Reputation: 2270
I am making a game, and when I want to go through the loop normally, it doesn't work.
it goes through the loop, but for some reason, it backtracks, rather than starting over. When I add a continue
statement, the button just disappears.
Why isn't the continue statement working properly?
Here is my code:
import pygame
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((400, 300))
pygame.font.init()
done = False
bro = True
x = 100
y = 100
#button1 = pygame.draw.rect(screen, (0, 0, 255), (200, 200, 30, 30))
#if check <= pos - (w/2) and check >=
pygame.display.set_caption("Auto Maze!")
donk = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
mouse = event.pos
try:
assert button1.collidepoint(mouse)
except AssertionError:
pass
except NameError:
pass
else:
donk = True
pressed = pygame.key.get_pressed()
if pressed[pygame.K_w]:
y -= 5
elif pressed[pygame.K_s]:
y += 5
elif pressed[pygame.K_a]:
x -= 5
elif pressed[pygame.K_d]:
x += 5
screen.fill((0, 0, 0))
"""try:
assert player.colliderect(wall1)
except AssertionError:
pass
except NameError:
pass
else:
death_screen = pygame.display.set_mode((400, 300))
button1 = pygame.draw.rect(death_screen, (0, 0, 255), (200, 200, 30, 30))
if donk:
break"""
player = pygame.draw.rect(screen, (0, 255, 0), (x, y, 60, 60))
wall1 = pygame.draw.rect(screen, (255, 0, 0), (300, 0, 100, 300))
if player.colliderect(wall1):
death_screen = pygame.display.set_mode((400, 300))
myfont = pygame.font.SysFont("Comic Sans MS", 10)
button1 = pygame.draw.rect(death_screen, (0, 0, 255), (175, 100, 60, 30))
text = myfont.render("Try Again", False, (255, 0, 0))
screen.blit(text, (175, 100))
if donk:
screen = pygame.display.set_mode((400, 300))
clock.tick(60)
pygame.display.flip()
quit()
Upvotes: 3
Views: 224
Reputation: 211166
Add a gameover
to your application:
gameover = False:
Do different things in the application loop, dependent on the state of gameover
:
while not done:
# [...]
if not gameover:
# draw game scene
# [...]
else:
# draw gamover scene (button)
# [...]
Set the gameover
state if the player collides:
gameover = player.colliderect(wall1)
Reset the position of the player if the continue button is pressed:
if event.type == pygame.MOUSEBUTTONDOWN:
if gameover:
if button1.collidepoint(event.pos):
gameover = False
x, y = 100, 100
See the example:
import pygame
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((400, 300))
pygame.display.set_caption("Auto Maze!")
pygame.font.init()
myfont = pygame.font.SysFont("Comic Sans MS", 10)
x, y = 100, 100
gameover = False
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
if gameover:
if button1.collidepoint(event.pos):
gameover = False
x, y = 100, 100
screen.fill((0, 0, 0))
if not gameover:
pressed = pygame.key.get_pressed()
if pressed[pygame.K_w]:
y -= 5
elif pressed[pygame.K_s]:
y += 5
elif pressed[pygame.K_a]:
x -= 5
elif pressed[pygame.K_d]:
x += 5
player = pygame.draw.rect(screen, (0, 255, 0), (x, y, 60, 60))
wall1 = pygame.draw.rect(screen, (255, 0, 0), (300, 0, 100, 300))
gameover = player.colliderect(wall1)
else:
button1 = pygame.draw.rect(screen, (0, 0, 255), (175, 100, 60, 30))
text = myfont.render("Try Again", False, (255, 0, 0))
screen.blit(text, (175, 100))
pygame.display.flip()
clock.tick(60)
quit()
Upvotes: 1
Reputation: 2110
This does the same as your code, but just cleaned up. Hopefully it solves your problem
import pygame
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((400, 300))
pygame.font.init()
done = False
mouse = None
click = False
state = "main"
myfont = pygame.font.SysFont("Comic Sans MS", 10)
player = pygame.Rect(100,100,60,60)
wall1 = pygame.Rect(300, 0, 100, 300)
button1 = pygame.Rect(175, 100, 60, 30)
pygame.display.set_caption("Auto Maze!")
while not done:
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
mouse = event.pos
click = True
screen.fill((0, 0, 0))
if state == "main":
pressed = pygame.key.get_pressed()
if pressed[pygame.K_w]:
player.y -= 5
elif pressed[pygame.K_s]:
player.y += 5
elif pressed[pygame.K_a]:
player.x -= 5
elif pressed[pygame.K_d]:
player.x += 5
#draw player and wall
pygame.draw.rect(screen, (0, 255, 0), player)
pygame.draw.rect(screen, (255, 0, 0), wall1)
if player.colliderect(wall1):
state = "death"
else:
pygame.draw.rect(screen, (0, 0, 255), button1)
text = myfont.render("Try Again", False, (255, 0, 0))
screen.blit(text, (175, 100))
if click:
if button1.collidepoint(mouse):
state = "main"
player.x = 100
player.y = 100
clock.tick(60)
pygame.display.flip()
quit()
Upvotes: 1