'How do I make this game properly fullscreen?
import random
from time import sleep
import pygame
class InlineOverdrive:
def __init__(self):
pygame.init()
self.display_width = 600
self.display_height = 600
self.black = (0, 0, 0)
self.white = (255, 255, 255)
self.clock = pygame.time.Clock()
self.gameDisplay = None
self.initialize()
def initialize(self):
self.crash = False
self.carImg = pygame.image.load('.\\img\\Car.png')
self.car_x_coordinate = (self.display_width * 0.45)
self.car_y_coordinate = (self.display_height * 0.8)
self.car_width = 49
# Background
self.bgImg = pygame.image.load(".\\img\\Background.png")
rect = self.bgImg.get_rect ()
self.bg_x2 = 0
self.bg_y2 = -600
self.bg_x1 = 0
self.bg_y1 = 0
self.bg_speed = 3
self.count = 0
def car(self, car_x_coordinate, car_y_coordinate):
self.gameDisplay.blit(self.carImg, (car_x_coordinate, car_y_coordinate))
def racing_window(self):
self.gameDisplay = pygame.display.set_mode((self.display_width, self.display_height))
pygame.display.set_caption('Inline Overdrive')
self.run_car()
def run_car(self):
while not self.crash:
for event in pygame.event.get():
self.backgroundroad()
if event.type == pygame.QUIT:
self.crash = True
# print(event)
if (event.type == pygame.KEYDOWN):
if (event.key == pygame.K_LEFT):
self.car_x_coordinate -= 50
print ("CAR X COORDINATES: %s" % self.car_x_coordinate)
if (event.key == pygame.K_RIGHT):
self.car_x_coordinate += 50
print ("CAR X COORDINATES: %s" % self.car_x_coordinate)
print ("x: {x}, y: {y}".format(x=self.car_x_coordinate, y=self.car_y_coordinate))
self.gameDisplay.fill(self.black)
self.backgroundroad()
self.car(self.car_x_coordinate, self.car_y_coordinate)
self.highscore(self.count)
self.count += 1
if (self.count % 100 == 0):
self.bg_speed += 1
if self.car_x_coordinate < 100 or self.car_x_coordinate > 360:
self.crash = True
self.display_message("You Have Crashed!")
pygame.display.update()
self.clock.tick(60)
def display_message(self, msg):
font = pygame.font.SysFont("NFS_by_JLTV.ttf", 72, True)
text = font.render(msg, True, (255, 255, 255))
self.gameDisplay.blit(text, (400 - text.get_width() // 2, 240 - text.get_height() // 2))
pygame.display.update()
self.clock.tick(60)
sleep(1)
inline_overdrive.initialize()
inline_overdrive.racing_window()
def backgroundroad(self):
self.gameDisplay.blit(self.bgImg, (self.bg_x1, self.bg_y1))
self.gameDisplay.blit(self.bgImg, (self.bg_x2, self.bg_y2))
self.bg_y1 += self.bg_speed
self.bg_y2 += self.bg_speed
if self.bg_y1 >= self.display_height:
self.bg_y1 = 0
elif self.bg_y2 >= self.display_height:
self.bg_y2 = 0
def highscore(self, count):
font = pygame.font.SysFont("NFS_by_JLTV.ttf", 20)
text = font.render("SCORE : " + str(count), True, self.white)
self.gameDisplay.blit(text, (0, 0))
if __name__ == '__main__':
inline_overdrive = InlineOverdrive()
inline_overdrive.racing_window()
I want this code to be able to loop the background infinitely as it moves along with the player. The screen currently does not scroll properly. The crash text is also not centered. How can I center it? If I can get my background to work properly, then my game is mostly complete. My car is also off screen for some reason. What needs to be done to make it be on the screen in the background?Image of My Car and Image of My Background
Solution 1:[1]
To center text on screen (or on any other Surface()) you can use Rect().center and
text_rect.center = display_rect.center # center on screen
text_rect.center = button_rect.center # center on button
font.render gives Surface(), and it has .get_rect() to get Rect() with its size and position - at start it may have position (0,0) but self.gameDisplay is also a Surface() and it has .get_rect() which gives Rect() with its size and position. If you copy .center from display to text_rect then you will have centered rect and you can use it in blit() to center text
def display_message(self, msg):
font = pygame.font.SysFont("NFS_by_JLTV.ttf", 72, True)
text_image = font.render(msg, True, (255, 255, 255))
text_rect = text_image.get_rect()
text_rect.center = self.gameDisplay.get_rect().center
self.gameDisplay.blit(text_image, text_rect)
# ... rest ...
As for background mistake is self.bg_y1 = 0 and self.bg_y2 = 0 because you have to set -600 to put background above visible area.
if self.bg_y1 >= self.display_height:
self.bg_y1 = -600
elif self.bg_y2 >= self.display_height:
self.bg_y2 = -600
Maybe it would be simpler if you would use Rect() which has .top and .bottom
and you could set as start
self.display_rect = self.gameDisplay.get_rect()
self.bg2_rect.bottom = self.display_rect.top
self.bg1_rect.bottom = self.display_rect.bottom
and later
if self.bg1_rect.top >= self.display_rect.bottom:
self.bg1_rect.bottom = self.display_rect.top
elif self.bg2_rect.top >= self.display_rect.bottom:
self.bg2_rect.bottom = self.display_rect.top
BTW:
Rect() has also .left, .right, .centerx, .centery, etc. It has also functions to detect collisions with point (ie. mouse position) - ie. rect.collidepoint(mouse_pos) - or with other rectange - ie. car_rect.colliderect( obstacle_rect )
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 |
