How do I fix this? I tried using the local host #debug but it still don't work. I'm still learning python.
When I run it, it just crashes. I tried changing the files from mp3 to wav. and wav to ojj and it still don't work. I tried changing the screen resolution but it still don't work too.
Here is my codehed
import pygame
import os
import random
import asyncio
pygame.font.init()
pygame.mixer.init()
WIDTH, HEIGHT = 600, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Game")
WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
# border rect
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)
BLACK_SCREEN = pygame.Rect(0, 0, WIDTH, HEIGHT)
BULLET_HIT_SOUND = pygame.mixer.Sound(os.path.join('assets', 'Grenade-1.ogg'))
BULLET_FIRE_SOUND = pygame.mixer.Sound(os.path.join('assets', 'Gun-Silencer.ogg'))
TADA_SOUND = pygame.mixer.Sound(os.path.join('assets', 'tada.ogg'))
HEALTH_FONT = pygame.font.SysFont('Arial Rounded MT', 40)
WINNER_FONT = pygame.font.SysFont('Arial Rounded MT', 100)
INTRO_FONT = pygame.font.SysFont('Lemon', 50)
FPS = 60
VEL = 10
BULLET_VEL = 30
MAX_BULLETS = 3
SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 40
YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2
YELLOW_SPACESHIP_IMAGE = pygame.image.load(os.path.join('assets','spaceship_yellow.png'))
YEllOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90)
RED_SPACESHIP_IMAGE = pygame.image.load(os.path.join('assets','spaceship_red.png'))
RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270)
SPACE = pygame.transform.scale(pygame.image.load(os.path.join('assets', 'space.jpg')),(WIDTH, HEIGHT))
def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health):
WIN.blit(SPACE, (0, 0))
pygame.draw.rect(WIN,BLACK,BORDER)
red_health_text = HEALTH_FONT.render("Health: " + str(red_health), 1, WHITE)
yellow_health_text = HEALTH_FONT.render("Health: " + str(yellow_health), 1, WHITE)
WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10))
WIN.blit(yellow_health_text, (10, 10))
WIN.blit(YEllOW_SPACESHIP, (yellow.x, yellow.y))
WIN.blit(RED_SPACESHIP, (red.x, red.y))
for bullet in red_bullets:
pygame.draw.rect(WIN, RED, bullet)
for bullet in yellow_bullets:
pygame.draw.rect(WIN, YELLOW, bullet)
pygame.display.update()
def yellow_handle_movement(keys_pressed, yellow):
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: # left
yellow.x -= VEL # yellow x pos is incremented by the velocity
if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x: # right
yellow.x += VEL
if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: # up
yellow.y -= VEL
if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.width < HEIGHT : # down
yellow.y += VEL
def red_handle_movement(keys_pressed, red):
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width: # left
red.x -= VEL
if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH: # right
red.x += VEL
if keys_pressed[pygame.K_UP] and red.y - VEL > 0:
red.y -= VEL
if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.width < HEIGHT: # down
red.y += VEL
def handle_bullets(yellow_bullets,red_bullets, yellow, red):
for bullet in yellow_bullets:
bullet.x += BULLET_VEL
if red.colliderect(bullet):
pygame.event.post(pygame.event.Event(RED_HIT))
yellow_bullets.remove(bullet)
elif bullet.x > WIDTH:
yellow_bullets.remove(bullet)
for bullet in red_bullets:
bullet.x -= BULLET_VEL
if yellow.colliderect(bullet):
pygame.event.post(pygame.event.Event(YELLOW_HIT))
red_bullets.remove(bullet)
elif bullet.x < 0:
red_bullets.remove(bullet)
def draw_winner(text):
draw_text = WINNER_FONT.render(text, 1, WHITE)
BLACK_WINNER = pygame.Surface((1000,750))
alpha = 0
BLACK_WINNER.fill((0,0,0))
BLACK_WINNER.set_alpha(alpha)
while True:
if BLACK_WINNER.get_alpha() >= 255:
print("done")
WIN.blit(BLACK_WINNER, (0,0))
pygame.display.update()
break
else:
pygame.time.delay(30)
alpha += 5
BLACK_WINNER.set_alpha(alpha)
WIN.blit(BLACK_WINNER, (0,0))
pygame.display.update()
continue
WIN.blit(draw_text, (WIDTH//2 - draw_text.get_width()//2, HEIGHT//2 - draw_text.get_height()//2))
pygame.display.update()
pygame.time.delay(1000)
BLACK_WINNER = pygame.Surface((1000,750))
alpha = 0
BLACK_WINNER.fill((0,0,0))
BLACK_WINNER.set_alpha(alpha)
while True:
if BLACK_WINNER.get_alpha() >= 255:
print("done")
WIN.blit(BLACK_WINNER, (0,0))
pygame.display.update()
break
else:
pygame.time.delay(30)
alpha += 5
BLACK_WINNER.set_alpha(alpha)
WIN.blit(BLACK_WINNER, (0,0))
pygame.display.update()
continue
pygame.time.delay(1000)
def draw_intro():
pygame.draw.rect(WIN,BLACK,BLACK_SCREEN)
pygame.display.update()
pygame.time.delay(1000)
TADA_SOUND.play()
intro_text = INTRO_FONT.render("MADE BY FRANKLIN", 1, WHITE)
WIN.blit(intro_text, (WIDTH//2 - intro_text.get_width()//2, HEIGHT//2 - intro_text.get_height()//2))
pygame.display.update()
pygame.time.delay(2000)
pygame.draw.rect(WIN,BLACK,BLACK_SCREEN)
pygame.display.update()
pygame.time.delay(1000)
async def main():
red = pygame.Rect(random.randint(WIDTH // 2 + 5,WIDTH - SPACESHIP_WIDTH),random.randint(0,HEIGHT - SPACESHIP_HEIGHT),SPACESHIP_WIDTH, SPACESHIP_HEIGHT) # Creating the hitbox(Not the display)
yellow = pygame.Rect(random.randint(0, WIDTH // 2 - (SPACESHIP_WIDTH + 5)),random.randint(0,HEIGHT - SPACESHIP_HEIGHT),SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
red_bullets = []
yellow_bullets = []
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LALT and len(yellow_bullets) < MAX_BULLETS:
bullet = pygame.Rect(-100, -100, 0, 0)
yellow_bullets.append(bullet)
print("transfered", yellow_bullets, red_bullets)
red_health = 15
yellow_health = 15
draw_intro()
pygame.time.delay(3000)
clock = pygame.time.Clock()
pygame.event.get()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LALT and len(yellow_bullets) < MAX_BULLETS:
bullet = pygame.Rect(yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5)
yellow_bullets.append(bullet)
BULLET_FIRE_SOUND.play()
print(yellow_bullets, red_bullets)
if event.key == pygame.K_RALT and len(red_bullets) < MAX_BULLETS: # red bullet
bullet = pygame.Rect(red.x, red.y + red.height//2 - 2, 10, 5)
red_bullets.append(bullet)
BULLET_FIRE_SOUND.play()
print(yellow_bullets, red_bullets)
if event.type == RED_HIT:
red_health -= 1
print(red_health)
BULLET_HIT_SOUND.play()
if event.type == YELLOW_HIT:
yellow_health -= 1
print(yellow_health)
BULLET_HIT_SOUND.play()
winner_text = ""
if red_health <= 0:
winner_text = "Yellow Wins!"
if yellow_health <= 0:
winner_text = "Red Wins!"
if winner_text != "":
draw_winner(winner_text)
print("remaining", yellow_bullets, red_bullets)
red_bullets.clear()
yellow_bullets.clear()
print("removed", yellow_bullets, red_bullets)
pygame.display.update()
break
keys_pressed = pygame.key.get_pressed()
yellow_handle_movement(keys_pressed, yellow)
red_handle_movement(keys_pressed, red)
handle_bullets(yellow_bullets,red_bullets,yellow,red)
draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health)
await asyncio.sleep(0)
asyncio.run(main())
I tried changing sound formats, changed resolutions, watched youtube and use the #debug. No good outcomes. Please help.
I saw a similar post that have the same problem but unfortunately, I am using functions rather than classes for my code so I am assuming it won't help me either way. I also checked that I added the asyncio's in my main functions and still none.