I am trying to make my game have special abilities for the player, but am having some issues. For some reason user_health_active and user_health_display_active do not update after reaching round 10. I can't figure out why this is and have been attempting to for about two hours. By the seems of it, not only does the surface not update, but the actual background function doesn't either. If anyone can provide me some insight on why this isn't working, please let me know. Here is my code.
"""
Game Developer: Austin H.
Game Owner: Austin H.
Licensed Through: theoiestinapps
Build: 2
Version: 1.0.1
"""
import os
import pygame as pygame
import random
import sys
import time
pygame.init()
left = False
right = False
playerDead = False
devMode = False
game_completed = False
game_level_score = (0)
game_display_score = (0)
enemy_speed = (5)
user_teleport_active = False
user_health_active = False
user_teleport_display_active = ("False")
user_health_display_active = ("False")
display_width = 800
display_height = 600
customBlue = (17, 126, 194)
black = (0, 0, 0)
blue = (0, 0, 255)
green = (0, 255, 0)
red = (255, 0, 0)
white = (255, 255, 255)
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption("Space Dodge")
clock = pygame.time.Clock()
backgroundMusic = pygame.mixer.music.load('C:/Program Files/Space Dodge/game_background_music.mp3')
enemyImg = pygame.image.load('C:/Program Files/Space Dodge/enemy_image.png')
backgroundImg = pygame.image.load('C:/Program Files/Space Dodge/background_image.png')
rocketImg = pygame.image.load('C:/Program Files/Space Dodge/player_image.png')
injuredSound = pygame.mixer.Sound('C:/Program Files/Space Dodge/player_hurt_sound.wav')
def teleport_powerup(user_teleport_display_active):
font = pygame.font.SysFont(None, 25)
text = font.render("Teleport Powerup: " + str(user_teleport_display_active), True, red)
gameDisplay.blit(text, (display_width - 205, 5))
def ehealth_powerup(user_health_display_active):
font = pygame.font.SysFont(None, 25)
text = font.render("Ehealth Powerup: " + str(user_health_display_active), True, red)
gameDisplay.blit(text, (display_width - 205, 25))
def enemies_dodged(enemy_objects_dodged):
font = pygame.font.SysFont(None, 25)
text = font.render("Dodge Asteroids: " + str(enemy_objects_dodged), True, green)
gameDisplay.blit(text, (5, 5))
def game_level(game_display_score):
font = pygame.font.SysFont(None, 25)
game_display_score = game_level_score + 1
text = font.render("Game Level: " + str(game_display_score), True, green)
gameDisplay.blit(text, (5, 25))
def enemies(enemyx, enemyy, enemyw, enemyh, color):
pygame.draw.rect(gameDisplay, color, [enemyx, enemyy, enemyw, enemyh])
def rocket(x, y):
gameDisplay.blit(rocketImg, (x, y))
def background(cen1, cen2):
gameDisplay.blit(backgroundImg, (cen1, cen2))
def text_objects(text, font):
textSurface = font.render(text, True, blue)
return textSurface, textSurface.get_rect()
def message_display(text):
global game_completed
largeText = pygame.font.Font('freesansbold.ttf', 70)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
pygame.display.update()
if game_completed == True:
time.sleep(300)
else:
time.sleep(5)
if game_level_score > 0:
pass
else:
pygame.mixer.music.play()
game_loop()
def crash():
injuredSound.play()
message_display("You Died. Game Over!")
def game_loop():
global left
global right
global playerDead
global game_level_score
global enemy_speed
global game_completed
global user_teleport_active
global user_teleport_display_active
global user_health_active
global user_health_display_active
x = (display_width * 0.43)
y = (display_height * 0.74)
cen1 = (0)
cen2 = (0)
x_change = 0
rocket_width = (86)
game_score = (0)
enemy_objects_dodged = (0)
enemy_startx = random.randrange(0, display_width)
enemy_starty = -600
enemy_width = 100
enemy_height = 100
while not playerDead:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.mixer.music.stop()
playerDead = True
if devMode == True:
print(event)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
left = True
if event.key == pygame.K_d:
right = True
if event.key == pygame.K_LEFT:
left = True
if event.key == pygame.K_RIGHT:
right = True
if event.key == pygame.K_KP4:
left = True
if event.key == pygame.K_KP6:
right = True
if event.key == pygame.K_ESCAPE:
playerDead = True
if event.key == pygame.K_SPACE:
game_level_score += 1
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or pygame.K_d:
left = False
if event.key == pygame.K_d:
right = False
if event.key == pygame.K_LEFT:
left = False
if event.key == pygame.K_RIGHT:
right = False
if event.key == pygame.K_KP4:
left = False
if event.key == pygame.K_KP6:
right = False
if event.key == pygame.K_SPACE:
pass
if left and right:
x_change *= 1
elif left and x > -86:
x_change = -5
elif right and x < (display_width - 89):
x_change = 5
else:
x_change = 0
if game_score == 10:
enemy_speed += 0.5
game_level_score += 1
if game_level_score == 49:
game_completed = True
message_display('Game Complete!')
else:
message_display('Levels Completed: %s' % game_level_score)
if game_level_score > 4:
user_teleport_active = True
user_teleport_display_active = ("True")
elif game_level_score > 9:
user_health_active = True
user_health_display_active = ("True")
if user_teleport_active == True:
if x < -0:
x = 850
if enemy_starty > display_height:
enemy_starty = 0 - enemy_height
enemy_startx = random.randrange(0, display_width)
game_score += 1
enemy_objects_dodged += 1
if y < enemy_starty + enemy_height:
if x > enemy_startx and x < enemy_startx + enemy_width or x + rocket_width > enemy_startx and x + rocket_width < enemy_startx + enemy_width:
pygame.mixer.music.stop()
game_level_score = (0)
user_teleport_active = False
user_teleport_display_active = ("False")
crash()
x += x_change
background(cen1, cen2)
enemies(enemy_startx, enemy_starty, enemy_width, enemy_height, customBlue)
enemy_starty += enemy_speed
rocket(x, y)
enemies_dodged(enemy_objects_dodged)
game_level(game_display_score)
teleport_powerup(user_teleport_display_active)
ehealth_powerup(user_health_display_active)
pygame.display.update()
clock.tick(90)
pygame.mixer.music.set_volume(0.20)
pygame.mixer.music.play(-1)
game_loop()
pygame.quit()
quit()
The code that modifies the variables you mention will never be run. Here's the relevant bit:
if game_level_score > 4:
user_teleport_active = True
user_teleport_display_active = ("True")
elif game_level_score > 9:
user_health_active = True
user_health_display_active = ("True")
Because you're using an if
and an elif
, the condition for the second block is only ever tested if the first block's condition was false. Since any value greater than 9
is also going to be greater than 4
, the second block will never run.
If you want the two conditions to be tested independently, you need to just use plain if
statements for both conditions. If you only want one block to run , you either need to extend the first condition to 4 < game_level_score <= 9
or you need to change the order so that the > 9
test comes before the > 4
test.
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