Reputation: 21
I know this is going to be (hopefully) an easy fix, but I cannot get the gameover screen to blit on my screen. I have thought through this for the past two hours, and none of my tweaks are working. Any help would be greatly appreciated!
This file contains the main file loop as while as sprite group updates and general updates/renders for the program
import pygame, sys
import player
import random
import math
from constants import *
from bullet import *
from block import *
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Open")
clock = pygame.time.Clock()
def main():
moveX = 0
moveY = 0
sprite_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
main_player = player.Player()
sprite_list.add(main_player)
main_player.rect.x = 400
main_player.rect.y = 550
for i in range(1,10):
blocks = Block()
blocks.center_x = random.randrange(760)
blocks.center_y = random.randrange(400)
blocks.radius = random.randrange(10,200)
blocks.angle = random.random() * 4 * math.pi
blocks.speed = 0.04
block_list.add(blocks)
sprite_list.add(blocks)
font = pygame.font.Font(None, 36)
game_over = False
score = 0
level = 1
gameLoop = True
while gameLoop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
moveX = 5
if event.key == pygame.K_LEFT:
moveX = -5
if event.key == pygame.K_DOWN:
moveY = 5
if event.key == pygame.K_UP:
moveY = -5
if event.key == pygame.K_SPACE:
bullets = Bullet()
bullets.rect.x = main_player.rect.x + 16
bullets.rect.y = main_player.rect.y + 16
sprite_list.add(bullets)
bullet_list.add(bullets)
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT and moveX >= 0:
moveX = 0
if event.key == pygame.K_LEFT and moveX <= 0:
moveX = 0
if event.key == pygame.K_DOWN and moveY >= 0:
moveY = 0
if event.key == pygame.K_UP and moveY <= 0:
moveY = 0
for bullets in bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullets, block_list, True)
for block in block_hit_list:
score += 1
bullet_list.remove(bullets)
sprite_list.remove(bullets)
if bullets.rect.y < 0:
bullet_list.remove(bullets)
sprite_list.remove(bullets)
if pygame.sprite.spritecollide(main_player, block_list, True):
gameLoop = False
game_over = True
sprite_list.update()
screen.fill(BLACK)
sprite_list.draw(screen)
main_player.rect.x += moveX
main_player.rect.y += moveY
score_text = font.render("Score: "+str(score), True, WHITE)
screen.blit(score_text,[10,10])
level_text = font.render("Level: "+str(level), True, WHITE)
screen.blit(level_text,[115,10])
if game_over == True:
you_lose_text = font.render("YOU SUCK", True, RED)
screen.blit(you_lose_text, [300,300])
pygame.time.wait(1000)
break
clock.tick(60)
pygame.display.update()
pygame.quit()
if __name__ == "__main__":
main()
HERE IS MY ISSUE:
if game_over == True:
you_lose_text = font.render("YOU SUCK", True, RED)
screen.blit(you_lose_text, [300,300])
pygame.time.wait(1000)
break
I am getting no error, and the pygame.time.wait
function is working correctly? Why is it just skipping over displaying the text?
Upvotes: 0
Views: 51
Reputation: 142641
Maybe it is not the best solution but your code doesn't need better.
blit
draws in buffer. You have to use update
before wait
to send data from buffer to screen.
if game_over == True:
you_lose_text = font.render("YOU SUCK", True, RED)
screen.blit(you_lose_text, [300,300])
pygame.display.update() # send on screen
pygame.time.wait(1000)
break
clock.tick(60)
pygame.display.update()
pygame.quit()
Upvotes: 1