Reputation: 1
I did a bit of research to see if i could solve the issue that way, but didn't seem to find anything to solve my problem. I found both of these : Why isn't my pygame display displaying anything? and Confused at why PyGame display's a black screen. I tried to solve my problem with what was adviced in the comments but it didn't work, or the reason for the problem was different than mine.
When i run the code the pygame window shows, but is just completely black, but no errors are called.
import pygame
import sys
import random
from time import sleep
padWidth = 480
padHeight = 640
rockImage = ['C:/Users/yount/Downloads/PyShooting/rock01.png', 'C:/Users/yount/Downloads/PyShooting/rock02.png', 'C:/Users/yount/Downloads/PyShooting/rock03.png', 'C:/Users/yount/Downloads/PyShooting/rock04.png', 'C:/Users/yount/Downloads/PyShooting/rock05.png',]
def drawObject(obj, x, y):
global gamePad
gamePad.blit(obj, (x, y))
def initGame():
global gamePad, clock, background, fighter, missile, explosion
pygame.init()
gamePad = pygame.display.set_mode((padWidth, padHeight))
pygame.display.set_caption('PyShooting')
background = pygame.image.load("C:/Users/yount/Downloads/PyShooting/background.png")
fighter = pygame.image.load("C:/Users/yount/Downloads/PyShooting/fighter.png")
missile = pygame.image.load("C:/Users/yount/Downloads/PyShooting/missile.png")
explosion = pygame.image.load("C:/Users/yount/Downloads/PyShooting/explosion.png")
clock = pygame.time.Clock()
def runGame():
global gamePad, clock, background, fighter, explosion
fighterSize = fighter.get_rect().size
fighterWidth = fighterSize[0]
fighterHeight = fighterSize[1]
x = padWidth * 0.45
y = padHeight * 0.9
fighterX = 0
missileXY = []
rock = pygame.image.load(random.choice(rockImage))
rockSize = rock.get_rect().size
rockWidth = rockSize[0]
rockHeight = rockSize[1]
rockX = random.randrange(0, padWidth - rockWidth)
rockY = 0
rockSpeed = 2
isShot = False
shotCount = 0
rockPassed = 0
onGame = False
while not onGame:
rockX = random.randrange(0, padWidth - rockWidth)
rockY = 0
rockSpeed = 2
fighterSize = fighter.get_rect().size
fighterWidth = fighterSize[0]
fighterHeight = fighterSize[1]
x = padWidth * 0.45
y = padHeight * 0.9
fighterX = 0
onGame = False
while not onGame:
for event in pygame.event.get():
if event.type in [pygame.QUIT]:
pygame.quit()
sys.exit()
if event.type in [pygame.KEYDOWN]:
if event.key == pygame.K_LEFT:
fighterX -= 5
elif event.key == pygame.K_RIGHT:
fighterX += 5
elif event.key == pygame.K_SPACE:
missileX = x + fighterWidth/2
missileY = y - fighterHeight
missileXY.append([missileX, missileY])
if event.type in [pygame.KEYUP]:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
fighterX = 0
drawObject(background, 0, 0)
x += fighterX
if x < 0:
x = 0
elif x > padWidth - fighterWidth:
x = padWidth - fighterWidth
drawObject(fighter, x, y)
if len(missileXY) != 0:
for i, bxy in enumerate(missileXY):
bxy[1] -= 10
missileXY[i][1] = bxy[1]
if bxy[1] < rockY:
if bxy[0] > rockX and bxy[0] < rockX + rockWidth:
missileXY.remove(bxy)
isShot = True
shoutCount += 1
if bxy[1] <= 0:
try:
missileXY.remove(bxy)
except:
pass
if len(missileXY) != 0:
for bx, by in missileXY:
drawObject(missile, bx, by)
rockY += rockSpeed
if rockY > padHeight:
rock = pygame.image.load(random.choice(rockImage))
rockSize = rock.get_rect().size
rockWidth = rockSize[0]
rockHeight = rockSize[1]
rockX = random.randrange(0, padWidth - rockWidth)
rockY = 0
if isShot:
drawObject(explosion, rockX, rockY)
rock = pygame.image.load(random.choice(rockImage))
rockSize = rock.get_rect().size
rockWidth = rockSize[0]
rockHeight = rockSize[1]
rockX = random.randrange(0, padWidth - rockWidth)
rockY = 0
isShot = False
drawObject(rock, rockX, rockY)
pygame.display.flip()
clock.tick(60)
pygame.quit()
initGame()
runGame()
Upvotes: 0
Views: 138
Reputation: 21
You never actually called:
pygame.display.update()
That way the display won't ever update.
Upvotes: 2
Reputation: 11342
Remove these lines (line 57\58). They create a loop that does nothing.
onGame = False
while not onGame:
You can also remove the next 9 lines since they seem to be repeats.
Also change
shoutCount += 1
To
shotCount += 1
With these changes, the game runs correctly.
Full code
import pygame
import sys
import random
from time import sleep
padWidth = 480
padHeight = 640
rockImage = ['C:/Users/yount/Downloads/PyShooting/rock01.png', 'C:/Users/yount/Downloads/PyShooting/rock02.png', 'C:/Users/yount/Downloads/PyShooting/rock03.png', 'C:/Users/yount/Downloads/PyShooting/rock04.png', 'C:/Users/yount/Downloads/PyShooting/rock05.png',]
def drawObject(obj, x, y):
global gamePad
gamePad.blit(obj, (x, y))
def initGame():
global gamePad, clock, background, fighter, missile, explosion
pygame.init()
gamePad = pygame.display.set_mode((padWidth, padHeight))
pygame.display.set_caption('PyShooting')
background = pygame.image.load("C:/Users/yount/Downloads/PyShooting/background.png")
fighter = pygame.image.load("C:/Users/yount/Downloads/PyShooting/fighter.png")
missile = pygame.image.load("C:/Users/yount/Downloads/PyShooting/missile.png")
explosion = pygame.image.load("C:/Users/yount/Downloads/PyShooting/explosion.png")
clock = pygame.time.Clock()
def runGame():
global gamePad, clock, background, fighter, explosion
fighterSize = fighter.get_rect().size
fighterWidth = fighterSize[0]
fighterHeight = fighterSize[1]
x = padWidth * 0.45
y = padHeight * 0.9
fighterX = 0
missileXY = []
rock = pygame.image.load(random.choice(rockImage))
rockSize = rock.get_rect().size
rockWidth = rockSize[0]
rockHeight = rockSize[1]
rockX = random.randrange(0, padWidth - rockWidth)
rockY = 0
rockSpeed = 2
isShot = False
shotCount = 0
rockPassed = 0
# onGame = False
# while not onGame:
# rockX = random.randrange(0, padWidth - rockWidth)
# rockY = 0
# rockSpeed = 2
# fighterSize = fighter.get_rect().size
# fighterWidth = fighterSize[0]
# fighterHeight = fighterSize[1]
# x = padWidth * 0.45
# y = padHeight * 0.9
# fighterX = 0
onGame = False
while not onGame:
for event in pygame.event.get():
if event.type in [pygame.QUIT]:
pygame.quit()
sys.exit()
if event.type in [pygame.KEYDOWN]:
if event.key == pygame.K_LEFT:
fighterX -= 5
elif event.key == pygame.K_RIGHT:
fighterX += 5
elif event.key == pygame.K_SPACE:
missileX = x + fighterWidth/2
missileY = y - fighterHeight
missileXY.append([missileX, missileY])
if event.type in [pygame.KEYUP]:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
fighterX = 0
drawObject(background, 0, 0)
x += fighterX
if x < 0:
x = 0
elif x > padWidth - fighterWidth:
x = padWidth - fighterWidth
drawObject(fighter, x, y)
if len(missileXY) != 0:
for i, bxy in enumerate(missileXY):
bxy[1] -= 10
missileXY[i][1] = bxy[1]
if bxy[1] < rockY:
if bxy[0] > rockX and bxy[0] < rockX + rockWidth:
missileXY.remove(bxy)
isShot = True
shotCount += 1 # not shoutCount
if bxy[1] <= 0:
try:
missileXY.remove(bxy)
except:
pass
if len(missileXY) != 0:
for bx, by in missileXY:
drawObject(missile, bx, by)
rockY += rockSpeed
if rockY > padHeight:
rock = pygame.image.load(random.choice(rockImage))
rockSize = rock.get_rect().size
rockWidth = rockSize[0]
rockHeight = rockSize[1]
rockX = random.randrange(0, padWidth - rockWidth)
rockY = 0
if isShot:
drawObject(explosion, rockX, rockY)
rock = pygame.image.load(random.choice(rockImage))
rockSize = rock.get_rect().size
rockWidth = rockSize[0]
rockHeight = rockSize[1]
rockX = random.randrange(0, padWidth - rockWidth)
rockY = 0
isShot = False
drawObject(rock, rockX, rockY)
pygame.display.flip()
clock.tick(60)
pygame.quit()
initGame()
runGame()
Upvotes: 1