[Tutor] Help

fatima butt fatimabttt at gmail.com
Wed Apr 17 11:46:06 EDT 2019


hi Peter,
hope you are well.I am getting the following error when i am running the pygame shell script.I am using Acer SWIFT computer.my python version is 3.7.3 and pygame version is pygame 1.9.5

Traceback (most recent call last):
  File "C:\Users\ammah\OneDrive\Documents\project1\myCode.py.py", line 166, in <module>
    draw_text(screen, str(score),18, WIDTH/2,10)
  File "C:\Users\ammah\OneDrive\Documents\project1\myCode.py.py", line 28, in draw_text
    font = pygame.font.Font(font_name, size)
pygame.error: font not initialized
>>> 

my code is as following:
# Pygame template - skeleton for a new pygame project
import pygame
import random
from os import path

img_dir = path.dirname(__file__)
                    

WIDTH = 480
HEIGHT = 600
FPS = 60

# 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)

pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()

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, WHITE)
    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.transform.scale(player_img,(50,38))
        self.image.set_colorkey(BLACK)
        self.rect =self.image.get_rect()
        self.radius = 20
        #pygame.draw.circle(self.image, RED,self.rect.center, self.radius)
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT -10
        self.speedx = 0

    def update(self):
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = 5
        if keystate[pygame.K_RIGHT]:
            self.speedx = -5
        self.rect.x += self.speedx

    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_orig = meteor_img
        self.image_orig = random.choice(meteor_images)
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width *.9 / 2)
        #pygame.draw.circle(self.image, RED,self.rect.center, self.radius)
        self.rect.x =random.randrange(WIDTH-self.rect.width)
        self.rect.y=random.randrange(-150,-100)
        self.speedy=random.randrange(1,8)
        self.speedx=random.randrange(-3,3)
        self.rot = 0
        self.rot_speed = random.randrange(-8,8)
        self.last_update = pygame.time.get_ticks()

    def rotate(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > 50:
            self.last_update = now
            self.rot = (self.rot + self.rot_speed) % 360
            new_image = pygame.transform.rotate(self.image_orig, self.rot)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center
            
    def update(self):
        self.rotate()
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT +10:
            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 = bullet_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom<0:
            self.kill()

#Load all game graphics
background = pygame.image.load(path.join(img_dir,"purple.png")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir,"playerShip1_blue.png")).convert()
meteor_img = pygame.image.load(path.join(img_dir,"meteorBrown_big1.png")).convert()
bullet_img = pygame.image.load(path.join(img_dir,"laserGreen01.png")).convert()
meteor_images = []
meteor_list = ['meteorBrown_big1.png','meteorBrown_big2.png','meteorBrown_med1.png',
               'meteorBrown_med1.png','meteorBrown_small1.png','meteorBrown_small2.png',
               'meteorBrown_big1.png']
for img in meteor_list:
    meteor_images.append(pygame.image.load(path.join(img_dir,img)).convert())
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)
score = 0
# Game loop
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
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()
    # Update
    all_sprites.update()
    #check to see if a bullet hit a mob
    hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
    for hit in hits:
        score += 50 - hit.radius
        m= Mob()
        all_sprites.add(m)
        mobs.add(m)
    #check to see if a mob hit the player
    hits = pygame.sprite.spritecollide(player,mobs,False, pygame.sprite.collide_circle)
    if hits:
        running = False

    # Draw / render
    screen.fill(BLACK)
    screen.blit(background, background_rect)
    all_sprites.draw(screen)
    draw_text(screen, str(score),18, WIDTH/2,10)
    # *after* drawing everything, flip the display
    pygame.display.flip()

pygame.quit()




Sent from my iPhone


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