Game “Pong” I have problems with the code - Printable Version +- Python Forum (https://python-forum.io) +-- Forum: Python Coding (https://python-forum.io/forum-7.html) +--- Forum: Game Development (https://python-forum.io/forum-11.html) +--- Thread: Game “Pong” I have problems with the code (/thread-31902.html) |
Game “Pong” I have problems with the code - BenBach18 - Jan-09-2021 I have programmed the game Pong. It can be opened and played, but it still indicates that there is an error: Traceback (most recent call last): File "/Users/xxxxxxxxxxr/PycharmProjects/Python/666.py", line 245, in <module> game_to_five() File "/Users/xxxxxxxxr/PycharmProjects/Python/666.py", line 240, in game_to_five pygame.display.update() pygame.error: video system not initialized I hope you can help me. Would appreciate any answer :) Maybe you have some ideas or remarks concerning my code. My code from the game is: import pygame from pygame.locals import * # Pygame initialisieren pygame.init() Clock = pygame.time.Clock() screen_width = 1000 screen_height = 500 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Pong von Ben') # Farbe definieren bg = pygame.Color("#458B74") black = (0, 0, 0) white = (255, 255, 255) blue = (255, 255, 255) orange = (255, 140, 0) # Soounds plob_sound = pygame.mixer.Sound("pong.ogg") score_sound = pygame.mixer.Sound("score.ogg") # define game variables margin = 50 # define font basic_font = pygame.font.SysFont("freesansbold.ttf", 60) # basic_font = pygame.font.SysFont("Helvetica", 60) # Text erstllen und den text umwandeln in ein Bild und dieses auf das Spielbildschirm bringen # dafür muss ich eine font (Schriftart) erstellen def draw_text(text, basic_font, text_col, x, y): img = basic_font.render(text, True, text_col) screen.blit(img, (x, y)) def draw_board(): screen.fill(bg) pygame.draw.line(screen, white, (0, margin), (screen_width, margin), 4) pygame.draw.line(screen, white, (500, margin), (500, 500), 4) # Kreis in der Mitte pygame.draw.ellipse(screen, white, [400, 180, 200, 200], 4) # Man kann nicht direkt einen Text schreiben, mann muss es den text in ein Bild konvertieren und diesen mit screen.blit # auf das "Screen" tun / x und y steht für wo der "Text" am Ende wo es sein soll // font muss noch bestimmt werden // # text ist der text den man sehen möchte def draw_text(text, basic_font, text_col, x, y): img = basic_font.render(text, True, text_col) screen.blit(img, (x, y)) class paddle(): def __init__(self, x, y): self.x = x self.y = y self.rect = Rect(x, y, 10, 150) self.speed = 5 self.ai_speed = 5 # damit man den Paddle bewegen kann muss man die Tastatur mit einbinden wenn man eine Tast gefrückt hat und wie der Paddle # sich zu verhalten hat def move(self): key = pygame.key.get_pressed() # Wenn der UP-Key gedrückt wurde und "Grenzen" einrichten (solange der "Top" größer als margin ist kann man nach oben gehen # also unter dem Rand ist if key[pygame.K_UP] and self.rect.top > margin: self.rect.move_ip(0, -1 * self.speed) if key[pygame.K_DOWN] and self.rect.bottom < screen_height: self.rect.move_ip(0, self.speed) def draw(self): pygame.draw.rect(screen, white, self.rect) def ai(self): # ai to move the paddle automatically # move down if self.rect.centery < pong.rect.top and self.rect.bottom < screen_height: self.rect.move_ip(0, self.ai_speed) # move up if self.rect.centery > pong.rect.bottom and self.rect.top > margin: self.rect.move_ip(0, -1 * self.ai_speed) class ball(): def __init__(self, x, y): self.reset(x, y) def move(self): # check collision with top margin if self.rect.top < margin: pygame.mixer.Sound.play(plob_sound) self.speed_y *= -1 # check collision with bottom of the screen if self.rect.bottom > screen_height: pygame.mixer.Sound.play(plob_sound) self.speed_y *= -1 if self.rect.colliderect(player_paddle) or self.rect.colliderect(cpu_paddle): pygame.mixer.Sound.play(plob_sound) self.speed_x *= -1 # check for out of bounds if self.rect.left < 0: pygame.mixer.Sound.play(score_sound) self.winner = 1 if self.rect.left > screen_width: pygame.mixer.Sound.play(score_sound) self.winner = -1 # update ball position self.rect.x += self.speed_x self.rect.y += self.speed_y return self.winner def draw(self): pygame.draw.circle(screen, orange, (self.rect.x + self.ball_rad, self.rect.y + self.ball_rad), self.ball_rad) def reset(self, x, y): self.x = x self.y = y self.ball_rad = 8 self.rect = Rect(x, y, self.ball_rad * 2, self.ball_rad * 2) self.speed_x = -4 self.speed_y = 4 self.winner = 0 # 1 is the player and -1 is the CPU # create paddles player_paddle = paddle(screen_width - 40, screen_height // 2) cpu_paddle = paddle(20, screen_height // 2) # create pong ball pong = ball(screen_width - 60, screen_height // 2 + 50) def game_to_five(): player_score = 0 opp_score = 0 live_ball = False winner = 0 speed_increase = 0 run = True while (player_score < 5 and opp_score < 5) and run: Clock.tick(60) draw_board() draw_text('OPP: ' + str(opp_score), basic_font, white, 20, 15) draw_text('P1: ' + str(player_score), basic_font, white, screen_width - 115, 15) draw_text('TEMPO: ' + str(abs(pong.speed_x)), basic_font, white, screen_width // 2 - 100, 15) # draw paddles player_paddle.draw() cpu_paddle.draw() if live_ball == True: speed_increase += 1 winner = pong.move() if winner == 0: # draw ball pong.draw() # move paddles player_paddle.move() cpu_paddle.ai() else: live_ball = False if winner == 1: player_score += 1 elif winner == -1: opp_score += 1 # print player instructions if live_ball == False: if winner == 0: draw_text('Zum Starten klicken', basic_font, black, 300, screen_width // 2 - 300) if winner == 1: draw_text('YOU SCORED!', basic_font, black, 355, 160) draw_text('CLICK ANYWHERE TO START', basic_font, black, 200, 200) if winner == -1: draw_text('CPU SCORED!', basic_font, black, 355, 160) draw_text('CLICK ANYWHERE TO START', basic_font, black, 200, 200) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.MOUSEBUTTONDOWN and live_ball == False: live_ball = True pong.reset(500, 250) # screen_width - 60, screen_height // 2 + 50) if speed_increase > 500: speed_increase = 0 if pong.speed_x < 0: pong.speed_x -= 1 if pong.speed_x > 0: pong.speed_x += 1 if pong.speed_y < 0: pong.speed_y -= 1 if pong.speed_y > 0: pong.speed_y += 1 pygame.display.update() new_game = False while not new_game: draw_board() draw_text('OPP: ' + str(opp_score), basic_font, white, 20, 15) draw_text('P1: ' + str(player_score), basic_font, white, screen_width - 115, 15) draw_text('TEMPO: ' + str(abs(pong.speed_x)), basic_font, white, screen_width // 2 - 100, 15) if player_score == 5: draw_text('P1 hat gewonnen!', basic_font, black, 355, 160) elif opp_score == 5: draw_text('OPP hat gewonnen!', basic_font, black, 300, 160) draw_text('Klicken um fortzufahren', basic_font, black, 260, 200) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.MOUSEBUTTONDOWN: pong.reset(500, 250) new_game = True pygame.display.update() # create game loop while True: game_to_five() pygame.quit() RE: Game “Pong” I have problems with the code - metulburr - Jan-10-2021 IS this the code for the 666.py file? Are you running this file directly or is it imported into another file being ran? RE: Game “Pong” I have problems with the code - michael1789 - Jan-10-2021 You get the error when you close the window? Then I don't it's not a problem necessarily. I've spent many hours over exotic errors as it seems once you hit the close button on the window pygame.QUIT() a bunch of pygame stuff is unitilized, so code between the pygame.QUIT() and the actual end of the program which needs pygame ititalized can throw errors. I've had it say my joystick wasn't initialized my "Text has zero width", and others. try exiting the program instantly rather than allowing the loop to play out. for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() |