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Troubleshooting
Check your GameScreen draw_screen
and draw_unchanging
methods that they are not calling pygame.display.flip()
or pygame.display.update()
. Note that in any of your drawing code, you are not supposed to call pygame.display.flip()
or pygame.display.update()
.
Make sure that all rendering in your game happens within your GameScreen's draw_screen
and draw_unchanging
methods and nowhere else.
Make sure that you instantiated the super class of all the framework components. Specifically, GameLoopEvents
must be instantiated (via super calls) and that its loop_events
method must be called. However, as it stands, there should be no reason to override loop_events
.
Check that the config passed to your game does not declare a window size of (0, 0) (note that this defaults to (0, 0) in case no value is supplied). See also https://github.com/skytreader/PyGame-Objects/issues/32.
Make sure to add your components to the ui_elements
set of GameScreen
after creating them. That is, self.ui_elements.add(CommonUIComponent)
in the setup
method.
To use debug mode, use a GameConfig
with the debug_mode
config val set to True
. To display the debug logs within the game, use self.debug_queue.log
in your GameLoopEvents
class.
You can specify the log level via a second parameter level
. This works in the same way as in Python's native logging
library.