Pygame black screen crash [closed]

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I don’t what happened, it was working few minutes ago, but now it’s not. It’s crashing every time.

import pygame, sys

WIDTH, HEIGHT = 800, 700
pygame.init()
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Qix")
clock = pygame.time.Clock()


# Player Class
class Player:
    def __init__(self, x, y):
        self.x = int(x)
        self.y = int(y)
        self.rect = pygame.Rect(self.x, self.y, 32, 32)
        self.color = (250, 120, 60)
        self.velX = 0
        self.velY = 0
        self.left_pressed = False
        self.right_pressed = False
        self.up_pressed = False
        self.down_pressed = False
        self.speed = 4
        self.enterPush = False
        while self.enterPush is True:
            if self.left_pressed and not self.right_pressed:
                self.velX = -self.speed
            if self.right_pressed and not self.left_pressed:
                self.velX = self.speed

            self.x += self.velX
            self.rect = pygame.Rect(int(self.x), int(self.y), 32, 32)


    def draw(self, win):
        pygame.draw.rect(win, self.color, self.rect)


    def push(self):
        if self.rect.x>760 or self.rect.y>560:

            self.enterPush = True


    def update(self):
        self.velX = 0
        self.velY = 0
        while self.enterPush is False:
            if self.left_pressed and not self.right_pressed:
                self.velX = -self.speed
            if self.right_pressed and not self.left_pressed:
                self.velX = self.speed
            if self.up_pressed and not self.down_pressed :
                self.velY = -self.speed
            if self.down_pressed and not self.up_pressed :
                self.velY = self.speed

            self.x += self.velX
            self.y += self.velY

            self.rect = pygame.Rect(int(self.x), int(self.y), 32, 32)




player = Player(WIDTH / 2, HEIGHT / 2)


while True:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                player.left_pressed = True
            if event.key == pygame.K_RIGHT:
                player.right_pressed = True
            if event.key == pygame.K_UP:
                player.up_pressed = True
            if event.key == pygame.K_DOWN:
                player.down_pressed = True
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                player.left_pressed = False
            if event.key == pygame.K_RIGHT:
                player.right_pressed = False
            if event.key == pygame.K_UP:
                player.up_pressed = False
            if event.key == pygame.K_DOWN:
                player.down_pressed = False


    win.fill((12, 24, 36))
    player.draw(win)
    player.update()
    pygame.display.flip()
    clock.tick(60)
    pygame.display.update()

I have to fix this in one hour. I read other answers related to this but nothing seems to work.
Just adding details Just adding details Just adding details Just adding details Just adding details Just adding details

Answer

Here You go, fixed the code:

import pygame

WIDTH, HEIGHT = 800, 700
pygame.init()
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Qix")
clock = pygame.time.Clock()


# Player Class
class Player:
    def __init__(self, x, y):
        self.x = int(x)
        self.y = int(y)
        self.rect = pygame.Rect(self.x, self.y, 32, 32)
        self.color = (250, 120, 60)
        self.velX = 0
        self.velY = 0
        self.left_pressed = False
        self.right_pressed = False
        self.up_pressed = False
        self.down_pressed = False
        self.speed = 4
        self.enterPush = False
        while self.enterPush is True:
            if self.left_pressed and not self.right_pressed:
                self.velX = -self.speed
            if self.right_pressed and not self.left_pressed:
                self.velX = self.speed

            self.x += self.velX
            self.rect = pygame.Rect(int(self.x), int(self.y), 32, 32)

    def draw(self, win):
        pygame.draw.rect(win, self.color, self.rect)

    def push(self):
        if self.rect.x>760 or self.rect.y>560:

            self.enterPush = True

    def update(self):
        self.velX = 0
        self.velY = 0
        # while self.enterPush is False:
        if self.left_pressed and not self.right_pressed:
            self.velX = -self.speed
        if self.right_pressed and not self.left_pressed:
            self.velX = self.speed
        if self.up_pressed and not self.down_pressed :
            self.velY = -self.speed
        if self.down_pressed and not self.up_pressed :
            self.velY = self.speed

        self.x += self.velX
        self.y += self.velY

        self.rect = pygame.Rect(int(self.x), int(self.y), 32, 32)


player = Player(WIDTH / 2, HEIGHT / 2)

while True:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                player.left_pressed = True
            if event.key == pygame.K_RIGHT:
                player.right_pressed = True
            if event.key == pygame.K_UP:
                player.up_pressed = True
            if event.key == pygame.K_DOWN:
                player.down_pressed = True
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                player.left_pressed = False
            if event.key == pygame.K_RIGHT:
                player.right_pressed = False
            if event.key == pygame.K_UP:
                player.up_pressed = False
            if event.key == pygame.K_DOWN:
                player.down_pressed = False

    win.fill((12, 24, 36))
    player.draw(win)
    player.update()
    # pygame.display.flip()
    clock.tick(60)
    pygame.display.update()

First of about formatting (suggestion according to PEP 8): 1 newline between class method definitions, import like in the code I edited (tho this is acceptable: from module import class, func, etc).

Also I don’t see the point of both .flip() and .update() since they basically do the same.

About Your poblem:

while self.enterPush is False:
            if self.left_pressed and not self.right_pressed:
                self.velX = -self.speed
            if self.right_pressed and not self.left_pressed:
                self.velX = self.speed
            if self.up_pressed and not self.down_pressed :
                self.velY = -self.speed
            if self.down_pressed and not self.up_pressed :
                self.velY = self.speed

            self.x += self.velX
            self.y += self.velY

            self.rect = pygame.Rect(int(self.x), int(self.y), 32, 32)

this was Your issue: the while loop

solution: not using it:

def update(self):
        self.velX = 0
        self.velY = 0
        # while self.enterPush is False:
        if self.left_pressed and not self.right_pressed:
            self.velX = -self.speed
        if self.right_pressed and not self.left_pressed:
            self.velX = self.speed
        if self.up_pressed and not self.down_pressed :
            self.velY = -self.speed
        if self.down_pressed and not self.up_pressed :
            self.velY = self.speed

        self.x += self.velX
        self.y += self.velY

        self.rect = pygame.Rect(int(self.x), int(self.y), 32, 32)


Source: stackoverflow