“pygame.error: No video mode has been set” even after pygame.display.set_mode has been assigned












0















I've done research on this error and it seems all the solutions lie in needing to do something like "screen = pygame.display.set_mode(x, y)", which I've done, however the video mode error still occurs.



further research just shows that the solution lies in adding a line of code I've already implemented. I've tried moving the location to within the loop which plays when my game is being ran, however I cannot seem to get it working.



here is my full code. the "screen = set_mode" code is found on line 11 and screen.blit on line 222



import pygame
import time

progress = 0

pygame.init()
(width, height) = (600, 400) #specify window resolution
background = pygame.image.load("spacebackground.png").convert()
bgx = 0
bgy = 0
screen = pygame.display.set_mode((width, height)) #create window
pygame.display.set_caption('EduGame') #specify window name

player_path = "downChara.png" #specifies image path


class Player(object): #representitive of the player's overworld sprite
def __init__(self):
self.image = pygame.image.load(player_path).convert_alpha() #creates image, the player_path variable allowing it to be updated
self.X = (width/2) -16; # x co-ord of player
self.Y = (height/2)-16; # y co-ord of player
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.X, self.Y, self.width, self.height)


def handle_keys(self, up, down, left, right): #handling the keys/inputs
key = pygame.key.get_pressed()
dist = 3 #distance travelled in one frame of the program
if key[pygame.K_DOWN] and down == True: #if down
self.Y += dist #move down the length of dist
player_path = "downChara.png" #change image to down
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_UP] and up == True: #if up
self.Y -= dist #move up the length of dist
player_path = "upChara.png" #change to up
self.image = pygame.image.load(player_path).convert_alpha()
if key[pygame.K_RIGHT] and right == True: #etc.
self.X += dist
player_path = "rightChara.png"
self.image = pygame.image.load(player_path).convert_alpha()
elif key[pygame.K_LEFT] and left == True:
self.X -= dist
player_path = "leftChara.png"
self.image = pygame.image.load(player_path).convert_alpha()


def outX(coord): #"coord" acts the same as "self"
return (coord.X)
def outY(coord):
return (coord.Y)


def draw(self, surface): #draw to the surface/screen
surface.blit(self.image, (self.X, self.Y))
#pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
return self.X, self.Y, self.width, self.height


class NPC(object): #NPC class
def __init__(self, path, x, y,text):
self.image = pygame.image.load(path).convert_alpha()
self.x = x
self.y = y
self.width = self.image.get_width()
self.height = self.image.get_height()
self.hitbox = (self.x, self.y, self.width, self.height)
self.text = text


def spawn(self, surface): #NPC spawn location
surface.blit(self.image, (self.x, self.y))
self.hitbox = (self.x, self.y, self.width, self.height)
#pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)

def collide(self, x, y, width, height): #collision with player character
key = pygame.key.get_pressed()
othery = self.y + self.height
otherx = self.x + self.width
upperx = otherx - self.width/10
lowerx = self.x + self.width/10
#uppery = self.y + self.height/10
#lowery = othery - self.height/10
if self.y <= y <= othery and self.x <= x <= otherx or self.y <= y + height <= othery and self.x <= x <= otherx or self.y <= y <= othery and self.x <= x + width <= otherx or self.y <= y + height <= othery and self.x <= x + width <= otherx:
if key[pygame.K_RETURN]:
setup(self.text)
#older code:
#if phitbox == self.hitbox:
## if uppery <= y <= othery: #toggles if you're touching an entity or not
## self.touchEntityBelow = True
## print("up")
## else:
## self.touchEntityBelow = False
## if self.y <= y <= lowery: #etc
## self.touchEntityAbove = True
## print("down")
## else:
## self.touchEntityAbove = False
## if upperx <= x <= otherx:
## self.touchEntityRight = True
## print("right")
## else:
## self.touchEntityRight = False
## if self.x <= x <= lowerx:
## self.touchEntityLeft = True
## print("left")
## else:
## self.touchEntityLeft = False
## else:
## self.touchEntityRight = False
## self.touchEntityLeft = False
## self.touchEntityAbove = False
## self.touchEntityBelow = False
## def grabValues(self, x, y):
## return self.touchEntityBelow, self.touchEntityAbove, self.touchEntityLeft, self.touchEntityRight

def text_objects(text, font): #code for rendering the text in the colour and font
textSurface = font.render(text, True, (255, 255, 255))
return textSurface, textSurface.get_rect()

def interact(text): #code for blitting text to screen, specifies font and textbox.
textbox = pygame.transform.scale(pygame.image.load("bigbox.png"), (600, 111))
textSize = pygame.font.Font("cour.ttf",28) #specify text size
TextSurf, TextRect = text_objects(text, textSize) #allow text to be positioned
TextRect.topleft = (12, 297) #where text will be
screen.blit(textbox, (0, 289))
screen.blit(TextSurf, TextRect) #display text
pygame.display.update() #updates screen
time.sleep(2)
screen.blit(background, TextRect)

def playerMove(posX, posY, width, height):
if posX > width - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveRight = False #following selection loops determine if the player can move. may need to be moved into the collision code so it does not intervene with NPC
#collisions
else:
moveRight = True
if posX < 0:
moveLeft = False
else:
moveLeft = True
if posY > height - 32: #this is because the sprite's "Y" is determined in the top left corner, meaning we have to subtract the width from the measurement
moveDown = False
else:
moveDown = True
if posY < 0:
moveUp = False
else:
moveUp = True
return moveDown, moveUp, moveLeft, moveRight



##def checker(array):
## ## check first value of each part of array (all numbers)
## ## compare it to progress
## ## if equal to or less than, cycle through rest of that part of array.
## ## if greater than, then ignore.
## ## e.g: progress = 49, NPC1 will still be on text "0", NPC2 will now be on "33" and NPC3 will be on "0"
##
## placeholderList =
##
## for x in range(len(array)):
## if array[x][0] <= progress:
## del placeholderList[0:]
## placeholderList.append(array[x][1:])
## for x in range(len(placeholderList)):
## passMe = placeholderList[x]
## print (passMe)
## npc.interact(passMe)


player = Player() #instance of Player()

playerx, playery, playerwidth, playerheight= player.draw(screen) # gets the players coordinates and measurements

clock = pygame.time.Clock() #instance of the Clock() from the pygame module that specifies fps

personText = ("hello","hi","bye") #some placeholder text
lizardText = ("IM A LIZARD, IM A WIZARD,","IM THE LIZARD WIZARD!")

person1 = NPC("talkToThis.png",100, 200, personText) #instance of NPC(), an entity
lizard = NPC("lizardWizard.png", 300, 250, lizardText)
#npc = NPC("test.png",0, 0) #another NPC() entity

def setup(text): #if an NPC says more than one line of text, this makes sure that they can all be said in succession
for x in range(len(text)):
passtext = text[x]
interact(passtext)


boarderX = player.outX() #code for assigning window boarders
boarderY = player.outY()
##print (boarderX, boarderY) #making sure they both returned properly

pygame.display.flip() #paints screen
gameRun = True #allow game events to loop/be carried out more than once



while gameRun: #while game is running:
##person1text2 = [[0,"beginng","www","xxdqsd"],[1,"middle","aa"],[2,"end!"]]
personText = ("hello","hi","bye") #some placeholder text

playerx, playery, playerwidth, playerheight = player.draw(screen) #gets new player coords
#print(playerx, playery, playerwidth, playerheight) # prints them for testing reasons
person1.collide(playerx, playery, playerwidth, playerheight) # runs collision code to check for collision
lizard.collide(playerx, playery, playerwidth, playerheight)
#entityUp, entityDown, entityLeft, entityRight = person1.grabValues(playerx, playery)
event = pygame.event.poll() #assigns the pygame event code to the variable event
if event.type == pygame.QUIT: #if the "x" is pressed
pygame.quit() #quit game
gameRun = False #break the loop.
quit()
## if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
#### checker(person1text2)
## setup(personText)




screen.blit(background, (bgx, bgy)) #draw background colour

player.draw(screen) #draws player

person1.spawn(screen) #spawns an NPC entity
lizard.spawn(screen)

moveDown, moveUp, moveLeft, moveRight = playerMove(playerx, playery, width, height)
player.handle_keys(moveUp, moveDown, moveLeft, moveRight) #handle keys

pygame.display.update() #updates display

posX = player.outX() # gets player positions
posY = player.outY()



clock.tick(60) #clock cycle


the error is as follows:



Traceback (most recent call last):
File "C:UsersadamhDesktopCOMP3iteration1OVERWORLDalphaVER6.py", line 8, in <module>
background = pygame.image.load("spacebackground.png").convert()
pygame.error: No video mode has been set


so there is an error on the 8th line specifically.










share|improve this question





























    0















    I've done research on this error and it seems all the solutions lie in needing to do something like "screen = pygame.display.set_mode(x, y)", which I've done, however the video mode error still occurs.



    further research just shows that the solution lies in adding a line of code I've already implemented. I've tried moving the location to within the loop which plays when my game is being ran, however I cannot seem to get it working.



    here is my full code. the "screen = set_mode" code is found on line 11 and screen.blit on line 222



    import pygame
    import time

    progress = 0

    pygame.init()
    (width, height) = (600, 400) #specify window resolution
    background = pygame.image.load("spacebackground.png").convert()
    bgx = 0
    bgy = 0
    screen = pygame.display.set_mode((width, height)) #create window
    pygame.display.set_caption('EduGame') #specify window name

    player_path = "downChara.png" #specifies image path


    class Player(object): #representitive of the player's overworld sprite
    def __init__(self):
    self.image = pygame.image.load(player_path).convert_alpha() #creates image, the player_path variable allowing it to be updated
    self.X = (width/2) -16; # x co-ord of player
    self.Y = (height/2)-16; # y co-ord of player
    self.width = self.image.get_width()
    self.height = self.image.get_height()
    self.hitbox = (self.X, self.Y, self.width, self.height)


    def handle_keys(self, up, down, left, right): #handling the keys/inputs
    key = pygame.key.get_pressed()
    dist = 3 #distance travelled in one frame of the program
    if key[pygame.K_DOWN] and down == True: #if down
    self.Y += dist #move down the length of dist
    player_path = "downChara.png" #change image to down
    self.image = pygame.image.load(player_path).convert_alpha()
    elif key[pygame.K_UP] and up == True: #if up
    self.Y -= dist #move up the length of dist
    player_path = "upChara.png" #change to up
    self.image = pygame.image.load(player_path).convert_alpha()
    if key[pygame.K_RIGHT] and right == True: #etc.
    self.X += dist
    player_path = "rightChara.png"
    self.image = pygame.image.load(player_path).convert_alpha()
    elif key[pygame.K_LEFT] and left == True:
    self.X -= dist
    player_path = "leftChara.png"
    self.image = pygame.image.load(player_path).convert_alpha()


    def outX(coord): #"coord" acts the same as "self"
    return (coord.X)
    def outY(coord):
    return (coord.Y)


    def draw(self, surface): #draw to the surface/screen
    surface.blit(self.image, (self.X, self.Y))
    #pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
    return self.X, self.Y, self.width, self.height


    class NPC(object): #NPC class
    def __init__(self, path, x, y,text):
    self.image = pygame.image.load(path).convert_alpha()
    self.x = x
    self.y = y
    self.width = self.image.get_width()
    self.height = self.image.get_height()
    self.hitbox = (self.x, self.y, self.width, self.height)
    self.text = text


    def spawn(self, surface): #NPC spawn location
    surface.blit(self.image, (self.x, self.y))
    self.hitbox = (self.x, self.y, self.width, self.height)
    #pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)

    def collide(self, x, y, width, height): #collision with player character
    key = pygame.key.get_pressed()
    othery = self.y + self.height
    otherx = self.x + self.width
    upperx = otherx - self.width/10
    lowerx = self.x + self.width/10
    #uppery = self.y + self.height/10
    #lowery = othery - self.height/10
    if self.y <= y <= othery and self.x <= x <= otherx or self.y <= y + height <= othery and self.x <= x <= otherx or self.y <= y <= othery and self.x <= x + width <= otherx or self.y <= y + height <= othery and self.x <= x + width <= otherx:
    if key[pygame.K_RETURN]:
    setup(self.text)
    #older code:
    #if phitbox == self.hitbox:
    ## if uppery <= y <= othery: #toggles if you're touching an entity or not
    ## self.touchEntityBelow = True
    ## print("up")
    ## else:
    ## self.touchEntityBelow = False
    ## if self.y <= y <= lowery: #etc
    ## self.touchEntityAbove = True
    ## print("down")
    ## else:
    ## self.touchEntityAbove = False
    ## if upperx <= x <= otherx:
    ## self.touchEntityRight = True
    ## print("right")
    ## else:
    ## self.touchEntityRight = False
    ## if self.x <= x <= lowerx:
    ## self.touchEntityLeft = True
    ## print("left")
    ## else:
    ## self.touchEntityLeft = False
    ## else:
    ## self.touchEntityRight = False
    ## self.touchEntityLeft = False
    ## self.touchEntityAbove = False
    ## self.touchEntityBelow = False
    ## def grabValues(self, x, y):
    ## return self.touchEntityBelow, self.touchEntityAbove, self.touchEntityLeft, self.touchEntityRight

    def text_objects(text, font): #code for rendering the text in the colour and font
    textSurface = font.render(text, True, (255, 255, 255))
    return textSurface, textSurface.get_rect()

    def interact(text): #code for blitting text to screen, specifies font and textbox.
    textbox = pygame.transform.scale(pygame.image.load("bigbox.png"), (600, 111))
    textSize = pygame.font.Font("cour.ttf",28) #specify text size
    TextSurf, TextRect = text_objects(text, textSize) #allow text to be positioned
    TextRect.topleft = (12, 297) #where text will be
    screen.blit(textbox, (0, 289))
    screen.blit(TextSurf, TextRect) #display text
    pygame.display.update() #updates screen
    time.sleep(2)
    screen.blit(background, TextRect)

    def playerMove(posX, posY, width, height):
    if posX > width - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
    moveRight = False #following selection loops determine if the player can move. may need to be moved into the collision code so it does not intervene with NPC
    #collisions
    else:
    moveRight = True
    if posX < 0:
    moveLeft = False
    else:
    moveLeft = True
    if posY > height - 32: #this is because the sprite's "Y" is determined in the top left corner, meaning we have to subtract the width from the measurement
    moveDown = False
    else:
    moveDown = True
    if posY < 0:
    moveUp = False
    else:
    moveUp = True
    return moveDown, moveUp, moveLeft, moveRight



    ##def checker(array):
    ## ## check first value of each part of array (all numbers)
    ## ## compare it to progress
    ## ## if equal to or less than, cycle through rest of that part of array.
    ## ## if greater than, then ignore.
    ## ## e.g: progress = 49, NPC1 will still be on text "0", NPC2 will now be on "33" and NPC3 will be on "0"
    ##
    ## placeholderList =
    ##
    ## for x in range(len(array)):
    ## if array[x][0] <= progress:
    ## del placeholderList[0:]
    ## placeholderList.append(array[x][1:])
    ## for x in range(len(placeholderList)):
    ## passMe = placeholderList[x]
    ## print (passMe)
    ## npc.interact(passMe)


    player = Player() #instance of Player()

    playerx, playery, playerwidth, playerheight= player.draw(screen) # gets the players coordinates and measurements

    clock = pygame.time.Clock() #instance of the Clock() from the pygame module that specifies fps

    personText = ("hello","hi","bye") #some placeholder text
    lizardText = ("IM A LIZARD, IM A WIZARD,","IM THE LIZARD WIZARD!")

    person1 = NPC("talkToThis.png",100, 200, personText) #instance of NPC(), an entity
    lizard = NPC("lizardWizard.png", 300, 250, lizardText)
    #npc = NPC("test.png",0, 0) #another NPC() entity

    def setup(text): #if an NPC says more than one line of text, this makes sure that they can all be said in succession
    for x in range(len(text)):
    passtext = text[x]
    interact(passtext)


    boarderX = player.outX() #code for assigning window boarders
    boarderY = player.outY()
    ##print (boarderX, boarderY) #making sure they both returned properly

    pygame.display.flip() #paints screen
    gameRun = True #allow game events to loop/be carried out more than once



    while gameRun: #while game is running:
    ##person1text2 = [[0,"beginng","www","xxdqsd"],[1,"middle","aa"],[2,"end!"]]
    personText = ("hello","hi","bye") #some placeholder text

    playerx, playery, playerwidth, playerheight = player.draw(screen) #gets new player coords
    #print(playerx, playery, playerwidth, playerheight) # prints them for testing reasons
    person1.collide(playerx, playery, playerwidth, playerheight) # runs collision code to check for collision
    lizard.collide(playerx, playery, playerwidth, playerheight)
    #entityUp, entityDown, entityLeft, entityRight = person1.grabValues(playerx, playery)
    event = pygame.event.poll() #assigns the pygame event code to the variable event
    if event.type == pygame.QUIT: #if the "x" is pressed
    pygame.quit() #quit game
    gameRun = False #break the loop.
    quit()
    ## if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
    #### checker(person1text2)
    ## setup(personText)




    screen.blit(background, (bgx, bgy)) #draw background colour

    player.draw(screen) #draws player

    person1.spawn(screen) #spawns an NPC entity
    lizard.spawn(screen)

    moveDown, moveUp, moveLeft, moveRight = playerMove(playerx, playery, width, height)
    player.handle_keys(moveUp, moveDown, moveLeft, moveRight) #handle keys

    pygame.display.update() #updates display

    posX = player.outX() # gets player positions
    posY = player.outY()



    clock.tick(60) #clock cycle


    the error is as follows:



    Traceback (most recent call last):
    File "C:UsersadamhDesktopCOMP3iteration1OVERWORLDalphaVER6.py", line 8, in <module>
    background = pygame.image.load("spacebackground.png").convert()
    pygame.error: No video mode has been set


    so there is an error on the 8th line specifically.










    share|improve this question



























      0












      0








      0








      I've done research on this error and it seems all the solutions lie in needing to do something like "screen = pygame.display.set_mode(x, y)", which I've done, however the video mode error still occurs.



      further research just shows that the solution lies in adding a line of code I've already implemented. I've tried moving the location to within the loop which plays when my game is being ran, however I cannot seem to get it working.



      here is my full code. the "screen = set_mode" code is found on line 11 and screen.blit on line 222



      import pygame
      import time

      progress = 0

      pygame.init()
      (width, height) = (600, 400) #specify window resolution
      background = pygame.image.load("spacebackground.png").convert()
      bgx = 0
      bgy = 0
      screen = pygame.display.set_mode((width, height)) #create window
      pygame.display.set_caption('EduGame') #specify window name

      player_path = "downChara.png" #specifies image path


      class Player(object): #representitive of the player's overworld sprite
      def __init__(self):
      self.image = pygame.image.load(player_path).convert_alpha() #creates image, the player_path variable allowing it to be updated
      self.X = (width/2) -16; # x co-ord of player
      self.Y = (height/2)-16; # y co-ord of player
      self.width = self.image.get_width()
      self.height = self.image.get_height()
      self.hitbox = (self.X, self.Y, self.width, self.height)


      def handle_keys(self, up, down, left, right): #handling the keys/inputs
      key = pygame.key.get_pressed()
      dist = 3 #distance travelled in one frame of the program
      if key[pygame.K_DOWN] and down == True: #if down
      self.Y += dist #move down the length of dist
      player_path = "downChara.png" #change image to down
      self.image = pygame.image.load(player_path).convert_alpha()
      elif key[pygame.K_UP] and up == True: #if up
      self.Y -= dist #move up the length of dist
      player_path = "upChara.png" #change to up
      self.image = pygame.image.load(player_path).convert_alpha()
      if key[pygame.K_RIGHT] and right == True: #etc.
      self.X += dist
      player_path = "rightChara.png"
      self.image = pygame.image.load(player_path).convert_alpha()
      elif key[pygame.K_LEFT] and left == True:
      self.X -= dist
      player_path = "leftChara.png"
      self.image = pygame.image.load(player_path).convert_alpha()


      def outX(coord): #"coord" acts the same as "self"
      return (coord.X)
      def outY(coord):
      return (coord.Y)


      def draw(self, surface): #draw to the surface/screen
      surface.blit(self.image, (self.X, self.Y))
      #pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
      return self.X, self.Y, self.width, self.height


      class NPC(object): #NPC class
      def __init__(self, path, x, y,text):
      self.image = pygame.image.load(path).convert_alpha()
      self.x = x
      self.y = y
      self.width = self.image.get_width()
      self.height = self.image.get_height()
      self.hitbox = (self.x, self.y, self.width, self.height)
      self.text = text


      def spawn(self, surface): #NPC spawn location
      surface.blit(self.image, (self.x, self.y))
      self.hitbox = (self.x, self.y, self.width, self.height)
      #pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)

      def collide(self, x, y, width, height): #collision with player character
      key = pygame.key.get_pressed()
      othery = self.y + self.height
      otherx = self.x + self.width
      upperx = otherx - self.width/10
      lowerx = self.x + self.width/10
      #uppery = self.y + self.height/10
      #lowery = othery - self.height/10
      if self.y <= y <= othery and self.x <= x <= otherx or self.y <= y + height <= othery and self.x <= x <= otherx or self.y <= y <= othery and self.x <= x + width <= otherx or self.y <= y + height <= othery and self.x <= x + width <= otherx:
      if key[pygame.K_RETURN]:
      setup(self.text)
      #older code:
      #if phitbox == self.hitbox:
      ## if uppery <= y <= othery: #toggles if you're touching an entity or not
      ## self.touchEntityBelow = True
      ## print("up")
      ## else:
      ## self.touchEntityBelow = False
      ## if self.y <= y <= lowery: #etc
      ## self.touchEntityAbove = True
      ## print("down")
      ## else:
      ## self.touchEntityAbove = False
      ## if upperx <= x <= otherx:
      ## self.touchEntityRight = True
      ## print("right")
      ## else:
      ## self.touchEntityRight = False
      ## if self.x <= x <= lowerx:
      ## self.touchEntityLeft = True
      ## print("left")
      ## else:
      ## self.touchEntityLeft = False
      ## else:
      ## self.touchEntityRight = False
      ## self.touchEntityLeft = False
      ## self.touchEntityAbove = False
      ## self.touchEntityBelow = False
      ## def grabValues(self, x, y):
      ## return self.touchEntityBelow, self.touchEntityAbove, self.touchEntityLeft, self.touchEntityRight

      def text_objects(text, font): #code for rendering the text in the colour and font
      textSurface = font.render(text, True, (255, 255, 255))
      return textSurface, textSurface.get_rect()

      def interact(text): #code for blitting text to screen, specifies font and textbox.
      textbox = pygame.transform.scale(pygame.image.load("bigbox.png"), (600, 111))
      textSize = pygame.font.Font("cour.ttf",28) #specify text size
      TextSurf, TextRect = text_objects(text, textSize) #allow text to be positioned
      TextRect.topleft = (12, 297) #where text will be
      screen.blit(textbox, (0, 289))
      screen.blit(TextSurf, TextRect) #display text
      pygame.display.update() #updates screen
      time.sleep(2)
      screen.blit(background, TextRect)

      def playerMove(posX, posY, width, height):
      if posX > width - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
      moveRight = False #following selection loops determine if the player can move. may need to be moved into the collision code so it does not intervene with NPC
      #collisions
      else:
      moveRight = True
      if posX < 0:
      moveLeft = False
      else:
      moveLeft = True
      if posY > height - 32: #this is because the sprite's "Y" is determined in the top left corner, meaning we have to subtract the width from the measurement
      moveDown = False
      else:
      moveDown = True
      if posY < 0:
      moveUp = False
      else:
      moveUp = True
      return moveDown, moveUp, moveLeft, moveRight



      ##def checker(array):
      ## ## check first value of each part of array (all numbers)
      ## ## compare it to progress
      ## ## if equal to or less than, cycle through rest of that part of array.
      ## ## if greater than, then ignore.
      ## ## e.g: progress = 49, NPC1 will still be on text "0", NPC2 will now be on "33" and NPC3 will be on "0"
      ##
      ## placeholderList =
      ##
      ## for x in range(len(array)):
      ## if array[x][0] <= progress:
      ## del placeholderList[0:]
      ## placeholderList.append(array[x][1:])
      ## for x in range(len(placeholderList)):
      ## passMe = placeholderList[x]
      ## print (passMe)
      ## npc.interact(passMe)


      player = Player() #instance of Player()

      playerx, playery, playerwidth, playerheight= player.draw(screen) # gets the players coordinates and measurements

      clock = pygame.time.Clock() #instance of the Clock() from the pygame module that specifies fps

      personText = ("hello","hi","bye") #some placeholder text
      lizardText = ("IM A LIZARD, IM A WIZARD,","IM THE LIZARD WIZARD!")

      person1 = NPC("talkToThis.png",100, 200, personText) #instance of NPC(), an entity
      lizard = NPC("lizardWizard.png", 300, 250, lizardText)
      #npc = NPC("test.png",0, 0) #another NPC() entity

      def setup(text): #if an NPC says more than one line of text, this makes sure that they can all be said in succession
      for x in range(len(text)):
      passtext = text[x]
      interact(passtext)


      boarderX = player.outX() #code for assigning window boarders
      boarderY = player.outY()
      ##print (boarderX, boarderY) #making sure they both returned properly

      pygame.display.flip() #paints screen
      gameRun = True #allow game events to loop/be carried out more than once



      while gameRun: #while game is running:
      ##person1text2 = [[0,"beginng","www","xxdqsd"],[1,"middle","aa"],[2,"end!"]]
      personText = ("hello","hi","bye") #some placeholder text

      playerx, playery, playerwidth, playerheight = player.draw(screen) #gets new player coords
      #print(playerx, playery, playerwidth, playerheight) # prints them for testing reasons
      person1.collide(playerx, playery, playerwidth, playerheight) # runs collision code to check for collision
      lizard.collide(playerx, playery, playerwidth, playerheight)
      #entityUp, entityDown, entityLeft, entityRight = person1.grabValues(playerx, playery)
      event = pygame.event.poll() #assigns the pygame event code to the variable event
      if event.type == pygame.QUIT: #if the "x" is pressed
      pygame.quit() #quit game
      gameRun = False #break the loop.
      quit()
      ## if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
      #### checker(person1text2)
      ## setup(personText)




      screen.blit(background, (bgx, bgy)) #draw background colour

      player.draw(screen) #draws player

      person1.spawn(screen) #spawns an NPC entity
      lizard.spawn(screen)

      moveDown, moveUp, moveLeft, moveRight = playerMove(playerx, playery, width, height)
      player.handle_keys(moveUp, moveDown, moveLeft, moveRight) #handle keys

      pygame.display.update() #updates display

      posX = player.outX() # gets player positions
      posY = player.outY()



      clock.tick(60) #clock cycle


      the error is as follows:



      Traceback (most recent call last):
      File "C:UsersadamhDesktopCOMP3iteration1OVERWORLDalphaVER6.py", line 8, in <module>
      background = pygame.image.load("spacebackground.png").convert()
      pygame.error: No video mode has been set


      so there is an error on the 8th line specifically.










      share|improve this question
















      I've done research on this error and it seems all the solutions lie in needing to do something like "screen = pygame.display.set_mode(x, y)", which I've done, however the video mode error still occurs.



      further research just shows that the solution lies in adding a line of code I've already implemented. I've tried moving the location to within the loop which plays when my game is being ran, however I cannot seem to get it working.



      here is my full code. the "screen = set_mode" code is found on line 11 and screen.blit on line 222



      import pygame
      import time

      progress = 0

      pygame.init()
      (width, height) = (600, 400) #specify window resolution
      background = pygame.image.load("spacebackground.png").convert()
      bgx = 0
      bgy = 0
      screen = pygame.display.set_mode((width, height)) #create window
      pygame.display.set_caption('EduGame') #specify window name

      player_path = "downChara.png" #specifies image path


      class Player(object): #representitive of the player's overworld sprite
      def __init__(self):
      self.image = pygame.image.load(player_path).convert_alpha() #creates image, the player_path variable allowing it to be updated
      self.X = (width/2) -16; # x co-ord of player
      self.Y = (height/2)-16; # y co-ord of player
      self.width = self.image.get_width()
      self.height = self.image.get_height()
      self.hitbox = (self.X, self.Y, self.width, self.height)


      def handle_keys(self, up, down, left, right): #handling the keys/inputs
      key = pygame.key.get_pressed()
      dist = 3 #distance travelled in one frame of the program
      if key[pygame.K_DOWN] and down == True: #if down
      self.Y += dist #move down the length of dist
      player_path = "downChara.png" #change image to down
      self.image = pygame.image.load(player_path).convert_alpha()
      elif key[pygame.K_UP] and up == True: #if up
      self.Y -= dist #move up the length of dist
      player_path = "upChara.png" #change to up
      self.image = pygame.image.load(player_path).convert_alpha()
      if key[pygame.K_RIGHT] and right == True: #etc.
      self.X += dist
      player_path = "rightChara.png"
      self.image = pygame.image.load(player_path).convert_alpha()
      elif key[pygame.K_LEFT] and left == True:
      self.X -= dist
      player_path = "leftChara.png"
      self.image = pygame.image.load(player_path).convert_alpha()


      def outX(coord): #"coord" acts the same as "self"
      return (coord.X)
      def outY(coord):
      return (coord.Y)


      def draw(self, surface): #draw to the surface/screen
      surface.blit(self.image, (self.X, self.Y))
      #pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)
      return self.X, self.Y, self.width, self.height


      class NPC(object): #NPC class
      def __init__(self, path, x, y,text):
      self.image = pygame.image.load(path).convert_alpha()
      self.x = x
      self.y = y
      self.width = self.image.get_width()
      self.height = self.image.get_height()
      self.hitbox = (self.x, self.y, self.width, self.height)
      self.text = text


      def spawn(self, surface): #NPC spawn location
      surface.blit(self.image, (self.x, self.y))
      self.hitbox = (self.x, self.y, self.width, self.height)
      #pygame.draw.rect(screen, (255, 255, 255), self.hitbox, 2)

      def collide(self, x, y, width, height): #collision with player character
      key = pygame.key.get_pressed()
      othery = self.y + self.height
      otherx = self.x + self.width
      upperx = otherx - self.width/10
      lowerx = self.x + self.width/10
      #uppery = self.y + self.height/10
      #lowery = othery - self.height/10
      if self.y <= y <= othery and self.x <= x <= otherx or self.y <= y + height <= othery and self.x <= x <= otherx or self.y <= y <= othery and self.x <= x + width <= otherx or self.y <= y + height <= othery and self.x <= x + width <= otherx:
      if key[pygame.K_RETURN]:
      setup(self.text)
      #older code:
      #if phitbox == self.hitbox:
      ## if uppery <= y <= othery: #toggles if you're touching an entity or not
      ## self.touchEntityBelow = True
      ## print("up")
      ## else:
      ## self.touchEntityBelow = False
      ## if self.y <= y <= lowery: #etc
      ## self.touchEntityAbove = True
      ## print("down")
      ## else:
      ## self.touchEntityAbove = False
      ## if upperx <= x <= otherx:
      ## self.touchEntityRight = True
      ## print("right")
      ## else:
      ## self.touchEntityRight = False
      ## if self.x <= x <= lowerx:
      ## self.touchEntityLeft = True
      ## print("left")
      ## else:
      ## self.touchEntityLeft = False
      ## else:
      ## self.touchEntityRight = False
      ## self.touchEntityLeft = False
      ## self.touchEntityAbove = False
      ## self.touchEntityBelow = False
      ## def grabValues(self, x, y):
      ## return self.touchEntityBelow, self.touchEntityAbove, self.touchEntityLeft, self.touchEntityRight

      def text_objects(text, font): #code for rendering the text in the colour and font
      textSurface = font.render(text, True, (255, 255, 255))
      return textSurface, textSurface.get_rect()

      def interact(text): #code for blitting text to screen, specifies font and textbox.
      textbox = pygame.transform.scale(pygame.image.load("bigbox.png"), (600, 111))
      textSize = pygame.font.Font("cour.ttf",28) #specify text size
      TextSurf, TextRect = text_objects(text, textSize) #allow text to be positioned
      TextRect.topleft = (12, 297) #where text will be
      screen.blit(textbox, (0, 289))
      screen.blit(TextSurf, TextRect) #display text
      pygame.display.update() #updates screen
      time.sleep(2)
      screen.blit(background, TextRect)

      def playerMove(posX, posY, width, height):
      if posX > width - 32: #this is because the sprite's "X" is determined in the top left corner, meaning we have to subtract the width from the measurement
      moveRight = False #following selection loops determine if the player can move. may need to be moved into the collision code so it does not intervene with NPC
      #collisions
      else:
      moveRight = True
      if posX < 0:
      moveLeft = False
      else:
      moveLeft = True
      if posY > height - 32: #this is because the sprite's "Y" is determined in the top left corner, meaning we have to subtract the width from the measurement
      moveDown = False
      else:
      moveDown = True
      if posY < 0:
      moveUp = False
      else:
      moveUp = True
      return moveDown, moveUp, moveLeft, moveRight



      ##def checker(array):
      ## ## check first value of each part of array (all numbers)
      ## ## compare it to progress
      ## ## if equal to or less than, cycle through rest of that part of array.
      ## ## if greater than, then ignore.
      ## ## e.g: progress = 49, NPC1 will still be on text "0", NPC2 will now be on "33" and NPC3 will be on "0"
      ##
      ## placeholderList =
      ##
      ## for x in range(len(array)):
      ## if array[x][0] <= progress:
      ## del placeholderList[0:]
      ## placeholderList.append(array[x][1:])
      ## for x in range(len(placeholderList)):
      ## passMe = placeholderList[x]
      ## print (passMe)
      ## npc.interact(passMe)


      player = Player() #instance of Player()

      playerx, playery, playerwidth, playerheight= player.draw(screen) # gets the players coordinates and measurements

      clock = pygame.time.Clock() #instance of the Clock() from the pygame module that specifies fps

      personText = ("hello","hi","bye") #some placeholder text
      lizardText = ("IM A LIZARD, IM A WIZARD,","IM THE LIZARD WIZARD!")

      person1 = NPC("talkToThis.png",100, 200, personText) #instance of NPC(), an entity
      lizard = NPC("lizardWizard.png", 300, 250, lizardText)
      #npc = NPC("test.png",0, 0) #another NPC() entity

      def setup(text): #if an NPC says more than one line of text, this makes sure that they can all be said in succession
      for x in range(len(text)):
      passtext = text[x]
      interact(passtext)


      boarderX = player.outX() #code for assigning window boarders
      boarderY = player.outY()
      ##print (boarderX, boarderY) #making sure they both returned properly

      pygame.display.flip() #paints screen
      gameRun = True #allow game events to loop/be carried out more than once



      while gameRun: #while game is running:
      ##person1text2 = [[0,"beginng","www","xxdqsd"],[1,"middle","aa"],[2,"end!"]]
      personText = ("hello","hi","bye") #some placeholder text

      playerx, playery, playerwidth, playerheight = player.draw(screen) #gets new player coords
      #print(playerx, playery, playerwidth, playerheight) # prints them for testing reasons
      person1.collide(playerx, playery, playerwidth, playerheight) # runs collision code to check for collision
      lizard.collide(playerx, playery, playerwidth, playerheight)
      #entityUp, entityDown, entityLeft, entityRight = person1.grabValues(playerx, playery)
      event = pygame.event.poll() #assigns the pygame event code to the variable event
      if event.type == pygame.QUIT: #if the "x" is pressed
      pygame.quit() #quit game
      gameRun = False #break the loop.
      quit()
      ## if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
      #### checker(person1text2)
      ## setup(personText)




      screen.blit(background, (bgx, bgy)) #draw background colour

      player.draw(screen) #draws player

      person1.spawn(screen) #spawns an NPC entity
      lizard.spawn(screen)

      moveDown, moveUp, moveLeft, moveRight = playerMove(playerx, playery, width, height)
      player.handle_keys(moveUp, moveDown, moveLeft, moveRight) #handle keys

      pygame.display.update() #updates display

      posX = player.outX() # gets player positions
      posY = player.outY()



      clock.tick(60) #clock cycle


      the error is as follows:



      Traceback (most recent call last):
      File "C:UsersadamhDesktopCOMP3iteration1OVERWORLDalphaVER6.py", line 8, in <module>
      background = pygame.image.load("spacebackground.png").convert()
      pygame.error: No video mode has been set


      so there is an error on the 8th line specifically.







      python pygame






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 26 '18 at 14:44







      Polybrow

















      asked Nov 25 '18 at 15:23









      PolybrowPolybrow

      305




      305
























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          TURNS OUT I JUST HAD TO PUT THE CODE DEFINING THE SCREEN BEFORE THE CODE LOADING THE BACKGROUND



          whoopsies






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            TURNS OUT I JUST HAD TO PUT THE CODE DEFINING THE SCREEN BEFORE THE CODE LOADING THE BACKGROUND



            whoopsies






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              0














              TURNS OUT I JUST HAD TO PUT THE CODE DEFINING THE SCREEN BEFORE THE CODE LOADING THE BACKGROUND



              whoopsies






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                TURNS OUT I JUST HAD TO PUT THE CODE DEFINING THE SCREEN BEFORE THE CODE LOADING THE BACKGROUND



                whoopsies






                share|improve this answer













                TURNS OUT I JUST HAD TO PUT THE CODE DEFINING THE SCREEN BEFORE THE CODE LOADING THE BACKGROUND



                whoopsies







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 26 '18 at 14:50









                PolybrowPolybrow

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