Threading issue with Pygame
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I am developing a small game for learning purposes. I have created a simple animation for the title screen. Since there is also a function for full screen in the code, I wanted to create a title screen that:
- Displayed the animation
- Turned into full screen when the key was activated
- Continued the animation at the point it was before activating full screen
In order to do this, I resorted to threading. However, this is the first time I tried to do any multi-threading, and I don´t know what did I do wrong. The result is an undetermined error.
The code for the title screen is this:
try:
GameAnimation = threading.Thread(target=GameTitleAnimation, (Window, WindowDimensions, FontDictionary, CurrentVersion))
GameAnimation.start()
except:
print "There was an error while loading the screen. Press one key to exit the program."
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
Quit()
if event.type == pygame.KEYDOWN:
if event.key == K_ESCAPE:
Quit()
elif event.key == K_f:
Fullscreen(Window, WindowDimensions)
else:
return
The code for the animation is:
TitleWhite = [255, 255, 255, 0]
Black = BASE_BLACK
TitleLetters = ("R", "O", "G", "U", "E", " ", "H", "U", "N", "T", "E", "R")
Title = FontDictionary["TitleFont"][1].render("ROGUE HUNTER", False, TitleWhite)
TextWidth = Title.get_width()
TextHeight = Title.get_height()
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
TitleYPosition = (WindowDimensions[1] / 2) - (TextHeight / 2)
for letter in TitleLetters:
if letter == " ":
TitleXPosition += CurrentLetterWidth
else:
while TitleWhite[3] < 100:
TitleWhite[3] += 1
CurrentLetter = FontDictionary["TitleFont"][1].render(letter, False, TitleWhite)
CurrentLetter.set_alpha(TitleWhite[3])
Window.blit(CurrentLetter, (TitleXPosition, TitleYPosition))
time.sleep(0.008)
try:
pygame.display.update()
except Exception:
traceback.print_exception
TitleWhite[3] = 0
CurrentLetterWidth = CurrentLetter.get_width()
TitleXPosition += CurrentLetterWidth
FadeInSurface = pygame.Surface((WindowDimensions[0], WindowDimensions[1]))
FadeInSurface.fill(TitleWhite)
OpacityRounds = 1
while TitleWhite[3] < 100.0:
TitleWhite[3] = 1.1 ** OpacityRounds
FadeInSurface.set_alpha(TitleWhite[3])
Window.blit(FadeInSurface, (0, 0))
OpacityRounds += 1
pygame.display.update()
time.sleep (0.015)
time.sleep(0.7)
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
Version = FontDictionary["BodyFont"][1].render(CURRENT_VERSION, False, TitleWhite)
VersionHeight = Version.get_height()
VersionWidth = Version.get_width()
VersionXPosition = (WindowDimensions[0] - VersionWidth) / 2
VersionYPosition = TitleYPosition + TextHeight
while True:
pygame.draw.rect(Window, Black, (0, 0, WindowDimensions[0], WindowDimensions[1]), 0)
Window.blit(Title, (TitleXPosition, TitleYPosition))
Window.blit(Version, (VersionXPosition, VersionYPosition))
pygame.display.update()
I'd be very grateful if anyone could help me with this. I am going crazy.
python multithreading pygame python-2.x
add a comment |
up vote
0
down vote
favorite
I am developing a small game for learning purposes. I have created a simple animation for the title screen. Since there is also a function for full screen in the code, I wanted to create a title screen that:
- Displayed the animation
- Turned into full screen when the key was activated
- Continued the animation at the point it was before activating full screen
In order to do this, I resorted to threading. However, this is the first time I tried to do any multi-threading, and I don´t know what did I do wrong. The result is an undetermined error.
The code for the title screen is this:
try:
GameAnimation = threading.Thread(target=GameTitleAnimation, (Window, WindowDimensions, FontDictionary, CurrentVersion))
GameAnimation.start()
except:
print "There was an error while loading the screen. Press one key to exit the program."
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
Quit()
if event.type == pygame.KEYDOWN:
if event.key == K_ESCAPE:
Quit()
elif event.key == K_f:
Fullscreen(Window, WindowDimensions)
else:
return
The code for the animation is:
TitleWhite = [255, 255, 255, 0]
Black = BASE_BLACK
TitleLetters = ("R", "O", "G", "U", "E", " ", "H", "U", "N", "T", "E", "R")
Title = FontDictionary["TitleFont"][1].render("ROGUE HUNTER", False, TitleWhite)
TextWidth = Title.get_width()
TextHeight = Title.get_height()
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
TitleYPosition = (WindowDimensions[1] / 2) - (TextHeight / 2)
for letter in TitleLetters:
if letter == " ":
TitleXPosition += CurrentLetterWidth
else:
while TitleWhite[3] < 100:
TitleWhite[3] += 1
CurrentLetter = FontDictionary["TitleFont"][1].render(letter, False, TitleWhite)
CurrentLetter.set_alpha(TitleWhite[3])
Window.blit(CurrentLetter, (TitleXPosition, TitleYPosition))
time.sleep(0.008)
try:
pygame.display.update()
except Exception:
traceback.print_exception
TitleWhite[3] = 0
CurrentLetterWidth = CurrentLetter.get_width()
TitleXPosition += CurrentLetterWidth
FadeInSurface = pygame.Surface((WindowDimensions[0], WindowDimensions[1]))
FadeInSurface.fill(TitleWhite)
OpacityRounds = 1
while TitleWhite[3] < 100.0:
TitleWhite[3] = 1.1 ** OpacityRounds
FadeInSurface.set_alpha(TitleWhite[3])
Window.blit(FadeInSurface, (0, 0))
OpacityRounds += 1
pygame.display.update()
time.sleep (0.015)
time.sleep(0.7)
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
Version = FontDictionary["BodyFont"][1].render(CURRENT_VERSION, False, TitleWhite)
VersionHeight = Version.get_height()
VersionWidth = Version.get_width()
VersionXPosition = (WindowDimensions[0] - VersionWidth) / 2
VersionYPosition = TitleYPosition + TextHeight
while True:
pygame.draw.rect(Window, Black, (0, 0, WindowDimensions[0], WindowDimensions[1]), 0)
Window.blit(Title, (TitleXPosition, TitleYPosition))
Window.blit(Version, (VersionXPosition, VersionYPosition))
pygame.display.update()
I'd be very grateful if anyone could help me with this. I am going crazy.
python multithreading pygame python-2.x
General comment: Your code would be much easier for everyone to read and understand if you would read and start following the guideline in the PEP 8 - Style Guide for Python Code.
– martineau
Nov 8 at 16:23
What does "The result is an undetermined error" mean—something (or perhaps nothing) happens, right? What exactly occurs when you try to run your code?
– martineau
Nov 8 at 16:31
Please don't post only code snippets, provide a minimal, complete (runnable) and verifiable example instead that we can copy, paste and test without modifications. -- Also, you usually don't have to use multithreading in pygame. If you explain your goals and problems more thoroughly, we can probably provide alternative solutions.
– skrx
Nov 8 at 17:33
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
I am developing a small game for learning purposes. I have created a simple animation for the title screen. Since there is also a function for full screen in the code, I wanted to create a title screen that:
- Displayed the animation
- Turned into full screen when the key was activated
- Continued the animation at the point it was before activating full screen
In order to do this, I resorted to threading. However, this is the first time I tried to do any multi-threading, and I don´t know what did I do wrong. The result is an undetermined error.
The code for the title screen is this:
try:
GameAnimation = threading.Thread(target=GameTitleAnimation, (Window, WindowDimensions, FontDictionary, CurrentVersion))
GameAnimation.start()
except:
print "There was an error while loading the screen. Press one key to exit the program."
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
Quit()
if event.type == pygame.KEYDOWN:
if event.key == K_ESCAPE:
Quit()
elif event.key == K_f:
Fullscreen(Window, WindowDimensions)
else:
return
The code for the animation is:
TitleWhite = [255, 255, 255, 0]
Black = BASE_BLACK
TitleLetters = ("R", "O", "G", "U", "E", " ", "H", "U", "N", "T", "E", "R")
Title = FontDictionary["TitleFont"][1].render("ROGUE HUNTER", False, TitleWhite)
TextWidth = Title.get_width()
TextHeight = Title.get_height()
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
TitleYPosition = (WindowDimensions[1] / 2) - (TextHeight / 2)
for letter in TitleLetters:
if letter == " ":
TitleXPosition += CurrentLetterWidth
else:
while TitleWhite[3] < 100:
TitleWhite[3] += 1
CurrentLetter = FontDictionary["TitleFont"][1].render(letter, False, TitleWhite)
CurrentLetter.set_alpha(TitleWhite[3])
Window.blit(CurrentLetter, (TitleXPosition, TitleYPosition))
time.sleep(0.008)
try:
pygame.display.update()
except Exception:
traceback.print_exception
TitleWhite[3] = 0
CurrentLetterWidth = CurrentLetter.get_width()
TitleXPosition += CurrentLetterWidth
FadeInSurface = pygame.Surface((WindowDimensions[0], WindowDimensions[1]))
FadeInSurface.fill(TitleWhite)
OpacityRounds = 1
while TitleWhite[3] < 100.0:
TitleWhite[3] = 1.1 ** OpacityRounds
FadeInSurface.set_alpha(TitleWhite[3])
Window.blit(FadeInSurface, (0, 0))
OpacityRounds += 1
pygame.display.update()
time.sleep (0.015)
time.sleep(0.7)
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
Version = FontDictionary["BodyFont"][1].render(CURRENT_VERSION, False, TitleWhite)
VersionHeight = Version.get_height()
VersionWidth = Version.get_width()
VersionXPosition = (WindowDimensions[0] - VersionWidth) / 2
VersionYPosition = TitleYPosition + TextHeight
while True:
pygame.draw.rect(Window, Black, (0, 0, WindowDimensions[0], WindowDimensions[1]), 0)
Window.blit(Title, (TitleXPosition, TitleYPosition))
Window.blit(Version, (VersionXPosition, VersionYPosition))
pygame.display.update()
I'd be very grateful if anyone could help me with this. I am going crazy.
python multithreading pygame python-2.x
I am developing a small game for learning purposes. I have created a simple animation for the title screen. Since there is also a function for full screen in the code, I wanted to create a title screen that:
- Displayed the animation
- Turned into full screen when the key was activated
- Continued the animation at the point it was before activating full screen
In order to do this, I resorted to threading. However, this is the first time I tried to do any multi-threading, and I don´t know what did I do wrong. The result is an undetermined error.
The code for the title screen is this:
try:
GameAnimation = threading.Thread(target=GameTitleAnimation, (Window, WindowDimensions, FontDictionary, CurrentVersion))
GameAnimation.start()
except:
print "There was an error while loading the screen. Press one key to exit the program."
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
Quit()
if event.type == pygame.KEYDOWN:
if event.key == K_ESCAPE:
Quit()
elif event.key == K_f:
Fullscreen(Window, WindowDimensions)
else:
return
The code for the animation is:
TitleWhite = [255, 255, 255, 0]
Black = BASE_BLACK
TitleLetters = ("R", "O", "G", "U", "E", " ", "H", "U", "N", "T", "E", "R")
Title = FontDictionary["TitleFont"][1].render("ROGUE HUNTER", False, TitleWhite)
TextWidth = Title.get_width()
TextHeight = Title.get_height()
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
TitleYPosition = (WindowDimensions[1] / 2) - (TextHeight / 2)
for letter in TitleLetters:
if letter == " ":
TitleXPosition += CurrentLetterWidth
else:
while TitleWhite[3] < 100:
TitleWhite[3] += 1
CurrentLetter = FontDictionary["TitleFont"][1].render(letter, False, TitleWhite)
CurrentLetter.set_alpha(TitleWhite[3])
Window.blit(CurrentLetter, (TitleXPosition, TitleYPosition))
time.sleep(0.008)
try:
pygame.display.update()
except Exception:
traceback.print_exception
TitleWhite[3] = 0
CurrentLetterWidth = CurrentLetter.get_width()
TitleXPosition += CurrentLetterWidth
FadeInSurface = pygame.Surface((WindowDimensions[0], WindowDimensions[1]))
FadeInSurface.fill(TitleWhite)
OpacityRounds = 1
while TitleWhite[3] < 100.0:
TitleWhite[3] = 1.1 ** OpacityRounds
FadeInSurface.set_alpha(TitleWhite[3])
Window.blit(FadeInSurface, (0, 0))
OpacityRounds += 1
pygame.display.update()
time.sleep (0.015)
time.sleep(0.7)
TitleXPosition = (WindowDimensions[0] - TextWidth) / 2
Version = FontDictionary["BodyFont"][1].render(CURRENT_VERSION, False, TitleWhite)
VersionHeight = Version.get_height()
VersionWidth = Version.get_width()
VersionXPosition = (WindowDimensions[0] - VersionWidth) / 2
VersionYPosition = TitleYPosition + TextHeight
while True:
pygame.draw.rect(Window, Black, (0, 0, WindowDimensions[0], WindowDimensions[1]), 0)
Window.blit(Title, (TitleXPosition, TitleYPosition))
Window.blit(Version, (VersionXPosition, VersionYPosition))
pygame.display.update()
I'd be very grateful if anyone could help me with this. I am going crazy.
python multithreading pygame python-2.x
python multithreading pygame python-2.x
edited Nov 8 at 16:19
martineau
65.2k987176
65.2k987176
asked Nov 8 at 16:15
A. Jarreta
32
32
General comment: Your code would be much easier for everyone to read and understand if you would read and start following the guideline in the PEP 8 - Style Guide for Python Code.
– martineau
Nov 8 at 16:23
What does "The result is an undetermined error" mean—something (or perhaps nothing) happens, right? What exactly occurs when you try to run your code?
– martineau
Nov 8 at 16:31
Please don't post only code snippets, provide a minimal, complete (runnable) and verifiable example instead that we can copy, paste and test without modifications. -- Also, you usually don't have to use multithreading in pygame. If you explain your goals and problems more thoroughly, we can probably provide alternative solutions.
– skrx
Nov 8 at 17:33
add a comment |
General comment: Your code would be much easier for everyone to read and understand if you would read and start following the guideline in the PEP 8 - Style Guide for Python Code.
– martineau
Nov 8 at 16:23
What does "The result is an undetermined error" mean—something (or perhaps nothing) happens, right? What exactly occurs when you try to run your code?
– martineau
Nov 8 at 16:31
Please don't post only code snippets, provide a minimal, complete (runnable) and verifiable example instead that we can copy, paste and test without modifications. -- Also, you usually don't have to use multithreading in pygame. If you explain your goals and problems more thoroughly, we can probably provide alternative solutions.
– skrx
Nov 8 at 17:33
General comment: Your code would be much easier for everyone to read and understand if you would read and start following the guideline in the PEP 8 - Style Guide for Python Code.
– martineau
Nov 8 at 16:23
General comment: Your code would be much easier for everyone to read and understand if you would read and start following the guideline in the PEP 8 - Style Guide for Python Code.
– martineau
Nov 8 at 16:23
What does "The result is an undetermined error" mean—something (or perhaps nothing) happens, right? What exactly occurs when you try to run your code?
– martineau
Nov 8 at 16:31
What does "The result is an undetermined error" mean—something (or perhaps nothing) happens, right? What exactly occurs when you try to run your code?
– martineau
Nov 8 at 16:31
Please don't post only code snippets, provide a minimal, complete (runnable) and verifiable example instead that we can copy, paste and test without modifications. -- Also, you usually don't have to use multithreading in pygame. If you explain your goals and problems more thoroughly, we can probably provide alternative solutions.
– skrx
Nov 8 at 17:33
Please don't post only code snippets, provide a minimal, complete (runnable) and verifiable example instead that we can copy, paste and test without modifications. -- Also, you usually don't have to use multithreading in pygame. If you explain your goals and problems more thoroughly, we can probably provide alternative solutions.
– skrx
Nov 8 at 17:33
add a comment |
2 Answers
2
active
oldest
votes
up vote
1
down vote
There's no reason to use threading in your code. It will only make your code harder to read, harder to debug and error prone.
Usually you want to have some kind of state in your game that you use to determinate what should happen in a frame. You can find a class based example here.
Another way to handle this, which is a bit similar to your code, is to use coroutines.
Look at your animation code and instead of calling pygame.display.update(), give the control back to the main loop. The main loop will handle events, frame limiting and drawing, then give control back to the coroutine (which keeps track of it's own state).
Here's a simple hacky example:
import pygame
import pygame.freetype
pygame.init()
size = (640, 480)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
def game_state(surf):
rect = pygame.Rect(200, 200, 32, 32)
while True:
events = yield
pressed = pygame.key.get_pressed()
x = 1 if pressed[pygame.K_RIGHT] else -1 if pressed[pygame.K_LEFT] else 0
rect.move_ip(x*5, 0)
pygame.draw.rect(surf, pygame.Color('dodgerblue'), rect)
yield
def title_state(surf):
text = 'Awesome Game'
colors = [[255, 255, 255, 20] for letter in text]
font = pygame.freetype.SysFont(None, 22)
font.origin = True
while True:
for color in colors:
color[3] += 33
if color[3] > 255: color[3] = 0
x = 200
for (letter, c) in zip(text, colors):
bounds = font.get_rect(letter)
font.render_to(surf, (x, 100), letter, c)
x += bounds.width + 1
font.render_to(surf, (180, 150), 'press [space] to start', pygame.Color('grey'))
events = yield
yield
def main():
title = title_state(screen)
game = game_state(screen)
state = title
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
return
if e.key == pygame.K_SPACE:
state = game if state == title else title
if e.key == pygame.K_f:
if screen.get_flags() & pygame.FULLSCREEN:
pygame.display.set_mode(size)
else:
pygame.display.set_mode(size, pygame.FULLSCREEN)
screen.fill(pygame.Color('grey12'))
next(state)
state.send(events)
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
See how the main loop is clean and simple, and all of the game state is handled in the coroutines. The title screen part of the code does not care about fullscreen or not or how to switch to fullscreen, and the main loop does not care of what the title screen coroutine does. And we don't need threading.

In practice it's not that different from the class based example I linked above, but using coroutines makes it easy to implement the title screen animation.
Basically you have an endless loop, you mutate some state (like the color of a letter), and then say "now draw this!" by just calling yield.
add a comment |
up vote
0
down vote
This is a large chunk of code to debug.
I'm not familiar with pygame or python threading, but it seems to me that you need to include some debug lines to determine exactly where the error occurs during your game animation thread (if it's even occuring there at all).
Something like this pattern should help determine the source of the problem:
import logging
logging.info("start animation initialization")
...
logging.info("begin animation loop")
...
logging.info("end animation loop")
https://docs.python.org/2/howto/logging.html
add a comment |
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
There's no reason to use threading in your code. It will only make your code harder to read, harder to debug and error prone.
Usually you want to have some kind of state in your game that you use to determinate what should happen in a frame. You can find a class based example here.
Another way to handle this, which is a bit similar to your code, is to use coroutines.
Look at your animation code and instead of calling pygame.display.update(), give the control back to the main loop. The main loop will handle events, frame limiting and drawing, then give control back to the coroutine (which keeps track of it's own state).
Here's a simple hacky example:
import pygame
import pygame.freetype
pygame.init()
size = (640, 480)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
def game_state(surf):
rect = pygame.Rect(200, 200, 32, 32)
while True:
events = yield
pressed = pygame.key.get_pressed()
x = 1 if pressed[pygame.K_RIGHT] else -1 if pressed[pygame.K_LEFT] else 0
rect.move_ip(x*5, 0)
pygame.draw.rect(surf, pygame.Color('dodgerblue'), rect)
yield
def title_state(surf):
text = 'Awesome Game'
colors = [[255, 255, 255, 20] for letter in text]
font = pygame.freetype.SysFont(None, 22)
font.origin = True
while True:
for color in colors:
color[3] += 33
if color[3] > 255: color[3] = 0
x = 200
for (letter, c) in zip(text, colors):
bounds = font.get_rect(letter)
font.render_to(surf, (x, 100), letter, c)
x += bounds.width + 1
font.render_to(surf, (180, 150), 'press [space] to start', pygame.Color('grey'))
events = yield
yield
def main():
title = title_state(screen)
game = game_state(screen)
state = title
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
return
if e.key == pygame.K_SPACE:
state = game if state == title else title
if e.key == pygame.K_f:
if screen.get_flags() & pygame.FULLSCREEN:
pygame.display.set_mode(size)
else:
pygame.display.set_mode(size, pygame.FULLSCREEN)
screen.fill(pygame.Color('grey12'))
next(state)
state.send(events)
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
See how the main loop is clean and simple, and all of the game state is handled in the coroutines. The title screen part of the code does not care about fullscreen or not or how to switch to fullscreen, and the main loop does not care of what the title screen coroutine does. And we don't need threading.

In practice it's not that different from the class based example I linked above, but using coroutines makes it easy to implement the title screen animation.
Basically you have an endless loop, you mutate some state (like the color of a letter), and then say "now draw this!" by just calling yield.
add a comment |
up vote
1
down vote
There's no reason to use threading in your code. It will only make your code harder to read, harder to debug and error prone.
Usually you want to have some kind of state in your game that you use to determinate what should happen in a frame. You can find a class based example here.
Another way to handle this, which is a bit similar to your code, is to use coroutines.
Look at your animation code and instead of calling pygame.display.update(), give the control back to the main loop. The main loop will handle events, frame limiting and drawing, then give control back to the coroutine (which keeps track of it's own state).
Here's a simple hacky example:
import pygame
import pygame.freetype
pygame.init()
size = (640, 480)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
def game_state(surf):
rect = pygame.Rect(200, 200, 32, 32)
while True:
events = yield
pressed = pygame.key.get_pressed()
x = 1 if pressed[pygame.K_RIGHT] else -1 if pressed[pygame.K_LEFT] else 0
rect.move_ip(x*5, 0)
pygame.draw.rect(surf, pygame.Color('dodgerblue'), rect)
yield
def title_state(surf):
text = 'Awesome Game'
colors = [[255, 255, 255, 20] for letter in text]
font = pygame.freetype.SysFont(None, 22)
font.origin = True
while True:
for color in colors:
color[3] += 33
if color[3] > 255: color[3] = 0
x = 200
for (letter, c) in zip(text, colors):
bounds = font.get_rect(letter)
font.render_to(surf, (x, 100), letter, c)
x += bounds.width + 1
font.render_to(surf, (180, 150), 'press [space] to start', pygame.Color('grey'))
events = yield
yield
def main():
title = title_state(screen)
game = game_state(screen)
state = title
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
return
if e.key == pygame.K_SPACE:
state = game if state == title else title
if e.key == pygame.K_f:
if screen.get_flags() & pygame.FULLSCREEN:
pygame.display.set_mode(size)
else:
pygame.display.set_mode(size, pygame.FULLSCREEN)
screen.fill(pygame.Color('grey12'))
next(state)
state.send(events)
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
See how the main loop is clean and simple, and all of the game state is handled in the coroutines. The title screen part of the code does not care about fullscreen or not or how to switch to fullscreen, and the main loop does not care of what the title screen coroutine does. And we don't need threading.

In practice it's not that different from the class based example I linked above, but using coroutines makes it easy to implement the title screen animation.
Basically you have an endless loop, you mutate some state (like the color of a letter), and then say "now draw this!" by just calling yield.
add a comment |
up vote
1
down vote
up vote
1
down vote
There's no reason to use threading in your code. It will only make your code harder to read, harder to debug and error prone.
Usually you want to have some kind of state in your game that you use to determinate what should happen in a frame. You can find a class based example here.
Another way to handle this, which is a bit similar to your code, is to use coroutines.
Look at your animation code and instead of calling pygame.display.update(), give the control back to the main loop. The main loop will handle events, frame limiting and drawing, then give control back to the coroutine (which keeps track of it's own state).
Here's a simple hacky example:
import pygame
import pygame.freetype
pygame.init()
size = (640, 480)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
def game_state(surf):
rect = pygame.Rect(200, 200, 32, 32)
while True:
events = yield
pressed = pygame.key.get_pressed()
x = 1 if pressed[pygame.K_RIGHT] else -1 if pressed[pygame.K_LEFT] else 0
rect.move_ip(x*5, 0)
pygame.draw.rect(surf, pygame.Color('dodgerblue'), rect)
yield
def title_state(surf):
text = 'Awesome Game'
colors = [[255, 255, 255, 20] for letter in text]
font = pygame.freetype.SysFont(None, 22)
font.origin = True
while True:
for color in colors:
color[3] += 33
if color[3] > 255: color[3] = 0
x = 200
for (letter, c) in zip(text, colors):
bounds = font.get_rect(letter)
font.render_to(surf, (x, 100), letter, c)
x += bounds.width + 1
font.render_to(surf, (180, 150), 'press [space] to start', pygame.Color('grey'))
events = yield
yield
def main():
title = title_state(screen)
game = game_state(screen)
state = title
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
return
if e.key == pygame.K_SPACE:
state = game if state == title else title
if e.key == pygame.K_f:
if screen.get_flags() & pygame.FULLSCREEN:
pygame.display.set_mode(size)
else:
pygame.display.set_mode(size, pygame.FULLSCREEN)
screen.fill(pygame.Color('grey12'))
next(state)
state.send(events)
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
See how the main loop is clean and simple, and all of the game state is handled in the coroutines. The title screen part of the code does not care about fullscreen or not or how to switch to fullscreen, and the main loop does not care of what the title screen coroutine does. And we don't need threading.

In practice it's not that different from the class based example I linked above, but using coroutines makes it easy to implement the title screen animation.
Basically you have an endless loop, you mutate some state (like the color of a letter), and then say "now draw this!" by just calling yield.
There's no reason to use threading in your code. It will only make your code harder to read, harder to debug and error prone.
Usually you want to have some kind of state in your game that you use to determinate what should happen in a frame. You can find a class based example here.
Another way to handle this, which is a bit similar to your code, is to use coroutines.
Look at your animation code and instead of calling pygame.display.update(), give the control back to the main loop. The main loop will handle events, frame limiting and drawing, then give control back to the coroutine (which keeps track of it's own state).
Here's a simple hacky example:
import pygame
import pygame.freetype
pygame.init()
size = (640, 480)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
def game_state(surf):
rect = pygame.Rect(200, 200, 32, 32)
while True:
events = yield
pressed = pygame.key.get_pressed()
x = 1 if pressed[pygame.K_RIGHT] else -1 if pressed[pygame.K_LEFT] else 0
rect.move_ip(x*5, 0)
pygame.draw.rect(surf, pygame.Color('dodgerblue'), rect)
yield
def title_state(surf):
text = 'Awesome Game'
colors = [[255, 255, 255, 20] for letter in text]
font = pygame.freetype.SysFont(None, 22)
font.origin = True
while True:
for color in colors:
color[3] += 33
if color[3] > 255: color[3] = 0
x = 200
for (letter, c) in zip(text, colors):
bounds = font.get_rect(letter)
font.render_to(surf, (x, 100), letter, c)
x += bounds.width + 1
font.render_to(surf, (180, 150), 'press [space] to start', pygame.Color('grey'))
events = yield
yield
def main():
title = title_state(screen)
game = game_state(screen)
state = title
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
return
if e.key == pygame.K_SPACE:
state = game if state == title else title
if e.key == pygame.K_f:
if screen.get_flags() & pygame.FULLSCREEN:
pygame.display.set_mode(size)
else:
pygame.display.set_mode(size, pygame.FULLSCREEN)
screen.fill(pygame.Color('grey12'))
next(state)
state.send(events)
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
See how the main loop is clean and simple, and all of the game state is handled in the coroutines. The title screen part of the code does not care about fullscreen or not or how to switch to fullscreen, and the main loop does not care of what the title screen coroutine does. And we don't need threading.

In practice it's not that different from the class based example I linked above, but using coroutines makes it easy to implement the title screen animation.
Basically you have an endless loop, you mutate some state (like the color of a letter), and then say "now draw this!" by just calling yield.
answered Nov 9 at 7:50
sloth
72.5k14127167
72.5k14127167
add a comment |
add a comment |
up vote
0
down vote
This is a large chunk of code to debug.
I'm not familiar with pygame or python threading, but it seems to me that you need to include some debug lines to determine exactly where the error occurs during your game animation thread (if it's even occuring there at all).
Something like this pattern should help determine the source of the problem:
import logging
logging.info("start animation initialization")
...
logging.info("begin animation loop")
...
logging.info("end animation loop")
https://docs.python.org/2/howto/logging.html
add a comment |
up vote
0
down vote
This is a large chunk of code to debug.
I'm not familiar with pygame or python threading, but it seems to me that you need to include some debug lines to determine exactly where the error occurs during your game animation thread (if it's even occuring there at all).
Something like this pattern should help determine the source of the problem:
import logging
logging.info("start animation initialization")
...
logging.info("begin animation loop")
...
logging.info("end animation loop")
https://docs.python.org/2/howto/logging.html
add a comment |
up vote
0
down vote
up vote
0
down vote
This is a large chunk of code to debug.
I'm not familiar with pygame or python threading, but it seems to me that you need to include some debug lines to determine exactly where the error occurs during your game animation thread (if it's even occuring there at all).
Something like this pattern should help determine the source of the problem:
import logging
logging.info("start animation initialization")
...
logging.info("begin animation loop")
...
logging.info("end animation loop")
https://docs.python.org/2/howto/logging.html
This is a large chunk of code to debug.
I'm not familiar with pygame or python threading, but it seems to me that you need to include some debug lines to determine exactly where the error occurs during your game animation thread (if it's even occuring there at all).
Something like this pattern should help determine the source of the problem:
import logging
logging.info("start animation initialization")
...
logging.info("begin animation loop")
...
logging.info("end animation loop")
https://docs.python.org/2/howto/logging.html
answered Nov 8 at 16:32
Curt Toppin
1413
1413
add a comment |
add a comment |
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General comment: Your code would be much easier for everyone to read and understand if you would read and start following the guideline in the PEP 8 - Style Guide for Python Code.
– martineau
Nov 8 at 16:23
What does "The result is an undetermined error" mean—something (or perhaps nothing) happens, right? What exactly occurs when you try to run your code?
– martineau
Nov 8 at 16:31
Please don't post only code snippets, provide a minimal, complete (runnable) and verifiable example instead that we can copy, paste and test without modifications. -- Also, you usually don't have to use multithreading in pygame. If you explain your goals and problems more thoroughly, we can probably provide alternative solutions.
– skrx
Nov 8 at 17:33