I'm trying to implement some text into my game. I've followed a tutorial that has led me to this
pygame.font.init()
gamefont = pygame.font.SysFont('Bahnschrift', 16)
text = gamefont.render("Round: ", 1, (0,0,0))
win.blit(text, (390, 10))
However, when I run my code, it says that the name 'win' is not defined. I was wondering if anyone knew how to fix this?
win is the pygame.Surface object which is associated to the window.
Somewhere you have t o initialize pygame (pygame.init()) and to create the window Surface (pygame.display.set_mode):
Minimal applicaiton:
import pygame
# initializations
pygame.init()
win = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
# create font ad render text
pygame.font.init()
gamefont = pygame.font.SysFont('Bahnschrift', 16)
text = gamefont.render("Round: ", 1, (0,0,0))
# main application loop
run = True
while run:
clock.tick(60)
# event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# clear the display
win.fill((255, 255, 255))
# draw the text
win.blit(text, (390, 10))
# update the display
pygame.display.flip()
Related
I'm making a game and I want the user to be able to click a button which opens the file manager and asks them to open a game save file. Is there a module / how could I put this in my game? If there's no good gui way how would I make a text input thing (without using the terminal)? Thanks!
Pygame is a low-level library, so it doesn't have the kind of built-in dialogs you're after. You can create such, but it will be quicker to use the tkinter module which is distributed with Python and provides an interface to the TK GUI libraries. I'd recommend reading the documentation, but here's a function that will pop up a file selection dialog and then return the path selected:
def prompt_file():
"""Create a Tk file dialog and cleanup when finished"""
top = tkinter.Tk()
top.withdraw() # hide window
file_name = tkinter.filedialog.askopenfilename(parent=top)
top.destroy()
return file_name
Here's a small example incorporating this function, pressing Spacebar will popup the dialog:
import tkinter
import tkinter.filedialog
import pygame
WIDTH = 640
HEIGHT = 480
FPS = 30
def prompt_file():
"""Create a Tk file dialog and cleanup when finished"""
top = tkinter.Tk()
top.withdraw() # hide window
file_name = tkinter.filedialog.askopenfilename(parent=top)
top.destroy()
return file_name
pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
f = "<No File Selected>"
frames = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
f = prompt_file()
# draw surface - fill background
window.fill(pygame.color.Color("grey"))
## update title to show filename
pygame.display.set_caption(f"Frames: {frames:10}, File: {f}")
# show surface
pygame.display.update()
# limit frames
clock.tick(FPS)
frames += 1
pygame.quit()
Notes: This will pause your game loop, as indicated by the frame counter but as events are being handled by the window manager, this shouldn't be an issue.
I'm not sure why I needed the explicit import tkinter.filedialog, but I get an AttributeError if I don't.
As for string entry in pygame, you might want to do this natively, in which case you'd be handling KEYUP events for letter keys to build the string and perhaps finishing when the user presses Enter or your own drawn button. You could continue down the tk path, in which case you'll want to use something like tkinter.simpledialog.askstring(…)
It is possible to make a file dialogue (though not using the native file explorer) using the pygame_gui module.
Simply create an instance of UIFileDialog and grab the path when the user hits 'ok':
file_selection = UIFileDialog(rect=Rect(0, 0, 300, 300), manager=manager, initial_file_path='C:\\')
if event.ui_element == file_selection.ok_button:
file_path = file_selection.current_file_path
If you want to allow selecting a directory set allow_picking_directories to True, but note that it does not allow picking an initial_file_path.
file_selection = UIFileDialog(rect=Rect(0, 0, 300, 300), manager=manager, allow_picking_directories=True)
Here's the above code in a simple program that allows you to pick a file when the button is clicked:
#!/usr/bin/env python
import pygame
import pygame_gui
from pygame_gui.windows.ui_file_dialog import UIFileDialog
from pygame_gui.elements.ui_button import UIButton
from pygame.rect import Rect
pygame.init()
window_surface = pygame.display.set_mode((800, 600))
background = pygame.Surface((800, 600))
background.fill(pygame.Color('#000000'))
manager = pygame_gui.UIManager((800, 600))
clock = pygame.time.Clock()
file_selection_button = UIButton(relative_rect=Rect(350, 250, 100, 100),
manager=manager, text='Select File')
while 1:
time_delta = clock.tick(60) / 1000.0
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.USEREVENT:
if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
if event.ui_element == file_selection_button:
file_selection = UIFileDialog(rect=Rect(0, 0, 300, 300), manager=manager, allow_picking_directories=True)
if event.ui_element == file_selection.ok_button:
print(file_selection.current_file_path)
manager.process_events(event)
manager.update(time_delta)
window_surface.blit(background, (0, 0))
manager.draw_ui(window_surface)
pygame.display.update()
I'm in my early days of pygame coding, but here is the piece I am trying to figure out right now, which is to draw the dialogue box, then the text on top of it. When ran, I see the displayed dialogue box, but no text.
import pygame
from pygame.locals import *
import os
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
class Text(pygame.sprite.Sprite):
def __init__(self, text):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
os.chdir(r"<my directory to the dialogue box>.png")
self.surf = pygame.image.load("spikey_box.png").convert()
os.chdir(r"<my directory to my font>")
self.font = pygame.font.Font("final_fantasy_36_font.ttf", 12)
# set up dialogue box sprite
self.rect = self.surf.get_rect()
self.rect.center = (400, 500)
screen.blit(self.surf, self.rect)
# for text
self.textSurf = self.font.render(text, True, (255, 255, 255))
self.textRect = self.textSurf.get_rect()
self.textRect.center = (400, 500)
screen.blit(self.textSurf, self.textRect)
test_message = Text("Hello, world!")
running = True
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
pressed_keys = pygame.key.get_pressed()
screen.fill((255, 255, 255))
screen.blit(test_message.surf, test_message.rect)
pygame.display.flip()
clock.tick(30)
pygame.quit()
I have some sample code that I was able to adapt a little and make work for another piece I'm working on that I tried to use for inspiration to build the class:
def text_objects(text, font):
textSurface = font.render(text, True, (0, 0, 0))
return textSurface, textSurface.get_rect()
def message_display(text):
largeText = pygame.font.Font('freesansbold.ttf', 20)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((SCREEN_WIDTH//2), (SCREEN_HEIGHT//2))
screen.blit(TextSurf, TextRect)
The set of two functions were defined outside of the game loop, and worked fine when called from within the game loop as {message_display(f-string)}. I respectfully request guidance to learn how to ask the right question to figure out how to make the class implementation work. I want to build on it to the point that I can call the dialogue window and allow the player to scroll back over dialogue already given in that instanced conversation.
Thank you in advance!
When you make a PyGame Sprite based on pygame.sprite.Sprite, you must define two variables as a minimum:
sprite.image - used to hold the sprite bitmap
sprite.rect - defines the location and size of the .image
Your Text Sprite does not appear to be creating the .image so it wont work as a normal sprite. But since you directly blit() the Text.surf to the display, you've dodged this issue for now.
The code is not writing the text image on top of the background dialogue. It's writing it directly to the screen in the sprite __init__(). Once the sprite is constructed, this screen update is lost.
Probably you need something like:
class Text(pygame.sprite.Sprite):
def __init__(self, text):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
os.chdir(r"<my directory to the dialogue box>.png")
self.image = pygame.image.load("spikey_box.png").convert()
os.chdir(r"<my directory to my font>")
# Draw the text, centred on the background
self.font = pygame.font.Font("final_fantasy_36_font.ttf", 12)
text = self.font.render(text, True, (255, 255, 255))
centre_x = ( self.rect.width - text.get_width() ) // 2
centre_y = ( self.rect.height - text.get_height() ) // 2
self.image.blit( text, ( centre_x, centre_y ) )
# Set the rect
self.rect = self.image.get_rect()
self.rect.center = (400, 500)
Which loads the dialogue background image, and then rendered the text centred into that box so there is just a single image.
Since surf has been renamed to image, the main loop needs a tweak:
...
screen.fill((255, 255, 255))
screen.blit(test_message.image, test_message.rect)
pygame.display.flip()
clock.tick(30)
pygame.quit()
But really the code should use the PyGame Sprite functions for drawing, rather than accessing the internal Surface directly.
Thank you #Kingsley for your input, and you're definitely right, and helped point me in the right direction. I found that the issue was how I was instantiating the class object, and performing an odd call in the game loop that didn't really make sense. I was trying to blit a blit. I restructured my class object, and it now works perfectly!
class Text(pygame.sprite.Sprite):
def __init__(self):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
os.chdir(r"C:\Users\mcbri\Documents\Python\master\Resources\pv1\pv1_objects")
self.surf = pygame.image.load("spikey_box.png").convert() #for box
os.chdir(r"C:\Users\mcbri\Documents\Python\master\Resources\fonts")
self.font = pygame.font.Font("final_fantasy_36_font.ttf", 12)
self.rect = self.surf.get_rect()
self.rect.center = (400, 500)
def pop_message(self, text):
screen.blit(self.surf, self.rect)
self.textSurf = self.font.render(text, True, (255, 255, 255))
self.textRect = self.textSurf.get_rect()
self.textRect.center = (400, 500)
screen.blit(self.textSurf, self.textRect)
...in loop:
elif event.type == QUIT:
running = False
pressed_keys = pygame.key.get_pressed()
screen.fill((255, 255, 255))
test_message.pop_message("Hello, world!")
pygame.display.flip()
clock.tick(30)
Thank you so much for the fast input!
I have built a game that logs and saves the users score, using pickle, to a text file. When their lives are used up, they enter their name and their name and score are saved to a text file. Currently, if the "High Scores" section is selected on the main menu the high scores are simply printed in the python shell (or CMD if they're using that). I would like to create a separate window for just displaying the high scores. The window would simply display the scores and would refresh every time it is opened.
Currently I have the code to load the pickled file and create a new window. If I enter static text it works fine but when I try to display the text file contents I get the following error:
Traceback (most recent call last):
File "C:\LearnArabic\Program\Test1.py", line 22, in
textsurface = myfont.render(high_scores, False, (0, 0, 0))
TypeError: text must be a unicode or bytes
Here is my code:
import pygame
from operator import itemgetter
import pickle
pygame.font.init()
high_scores = []
with open("C:\\LearnArabic\\HighScores\\HighScores.txt", 'rb') as f:
high_scores = pickle.load(f)
#Background color
background_color = (255,255,255)
(width, height) = (400, 500)
HighScoreScreen = pygame.display.set_mode((width, height))
pygame.display.set_caption('High Scores')
HighScoreScreen.fill(background_color)
#Displaying text on window
myfont = pygame.font.SysFont('Comic Sans MS', 30)
textsurface = myfont.render(high_scores, False, (0, 0, 0))
HighScoreScreen.blit(textsurface,(0,0))
pygame.display.flip()
running = True
while running:
for event in pygame.event.get():
if event.type ==pygame.QUIT:
running = False
Is there a different function from render that would allow me to display the results in a tabular form?
I'm relatively new to programming and am using python 3. Thanks for the help!
You could blit the highscores onto another surface and then blit this surf onto the screen. To blit the highscore list, use a for loop and enumerate the list, so that you can multiply the y-offset by i. To toggle the highscore surface, you can just add a variable highscores_visible = False and then do highscores_visible = not highscores_visible, and in the main loop check if highscores_visible: # blit the surf (press 'h' to update and toggle the highscore table in the example below). Of course you need to make sure that the names and highscores fit onto the surface.
import pygame
pygame.font.init()
screen = pygame.display.set_mode((400, 500))
clock = pygame.time.Clock()
high_scores = [
('Carrie', 350),
('Arthur', 200),
('Doug', 100),
]
background_color = (255, 255, 255)
highscore_surface = pygame.Surface((300, 400))
highscore_surface.fill((90, 100, 120))
myfont = pygame.font.SysFont('Comic Sans MS', 30)
highscores_visible = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_h:
highscores_visible = not highscores_visible
if highscores_visible:
highscore_surface.fill((90, 100, 120))
for i, (name, score) in enumerate(high_scores):
text = myfont.render('{} {}'.format(name, score), True, (0, 0, 0))
highscore_surface.blit(text, (50, 30*i+5))
screen.fill(background_color)
if highscores_visible:
screen.blit(highscore_surface, (50, 50))
pygame.display.flip()
clock.tick(60)
pygame.quit()
Regarding the TypeError, you can't pass a list to myfont.render only a string or byte string, so you have to convert the list, e.g. str(high_scores). However, if you just convert the high_scores list into a string before you pass it, pygame will render the whole list as one line. You need to use a for loop if you want several lines of text.
So i'm making a space game where you have a open world to explore (A black Screen)
and i wanna create planets(Blit images to screen) around the universe(from a list).
This is my code currently
star = pygame.image.load("star.png")
planets = random.randrange(100,500) #<------#####NOT IMPORTANT#######
positions = [(300,50),(400,27),(900,55)] #<------
position = ()
positions has coorinates where images should be blitted
but when i blit them
for position in positions:
ikkuna.blit(star, position)
it blits the first one or nothing and does not crash
why?
################################################-
Here is the full code if it helps (there is bits of the finish language in there hope it does not bother)
"ikkuna = screen (leveys,korkeus) = (width,hight) toiminnassa = in action"
import pygame
import random
import time
import sys
import math
pygame.init()
White = (255,255,255)
red = (255,0,0)
kello = pygame.time.Clock()
star = pygame.image.load("star.png")
planets = random.randrange(100,500)
positions = [(300,50)]
position = ()
tausta_vari = (255,255,255)
(leveys, korkeus) = (1000, 1000)
ikkuna = pygame.display.set_mode((leveys, korkeus))
pygame.display.set_caption("SpaceGenerationTest")
######################################################################
toiminnassa = True
while toiminnassa:
for event in pygame.event.get():
if event.type == pygame.QUIT:
toiminnassa = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_g:
print("Generating World....")
print(planets)
for position in positions:
ikkuna.blit(star, position)
print("hello")
There's some problems with your code:
Your not updating the display, which means that all your changes won't be visible. Use pygame.display.update() or pygame.display.flip() at the end of the game loop to update the screen.
When you're mixing English and Finnish it becomes very inconsistent and hard to follow, especially for people who don't speak Finnish. Try to use English, even when you're just practicing.
Your full example only contain one position in the list, thus it's only creating one star at one position.
Pressing the 'g'-key won't generate any planets. You might want to introduce a boolean variable like in the example below.
I changed your code to english and made some adjustment so it's more consistent.
import pygame
import random
pygame.init()
WHITE = (255, 255, 255)
RED = (255, 0, 0)
# I changed the background color to black, because I understood it as that is what you want.
BACKGROUND_COLOR = (0, 0, 0) # tausta_vari
clock = pygame.time.Clock() # kello
star = pygame.Surface((32, 32))
star.fill((255, 255, 255))
planets = random.randrange(100, 500)
positions = [(300, 50), (400, 27), (900, 55)]
WIDTH, HEIGHT = (1000, 1000) # (leveys, korkeus)
screen = pygame.display.set_mode((WIDTH, HEIGHT)) # ikkuna
pygame.display.set_caption("SpaceGenerationTest")
display_stars = False
running = True # toiminnassa
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_g:
print("Generating World....")
print(planets)
display_stars = True
screen.fill(BACKGROUND_COLOR)
if display_stars:
for position in positions:
# This will create 3 stars because there're 3 elements in the list positions.
# To create more stars you'll need to add more in the list positions.
screen.blit(star, position)
pygame.display.update()
Your blitting all your images to the exact same position: positions = [(300, 50)], so the last image covers all the other images up. Also, you may not know this, but to display anything in pygame you have to either call pygame.display.flip() or pygame.display.update() after you finish drawing. I made a few revisions to your code, so the stars should show-up:
import pygame
import random
import time
import sys
import math
def main():
pygame.init()
White = (255,255,255)
red = (255,0,0)
kello = pygame.time.Clock()
star = pygame.image.load("star.png")
planets = random.randrange(100,500)
positions = [(300,50), (310, 60), (320, 80), (607, 451), (345, 231)]
tausta_vari = (255,255,255)
(leveys, korkeus) = (1000, 1000)
ikkuna = pygame.display.set_mode((leveys, korkeus))
pygame.display.set_caption("SpaceGenerationTest")
######################################################################
toiminnassa = True
while toiminnassa:
for event in pygame.event.get():
if event.type == pygame.QUIT:
toiminnassa = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_g:
print("Generating World....")
print(planets)
ikkuna.fill((0, 0, 0)) # fill the screen with black
for position in positions:
ikkuna.blit(star, position)
print("Hello")
pygame.display.flip() # updating the screen
if __name__ == '__main__': # are we running this .py file as the main program?
try:
main()
finally:
pg.quit()
quit()
~Mr.Python
Hello i'm trying to make a simple program to change the background colour on key press but it just crashes. It's to do with my loop but i don't really understand why it crashes.
thanks
import sys, pygame, random, time
from threading import Thread
pygame.init()
black = (0, 0, 0)
white = (255, 255, 255)
green = (0, 100, 0)
red = (255, 0, 0)
Colour = (0,0,0)
size = width, height = 350, 350
screen = pygame.display.set_mode(size)
Running = True
while True:
key = pygame.key.get_pressed()
if key[pygame.K_ESCAPE]: # Escape key
Running = False
elif key[pygame.K_DOWN]: # down key
print("down")
Colour = red
elif key[pygame.K_UP]: # up key
print("h")
Colour = black
elif key[pygame.K_RIGHT]: # right key
Colour = green
print("h")
elif key[pygame.K_LEFT]: # left key
Colour = white
print("h")
pygame.draw.rect(screen, Colour, pygame.Rect(0, 0, width, height))
pygame.display.update()
pygame.display.flip()
You're missing a way for pygame to know if you want to quit the window. Instead of doing key = pygame.key.get_pressed() use:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit
if event.key == K_UP:
Colour = black
if event.key == K_DOWN:
Colour = red
if event.key == K_LEFT:
Colour = white
if event.key == K_RIGHT:
Colour = green
You also need a way for the program to handle time e.g. not run faster than you can see. You can do this by setting this variable at the top of your code:
clock = pygame.time.Clock()
and running this at the very end of your while loop:
clock.tick(FPS)
where you set the FPS as a number equal to the desired frames per second.
You can also remove your Running = True variable from the program. That should be all you need to get it running. Good luck! Ask questions below.
Two things:
You have a bug: the while loop while go forever because you are testing while True instead of while Running. You could change to while Running or after testing for escape key, you could break to exit the while loop.
Also, all pygame examples I have looked up just now have an event checker. Without that, pygame freezes. If you add it, everything is smooth.
Here are both of those corrected:
import sys, pygame, time
pygame.init()
size = 350, 350
screen = pygame.display.set_mode(size)
Running = True
while Running: # <----- changed this from True to Running
time.sleep(0.03) # avoid blasting the CPU. I think pygame.time.Clock also exists
# this makes pygame responsive
for event in pygame.event.get():
if event.type == pygame.QUIT:
Running = False # <---- or you could just break
# from here is as you originally wrote
key = pygame.key.get_pressed()
if key[pygame.K_ESCAPE]:
print('exit')
Running = False # <---- or you could just break
pygame.quit()
sys.exit()