When I try to load my game everything works except for the fact that it crashes and python doesn't respond. I can't see what I have missed.
Here is the whole code:
# To change this license header, choose License Headers in Project Properties.
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import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'Sprites')
snd_dir = path.join(path.dirname(__file__), 'sound')
WIDTH = 480
HEIGHT = 600
FPS = 60
car_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
mob_img = pygame.image.load(path.join(img_dir, "mob_zom.bmp"))
priv_img = pygame.image.load(path.join(img_dir, "copgreen20.bmp"))
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create window
pygame.init()
pygame.display.init()
screen = pygame.display.set_mode([800, 600])
test = "space.ogg"
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096)
pygame.mixer.music.load(path.join(snd_dir, 'atari.ogg'))
pygame.mixer.music.play(-1)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
clock.tick(FPS)
font_name = pygame.font.match_font('Arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, BLUE)
text_rect = text_surface.get_rect()
text_rect.midtop = (y, x)
surf.blit(text_surface, text_rect)
font_name = pygame.font.match_font('Arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, YELLOW)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((80, 50))
self.images = []
self.image = car_img
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 50
self.speedx = 0
self.image = pygame.transform.scale(car_img, (50, 80))
self.image.set_colorkey(GREEN)
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_UP]:
self.speedy = -8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = mob_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Priv(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image = priv_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 9)
self.speedx = random.randrange(-3, 3)
self.image.set_colorkey(WHITE)
self.image.set_colorkey(YELLOW)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange( -100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 200
def show_go_screen():
screen.blit(background, background_rect)
draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "Arrow keys move, Space to fire", 22,
WIDTH / 2, HEIGHT / 2)
draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.K_SPACE:
waiting = False
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
background = pygame.image.load(path.join(img_dir, "back_road_update.bmp")).convert()
background_rect = background.get_rect()
bullets = pygame.sprite.Group()
allspriteslist = pygame.sprite.Group()
#showstartscreen()
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
#def game_intro():
#display = pygame.display.set_mode((800,600))
#intro = True
#while intro:
#for event in pygame.event.get():
#if event.type == pygame.QUIT:
#pygame.quit()
#quit()
#display.fill(BLACK)
#largeText = pygame.font.match_font('Arial',10)
#textSurf, textRect = draw_text(text, size, x, y)
#textRect.centre = ((display_width/2), (display_height/2))
#display.blit(textSurf, textRect)
#pygame.display.update()
#clock.tick(15)
#pygame.display.update()
show_go_screen()
score = 000
score2 = 50
# Game loop
#game_intro()
game_over = True
running = True
while running:
if game_over:
game_over = False
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
#for i in range(5):
#m = Mob()
#all_sprites.add(m)
#mobs.add(m)
elif event.type == pygame.KEYDOWN:
if score2 == 0:
game_over = True
if event.type == pygame.K_9:
running = False
if event.key == pygame.K_SPACE:
player.shoot()
score2 -= 1
if event.key == pygame.K_EQUALS:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
#if event.key == pygame.K_SPACE:
if clock.tick == 10:
for i in range(100):
m = Mob()
all_sprites.add(m)
mobs.add(m)
if event.key == pygame.K_1:
for i in range(2):
p = Priv()
all_sprites.add(p)
Priv.add(p)
if event.key == pygame.K_2:
for i in range(10):
m = Mob()
all_sprites.add(m)
mobs.add(m)
# Update
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 1
m = Mob()
all_sprites.add(m)
mobs.add(m)
p = Priv()
all_sprites.add(m)
Priv.add(p)
hits = pygame.sprite.spritecollide(player, mobs, False)
#if hits:
#running = False
try:
for i in bullets:
i.rect.bottom += -5
except:
None
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
draw_text(screen, str(score), 50, WIDTH / 10, 10)
draw_text(screen, str(score2), 50, HEIGHT / 13, 200)
#draw_text(screen, str(scores), 50, WIDTH / 10, 10)
all_sprites.draw(screen)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.QUIT
Here is the error that happens if I force quit the app:
Traceback (most recent call last):
File "/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 187, in <module>
show_go_screen()
File "/Users/harrisonj11/NetBeansProjects/game_test_jakob/src/game_test_jakob.py", line 147, in show_go_screen
for event in pygame.event.get():
pygame.error: video system not initialized