I'm still working on a game in Pygame. I've got the gameplay to work, I just want to make a main menu function so when a button is pressed, the game starts.
When I added in the main menu, and edited the game loop, I was unable to move the player sprite, and the game wouldn't close when I press the "X out" button (it goes irresponsive(this didn't happen before)).
This didn't happen originally.
And there's no traceback.
Here's my code:
import pygame
import time
import itertools
import os
pygame.init()
SCREENWIDTH = 1000
SCREENHEIGHT = 650
screen = pygame.display.set_mode([SCREENWIDTH, SCREENHEIGHT])
screen.fill((255, 123, 67))
screen.blit(pygame.image.load("Backgrounds/mainmenu.png"), (0, 0))
background = screen.copy()
clock = pygame.time.Clock()
mi_level = False
class Player(pygame.sprite.Sprite):
sprite = pygame.image.load("Sprites/lee.png")
def __init__(self, *groups):
super().__init__(*groups)
self.image = Player.sprite
self.rect = self.image.get_rect(topleft=(445, 550))
self.pos = pygame.Vector2(self.rect.center)
self.lives = 50
self.score = 0
self.hitbox = self.rect.inflate(-20, -30)
def update(self):
self.pos = self.rect.center
key = pygame.key.get_pressed()
dist = 3
if key[pygame.K_DOWN]:
self.rect.y += dist
self.hitbox.y += dist
elif key[pygame.K_UP]:
self.rect.y -= dist
self.hitbox.y -= dist
if key[pygame.K_RIGHT]:
self.rect.x += dist
self.hitbox.x += dist
elif key[pygame.K_LEFT]:
self.rect.x -= dist
self.hitbox.x -= dist
if self.rect.right > SCREENWIDTH:
self.rect.right = SCREENWIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > SCREENHEIGHT:
self.rect.bottom = SCREENHEIGHT
if self.rect.top < 50:
self.rect.top = 50
self.hitbox.center = self.pos
if self.lives <= 0:
screen.blit(pygame.image.load("gameover.png"), (0,0))
pygame.display.flip()
time.sleep(5)
os._exit(0)
pygame.quit()
stageon = False
sprites = pygame.sprite.Group()
player = Player(sprites)
def main():
running = True
mi_level = False
screen.blit(pygame.image.load("Backgrounds/mainmenu.png"), (0, 0))
pygame.display.update()
while True:
for events in pygame.event.get():
if events.type == pygame.QUIT or running == False:
time.sleep(1)
running = False
pygame.quit()
return
pygame.draw.rect(screen, (255, 204, 204), (690, 110, 700, 135), 0)
if pygame.mouse.get_pressed()[0] and pygame.Rect(690, 110, 880, 165).collidepoint(pygame.mouse.get_pos()):
screen.fill((255, 123, 67))
screen.blit(pygame.image.load("Backgrounds/mi_level.png"), (0, 50))
pygame.display.flip
background = screen.copy()
mi_level = True
pygame.display.update()
while mi_level:
sprites.update()
screen.blit(background, (0, 0))
sprites.draw(screen)
pygame.display.update()
clock.tick(100)
if mi_level == False:
return
if events.type == pygame.QUIT or running == False:
time.sleep(1)
running = False
pygame.quit()
return
if __name__ == '__main__':
main()
I wonder what amateur mistake I've made this time...
Any help would be appreciated. Thanks :)
There is already a game loop. There is not any need of "nested" game loops:
while mi_level:
A simple if
statement, which evaluates if the game is started is sufficient:
if mi_level:
# []...]
Note, in your code in the inner loops, the events haven't been evaluated, because pygame.event.get()
is missing. This causes that the pygame.QUIT
event wasn't handled any more and the window didn't close and react as intended.
See the changes to the main loop:
def main():
running = True
mi_level = False
screen.blit(pygame.image.load("Backgrounds/mainmenu.png"), (0, 0))
pygame.display.update()
while True:
for events in pygame.event.get():
if events.type == pygame.QUIT or running == False:
time.sleep(1)
running = False
pygame.quit()
return
pygame.draw.rect(screen, (255, 204, 204), (690, 110, 700, 135), 0)
if pygame.mouse.get_pressed()[0] and pygame.Rect(690, 110, 880, 165).collidepoint(pygame.mouse.get_pos()):
screen.fill((255, 123, 67))
screen.blit(pygame.image.load("Backgrounds/mi_level.png"), (0, 50))
pygame.display.flip()
background = screen.copy()
mi_level = True
if mi_level:
sprites.update()
screen.blit(background, (0, 0))
sprites.draw(screen)
pygame.display.update()
clock.tick(100)
pygame.display.update()
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