drawing a line moves like a clock pointer in pygame - pygame

I am trying to draw a line moving in the same way as a clock pointer , but when i run the program the line move like 20 degrees then the program got frozen , and i can read that :"ValueError: math domain error"
here is the code i have written :
import pygame
import sys
import time
import math
from pygame.locals import *
pygame.init()
windowSurface = pygame.display.set_mode((300, 600), 0, 32)
pygame.display.set_caption("circle_line")
BLACK = (0, 0, 0)
WHITE = (250, 250, 250)
R = 50
CIRCLE_LINE_START_X = 150
CIRCLE_LINE_START_Y = 300
CIRCLE_LINE_END_X = CIRCLE_LINE_START_X
CIRCLE_LINE_END_Y = CIRCLE_LINE_START_Y - R
MOVE_SPEED = 3
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if CIRCLE_LINE_END_X <= CIRCLE_LINE_START_X and CIRCLE_LINE_END_Y <= CIRCLE_LINE_START_Y :
CIRCLE_LINE_END_X -= MOVE_SPEED
CIRCLE_LINE_END_Y = math.sqrt(R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2)) + CIRCLE_LINE_START_Y
if CIRCLE_LINE_END_X <= CIRCLE_LINE_START_X and CIRCLE_LINE_END_Y >= CIRCLE_LINE_START_Y :
CIRCLE_LINE_END_X += MOVE_SPEED
CIRCLE_LINE_END_Y = math.sqrt(R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2)) + CIRCLE_LINE_START_Y
if CIRCLE_LINE_END_X >= CIRCLE_LINE_START_X and CIRCLE_LINE_END_Y >= CIRCLE_LINE_START_Y :
CIRCLE_LINE_END_X += MOVE_SPEED
CIRCLE_LINE_END_Y = math.sqrt(R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2)) + CIRCLE_LINE_START_Y
if CIRCLE_LINE_END_X >= CIRCLE_LINE_START_X and CIRCLE_LINE_END_Y <= CIRCLE_LINE_START_Y :
CIRCLE_LINE_END_X -= MOVE_SPEED
CIRCLE_LINE_END_Y = math.sqrt(R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2)) + CIRCLE_LINE_START_Y
windowSurface.fill(WHITE)
pygame.draw.line(windowSurface, BLACK, (CIRCLE_LINE_START_X, CIRCLE_LINE_START_Y), (CIRCLE_LINE_END_X, CIRCLE_LINE_END_Y), 3)
pygame.display.update()
time.sleep(0.02)
any help to find out my mistake will be appreciated.
thank you.

This error is because you are trying to calculate the square root of a negative number, concretely the result of R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2).
However, if you want to draw something based on a circular movement, I suggest you to use a variable called DEGREES and increment it in each iteration. Then you can use math.sin and math.cos to calculate the distance based on the angle.

i made some modulations in the algorithm i had used , and this code is giving acceptable result comparing with the code above , here is the code for who is interesting:
import pygame
import sys
import time
import math
from pygame.locals import *
pygame.init()
windowSurface = pygame.display.set_mode((300, 600), 0, 32)
pygame.display.set_caption("circle_line")
BLACK = (0, 0, 0)
WHITE = (250, 250, 250)
R = 50
CIRCLE_LINE_START_X = 150
CIRCLE_LINE_START_Y = 300
MIN_X = CIRCLE_LINE_START_X - R
MAX_X = CIRCLE_LINE_START_X + R
CIRCLE_LINE_END_X = MIN_X
CIRCLE_LINE_END_Y = math.sqrt(R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2)) + CIRCLE_LINE_START_Y
MOVE_SPEED = 5 # has to be a number where as ( R % MOVE_SPEED = 0 )
DIRECTION = "right"
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if CIRCLE_LINE_END_X >= MAX_X :
CIRCLE_LINE_END_X = MAX_X
DIRECTION = "left"
if CIRCLE_LINE_END_X <= MIN_X :
CIRCLE_LINE_END_X = MIN_X
DIRECTION = "right"
if DIRECTION == "right":
CIRCLE_LINE_END_X += MOVE_SPEED
CIRCLE_LINE_END_Y = math.sqrt(R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2)) + CIRCLE_LINE_START_Y
if DIRECTION == "left":
CIRCLE_LINE_END_X -= MOVE_SPEED
CIRCLE_LINE_END_Y = CIRCLE_LINE_START_Y - math.sqrt(R**2 - ((CIRCLE_LINE_END_X - CIRCLE_LINE_START_X)**2))
windowSurface.fill(WHITE)
pygame.draw.line(windowSurface, BLACK, (CIRCLE_LINE_START_X, CIRCLE_LINE_START_Y), (CIRCLE_LINE_END_X, CIRCLE_LINE_END_Y), 3)
pygame.display.update()
time.sleep(0.02)

Related

screen.blit() function executing even after pygame.quit() is used

I am making a basic pong game in pygame with a separate menu screen. I have figured out all the gameplay (physics of ball,score system etc.).However, when i quit the game no matter from the menu screen or from the main game loop, i get this error:pygame.error: display Surface quit. I have seen all the posts about this error on stackoverflow, as well as other websites. I understand that the error is occuring because even after the pygame.quit() function, the next screen.blit(player1,(player1x,player1y)) is being executed. Following is the my code :
import pygame
import random
pygame.init()
#screen
screenw = 1000
screenh = 600
screen = pygame.display.set_mode((screenw, screenh))
bg = pygame.image.load("bg.jpg")
dp = pygame.image.load("ping-pong.png")
pygame.display.set_caption("PONG")
pygame.display.set_icon(dp)
def main():
# score
font = pygame.font.Font('font.otf', 24)
winfont = pygame.font.Font('font.otf', 50)
score_value_p1 = 0
scorexp1 = 10
scoreyp1 = 0
score_value_p2 = 0
scorexp2 = screenw - 145
scoreyp2 = 0
#toss
toss = random.choice([-1,1])
#players
def initial_bars():
global player1,player1x,player1y,player1_change,player2,player2x,player2y,player2_change
player1 = pygame.image.load("danda.png")
player1 = pygame.transform.scale(player1,(25,128))
player1x = 10
player1y = 232
player1_change = 0
player2 = pygame.image.load("danda.png")
player2 = pygame.transform.scale(player1,(25,128))
player2x = 965
player2y = 232
player2_change = 0
#ball
def initial_ball():
global ball,ballx,bally,ballx_change,bally_change
ball = pygame.image.load("ball.png")
ballx = 484
bally = 284
ballx_change = 0.4*toss
bally_change = 0.0
initial_bars()
initial_ball()
global player1,player1x,player1y,player1_change,player2,player2x,player2y,player2_change,ball,ballx,bally,ballx_change,bally_change,running
#functions
def player1bar():
screen.blit(player1,(player1x,player1y))
def player2bar():
screen.blit(player2,(player2x,player2y))
def balll():
screen.blit(ball,(ballx,bally))
def show_score():
scorep1 = font.render("Score : " + str(score_value_p1), True, (255, 50, 50))
screen.blit(scorep1, (scorexp1 , scoreyp1))
scorep2 = font.render("Score : " + str(score_value_p2), True, (255, 50, 50))
screen.blit(scorep2, (scorexp2 , scoreyp2))
#game window
running = True
while running:
screen.fill((0, 0, 0))
pygame.draw.line(screen,(255,255,30),(499,0),(499,600), 10)
pygame.draw.circle(screen,(255,255,30),(500,300), 40, 10)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()
# player1 movement
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s :
player1_change = 0.6
if event.key == pygame.K_w:
player1_change = -0.6
if event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_w:
player1_change = 0
# player2 movement
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN :
player2_change = 0.6
if event.key == pygame.K_UP:
player2_change = -0.6
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN or event.key == pygame.K_UP:
player2_change = 0
player1y += player1_change
player2y += player2_change
# player1 boundary
if player1y <= 0:
player1y = 0
elif player1y >= 472:
player1y = 472
# player2 boundary
if player2y <= 0:
player2y = 0
elif player2y >= 472:
player2y = 472
#ball move
ballx += ballx_change
bally += bally_change
toss = random.choice([-1,1])
if ballx < 35 and ballx > 30 and (player1y == bally or (player1y < bally and player1y > bally - 128) or (player1y > bally and player1y < bally + 32)):
ballx_change *= -1
if ballx_change < 1:
ballx_change += 0.05
bally_change = ballx_change*toss
if ballx > 933 and ballx < 938 and (player2y == bally or (player2y < bally and player2y > bally - 128) or (player2y > bally and player2y < bally + 32)):
ballx_change *= -1
if ballx_change > -1:
ballx_change -= 0.05
bally_change = ballx_change*toss
# ball boundary
if bally < 0 or bally > screenh - 32:
bally_change *= -1
#score
if ballx > screenw:
score_value_p1 += 1
if ballx < -32:
score_value_p2 += 1
#respawn
if ballx > screenw or ballx < -32:
initial_ball()
initial_bars()
player1bar()
player2bar()
balll()
show_score()
#winner
if score_value_p1 == 5:
winner = winfont.render("The Winner is Player 1", True, (50, 255, 50))
winner_rect = winner.get_rect(center=(screenw/2, screenh/2))
pygame.draw.rect(screen, (0,0,0), pygame.Rect(winner_rect))
screen.blit(winner, winner_rect)
if score_value_p2 == 5:
winner = winfont.render("The Winner is Player 2", True, (50, 255, 50))
winner_rect = winner.get_rect(center=(screenw/2, screenh/2))
pygame.draw.rect(screen, (0,0,0), pygame.Rect(winner_rect))
screen.blit(winner, winner_rect)
pygame.display.update()
if score_value_p1 == 5 or score_value_p2 == 5:
pygame.time.delay(2000)
menu_screen()
if ballx == 484 and bally == 284:
pygame.time.delay(1250)
ballx_change = 0.4*toss
def menu_screen():
menufont = pygame.font.Font('font.otf', 50)
tipfont = pygame.font.Font('font.otf', 30)
running = True
while running:
screen.blit(bg,(0,0))
title = menufont.render("Multiplayer Pong", True, (255, 255, 20))
screen.blit(title, (220,70))
tip = tipfont.render("Click Anywhere to Play", True, (50, 255, 50))
screen.blit(tip, (275,500))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
running = False
pygame.display.update()
main()
menu_screen()
I have tried methods like adding break,pygame.quit(),declaring running as a global variable. However, i have not been able to get rid of this problem. Can anyone please try o provide a solution for this problem. Following is the complete error i recieved :
Traceback (most recent call last):
File "c:\Users\jaism\OneDrive\Desktop\Codes\Minor Project CSE\main.py", line 208, in <module>
menu_screen()
File "c:\Users\jaism\OneDrive\Desktop\Codes\Minor Project CSE\main.py", line 206, in menu_screen
main()
File "c:\Users\jaism\OneDrive\Desktop\Codes\Minor Project CSE\main.py", line 158, in main
player1bar()
File "c:\Users\jaism\OneDrive\Desktop\Codes\Minor Project CSE\main.py", line 63, in player1bar
screen.blit(player1,(player1x,player1y))
pygame.error: display Surface quit
pygame.quit() uninitialize all pygame modules that have previously been initialized. So you can't call any pygame API function after pygame.quite(). pygame.quite() must be the very last pygame function called after the application loop:
def main():
# [...]
running = True
while running:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# pygame.quit() <-- DELETE
# [...]
def menu_screen():
# [...]
run_main = True
running = True
while running:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
run_main = False
# pygame.quit() <-- DELETE
# [...]
if run_main:
main()
menu_screen()
pygame.quit() # <-- INSERT

Why aren't my variables working in the while loop

for some reason when i blit my image and try to move my cube, it doesn't work and my text doesn't work either.
import pygame
from random import randint
pygame.init()
pygame.font.init()
HEIGHT = 600
WIDTH = 800
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Cube game")
clock = pygame.time.Clock()
TP_usage = 0
FPS = 60
Cube_Vel = 4
HP = 3
CubeX = 400
CubeY = 400
TP_staff = pygame.image.load("Game imag/TP staff.png")
TP_staff_rect = TP_staff.get_rect(center=(randint(10, 500), (randint(10, 770))))
No_tp_text = pygame.font.Font(None, 50)
No_tp_Warning = No_tp_text.render("NO TP USAGE", False, "white")
TP_usage_Stat_Font = pygame.font.Font(None, 30)
TP_usage_Stat = TP_usage_Stat_Font.render(f"TP usages: {TP_usage}", False, "white")
Cube_player = pygame.image.load("Game imag/Cube.png")
Cube_player_rect = Cube_player.get_rect(center=(CubeX, CubeY))
while True:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
#part that is not updating
screen.fill((0, 0, 0))
screen.blit(TP_usage_Stat, (500, 600))
screen.blit(Cube_player, Cube_player_rect)
screen.blit(TP_staff, TP_staff_rect)
if Cube_player_rect.colliderect(TP_staff_rect):
TP_usage += 1
print(TP_usage)
if TP_usage > 1:
TP_usage = 1
print(TP_usage)
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and CubeX - Cube_Vel > 0:
CubeX -= Cube_Vel
if keys[pygame.K_d] and CubeX + Cube_Vel < WIDTH:
CubeX += Cube_Vel
if keys[pygame.K_w] and CubeY - Cube_Vel > 0:
CubeY -= Cube_Vel
if keys[pygame.K_s] and CubeY + Cube_Vel < HEIGHT:
CubeY += Cube_Vel
pressed_keys = pygame.mouse.get_pressed()
if (pressed_keys[0]) and TP_usage > 0:
TP_usage -= 1
print(TP_usage)
mx, my = pygame.mouse.get_pos()
CubeX = mx
CubeY = my
if (pressed_keys[0]) and TP_usage < 0:
screen.blit(No_tp_Warning, (400, 500))
pygame.display.update()
before i had it something like this
import pygame
from random import randint
pygame.init()
pygame.font.init()
HEIGHT = 600
WIDTH = 800
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Cube game")
clock = pygame.time.Clock()
TP_usage = 0
PhoX = 100
PhoY = -200
FPS = 60
Cube_Vel = 4
HP = 3
CubeX = 400
CubeY = 400
TP_staff = pygame.image.load("Game imag/TP staff.png")
TP_usage_Stat_Font = pygame.font.Font(None, 30)
TP_usage_Stat = TP_usage_Stat_Font.render(f"TP usages: {TP_usage}", False, "white")
Cube_player = pygame.image.load("Game imag/Cube.png")
# Timer
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer, 5000)
TP_staff_rect = TP_staff.get_rect(center=(randint(10, 500), (randint(10, 770))))
game_on = True
while True:
No_tp_text = pygame.font.Font(None, 50)
No_tp_Warning = No_tp_text.render("NO TP USAGE", False, "white")
Cube_player_rect = Cube_player.get_rect(center=(CubeX, CubeY))
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
screen.fill((0, 0, 0))
screen.blit(TP_usage_Stat, (500, 600))
screen.blit(Cube_player, Cube_player_rect)
screen.blit(TP_staff, TP_staff_rect)
if event.type == obstacle_timer:
TP_staff_rect = TP_staff.get_rect(center=(randint(10, 500), (randint(10, 770))))
if Cube_player_rect.colliderect(TP_staff_rect):
TP_usage += 1
print(TP_usage)
if TP_usage > 1:
TP_usage = 1
print(TP_usage)
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and CubeX - Cube_Vel > 0:
CubeX -= Cube_Vel
if keys[pygame.K_d] and CubeX + Cube_Vel < WIDTH:
CubeX += Cube_Vel
if keys[pygame.K_w] and CubeY - Cube_Vel > 0:
CubeY -= Cube_Vel
if keys[pygame.K_s] and CubeY + Cube_Vel < HEIGHT:
CubeY += Cube_Vel
pressed_keys = pygame.mouse.get_pressed()
if (pressed_keys[0]) and TP_usage > 0:
TP_usage -= 1
print(TP_usage)
mx, my = pygame.mouse.get_pos()
CubeX = mx
CubeY = my
if (pressed_keys[0]) and TP_usage < 0:
screen.blit(No_tp_Warning, (400, 500))
pygame.display.update()
the problem was it was going everywhere 60 times a sec so i tried to move the staff rect out of the while loop and then everything else as will but now nothing is updating like normal
Your game updates normally. The problem is that you move with Cube_player and you also draw Cube_player_rect. Here's how to solve it:
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and Cube_player_rect.x - Cube_Vel > 0:
Cube_player_rect.x -= Cube_Vel
if keys[pygame.K_d] and Cube_player_rect.x + Cube_Vel < WIDTH - Cube_player_rect.w:
Cube_player_rect.x += Cube_Vel
if keys[pygame.K_w] and Cube_player_rect.y - Cube_Vel > 0:
Cube_player_rect.y -= Cube_Vel
if keys[pygame.K_s] and Cube_player_rect.y + Cube_Vel < HEIGHT - Cube_player_rect.h:
Cube_player_rect.y += Cube_Vel
pressed_keys = pygame.mouse.get_pressed()
if (pressed_keys[0]) and TP_usage > 0:
TP_usage -= 1
print(TP_usage)
mx, my = pygame.mouse.get_pos()
Cube_player_rect.x = mx
Cube_player_rect.y = my
if (pressed_keys[0]) and TP_usage < 0:
screen.blit(No_tp_Warning, (400, 400))
The font does not draw to you because it has y coordinates outside the image. TP_usage is not updated because you draw an old variable. Try my function for drawing text:
def draw_text(text, color, size, x, y):
font = pygame.font.Font(None, size)
text = font.render(text, False, color)
text_rect = text.get_rect(center=(x, y))
screen.blit(text, text_rect)
This is how you use in main loop:
draw_text(f"TP usages: {TP_usage}", "white", 30, 500, 500)
I hope it will help you, Adam

Problem creating new enemies when player levels up

i'm working on a simple clone of Space Invaders for an University project. The idea is that when the players levels up, the amount of enemies increase, but when i try to do it, the enemies creates infinitly while the stablished condition is true. I can't dettect the problem, so if one of you can help me, i'll apreciate it.
import random
import csv
import operator
import pygame
import time
from pygame import mixer
# Intialize the pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600))
# Background
background = pygame.image.load('background.png')
# Sound
mixer.music.load("background.wav")
mixer.music.play(-1)
#Reloj
clock = pygame.time.Clock()
# Caption and Icon
pygame.display.set_caption("Space Invader")
icon = pygame.image.load('ufo.png')
pygame.display.set_icon(icon)
# Score
score_value = 0
level_value = 1
level_up_value = ""
font = pygame.font.Font('freesansbold.ttf', 20)
game_over = False
high_scores = []
names = []
with open('high_scores.csv') as csvfile:
reader = csv.reader(csvfile)
sortedlist = sorted(reader, key=operator.itemgetter(1), reverse=True)
for i in sortedlist:
names.append(i[0])
high_scores.append(i[1])
scoreX = 10
scoreY = 10
level_textX = 10
level_textY = 80
levelX = 10
levelY = 40
# Game Over
over_font = pygame.font.Font('freesansbold.ttf', 64)
menu_font = pygame.font.Font('freesansbold.ttf', 48)
scores_font = pygame.font.Font('freesansbold.ttf', 45)
#Número de vidas
num_vidas = 3
font = pygame.font.Font('freesansbold.ttf', 32)
vidasX = 650
vidasY = 10
# Player
playerImg = pygame.image.load('player.png')
playerX = 370
playerY = 480
playerX_change = 0
# Enemy
enemyImg = []
bichoImg = []
meteoroImg = []
enemyX = []
enemyY = []
enemyY_change = []
bichoX = []
bichoY = []
bichoY_change = []
meteoroX = []
meteoroY = []
meteoroY_change = []
num_of_enemies_10 = 5
num_of_enemies_20 = 4
num_of_enemies_30 = 3
for i in range(num_of_enemies_10):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(50, 150))
enemyY_change.append(0.5)
for i in range(num_of_enemies_20):
bichoImg.append(pygame.image.load('bicho.png'))
bichoX.append(random.randint(0, 736))
bichoY.append(random.randint(10, 120))
bichoY_change.append(0.5)
for i in range(num_of_enemies_30):
meteoroImg.append(pygame.image.load('meteoro.png'))
meteoroX.append(random.randint(0, 736))
meteoroY.append(random.randint(0, 150))
meteoroY_change.append(0.5)
# Bullet
# Ready - You can't see the bullet on the screen
# Fire - The bullet is currently moving
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"
def show_score(x, y):
score = font.render("Score : " + str(score_value), True, (255, 255, 255))
screen.blit(score, (x, y))
def show_level(x, y):
level = font.render("Level: " + str(level_value), True, (255, 255, 255))
screen.blit(level, (x, y))
def level_up_text(x, y):
level_text = font.render(level_up_value, True, (255, 255, 0))
screen.blit(level_text, (level_textX, level_textY))
def show_vidas(x, y):
vidas = font.render("Vidas : " + str(num_vidas), True, (255, 255, 255))
screen.blit(vidas, (x, y))
def game_over_text():
over_text = over_font.render("GAME OVER", True, (255, 255, 255))
screen.blit(over_text, (200, 250))
def player(x, y):
screen.blit(playerImg, (x, y))
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
def bicho(x, y, i):
screen.blit(bichoImg[i], (x, y))
def meteoro(x, y, i):
screen.blit(meteoroImg[i], (x, y))
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x + 16, y + 10))
#Colisiones para cada tipo de enemigo
def isCollision1(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX - bulletX, 2) + (math.pow(enemyY - bulletY, 2)))
if distance < 27:
return True
else:
return False
def isCollision2(bichoX, bichoY, bulletX, bulletY):
distance = math.sqrt(math.pow(bichoX - bulletX, 2) + (math.pow(bichoY - bulletY, 2)))
if distance < 27:
return True
else:
return False
def isCollision3(meteoroX, meteoroY, bulletX, bulletY):
distance = math.sqrt(math.pow(meteoroX - bulletX, 2) + (math.pow(meteoroY - bulletY, 2)))
if distance < 27:
return True
else:
return False
# Pause Loop
def show_pause():
paused = True
while paused:
# RGB = Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
pause_title = menu_font.render("PAUSED", True, (255, 255, 0))
pauseRect = pause_title.get_rect()
pauseRect.centerx = screen.get_rect().centerx
pauseRect.centery = screen.get_rect().centery - 50
screen.blit(pause_title, pauseRect)
high_title = menu_font.render("HIGH SCORES", True, (255, 255, 255))
highRect = high_title.get_rect()
highRect.centerx = screen.get_rect().centerx
highRect.centery = screen.get_rect().centery + 50
screen.blit(high_title, highRect)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
paused = False
break
if event.type == pygame.MOUSEBUTTONDOWN:
mpos = pygame.mouse.get_pos()
if highRect.collidepoint(mpos):
show_high_scores_menu()
break
pygame.display.update()
# High Scores Loop
def show_high_scores_menu():
high_scores_menu = True
global high_scores, names
high_scores.clear()
names.clear()
with open('high_scores.csv') as csvfile:
reader = csv.reader(csvfile)
sortedlist = sorted(reader, key=operator.itemgetter(1), reverse=True)
for i in sortedlist:
names.append(i[0])
high_scores.append(i[1])
while high_scores_menu:
# RGB = Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
high_title = menu_font.render("HIGH SCORES", True, (255, 255, 0))
highRect = high_title.get_rect()
highRect.centerx = screen.get_rect().centerx
highRect.centery = 100
screen.blit(high_title, highRect)
score1 = scores_font.render(names[0] + " : " + str(high_scores[0]), True, (255, 255, 255))
score1Rect = score1.get_rect()
score1Rect.centerx = screen.get_rect().centerx
score1Rect.centery = 250
screen.blit(score1, score1Rect)
score2 = scores_font.render(names[1] + " : " + str(high_scores[1]), True, (255, 255, 255))
score2Rect = score1.get_rect()
score2Rect.centerx = screen.get_rect().centerx
score2Rect.centery = 300
screen.blit(score2, score2Rect)
score3 = scores_font.render(names[2] + " : " + str(high_scores[2]), True, (255, 255, 255))
score3Rect = score3.get_rect()
score3Rect.centerx = screen.get_rect().centerx
score3Rect.centery = 350
screen.blit(score3, score3Rect)
score4 = scores_font.render(names[3] + " : " + str(high_scores[3]), True, (255, 255, 255))
score4Rect = score4.get_rect()
score4Rect.centerx = screen.get_rect().centerx
score4Rect.centery = 400
screen.blit(score4, score4Rect)
score5 = scores_font.render(names[4] + " : " + str(high_scores[4]), True, (255, 255, 255))
score5Rect = score1.get_rect()
score5Rect.centerx = screen.get_rect().centerx
score5Rect.centery = 450
screen.blit(score5, score5Rect)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
high_scores_menu = False
show_pause()
break
pygame.display.update()
def save_high_scores():
# RGB = Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
name = ""
while len(name) < 3:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.unicode.isalpha():
name += event.unicode
elif event.key == pygame.K_BACKSPACE:
name = name[:-1]
name = name.upper()
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
high_title = menu_font.render("High Score!", True, (255, 255, 0))
highRect = high_title.get_rect()
highRect.centerx = screen.get_rect().centerx
highRect.centery = 100
screen.blit(high_title, highRect)
inpt = font.render("Enter a 3-letter name", True, (255, 255, 255))
inptRect = inpt.get_rect()
inptRect.centerx = screen.get_rect().centerx
inptRect.centery = 200
screen.blit(inpt, inptRect)
namedisplay = menu_font.render(name, True, (255, 255, 255))
namedisplayRect = namedisplay.get_rect()
namedisplayRect.center = screen.get_rect().center
screen.blit(namedisplay, namedisplayRect)
pygame.display.update()
#replace lowest
lowest = high_scores[0]
lowest_index = 0
for i in range(len(high_scores)):
if high_scores[i] <= lowest:
lowest = high_scores[i]
lowest_index = i
high_scores[lowest_index] = score_value
names[lowest_index] = name
with open('high_scores.csv', 'w',newline='') as csvfile:
writer = csv.writer(csvfile)
for i in range(len(names)):
writer.writerow([str(names[i]), str(high_scores[i])])
show_high_scores_menu()
BLACK = (0, 0, 0)
#Agregar imágenes para explosión
explosión_anim = []
for i in range(9):
file = "Explosión/Explosión 0{}.png".format(i)
img = pygame.image.load(file).convert()
img.set_colorkey(BLACK)
img_scale = pygame.transform.scale(img, (70, 70))
explosión_anim.append (img_scale)
def explosión1():
image = explosión_anim[0]
center = image.get_rect()
frame = 0
last_update = pygame.time.get_ticks()
frame_rate = 50 #Velocidad de la explosión
screen.blit(image, (enemyX[i], enemyY[i]))
now = pygame.time.get_ticks()
if now - last_update > frame_rate:
last_update = now
frame += 1
if frame == len(explosión_anim):
kill()
else:
center = rect.center
image = explosión_anim[frame]
rect = image.get_rect()
rect.center = center
def explosión2():
image = explosión_anim[0]
center = image.get_rect()
frame = 0
last_update = pygame.time.get_ticks()
frame_rate = 50 #Velocidad de la explosión
screen.blit(image, (bichoX[i], bichoY[i]))
now = pygame.time.get_ticks()
if now - last_update > frame_rate:
last_update = now
frame += 1
if frame == len(explosión_anim):
kill()
else:
center = rect.center
image = explosión_anim[frame]
rect = image.get_rect()
rect.center = center
def explosión3():
image = explosión_anim[0]
center = image.get_rect()
frame = 0
last_update = pygame.time.get_ticks()
frame_rate = 50 #Velocidad de la explosión
screen.blit(image, (meteoroX[i], meteoroY[i]))
now = pygame.time.get_ticks()
if now - last_update > frame_rate:
last_update = now
frame += 1
if frame == len(explosión_anim):
kill()
else:
center = rect.center
image = explosión_anim[frame]
rect = image.get_rect()
rect.center = center
# Game Loop
en_partida = True
while en_partida:
clock.tick(60)
en_final = False
# RGB = Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
# if player levels up
if score_value < 40:
level_value = 1
elif score_value <= 80:
level_value = 2
elif score_value <= 120:
level_value = 3
elif score_value <= 160:
level_value = 4
if (score_value >= 40 and score_value <= 42):
level_up_value = "LEVEL UP!"
elif (score_value >= 80 and score_value <= 82):
level_up_value = "LEVEL UP!"
elif (score_value >= 120 and score_value <= 122):
level_up_value = "LEVEL UP!"
else:
level_up_value = ""
for event in pygame.event.get():
if event.type == pygame.QUIT:
en_partida = False
# if keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -5
if event.key == pygame.K_RIGHT:
playerX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state == "ready":
bulletSound = mixer.Sound("laser.wav")
bulletSound.play()
# Get the current x cordinate of the spaceship
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
# 5 = 5 + -0.1 -> 5 = 5 - 0.1
# 5 = 5 + 0.1
playerX += playerX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Enemy Movement
for i in range(num_of_enemies_10):
# Game Over
enemyY[i] += enemyY_change[i]
if enemyY[i] > 440:
for j in range(num_of_enemies_10):
enemyY[j] = 2000
game_over_text()
break
for i in range(num_of_enemies_20):
# Game Over
bichoY[i] += bichoY_change[i]
if bichoY[i] > 440:
for j in range(num_of_enemies_20):
bichoY[j] = 2000
game_over_text()
break
for i in range(num_of_enemies_30):
# Game Over
meteoroY[i] += meteoroY_change[i]
if meteoroY[i] > 440:
for j in range(num_of_enemies_30):
meteoroY[j] = 2000
game_over_text()
break
# Collision
collision1 = isCollision1(enemyX[i], enemyY[i], bulletX, bulletY)
collision2 = isCollision2(bichoX[i], bichoY[i], bulletX, bulletY)
collision3 = isCollision3(meteoroX[i], meteoroY[i], bulletX, bulletY)
enemy(enemyX[i], enemyY[i], i)
bicho(bichoX[i], bichoY[i], i)
meteoro(meteoroX[i], meteoroY[i], i)
if collision1:
explosionSound = mixer.Sound("explosion.wav")
explosionSound.play()
explosión1()
bulletY = 480
bullet_state = "ready"
score_value += 10
num_of_enemies_10 -= 1
if collision2:
explosionSound = mixer.Sound("explosion.wav")
explosionSound.play()
explosión2()
bulletY = 480
bullet_state = "ready"
score_value += 20
num_of_enemies_20 -= 1
if collision3:
explosionSound = mixer.Sound("explosion.wav")
explosionSound.play()
explosión3()
bulletY = 480
bullet_state = "ready"
score_value += 30
num_of_enemies_30 -= 1
#Aumento de enemigos por nivel
enemy_created = False
flag = False
if(level_value == 2 and flag == True):
flag = True
enemyX[i] = random.randint(0,736)
enemyY[i] = random.randint(50,150)
enemy(enemyX[i], enemyY[i], i)
enemy_created = True
# Bullet Movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
player(playerX, playerY)
show_score(scoreX, scoreY)
show_level(levelX, levelY)
level_up_text(levelX + 100, levelY)
show_vidas(vidasX, vidasY)
pygame.display.update()
pygame.quit()
Set the flag before the game loop:
# Game Loop
flag = True # set flag here
en_partida = True
while en_partida:
clock.tick(60)
....................
#Aumento de enemigos por nivel
enemy_created = False
if(level_value == 2 and flag == True): # check flag
flag = False # reset flag
enemyX[i] = random.randint(0,736)
enemyY[i] = random.randint(50,150)
enemy(enemyX[i], enemyY[i], i)
enemy_created = True

Pygame error 'pow expected 2 arguments, got 1'

They pygame game i made has run into an error i cannot figure out how to fix. I am new to pygame. I am using pycharm and python version 3.
The error is stopping me from doing anything and it won't even let me run it
Here is the error
TypeError: pow expected 2 arguments, got 1
Here is the code:
import math
import random
import pygame
pygame.init()
# Screen (Pixels by Pixels (X and Y (X = right and left Y = up and down)))
screen = pygame.display.set_mode((800, 600))
running = True
# Title and Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('Icon.png')
pygame.display.set_icon(icon)
# Player Icon/Image
playerimg = pygame.image.load('Player.png')
playerX = 370
playerY = 480
playerX_change = 0
def player(x, y):
# Blit means Draw
screen.blit(playerimg, (x, y))
def enemy(x, y):
# Blit means Draw
screen.blit(enemyimg, (x, y))
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletimg, (x + 16, y + 10))
def isCollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX - bulletX, 2) + math.pow(math.pow(enemyY - bulletY,2)))
if distance < 27:
return True
else:
return False
background = pygame.image.load('247.jpg')
enemyimg = pygame.image.load('space-invaders.png')
enemyX = random.randint(0, 800)
enemyY = random.randint(50, 150)
enemyX_change = 4
enemyY_change = 40
bulletimg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 450
bulletX_change = 480
bulletY_change = 10
bullet_state = "ready"
score = 0
# Game loop (Put most of code for game in this loop)
while running:
screen.fill((255, 0, 0))
# BAckground
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# if keystroke is pressed check whether is right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -5
if event.key == pygame.K_RIGHT:
playerX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state == "ready":
bulletX = playerX
fire_bullet(playerX, bulletY)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
# RGB (screen.fill) = red green blue
# 5 = 5 + - 0.1 -> 5 = 5 - 0.1
# making so nothing can go out of bounds
enemyX += enemyX_change
if enemyX <= 0:
enemyX_change = 4
enemyY += enemyY_change
elif enemyX >= 736:
enemyX_change = -4
enemyY += enemyY_change
playerX += playerX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Bullet movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
# Collison
collision = isCollision(enemyX,enemyY,bulletX,bulletY)
if collision:
bulletY = 480
bullet_state = "ready"
score +=1
player(playerX, playerY)
enemy(enemyX, enemyY)
pygame.display.update()
I believe you are trying to do this:
c = sqrt(pow(a,2) + pow(b,2))
But your code has one pow() too many. Happens to me too, when I make I make game sounds in my head, while coding (pew pew pew)
Try to remove one pow()
from
math.pow(math.pow(enemyY - bulletY,2))
to
math.pow(enemyY - bulletY,2)

I want to add a bomb into my flappy bird game, but it won't detect the collision. here is the code

I want to add a bomb into my flappy bird game, but it won't detect the collision.
I cannot get the bird to be detected if it made contact with the bomb
The bomb shows up, but I can't make it detect the collision with the bird, here is the code I have so far.Also,i did not class a new object for the bomb, I put it in with the pipes.
I think there is a problem with the colliderect
If you need the images please tell me.
Can someone help me?
I would be really grateful.
Thanks in advance.
import pygame
from pygame.locals import * # noqa
import sys
import random
class FlappyBird:
def __init__(self):
self.screen = pygame.display.set_mode((400, 708))
self.bird = pygame.Rect(65, 50, 50, 50)
self.background = pygame.image.load("background.png")
self.birdSprites = [pygame.image.load("1.png"),
pygame.image.load("2.png"),
pygame.image.load("dead.png")]
self.wallUp = pygame.image.load("bottom.png")
self.wallDown = pygame.image.load("top.png")
self.bomb = pygame.image.load("bomb.png")
self.bombx = 600
self.gap = 130
self.wallx = 400
self.birdY = 350
self.jump = 0
self.jumpSpeed = 10
self.gravity = 5
self.dead = False
self.sprite = 0
self.counter = 0
self.offset = random.randint(-110, 110)
def updateWalls(self):
self.wallx -= 2
if self.wallx < -80:
self.wallx = 400
self.counter += 1
self.offset = random.randint(-110, 110)
self.bombx -= 2
if self.bombx < -80:
self.bombx = 600
self.counter += 1
self.offset = random.randint(-110, 110)
def birdUpdate(self):
if self.jump:
self.jumpSpeed -= 1
self.birdY -= self.jumpSpeed
self.jump -= 1
else:
self.birdY += self.gravity
self.gravity += 0.2
self.bird[1] = self.birdY
upRect = pygame.Rect(self.wallx,
360 + self.gap - self.offset + 10,
self.wallUp.get_width() - 10,
self.wallUp.get_height())
downRect = pygame.Rect(self.wallx,
0 - self.gap - self.offset - 10,
self.wallDown.get_width() - 10,
self.wallDown.get_height())
bombRect = pygame.Rect(self.bombx,
0 - self.gap - self.offset - 10,
self.bomb.get_width() - 10,
self.bomb.get_height()
)
if upRect.colliderect(self.bird):
self.dead = True
if downRect.colliderect(self.bird):
self.dead = True
if bombRect.colliderect(self.bird):
self.bomb = pygame.image.load("bombexplode")
self.dead = True
if not 0 < self.bird[1] < 720:
self.bird[1] = 50
self.birdY = 50
self.dead = False
self.counter = 0
self.wallx = 400
self.offset = random.randint(-110, 110)
self.gravity = 5
def run(self):
clock = pygame.time.Clock()
pygame.font.init()
font = pygame.font.SysFont("Arial", 50)
while True:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if (event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN) and not self.dead:
self.jump = 17
self.gravity = 5
self.jumpSpeed = 10
self.screen.fill((255, 255, 255))
self.screen.blit(self.background, (0, 0))
self.screen.blit(self.wallUp,
(self.wallx, 360 + self.gap - self.offset))
self.screen.blit(self.wallDown,
(self.wallx, 0 - self.gap - self.offset))
self.screen.blit(self.bomb,
(self.bombx, 0 - self.gap - self.offset))
self.screen.blit(font.render(str(self.counter),
-1,
(255, 255, 255)),
(200, 50))
if self.dead:
self.sprite = 2
elif self.jump:
self.sprite = 1
self.screen.blit(self.birdSprites[self.sprite], (70, self.birdY))
if not self.dead:
self.sprite = 0
self.updateWalls()
self.birdUpdate()
pygame.display.update()
if __name__ == "__main__":
FlappyBird().run()
I don't know much about using sprites, but if you can get the position and size of each object, you can give them rectangular hitboxes and check if their corners are inside each other:
Another way is to use circular hitboxes if those fit better. For these, find the distace between the centers and check if it is smaller than their radius' combined.
Edit :
You can use
self.bird = pygame.Rect(65, 50, 50, 50)
# creating bomb hitbox
self.rect_bomb = pygame.Rect(100, 100, 200, 200)
if self.bird.colliderect(self.rect_bomb):
# end up your code