Can anyone tell me why my app quits with:
pygame error: display Surface quit.
I had similar problem and discovered that Surface objects don't like to be deepcopied. When I used copy.deepcopy() on such object and then accessed the copy, I got that strange error message (without calling pygame.quit()). Maybe you experience similar behavior?
I had a similar problem in a very simple piece of code:
import sys, pygame
pygame.init()
size = width, height = 640, 480
speed = [2, 2]
black = 0, 0, 0
screen = pygame.display.set_mode(size)
ball = pygame.image.load("Golfball.png")
ballrect = ball.get_rect()
while 1:
event = pygame.event.poll()
if event.type == pygame.QUIT:
pygame.quit()
ballrect = ballrect.move(speed)
if ballrect.left < 0 or ballrect.right > width:
speed[0] = -speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = -speed[1]
screen.fill(black)
screen.blit(ball, ballrect)
pygame.display.flip()
pygame.time.delay(5)
Error message was:
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
File "bounce.py", line 22, in <module>
screen.fill(black)
pygame.error: display Surface quit
So I put
import pdb
at the top after
pygame.init()
and used
pdb.set_trace()
after the line with
pygame.quit()
Now I ran the program, clicked to close the window and was actually a bit surprised to see that I fell into the debugger (after all, I expected the quit to completely take me out immediately). So I concluded that the quit doesn't actually stop everything at that point. Looked like the program was continuing beyond the quit, was reaching
screen.fill(black)
and this was causing the problem. So I added
break
after the
pygame.quit()
and all works happily now.
[ Added later: It occurs to me now that
pygame.quit()
is quitting the module , and not the program that is running , so you need the break to get out of this simple program. ]
Just for the record, this means the good version is
import sys, pygame
pygame.init()
size = width, height = 640, 480
speed = [2, 2]
black = 0, 0, 0
screen = pygame.display.set_mode(size)
ball = pygame.image.load("Golfball.png")
ballrect = ball.get_rect()
while 1:
event = pygame.event.poll()
if event.type == pygame.QUIT:
pygame.quit()
break
ballrect = ballrect.move(speed)
if ballrect.left < 0 or ballrect.right > width:
speed[0] = -speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = -speed[1]
screen.fill(black)
screen.blit(ball, ballrect)
pygame.display.flip()
pygame.time.delay(5)
替换if event.type == pygame.quit():
by if event.type == pygame.QUIT:
import pygame, sys
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit() # quit the screen
running = False
sys.exit()
call sys.exit() after pygame.quit() to stop the program so you can not change the surface after you have quit pygame and not get the error
确保你写的是pygame.QUIT:
而不是pygame.quit():
我知道这听起来很奇怪,但我遇到了同样的问题。
I had this problem too, but got it from another origin.
I had a class defined like this:
class PauseMenu(pygame.Surface)
i got the error when forgetting to initialize the pygame.Surface and trying to blit it, making pygame.screen crash and gave me this error.
so i just added this obviously
pygame.Surface.__init__(self, (width, height))
From http://archives.seul.org/pygame/users/Nov-2006/msg00236.html :
On Thu, 2006-11-30 at 21:27 -0300, Nicolas Bischof wrote:
pygame.error: display Surface quit what does that mean?, i can't fix it
This means a call was made to pygame.display.quit() or pygame.quit(). If you try to do anything to the display surface after quit you will get this error.
I had the similar problem just right now and I have found a solution to it.
Because it seems like pygame.quit() will just quit the pygame module and not the entire program, use sys.exit() method on the following line.
After this:
pygame.quit()
Place this:
sys.exit()
Complete snippet:
pygame.quit()
sys.exit()
I too had this problem, and similar to Maciej Miąsik's answer mine had to do with copy.deepcopy()-ing an image.
I had:
import copy,pygame,sys
from pygame.locals import *
EMPTY_IMG= pygame.image.load('C:super/fancy/file/path/transparent.png')
held_image=copy.deepcopy(EMPTY_IMG)
my_rect=held_image.get_rect()
my_rect.center = (50,50)
screen.blit(held_image,my_rect)
And I got the same error.
I simply changed the copy.deepcopy(EMPTY_IMG) to just EMPTY_IMG.
import copy,pygame,sys
from pygame.locals import *
EMPTY_IMG= pygame.image.load('C:super/fancy/file/path/transparent.png')
held_image=EMPTY_IMG
my_rect=held_image.get_rect()
my_rect.center = (50,50)
screen.blit(held_image,my_rect)
Then it all worked fine.
Just update the display in the infinite loop.
Type this:
pygame.display.update()
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