser_velocity_y = -20
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Turn the mouse position into a rect with the dimensions
# of the laser_image. You can use the event.pos instead
# of pygame.mouse.get_pos() and pass it as the `center`
# or `topleft` argument.
laser_rect = laser_image.get_rect(center=event.pos)
laser_rects.append(laser_rect)
remaining_lasers = []
for laser_rect in laser_rects:
# Change the y-position of the laser.
laser_rect.y += laser_velocity_y
# Only keep the laser_rects that are on the screen.
if laser_rect.y > 0:
remaining_lasers.append(laser_rect)
# Assign the remaining lasers to the laser list.
laser_rects = remaining_lasers
screen.fill(WHITE)
# Now iterate over the lasers rect and blit them.
for laser_rect in laser_rects:
screen.blit(laser_image, laser_rect)
pygame.display.flip()
clock.tick(30) # 30 FPS is smoother.
pygame.quit()

How to animate drawings in pygame (movement)

I have been trying to animate drawing elements without success. I can animate imported images, but when I try to animate drawings generated by pygame they remain static.
Edit: By "animate" I mean "to move". As in making a circle move in x and y direction.
This is my code:
import pygame, sys
from pygame.locals import *
pygame.init()
FPS = 60
WIDTH = 600
HEIGHT = 500
fpsClock = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
ballx = WIDTH / 2
bally = HEIGHT / 2
ball_vel = [1, 1]
ball_pos =(ballx, bally)
RADIUS = 20
# Game Loop:
while True:
# Check for quit event
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Erase the screen (I have tried with and without this step)
DISPLAYSURF.fill(BLACK)
# Update circle position
ballx += ball_vel[0]
bally += ball_vel[1]
# Draw Circle (I have tried with and without locks/unlocks)
DISPLAYSURF.lock()
pygame.draw.circle(DISPLAYSURF, WHITE, ball_pos, RADIUS, 2)
DISPLAYSURF.unlock()
# Update the screen
pygame.display.update()
fpsClock.tick(FPS)
I've tried with and without locking/unlocking the display surface (as the documentation suggests). I've tried with and without erasing the screen before updating it (as some tutorials suggest). I just can't get it to work.
What am I doing wrong? How do you animate drawing elements?
Thanks for your time.
You are not updating the ball_pos tuple: you set it to the start coordinates:
ballx = WIDTH / 2
bally = HEIGHT / 2
ball_vel = [1, 1]
ball_pos =(ballx, bally)
You later update ballx and bally, but never set ball_pos again to ballx, and bally.
In the while loop, after setting the ballx and bally, do this:
ball_pos = (ballx,bally)
import pygame, sys
from pygame.locals import *
pygame.init()
FPS = 60
WIDTH = 600
HEIGHT = 500
fpsClock = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
ballx = WIDTH / 2
bally = HEIGHT / 2
ball_vel = [1, 1]
ball_pos =(ballx, bally)
RADIUS = 20
# Game Loop:
while True:
# Check for quit event
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Erase the screen (I have tried with and without this step)
DISPLAYSURF.fill(BLACK)
# Update circle position
ballx += ball_vel[0]
bally += ball_vel[1]
ball_pos =(ballx, bally)
# Draw Circle (I have tried with and without locks/unlocks)
pygame.draw.circle(DISPLAYSURF, WHITE, ball_pos, RADIUS, 2)
# Update the screen
pygame.display.flip()
fpsClock.tick(FPS)
flip = update()

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