Hello, group!

I am asking anyone who is knowledgeable about entering text into the
text window while a game/graphics window is running (am using pygame).
 I have asked this on the 'tutor' mailing list and no one could/would
answer it.  I am making a space invaders clone for my Python Teacher's
birthday, and so obviously can not ask him for help! Even the debugger
wouldn't shed light on the situation, due to when it happens:

I am trying to make a high score list.  If you do not score high
enough, the list displays in the text window (fine), and you can type
y/n in the game window for a new game. If you DO make the high score
list, it prompts you to enter your name on the text window (and hit
enter), and displays the updated score list (great).  However, when I
click back to the graphics window, the whole thing closes/shuts
down/crashes.  For the life of me I cant figure it out.  I have looked
at the order of my steps, I've tried to follow it through piece by
piece, and like I said I tried to use the debugger to step through it
- but since the game just closes out, it doesnt tell me anything.

1. How can I stop this crash from happening? I have copied and pasted
the "game over" section of my code below, and am attaching the entire
code to the email, in case that would be helpful.

2. I'd REALLY like to make it display the high scores/prompt for user
name on the game/graphics window, not in the text window, anyway - and
that would eliminate the problem it seems to have when using
keystrokes in the text window and then trying to switch back to the
game window. (it's not a click-specific issue, alt-tab does it too).


I apologize for the "newbie" nature of this question to a more
advanced list, but I have tried everything else I can think of and am
at my wits' end.  The 'deadline' (birthday) is in a week and I'm
stuck.  I'd appreciate any comments or suggestions you might have, in
as simple of language as you can offer them, ha ha.  I *am* new to
python, and so my code may not be so elegant. But I hope you can read
it enough to see what I'm doing wrong or possibly just offer
suggestions for displaying it all in the graphics window and avoiding
the problem altogether.

Thank you so much for your time and ideas!

Sincerely,
Denise

            #game over..
            if lives == 0:

                def add_score():
                    high_scores = pickle.load(file("scores.pik"))
                    score = total_enemy_hits
                    if score > high_scores[-1][0]:
                        print "Ta da! You got", total_enemy_hits,
"Ranch Delivery Devices!"
                        name = read_string("You made the high score
list! What's your name? ")
                        user_score = (score,name)
                        high_scores.append(user_score)
                        high_scores.sort(reverse=True)
                        del high_scores[-1]
                        pickle.dump(high_scores, file("scores.pik", "w"))
                        for score, name in high_scores:
                            slip = 30 - len(name)
                            slip_amt = slip*" "
                            prefix = 5*" "
                            print prefix,name,slip_amt,score
                    else:
                        print "Sorry, you only got", total_enemy_hits,
"Ranch Delivery Devices."
                        print "You didn't quite make the high score list!"
                        for score, name in high_scores:
                            slip = 30 - len(name)
                            slip_amt = slip*" "
                            prefix = 5*" "
                            print prefix,name,slip_amt,score
                        print "Better luck next time!"

                add_score()

                end.play()
                showGameOver(screen, background_image)                
                pygame.display.flip()
                

                answer = ""
                while not answer in ("y","n"):
                   for event in pygame.event.get():
                      if event.type == KEYDOWN:
                         if event.key == K_n:
                            answer = "n"
                         elif event.key == K_y:
                            answer = "y"
                if answer == "n":
                    running = 0
                else:
                    return 1
    
            #refresh the display
            pygame.event.pump()
            pygame.display.flip()

    #well, nice playing with you...
    screen = pygame.display.set_mode((640, 480))
    return 0
#!/usr/bin/env python

#------------------------------------------------------
# Spacin'Vaders 0.1
#
# Created by Rodrigo Vieira
# (icq, msn) = (9027513, [EMAIL PROTECTED])
# email = [EMAIL PROTECTED]
#
# License: GPL
#
# Have fun! Feel free to contact me for comments,
# questions or new features :)
#
# Check README.txt for more info
#------------------------------------------------------

#Import Modules
import os, pygame
import random
from pygame.locals import *
from livewires import *
import pickle

# for debugging:
import pdb

fullscreen = 0 #1: starts on fullscreen, 0: starts windowed

def load_image(name, colorkey=None):
    """loads one image in memory"""
    fullname = os.path.join('data', name)
    try:
        image = pygame.image.load(fullname)
    except pygame.error, message:
        print 'Cannot load image:', fullname
        raise SystemExit, message
    image = image.convert()
    if colorkey is not None:
        if colorkey is -1:
            colorkey = image.get_at((0,0))
        image.set_colorkey(colorkey, RLEACCEL)
    return image, image.get_rect()


def load_sound(name):
    """loads a sound file (.wav) in memory"""
    class NoneSound:
        def play(self): pass
    if not pygame.mixer or not pygame.mixer.get_init():
        return NoneSound()
    fullname = os.path.join('data', name)
    try:
        sound = pygame.mixer.Sound(fullname)
    except pygame.error, message:
        print 'Cannot load sound:', fullname
        raise SystemExit, message
    return sound


class LifeSprites(pygame.sprite.RenderClear):
    """This class shows the lives left at the bottom-right corner of the 
screen"""
    def __init__(self, lives):
        pygame.sprite.RenderClear.__init__(self)
        self.startx = 630
        self.starty = 460
        for i in xrange(lives-1):
            s = pygame.sprite.Sprite()
            s.image, s.rect = load_image('ranch_ship_small.bmp', -1)
            s.rect.centerx = self.startx - (i*17)
            s.rect.centery = self.starty
            self.add(s)

    def update(self, lives):
        for sprite in self.sprites():
            sprite.kill()
        for i in xrange(lives-1):
            #create the new one
            s = pygame.sprite.Sprite()
            if i < lives-1:
                s.image, s.rect = load_image('ranch_ship_small.bmp', -1)
            else:
                s.image, s.rect = load_image('blank.bmp', -1)
            s.rect.centerx = self.startx - (i*17)
            s.rect.centery = self.starty
            self.add(s)

    
class ScoreSprites(pygame.sprite.RenderClear):
    """This class shows the score on screen"""
    def __init__(self):
        pygame.sprite.RenderClear.__init__(self)
        #create the inner digit-sprites
        self.startx = 540
        self.starty = 12
        self.img_list = []
        self._sprites = []
        for i in xrange(10):
            self.img_list.append(pygame.image.load(os.path.join('data', str(i) 
+ '.gif')))
        for i in xrange(8):
            s = pygame.sprite.Sprite()
            s.image, s.rect = load_image('0.gif', -1)
            s.rect.centerx = self.startx + (i*11)
            s.rect.centery = self.starty
            self.add(s)
            self._sprites.append(s)

    def update(self, value):
        #pad the value with 0s in the left
        s_value = str(value).zfill(8)
        #write the number
        for i in xrange(8):
            self._sprites[i].image = self.img_list[int(s_value[i])]
        

class EnemySprites(pygame.sprite.RenderClear):
    """This class will hold all the enemy ships (the vader helmets)"""
    def __init__(self, speed):
        pygame.sprite.RenderClear.__init__(self)
        
        #this variable indicates if the enemies 
        #are moving to the left (-1) or right (1)
        self.direction = 1 
        
        #this variable controls if it's time to move the enemies 
        self.counter = 0
        
        #this variable checks if it's time for the enemies to move down
        self.jump_counter = 0
        
        #this one sets how fast the enemies move
        self.speed = speed

        #the sound that plays everytime the enemy moves
        self.moveSound =  load_sound("fx.wav")

    def update(self):
        self.counter += 1
        if self.counter >= 50 - (self.speed * 5): #time to move the enemies?
            self.counter = 0
            self.jump_counter += 1
            go_down = False
            if self.jump_counter > 4: #time to move down and change direction?
                self.jump_counter = 0
                self.direction *= -1
                go_down = True

            #move the enemies!
            self.moveSound.play()
            pygame.sprite.RenderClear.update(self, self.direction, go_down)

    def lowerEnemy(self):
        lower = 0
        for e in self.sprites():
            if e.rect.centery > lower:
                lower = e.rect.centery
        return lower


class Enemy(pygame.sprite.Sprite):
    """This class is for each enemy ship"""
    def __init__(self,startx, starty):
        pygame.sprite.Sprite.__init__(self) #call Sprite intializer
        self.image, self.rect = load_image('pizza_ship.bmp', -1)
        self.rect.centerx = startx
        self.rect.centery = starty
        
    def update(self, direction, go_down):
        jump = 40 #how much the vaders move to the right/left on each jump
        
        if go_down:
            #if a ship is moving down on this round,
            #it doesn't move on the x-axys
            self.rect.move_ip((0, 5))
        else:
            #move a ship in the x-axys.
            #if direction=1, it moves to the right; -1 to the left
            self.rect.move_ip((jump * direction, 0))
        
        #maybe it's time for a shot? :) 
        #the chances are 1/30
        dice = random.randint(0,30)
        global enemy_shot_sprites
        if dice == 1:
            shot = EnemyShot(self.rect.midtop)
            enemy_shot_sprites.add(shot)

class Enemy2(pygame.sprite.Sprite):
    """This class is for each enemy ship"""
    def __init__(self,startx, starty):
        pygame.sprite.Sprite.__init__(self) #call Sprite intializer
        self.image, self.rect = load_image('vader.bmp', -1)
        self.rect.centerx = startx
        self.rect.centery = starty
        
    def update(self, direction, go_down):
        jump = 40 #how much the vaders move to the right/left on each jump
        
        if go_down:
            #if a ship is moving down on this round,
            #it doesn't move on the x-axys
            self.rect.move_ip((0, 5))
        else:
            #move a ship in the x-axys.
            #if direction=1, it moves to the right; -1 to the left
            self.rect.move_ip((jump * direction, 0))
        
        #maybe it's time for a shot? :) 
        #the chances are 1/30
        dice = random.randint(0,30)
        global enemy_shot_sprites
        if dice == 1:
            shot = EnemyShot(self.rect.midtop)
            enemy_shot_sprites.add(shot)

class Enemy3(pygame.sprite.Sprite):
    """This class is for each enemy ship"""
    def __init__(self,startx, starty):
        pygame.sprite.Sprite.__init__(self) #call Sprite intializer
        self.image, self.rect = load_image('berry.bmp', -1)
        self.rect.centerx = startx
        self.rect.centery = starty
        
    def update(self, direction, go_down):
        jump = 40 #how much the vaders move to the right/left on each jump
        
        if go_down:
            #if a ship is moving down on this round,
            #it doesn't move on the x-axys
            self.rect.move_ip((0, 5))
        else:
            #move a ship in the x-axys.
            #if direction=1, it moves to the right; -1 to the left
            self.rect.move_ip((jump * direction, 0))
        
        #maybe it's time for a shot? :) 
        #the chances are 1/30
        dice = random.randint(0,30)
        global enemy_shot_sprites
        if dice == 1:
            shot = EnemyShot(self.rect.midtop)
            enemy_shot_sprites.add(shot)
 
class EnemyShot(pygame.sprite.Sprite):
    """class for enemy shot (red laser)"""
    def __init__(self, startpos):
        pygame.sprite.Sprite.__init__(self)
        self.image, self.rect = load_image('red_laser.bmp', -1)
        self.rect.centerx = startpos[0]
        self.rect.centery = startpos[1]
    
    def update(self):
        #move the enemy shot and kill itself
        #if it leaves the screen
        self.rect.move_ip((0,5))
        if self.rect.centery > 480:
            self.kill()

            
class Hero(pygame.sprite.Sprite):
    """This class is for the "hero" ship in the bottom"""
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image, self.rect = load_image('ranch_ship.bmp', -1)
        self.blinking = 1 #the hero ship starts blinking (immune)
        self.visible = 1
        self.counter = 0
        self.blank_ship = pygame.image.load(os.path.join('data','blank.bmp'))
        self.normal_ship = 
pygame.image.load(os.path.join('data','ranch_ship.bmp'))
        #the ship starts around the center of the screen...
        self.rect.centerx = 300
        self.rect.centery = 440
        self.direction = 0 #the ship starts standing still

    def update(self):
        if self.blinking:
            self.counter += 1
            if self.counter % 10 == 0:
                if self.visible:
                    self.image = self.blank_ship
                else:
                    self.image = self.normal_ship
                self.visible = not self.visible
            if self.counter == 150:
                self.blinking = 0
                self.image = 
pygame.image.load(os.path.join('data','ranch_ship.bmp'))
                self.counter = 0
            colorkey = self.image.get_at((0,0))
            self.image.set_colorkey(colorkey, RLEACCEL)

            
        #check if the ship is out of bounds
        if self.rect.centerx < 20:
            self.rect.centerx = 20
        if self.rect.centerx > 620:
            self.rect.centerx = 620
        
        #move the ship to the left/right, if direction<>0
        self.rect.move_ip((self.direction * 6,0))

class HeroShot(pygame.sprite.Sprite):
    """class for a hero shot (white laser)"""
    def __init__(self, startpos):
        pygame.sprite.Sprite.__init__(self)
        self.image, self.rect = load_image('white_laser.bmp', -1)
        self.rect.centerx = startpos[0]
        self.rect.centery = startpos[1]
    
    def update(self):
        #moves the shot up, and kills itself
        #if it leaves the screen
        self.rect.move_ip((0,-5))
        if self.rect.centery < 0:
            self.kill()

def createEnemies(screen, speed):
    enemyship_sprites = EnemySprites(speed)
    for rows in xrange(5):
        for cols in xrange(8):
            enemyship_sprites.add(Enemy((cols*60)+20, (rows*40)+30))
    enemyship_sprites.draw(screen)
    return enemyship_sprites

def createEnemies2(screen, speed):
    enemyship_sprites2 = EnemySprites(speed)
    for rows in xrange(5):
        for cols in xrange(8):
            enemyship_sprites2.add(Enemy2((cols*60)+20, (rows*40)+30))
    enemyship_sprites2.draw(screen)
    return enemyship_sprites2

def createEnemies3(screen, speed):
    enemyship_sprites3 = EnemySprites(speed)
    for rows in xrange(5):
        for cols in xrange(8):
            enemyship_sprites3.add(Enemy3((cols*60)+20, (rows*40)+30))
    enemyship_sprites3.draw(screen)
    return enemyship_sprites3

def createHero(screen):
    global hero
    hero = Hero()
    hero_sprites = pygame.sprite.RenderClear()
    hero_sprites.add(hero)
    hero_sprites.draw(screen)
    return hero_sprites

def showGameOver(screen, background_image):
    sprites = pygame.sprite.RenderClear()
    s = pygame.sprite.Sprite()
    s.image, s.rect = load_image('game_over.GIF', -1)
    s.rect.centerx = 320
    s.rect.centery = 200
    sprites.add(s)
    sprites.clear(screen, background_image)
    sprites.draw(screen)

def main():
    """this function is called when the program starts.
       it initializes everything it needs, then runs in
       a loop until the function returns."""
    pygame.init()
    random.seed()
    total_enemy_hits = 0
    level = 1
    lives = 3
    print "You have", lives, "lives left"
    print "Level", level

    global screen
    if fullscreen:
        screen = pygame.display.set_mode((640, 480), FULLSCREEN)
    else:
        screen = pygame.display.set_mode((640, 480))

    
    pygame.display.set_caption("Behold, the Awesome Power of Ranch: H.A.P.P.Y. 
B.I.R.T.H.D.A.Y. v1.0")
    enemy_speed = 1

    #Load music
    explode = load_sound("explode2.wav")
    clearAll = load_sound("impressive.wav")
    laser = load_sound("laser.wav")
    end = load_sound("explode2.wav")

    #load the background image
    background_image, background_rect = load_image('bluebg.bmp')
    screen.blit(background_image, (0,0))
    
    #create a holder for the hero and enemy shots
    hero_shot_sprites = pygame.sprite.RenderClear()
    global enemy_shot_sprites
    enemy_shot_sprites = pygame.sprite.RenderClear()

    #create the score and life sprites
    score_sprites = ScoreSprites()
    life_sprites = LifeSprites(lives)
    
    #create enemy ships!
    enemyship_sprites = createEnemies(screen, enemy_speed)
    
    #create our hero!
    global hero
    hero_sprites = createHero(screen)
    clock = pygame.time.Clock()
    running = 1
    paused = 0
    while running:
        # Make sure game doesn't run at more than 50 frames per second
        clock.tick(50)
        
        #get the keyboard events and act
        for event in pygame.event.get():
            if event.type == KEYDOWN:
                if event.key == K_LEFT:
                    hero.direction = -1 #change the hero ship direction
                elif event.key == K_RIGHT:
                    hero.direction = 1  #change the hero ship direction
                elif event.key == K_UP or event.key == K_SPACE or event.key == 
K_s or event.key == K_LCTRL or event.key == K_RCTRL or event.key == K_d or 
event.key == K_f or event.key == K_a:
                    #shoots with s,d,f,a, UP or CTRL keys. 
                    if not hero.blinking:
                         hero_shot_sprites.add(HeroShot(hero.rect.midtop))
                         laser.play()
                elif event.key == K_ESCAPE:
                    running = 0 #leave if the user press ESC
                elif event.key == K_p:
                    paused = not paused
                elif event.key == K_q:
                    running = 0 #leave if the user press "q"
                elif event.key == K_F2 or event.key == K_RETURN:
                    pygame.display.toggle_fullscreen()
            elif event.type == KEYUP:
                #if the user leave the left/right buttons, stop moving
                #the hero ship
                if event.key == K_LEFT and hero.direction == -1:
                    hero.direction = 0
                elif event.key == K_RIGHT and hero.direction == 1:
                    hero.direction = 0
            elif event.type == QUIT:
                running = 0 #leave if the user close the window

        if not paused:
            #Clear Everything
            enemyship_sprites.clear(screen, background_image)
            hero_sprites.clear(screen, background_image)
            hero_shot_sprites.clear(screen, background_image)
            enemy_shot_sprites.clear(screen, background_image)
            score_sprites.clear(screen, background_image)
            life_sprites.clear(screen, background_image)
    
            #see if any hero shot collided with enemy shot
            for hit in pygame.sprite.groupcollide(enemy_shot_sprites, 
hero_shot_sprites, 1, 1):
                pass        
            
            #See if a hero shot hit any enemy vaders
            for hit in pygame.sprite.groupcollide(enemyship_sprites, 
hero_shot_sprites, 1, 1):
                #yay got one!
                explode.play()
                total_enemy_hits += 1
                if total_enemy_hits % 200 == 0:
                    #killed 200 vaders, got extra life!
                    lives += 1
                    print "You have", lives, "lives left"
                    
                
            #see if the hero was hit by enemy shots
            if not hero.blinking and lives > 0:
                for hit in pygame.sprite.groupcollide(enemy_shot_sprites, 
hero_sprites, 1, 1):
                    #ouch!!
                    explode.play()
                    hero.blinking = 1
                    lives -= 1
                    hero_sprites = createHero(screen)
                    print "You have", lives, "lives left"
                if enemyship_sprites.lowerEnemy() > 400:
                    #enemy is too low, so you die and the level restarts
                    explode.play()
                    hero.blinking = 1
                    lives -= 1
                    hero_sprites = createHero(screen)
                    enemyship_sprites = createEnemies(screen, enemy_speed)
                    print "You have", lives, "lives left"
                    
    
            if len(enemyship_sprites.sprites()) == 0:
                #you killed'em all!! reset the enemies and make the game a bit 
faster >:)
                clearAll.play()
                level += 1
                print "Level", level
                hero_shot_sprites = pygame.sprite.RenderClear()
                if enemy_speed < 8: #don't let it get _too_ fast!!!
                    enemy_speed += 1
                if level == 2:
                    enemyship_sprites = createEnemies2(screen, enemy_speed)
                elif level == 3:
                    enemyship_sprites = createEnemies3(screen, enemy_speed)
                else:
                    enemyship_sprites = createEnemies(screen, enemy_speed)

            #update everything
            enemyship_sprites.update()
            hero_sprites.update()
            hero_shot_sprites.update()
            enemy_shot_sprites.update()
            score_sprites.update(total_enemy_hits)
            life_sprites.update(lives)
    
            #Draw Everything
            enemyship_sprites.draw(screen)
            hero_sprites.draw(screen)
            hero_shot_sprites.draw(screen)
            enemy_shot_sprites.draw(screen)
            score_sprites.draw(screen)
            life_sprites.draw(screen)
    
            #game over..
            if lives == 0:
### trying addscore

                def add_score():
 #                   high_scores = [(1000,"Denise"), (945,"Denise"),
  #                                 (883,"Denise"),(823,"Grant"),
   #                                (779,"Aaron"), (702,"Pete"),
    #                               (555,"Tom"), (443,"Tom"),
     #                              (442,"Robin"), (4,"Pete")]
                    high_scores = pickle.load(file("scores.pik"))
                    score = total_enemy_hits
                    if score > high_scores[-1][0]:
                        print "Ta da! You got", total_enemy_hits, "Ranch 
Delivery Devices!"
                        name = read_string("You made the high score list! 
What's your name? ")
                        user_score = (score,name)
                        high_scores.append(user_score)
                        high_scores.sort(reverse=True)
                        del high_scores[-1]
                        pickle.dump(high_scores, file("scores.pik", "w"))
                        for score, name in high_scores:
                            slip = 30 - len(name)
                            slip_amt = slip*" "
                            prefix = 5*" "
                            print prefix,name,slip_amt,score
                    else:
                        print "Sorry, you only got", total_enemy_hits, "Ranch 
Delivery Devices."
                        print "You didn't quite make the high score list!"
                        for score, name in high_scores:
                            slip = 30 - len(name)
                            slip_amt = slip*" "
                            prefix = 5*" "
                            print prefix,name,slip_amt,score
                        print "Better luck next time!"

 #               pdb.set_trace()
                add_score()

                end.play()
                showGameOver(screen, background_image)                
                pygame.display.flip()
                

                answer = ""
                while not answer in ("y","n"):
                   for event in pygame.event.get():
                      if event.type == KEYDOWN:
                         if event.key == K_n:
                            answer = "n"
                         elif event.key == K_y:
                            answer = "y"
                if answer == "n":
                    running = 0
                else:
                    return 1
    
            #refresh the display
            pygame.event.pump()
            pygame.display.flip()

    #well, nice playing with you...
    screen = pygame.display.set_mode((640, 480))
    return 0

#this calls the 'main' function when this script is executed
if __name__ == '__main__':
    playing = 1
    while playing:
        playing = main()
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