I'm currently following a python tutorial on a book and have finally coming to creating a pygame.
After manually typing each code,
The Game (Alien Invasion)
import sys
import pygame
from settings import Settings
from ship import Ship
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
ship = Ship(screen)
bg_color = (230, 230, 230)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.fill(ai_settings.bg_color)
ship.blitme()
pygame.display.flip()
run_game()
Settings:
class Settings():
def __init__(self):
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
Ship:
import pygame
class Ship():
def __init__(self, screen):
self.screen = screen
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
def blitme(self):
self.screen.blit(self.image, self.rect)
I keep getting this error
Traceback (most recent call last):
File "/Users/ff/Desktop/alien invasion/alien_invasion.py", line 21, in <module>
for event in pygame.event.get():
pygame.error: video system not initialized
I've made sure each line and indentation is properly inserted.
Does anyone know how to fix this?
-----edit-----
The pygame initialization error is fixed after I moved pygame.init() outside the while loop, but now it says
Traceback (most recent call last):
File "/Users/ff/Desktop/alien invasion/alien_invasion.py", line 27, in <module>
screen.fill(ai_settings.bg_color)
NameError: name 'screen' is not defined
Your function run_game() is called after your while loop so your pygame modules have not been initialized before you start looking for events. Try moving it before the while loop.
Edit: If you want to access screen, ai_settings, and ship outside of your function run_game() then you will need to edit your code like this:
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
ship = Ship(screen)
return screen, ai_settings, ship
bg_color = (230, 230, 230)
screen, ai_settings, ship = run_game()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.fill(ai_settings.bg_color)
ship.blitme()
pygame.display.flip()
Notable parts are the lines
return screen, ai_settings, ship
and
screen, ai_settings, ship = run_game()
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()
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)
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)
First of all ,I loaded a picture of the ship and initialized its location. thereafter I add bullet to my program. After that, I found that no matter how I debug it, it can't be in the right place.
# 1. - import library
import pygame,sys
from pygame.locals import *
from pygame.sprite import Sprite
class Player(Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load('image/pig.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
class Bullet(Sprite):
def __init__(self, player):
super().__init__()
self.rect = pygame.Rect(0, 0, bullet_width, bullet_height )
self.color = bullet_color
self.rect.center = player.rect.center
self.rect.left = player.rect.right
# 2. - Initialize the game
pygame.init()
width,height = 800,600
screen = pygame.display.set_mode((width,height))
keys = [False,False,False,False]
playerpos = [0,288]
bullet_width = 15
bullet_height = 6
bullet_color = (200, 200 , 0)
player = Player()
bullet = Bullet(player)
grass = pygame.image.load("image/bg.bmp")
# 4. - keep looping through
while True:
# 5. - clear the screen before drawing it again.
screen.fill(0)
# 6. - Draw the screen elements.
screen.blit(grass,(0,0))
screen.blit(player.image, playerpos)
pygame.draw.rect(screen, bullet.color, bullet.rect)
# 7. - update the screen
pygame.display.flip()
# 8. - loop through the events
for event in pygame.event.get():
# check if the event is the X button.
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
and why bullet appear in top-left
enter image description here
I hope bullet appear in ship's right side,but I can't do it if I don't use coordinate(x,y),how can I do it?
You are drawing the ship in a position unrelated to its rect's position, using playerpos. You need to make the link the ship's position linked to its rect, so that the bullet can access it:
# 1. - import library
import pygame,sys
from pygame.locals import *
from pygame.sprite import Sprite
class Player(Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load('image/pig.bmp')
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
class Bullet(Sprite):
def __init__(self, player):
super().__init__()
self.rect = pygame.Rect(0, 0, bullet_width, bullet_height )
self.color = bullet_color
self.rect.center = player.rect.center
self.rect.left = player.rect.right
# 2. - Initialize the game
pygame.init()
width,height = 800,600
screen = pygame.display.set_mode((width,height))
keys = [False,False,False,False]
bullet_width = 15
bullet_height = 6
bullet_color = (200, 200 , 0)
player = Player()
player.rect.topleft = [0,288]
bullet = Bullet(player)
grass = pygame.image.load("image/bg.bmp")
# 4. - keep looping through
while True:
# 5. - clear the screen before drawing it again.
screen.blit(grass, (0, 0))
# 6. - Draw the screen elements.
screen.blit(player.image, player.rect.topleft)
pygame.draw.rect(screen, bullet.color, bullet.rect)
# 7. - update the screen
pygame.display.flip()
# 8. - loop through the events
for event in pygame.event.get():
# check if the event is the X button.
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
This is because a surface's get_rect() method has no idea where the surface is going to be blitted on to another surface, so it just gives its position as (0, 0). get_rect() is only useful for obtaining a surface's dimensions.