I am working on a pygame space invaders game. When I try to blit the background image it doesn't work. I am fairly new to pygame so I don't know what to do. I tried downloading another picture and using that but the problem persists.
import pygame
import os
import time
import random
import math
import sys
pygame.init()
screen = pygame.display.set_mode((750,750))
pygame.display.set_caption("Space Invaders")
FPS = 60
clock = pygame.time.Clock()
#Ships
RED_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_red_small.png'))
GREEN_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_green_small.png'))
BLUE_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_blue_small.png'))
YELLOW_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_yellow.png'))
#Lasers
RED_LASER = pygame.image.load(os.path.join('assets','pixel_laser_red.png'))
BLUE_LASER = pygame.image.load(os.path.join('assets','pixel_laser_blue.png'))
YELLOW_LASER = pygame.image.load(os.path.join('assets','pixel_laser_yellow.png'))
GREEN_LASER = pygame.image.load(os.path.join('assets','pixel_laser_green.png'))
#Background
BG = pygame.transform.scale2x(pygame.image.load(os.path.join('assets','background-black.png')).convert_alpha())
def main():
run = True
def redraw_window():
screen.blit(BG, (0, 0))
pygame.display.update()
while True:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.blit(BG, (0,0))
pygame.display.update
clock.tick(120)
pygame.quit()
You need parenthesis when calling display update:
screen.blit(BG, (0,0))
pygame.display.update() # need parenthesis
clock.tick(120)
Related
new to pygame just wondering how i would go about adding a background image into the game itself? this is my code so far, i've been using the bg as a way to import my image but the py file itself refuses to load up.
import pygame
import sys
from pygame.locals import *
clock = pygame.time.Clock()
screen = pygame.display.set_mode((600,500))
bg = pygame.image.load("images\space.png")
pygame.mouse.set_visible(0)
ship = pygame.image.load("images\ship.png")
ship_top = screen.get_height() - ship.get_height()
ship_left = screen.get_width()/2 - ship.get_width()/2
screen.blit(ship, (ship_left,ship_top))
shot = pygame.image.load("images\shot.png")
shoot_y = 0
pygame.display.set_caption('galaxy invaders')
while True:
clock.tick(60)
screen.fill((r,0,0))
screen.blit(bg.(0,0))
x,y = pygame.mouse.get_pos()
screen.blit(ship, (x-ship.get_width()/2, ship_top))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
shoot_y = 500
shoot_x = x
if shoot_y > 0:
screen.blit(shot, (shoot_x, shoot_y))
shoot_y -= 10
pygame.display.update()
For background I always make an image the size of my game window or smaller then before all of the images are displayed, I blit that image to 0,0.
bg = pygame.image.load("bg.png")
#INSIDE OF THE GAME LOOP
gameDisplay.blit(bg, (0, 0))
#REST OF ITEMS ARE BLIT'D TO SCREEN.
Hope this helps.
This problem can be easily solved. You will need an image the size of your screen for your background. Please remember to add pygame.init() at the beginning of your game to be able to start it and its abilities. A function for this picture can be used like this:
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
This will allow the program to load your image through this function when you call it like this:
BackGround = Background('background_image.png', [0,0])
And you will also need these two lines in your while loop:
screen.fill([255, 255, 255])
screen.blit(BackGround.image, BackGround.rect)
This will fill your screen white and put the background image over it but under your other sprites and objects.
Suggestions:
You should make another class for your other sprite (maybe the reason why the image is not appearing). An example could be like:
class Ship(pygame.sprite.Sprite):
def __init__(self, image_file, speed, location):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
You could then "activate" it like this:
ship = Ship("images\ship.png", [a, b])
Select the coordinates for a and b. You can then blit the image on to the screen like this but after your background blit statement:
screen.blit(ship.image, ship.rect)
I hope this helps you!
First of all, none of this will work because you did not initialize Pygame after importing it. Also, the pictures won't be loaded because the backslash indicates an escape seqeunce. Lastly, you should fix your indentation.
import pygame
import sys
from pygame.locals import *
pygame.init() # initialize pygame
clock = pygame.time.Clock()
screen = pygame.display.set_mode((600,500))
# os.path.join properly forms a cross-platform relative path
# by joining directory names
bg = pygame.image.load(os.path.join("images", "space.png"))
pygame.mouse.set_visible(0)
ship = pygame.image.load(os.path.join("images", "ship.png"))
ship_top = screen.get_height() - ship.get_height()
ship_left = screen.get_width()/2 - ship.get_width()/2
screen.blit(ship, (ship_left,ship_top))
shot = pygame.image.load(os.path.join("images", "space.png"))
shoot_y = 0
pygame.display.set_caption('galaxy invaders')
# fix indentation
while True:
clock.tick(60)
screen.blit(bg, (0,0))
x,y = pygame.mouse.get_pos()
screen.blit(ship, (x-ship.get_width()/2, ship_top))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
shoot_y = 500
shoot_x = x
if shoot_y > 0:
screen.blit(shot, (shoot_x, shoot_y))
shoot_y -= 10
pygame.display.update()
I'm having a problem. I want to load and play a video in pygame but it doesn't start. The only thing that I am seeing is a black screen. Here is my code:
import pygame
from pygame import display,movie
pygame.init()
screen = pygame.display.set_mode((1024, 768))
background = pygame.Surface((1024, 768))
screen.blit(background, (0, 0))
pygame.display.update()
movie = pygame.movie.Movie('C:\Python27\1.mpg')
mrect = pygame.Rect(0,0,140,113)
movie.set_display(screen, mrect.move(65, 150))
movie.set_volume(0)
movie.play()
Can you help me??
The pygame.movie module is deprecated and not longer supported.
If you only want to show the video you can use MoviePy (see also How to be efficient with MoviePy):
import pygame
import moviepy.editor
pygame.init()
video = moviepy.editor.VideoFileClip("video.mp4")
video.preview()
pygame.quit()
An alternative solution is to use the OpenCV VideoCapture. Install OpenCV for Python (cv2) (see opencv-python). However, it should be mentioned that cv2.VideoCapture does not provide a way to read the audio from the video file.
This is only a solution to show the video but no audio is played.
Opens a camera for video capturing:
video = cv2.VideoCapture("video.mp4")
Get the frames per second form the VideoCapture object:
fps = video.get(cv2.CAP_PROP_FPS)
Create a pygame.time.Clock:
clock = pygame.time.Clock()
Grabs a video frame and limit the frames per second in the application loop:
clock.tick(fps)
success, video_image = video.read()
Convert the camera frame to a pygame.Surface object using pygame.image.frombuffer:
video_surf = pygame.image.frombuffer(video_image.tobytes(), video_image.shape[1::-1], "BGR")
See also Video:
Minimal example:
import pygame
import cv2
video = cv2.VideoCapture("video.mp4")
success, video_image = video.read()
fps = video.get(cv2.CAP_PROP_FPS)
window = pygame.display.set_mode(video_image.shape[1::-1])
clock = pygame.time.Clock()
run = success
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
success, video_image = video.read()
if success:
video_surf = pygame.image.frombuffer(
video_image.tobytes(), video_image.shape[1::-1], "BGR")
else:
run = False
window.blit(video_surf, (0, 0))
pygame.display.flip()
pygame.quit()
exit()
You are not actually blitting it to a screen. You are also not utilizing a clock object so it will play as fast as possible. Try this:
# http://www.fileformat.info/format/mpeg/sample/index.dir
import pygame
FPS = 60
pygame.init()
clock = pygame.time.Clock()
movie = pygame.movie.Movie('MELT.MPG')
screen = pygame.display.set_mode(movie.get_size())
movie_screen = pygame.Surface(movie.get_size()).convert()
movie.set_display(movie_screen)
movie.play()
playing = True
while playing:
for event in pygame.event.get():
if event.type == pygame.QUIT:
movie.stop()
playing = False
screen.blit(movie_screen,(0,0))
pygame.display.update()
clock.tick(FPS)
pygame.quit()
I just got that MELT.MPG from the link provided in the comment. You should be able to simply switch out that string for your actual MPG you want to play and it will work... maybe.
As you probably know, the pygame.movie module is deprecated and no longer exists in the latest version of pygame.
An alternative would be to read in frames of the video one by one and blit them onto the pygame screen using the the cv2 module (OpenCV), that can be installed with the command prompt command:
pip install opencv-python
Then, you can run the code:
import cv2
import pygame
cap = cv2.VideoCapture('video.mp4')
success, img = cap.read()
shape = img.shape[1::-1]
wn = pygame.display.set_mode(shape)
clock = pygame.time.Clock()
while success:
clock.tick(60)
success, img = cap.read()
for event in pygame.event.get():
if event.type == pygame.QUIT:
success = False
wn.blit(pygame.image.frombuffer(img.tobytes(), shape, "BGR"), (0, 0))
pygame.display.update()
pygame.quit()
I'm having a problem. I want to load and play a video in pygame but it doesn't start. The only thing that I am seeing is a black screen. Here is my code:
import pygame
from pygame import display,movie
pygame.init()
screen = pygame.display.set_mode((1024, 768))
background = pygame.Surface((1024, 768))
screen.blit(background, (0, 0))
pygame.display.update()
movie = pygame.movie.Movie('C:\Python27\1.mpg')
mrect = pygame.Rect(0,0,140,113)
movie.set_display(screen, mrect.move(65, 150))
movie.set_volume(0)
movie.play()
Can you help me??
The pygame.movie module is deprecated and not longer supported.
If you only want to show the video you can use MoviePy (see also How to be efficient with MoviePy):
import pygame
import moviepy.editor
pygame.init()
video = moviepy.editor.VideoFileClip("video.mp4")
video.preview()
pygame.quit()
An alternative solution is to use the OpenCV VideoCapture. Install OpenCV for Python (cv2) (see opencv-python). However, it should be mentioned that cv2.VideoCapture does not provide a way to read the audio from the video file.
This is only a solution to show the video but no audio is played.
Opens a camera for video capturing:
video = cv2.VideoCapture("video.mp4")
Get the frames per second form the VideoCapture object:
fps = video.get(cv2.CAP_PROP_FPS)
Create a pygame.time.Clock:
clock = pygame.time.Clock()
Grabs a video frame and limit the frames per second in the application loop:
clock.tick(fps)
success, video_image = video.read()
Convert the camera frame to a pygame.Surface object using pygame.image.frombuffer:
video_surf = pygame.image.frombuffer(video_image.tobytes(), video_image.shape[1::-1], "BGR")
See also Video:
Minimal example:
import pygame
import cv2
video = cv2.VideoCapture("video.mp4")
success, video_image = video.read()
fps = video.get(cv2.CAP_PROP_FPS)
window = pygame.display.set_mode(video_image.shape[1::-1])
clock = pygame.time.Clock()
run = success
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
success, video_image = video.read()
if success:
video_surf = pygame.image.frombuffer(
video_image.tobytes(), video_image.shape[1::-1], "BGR")
else:
run = False
window.blit(video_surf, (0, 0))
pygame.display.flip()
pygame.quit()
exit()
You are not actually blitting it to a screen. You are also not utilizing a clock object so it will play as fast as possible. Try this:
# http://www.fileformat.info/format/mpeg/sample/index.dir
import pygame
FPS = 60
pygame.init()
clock = pygame.time.Clock()
movie = pygame.movie.Movie('MELT.MPG')
screen = pygame.display.set_mode(movie.get_size())
movie_screen = pygame.Surface(movie.get_size()).convert()
movie.set_display(movie_screen)
movie.play()
playing = True
while playing:
for event in pygame.event.get():
if event.type == pygame.QUIT:
movie.stop()
playing = False
screen.blit(movie_screen,(0,0))
pygame.display.update()
clock.tick(FPS)
pygame.quit()
I just got that MELT.MPG from the link provided in the comment. You should be able to simply switch out that string for your actual MPG you want to play and it will work... maybe.
As you probably know, the pygame.movie module is deprecated and no longer exists in the latest version of pygame.
An alternative would be to read in frames of the video one by one and blit them onto the pygame screen using the the cv2 module (OpenCV), that can be installed with the command prompt command:
pip install opencv-python
Then, you can run the code:
import cv2
import pygame
cap = cv2.VideoCapture('video.mp4')
success, img = cap.read()
shape = img.shape[1::-1]
wn = pygame.display.set_mode(shape)
clock = pygame.time.Clock()
while success:
clock.tick(60)
success, img = cap.read()
for event in pygame.event.get():
if event.type == pygame.QUIT:
success = False
wn.blit(pygame.image.frombuffer(img.tobytes(), shape, "BGR"), (0, 0))
pygame.display.update()
pygame.quit()
for some reason this python program i saw on a youtube tutorial only works sometimes. Whenever i run the code, i get an error in the program telling me the program doesnt answer. But once in a while the code suddenly works perfectly.
import pygame, sys
from sys import exit
# crosshair class
class Crosshair(pygame.sprite.Sprite):
def __init__(self, picture_path):
super().__init__()
self.image = pygame.image.load(picture_path)
self.rect = self.image.get_rect()
def update(self):
self.rect.center = pygame.mouse.get_pos()
# general setup
pygame.init()
clock = pygame.time.Clock()
# create the screen
screen = pygame.display.set_mode((800,400))
pygame.display.set_caption('Runner')
background = pygame.image.load("sprites/graphics/bg.png")
background = pygame.transform.scale(background, (800, 400))
pygame.mouse.set_visible(False)
#crosshair
crosshair = Crosshair('sprites/graphics/crosshair.png')
crosshair_group = pygame.sprite.Group()
crosshair_group.add(crosshair)
# while loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit
exit()
screen.blit(background,(0,0))
crosshair_group.draw(screen)
crosshair_group.update()
clock.tick(60)
pygame.display.update()
You need to do pygame.quit() instead of pygame.quit. Missing the parentheses means that you are not actually calling the function, and the window never closes.
You are getting a not responding message when you attempt to X out the window because exit() is being called, which ends your program, including the event-handling loop. The window is left with no program controlling it or making it respond to inputs such as closing, so you get that message.
Calling the pygame.quit() function will close the window right before the program quits, so it is all taken care of.
I have created a shooting game using Pygame in which one's cursor turns into a cross-hair and moves around shooting static images. However, the lag on the cross-hair is simply unbearable as the image is continually redrawn and a new background imposed over it every clock tick.
My code is as below:
import pygame, sys, random
class Crosshair(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("ch.png").convert_alpha()
self.rect = self.image.get_rect()
self.gunshot = pygame.mixer.Sound("gs.wav")
def shoot(self):
self.gunshot.play()
pygame.sprite.spritecollide(crosshair, target_group, True)
def update(self):
self.rect.center = pygame.mouse.get_pos()
class Target(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.image = pygame.image.load("al.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = [pos_x, pos_y]
pygame.init()
clock = pygame.time.Clock()
screen_width = 1920
screen_height = 1080
screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.image.load("hoc.png").convert_alpha()
pygame.mouse.set_visible(False)
crosshair = Crosshair()
crosshair_group = pygame.sprite.Group()
crosshair_group.add(crosshair)
target_group = pygame.sprite.Group()
for target in range(20):
new_target = Target(random.randrange(0, screen_width), random.randrange(0, screen_height))
target_group.add(new_target)
Running = True
while Running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
crosshair.shoot()
pygame.display.flip()
screen.blit(background, (0, 0))
target_group.draw(screen)
crosshair_group.draw(screen)
crosshair_group.update()
clock.tick(60)
Is there any way to make the cross-hair motion smoother? Most of the code is taken almost directly from a Youtube tutorial, but for some reason I am experiencing this problem when others are not.
It is a matter of indentation. You must update and draw the scene in the application loop rather than the event loop. The application loop is executed once per frame, but the event loop is only executed when an event occurse. Actually the call of clock.tick(60) slows down your application after each event instead of each frame:
while Running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
crosshair.shoot()
# INDENTATION
#<--|
pygame.display.flip()
screen.blit(background, (0, 0))
target_group.draw(screen)
crosshair_group.draw(screen)
crosshair_group.update()
clock.tick(60)