I'm relatively new to PyGame. I'm trying to make a simple program to show a string denoting the mouse position on the screen.
import pygame, sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((400,400),0,32)
myFont = pygame.font.SysFont('arial', 14)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
x,y = pygame.mouse.get_pos()
label = myFont.render('mouse coords: ' + str(x) + ', ' + str(y), 1, (0,128,255))
screen.blit(label, (10,10))
pygame.display.update()
When I move the mouse around, the label becomes blurry until the text is unreadable. I'm sure I'm calling screen.blit() and pygame.display.update() correctly, but yet the label doesn't seem to update! Any help would be great.
what you need to do is blit a background in the loop becuase what oure doing is blitting the mousecoords one on top of eachother
do something like this:
import pygame, sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((400,400),0,32)
myFont = pygame.font.SysFont('arial', 14)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
x,y = pygame.mouse.get_pos()
label = myFont.render('mouse coords: ' + str(x) + ', ' + str(y), 1, (0,128,255))
screen.fill((0,0,0))
screen.blit(label, (10,10))
pygame.display.update()
this way you are filling the screen with black in between each update so the mouse pos is being blitted then its cleared by the fill then the new pos is being blitted and so on
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()
This question already has an answer here:
Why is my collision test always returning 'true' and why is the position of the rectangle of the image always wrong (0, 0)?
(1 answer)
Closed 1 year ago.
I read an article about how a mouse cursor can detect a rect, and it includes the line ".get_rect()" but somehow it doesnt work
heres the articles code ->
import pygame
pygame.init()
width=350;
height=400
screen = pygame.display.set_mode( (width, height ) )
pygame.display.set_caption('clicked on image')
redSquare = pygame.image.load("images/red-square.png").convert()
x = 20; # x coordnate of image
y = 30; # y coordinate of image
screen.blit(redSquare , ( x,y)) # paint to screen
pygame.display.flip() # paint screen one time
running = True
while (running):
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
# Set the x, y postions of the mouse click
x, y = event.pos
if redSquare.get_rect().collidepoint(x, y):
print('clicked on image')
#loop over, quite pygame
pygame.quit()
heres my code ->
import pygame
import os
import sys
pygame.init()
width,height = (1100,800)
WIN = pygame.display.set_mode((width,height))
global bcard
bg_filename = os.path.join('C:\\Users\\USER\\Desktop\\Python\\picture match','background.jpg')
bg = pygame.image.load(bg_filename)
bg = pygame.transform.scale(bg, (width, height)).convert()
card_width=130
card_height=160
blue_card=pygame.image.load(os.path.join('C:\\Users\\USER\\Desktop\\Python\\picture match','blue_card.png'))
red_card=pygame.image.load(os.path.join('C:\\Users\\USER\\Desktop\\Python\\picture match','red_card.png'))
bcard=pygame.transform.scale(blue_card,(card_width,card_height)).convert()
rcard=pygame.transform.scale(red_card,(card_width,card_height)).convert()
text=pygame.image.load(os.path.join('C:\\Users\\USER\\Desktop\\Python\\picture match','text.png'))
global clicking
clicking = False
def pictures():
global card1
card1=WIN.blit(bcard,(30,200))
card2=WIN.blit(rcard,(200,200))
card3=WIN.blit(bcard,(370,200))
card4=WIN.blit(rcard,(550,200))
card5=WIN.blit(bcard,(730,200))
card6=WIN.blit(rcard,(900,200))
card7=WIN.blit(rcard,(30,400))
card8=WIN.blit(bcard,(200,400))
card9=WIN.blit(rcard,(370,400))
card10=WIN.blit(bcard,(550,400))
card11=WIN.blit(rcard,(730,400))
card12=WIN.blit(bcard,(900,400))
card13=WIN.blit(bcard,(30,600))
card14=WIN.blit(rcard,(200,600))
card15=WIN.blit(bcard,(370,600))
card16=WIN.blit(rcard,(550,600))
card17=WIN.blit(bcard,(730,600))
card18=WIN.blit(rcard,(900,600))
card1_rect=pygame.Rect(30,200,130,160)
card1_rect=pygame.Rect(200,200,130,160)
card1_rect=pygame.Rect(370,200,130,160)
card1_rect=pygame.Rect(550,200,130,160)
card1_rect=pygame.Rect(730,200,130,160)
card1_rect=pygame.Rect(900,200,130,160)
WIN.blit(text,(25,0))
def draw():
WIN.blit(bg,(0,0))
pictures()
def main():
global clicking
global card1
global bcard
run = True
mx , my = pygame.mouse.get_pos()
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
if bcard.get_rect().collidepoint(mx, my):
print('clicked on image')
draw()
pygame.display.flip()
main()
its suppose to be a picture match game btw, heres the error code "AttributeError: 'pygame.Surface' object has no attribute 'get_rect'"
pygame.Surface.get_rect.get_rect() returns a rectangle with the size of the Surface object, that always starts at (0, 0) since a Surface object has no position. A Surface is blit at a position on the screen. The position of the rectangle can be specified by a keyword argument. For example, the top left of the rectangle can be specified with the keyword argument topleft:
if bcard.get_rect().collidepoint(mx, my):
if bcard.get_rect(topleft = (30, 200)).collidepoint(mx, my):
print('clicked on image')
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)
I was trying to make a tower defense sort of game in pygame. When I click on the screen, I want it to be able to move the tower sprite to the position. Currently, when I run the program, it moves the sprite to the cursor with out clicking, then does not let me move it again.
import pygame
import time
pygame.init()
WINDOWWIDTH = 1800
WINDOWHEIGHT = 1800
screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
background_colour = (188,69,80)
GAMETITLE = "Tower Defence"
def main():
pygame.display.set_caption(GAMETITLE)
clock = pygame.time.Clock()
spritegroup =pygame.sprite.Group()
sprite =pygame.sprite.Sprite()
tower = sprite.image = pygame.image.load("tower.png")
sprite.image = tower
sprite.rect = sprite.image.get_rect()
sprite.rect.x = 10
sprite.rect.y = 10
sprite.add(spritegroup)
while True:
screen.fill(background_colour)
pygame.draw.rect(screen, (255,255,255), ((0, 100), (1100, 90)))
pygame.draw.rect(screen, (255, 255,255), ((1010, 100), (100, 600)))
pygame.draw.rect(screen, (255,255,255), ((1010, 700), (2400, 90)))
spritegroup.draw(screen)
pygame.display.update()
clock.tick(30)
if pygame.mouse.get_pressed():
cursorPos = pygame.mouse.get_pos()
sprite.rect.x = cursorPos[0]
sprite.rect.y = cursorPos[1]
main()
what is happening is that pygame.mouse.get_pressed() returns a tuple. if statements return true if they are not null. this means that regardless if it is pressed it will return True. then the pygame event queue will fill with mouse events and never get processed. your event loop should look something like:
for event in pygame.event.get():
if event.type == pygame.event.QUIT:
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
#stuff to do on click
I'm attempting to call a simple cosine calculation. This is my code:
import pygame
from pygame.locals import *
import math
pygame.init()
screen = pygame.display.set_mode((480, 480))
myfont = pygame.font.SysFont("monospace", 15)
angle = 90*(math.pi/180)
while True:
adj = math.cos(angle)
display = myfont.render("opposite side: " + str(adj), 1, (255, 255, 0))
screen.blit(display, (100,40))
pygame.display.flip()
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
exit(0)
Since cos(90)*5=0, I would expect the code to display that value. Instead I receive the following:
6.12323399574e-17
This will happen with floating point arithmetic. You should truncate the value before displaying it to the user.