Insanely good
parent
1b403c0391
commit
e7c444292f
353
main.py
353
main.py
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@ -2,101 +2,167 @@ import pygame
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import random
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import random
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import math
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import math
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# -----------------------------
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# Settings
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# -----------------------------
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SCREEN_WIDTH = 1280
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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SCREEN_HEIGHT = 720
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FPS = 80
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FPS = 60
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NUM_ENEMIES = 14
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# =========================
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# DIFFICULTY SETTINGS
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# =========================
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difficulty = 2 # 1 = Easy, 2 = Medium, 3 = Hard
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difficulty_flash_timer = 0
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difficulty_cooldown_timer = 0 # 10-second cooldown
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# =========================
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# POLARITY SWITCH COOLDOWN
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# =========================
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polarity_cooldown = 0
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POLARITY_COOLDOWN_TIME = int(FPS * 0.7)
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polarity_flash_timer = 0
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# -----------------------------
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# Initialize Pygame
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# -----------------------------
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pygame.init()
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pygame.init()
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pygame.mixer.init() # Initialize mixer for music
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pygame.mixer.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("Polarity Field")
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pygame.display.set_caption("Polarity Field")
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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font = pygame.font.SysFont(None, 36)
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font = pygame.font.SysFont(None, 42)
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# -----------------------------
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# Load background music
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# -----------------------------
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pygame.mixer.music.load("sprites/music.ogg")
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pygame.mixer.music.load("sprites/music.ogg")
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pygame.mixer.music.set_volume(0.5)
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pygame.mixer.music.set_volume(0.5)
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pygame.mixer.music.play(-1) # Loop indefinitely
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pygame.mixer.music.play(-1)
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# -----------------------------
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# Load sprites AFTER display is ready
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# -----------------------------
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player_surf = pygame.image.load("sprites/orb_purple.png").convert_alpha()
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player_surf = pygame.image.load("sprites/orb_purple.png").convert_alpha()
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player_surf = pygame.transform.scale(player_surf, (60, 60))
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player_surf = pygame.transform.scale(player_surf, (50, 50))
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player_rect = player_surf.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
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player_rect = player_surf.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
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player_polarity = 1
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player_polarity = 1
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player_lives = 3
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player_lives = 3
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# =========================
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# INITIAL ENEMIES BASED ON DIFFICULTY (easier)
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# =========================
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if difficulty == 1:
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NUM_ENEMIES = 12
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difficulty_text = "Easy"
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difficulty_color = (0, 200, 0)
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elif difficulty == 2:
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NUM_ENEMIES = 22
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difficulty_text = "Medium"
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difficulty_color = (255, 200, 0)
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elif difficulty == 3:
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NUM_ENEMIES = 35
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difficulty_text = "Hard"
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difficulty_color = (255, 60, 60)
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# =========================
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# SPAWN ENEMIES LIST
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# =========================
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enemies = []
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enemies = []
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for _ in range(NUM_ENEMIES):
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for _ in range(NUM_ENEMIES):
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polarity = random.choice([1, -1])
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polarity = random.choice([1, -1])
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if polarity == 1:
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surf = pygame.image.load("sprites/orb_red.png" if polarity == 1 else "sprites/orb_blue.png").convert_alpha()
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surf = pygame.image.load("sprites/orb_red.png").convert_alpha()
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surf = pygame.transform.scale(surf, (40, 40))
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else:
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side = random.choice(["top", "bottom", "left", "right"])
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surf = pygame.image.load("sprites/orb_blue.png").convert_alpha()
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if side == "top":
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surf = pygame.transform.scale(surf, (50, 50))
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# Spawn 500 pixels away from player
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while True:
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x = random.randint(0, SCREEN_WIDTH)
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x = random.randint(0, SCREEN_WIDTH)
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y = -100
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elif side == "bottom":
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x = random.randint(0, SCREEN_WIDTH)
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y = SCREEN_HEIGHT + 100
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elif side == "left":
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x = -100
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y = random.randint(0, SCREEN_HEIGHT)
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else:
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x = SCREEN_WIDTH + 100
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y = random.randint(0, SCREEN_HEIGHT)
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y = random.randint(0, SCREEN_HEIGHT)
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dx = x - player_rect.centerx
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dy = y - player_rect.centery
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dist = math.hypot(dx, dy)
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if dist >= 500:
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break
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rect = surf.get_rect(center=(x, y))
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rect = surf.get_rect(center=(x, y))
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speed_x = 0 # stationary until game starts
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speed_y = 0
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enemies.append({
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enemies.append({
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"surf": surf,
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"surf": surf,
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"rect": rect,
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"rect": rect,
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"polarity": polarity,
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"polarity": polarity,
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"speed_x": speed_x,
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"speed_x": random.uniform(-3.5, 3.5),
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"speed_y": speed_y
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"speed_y": random.uniform(-3.5, 3.5)
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})
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})
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# -----------------------------
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# Score & cooldown
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# -----------------------------
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score = 0
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score = 0
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hit_cooldown = 0
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hit_cooldown = 0
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game_started = False # Game begins only after first movement
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game_started = False
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difficulty_timer = 0
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# -----------------------------
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# Main loop
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# -----------------------------
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running = True
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running = True
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while running:
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while running:
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clock.tick(FPS)
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clock.tick(FPS)
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screen.fill((20, 20, 20))
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screen.fill((20, 20, 20))
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# -----------------------------
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# Events
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# -----------------------------
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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running = False
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running = False
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if event.type == pygame.KEYDOWN:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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if event.key == pygame.K_ESCAPE:
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running = False
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running = False
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if event.key == pygame.K_SPACE and game_started:
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player_polarity *= -1
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# -----------------------------
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# POLARITY SWITCH
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# Player movement
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if event.key == pygame.K_SPACE and game_started and polarity_cooldown == 0:
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# -----------------------------
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player_polarity *= -1
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polarity_cooldown = POLARITY_COOLDOWN_TIME
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polarity_flash_timer = int(FPS * 0.2)
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# DIFFICULTY CHANGE
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if game_started and difficulty_cooldown_timer == 0:
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if event.key in [pygame.K_1, pygame.K_2, pygame.K_3]:
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if event.key == pygame.K_1:
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difficulty = 1
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elif event.key == pygame.K_2:
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difficulty = 2
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elif event.key == pygame.K_3:
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difficulty = 3
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# Easier versions
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if difficulty == 1:
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NUM_ENEMIES = 12
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difficulty_text = "Easy"
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difficulty_color = (0, 200, 0)
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elif difficulty == 2:
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NUM_ENEMIES = 22
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difficulty_text = "Medium"
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difficulty_color = (255, 200, 0)
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elif difficulty == 3:
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NUM_ENEMIES = 35
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difficulty_text = "Hard"
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difficulty_color = (255, 60, 60)
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# RESET ENEMIES
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enemies = []
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for _ in range(NUM_ENEMIES):
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polarity = random.choice([1, -1])
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surf = pygame.image.load("sprites/orb_red.png" if polarity == 1 else "sprites/orb_blue.png").convert_alpha()
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surf = pygame.transform.scale(surf, (40, 40))
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side = random.choice(["top", "bottom", "left", "right"])
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if side == "top":
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x = random.randint(0, SCREEN_WIDTH)
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y = -100
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elif side == "bottom":
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x = random.randint(0, SCREEN_WIDTH)
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y = SCREEN_HEIGHT + 100
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elif side == "left":
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x = -100
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y = random.randint(0, SCREEN_HEIGHT)
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else:
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x = SCREEN_WIDTH + 100
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y = random.randint(0, SCREEN_HEIGHT)
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rect = surf.get_rect(center=(x, y))
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enemies.append({
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"surf": surf,
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"rect": rect,
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"polarity": polarity,
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"speed_x": random.uniform(-3.5, 3.5),
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"speed_y": random.uniform(-3.5, 3.5)
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})
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difficulty_flash_timer = FPS // 2
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difficulty_cooldown_timer = FPS * 10
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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dx = dy = 0
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dx = dy = 0
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if keys[pygame.K_w] or keys[pygame.K_UP]:
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if keys[pygame.K_w] or keys[pygame.K_UP]:
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@ -108,119 +174,152 @@ while running:
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if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
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if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
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dx += 6
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dx += 6
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# Start game on first movement
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if not game_started and (dx or dy):
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if not game_started and (dx != 0 or dy != 0):
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game_started = True
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game_started = True
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# Activate enemy movement now
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for enemy in enemies:
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enemy["speed_x"] = random.uniform(-3, 3)
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enemy["speed_y"] = random.uniform(-3, 3)
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player_rect.move_ip(dx, dy)
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player_rect.move_ip(dx, dy)
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player_rect.clamp_ip(pygame.Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT))
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player_rect.clamp_ip(pygame.Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT))
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moved = dx != 0 or dy != 0
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moved = dx or dy
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# -----------------------------
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# Enemy updates & scoring (only if game started)
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# -----------------------------
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if game_started:
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if game_started:
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for enemy in enemies:
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for enemy in enemies:
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# Polarity effect
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# Polarity-based movement
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if enemy["polarity"] == player_polarity: # repel
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if enemy["polarity"] == player_polarity:
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if enemy["rect"].centerx < player_rect.centerx:
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enemy["rect"].x += -4 if enemy["rect"].centerx < player_rect.centerx else 3
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enemy["rect"].x -= 4
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enemy["rect"].y += -4 if enemy["rect"].centery < player_rect.centery else 3
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else:
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else:
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enemy["rect"].x += 4
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enemy["rect"].x += 4 if enemy["rect"].centerx < player_rect.centerx else -3
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if enemy["rect"].centery < player_rect.centery:
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enemy["rect"].y += 4 if enemy["rect"].centery < player_rect.centery else -3
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enemy["rect"].y -= 4
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else:
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enemy["rect"].y += 4
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else: # attract
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if enemy["rect"].centerx < player_rect.centerx:
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enemy["rect"].x += 4
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else:
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enemy["rect"].x -= 4
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if enemy["rect"].centery < player_rect.centery:
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enemy["rect"].y += 4
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else:
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enemy["rect"].y -= 4
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# Random drift
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enemy["rect"].x += enemy["speed_x"] * 0.3
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enemy["rect"].x += enemy["speed_x"] * 0.3
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enemy["rect"].y += enemy["speed_y"] * 0.3
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enemy["rect"].y += enemy["speed_y"] * 0.3
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# Bounce on screen edges
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# RESPAWN IF OFF SCREEN (+/-100 pixels)
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if enemy["rect"].left < 0 or enemy["rect"].right > SCREEN_WIDTH:
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if (enemy["rect"].right < -100 or enemy["rect"].left > SCREEN_WIDTH + 100 or
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enemy["speed_x"] *= -1
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enemy["rect"].bottom < -100 or enemy["rect"].top > SCREEN_HEIGHT + 100):
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if enemy["rect"].top < 0 or enemy["rect"].bottom > SCREEN_HEIGHT:
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side = random.choice(["top", "bottom", "left", "right"])
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enemy["speed_y"] *= -1
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if side == "top":
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x = random.randint(0, SCREEN_WIDTH)
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y = -100
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elif side == "bottom":
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x = random.randint(0, SCREEN_WIDTH)
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y = SCREEN_HEIGHT + 100
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elif side == "left":
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x = -100
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y = random.randint(0, SCREEN_HEIGHT)
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else:
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x = SCREEN_WIDTH + 100
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y = random.randint(0, SCREEN_HEIGHT)
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enemy["rect"].center = (x, y)
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enemy["speed_x"] = random.uniform(-3.5, 3.5)
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enemy["speed_y"] = random.uniform(-3.5, 3.5)
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# Prevent stacking
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# Collision with player
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for other in enemies:
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if other != enemy:
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dx_sep = enemy["rect"].centerx - other["rect"].centerx
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dy_sep = enemy["rect"].centery - other["rect"].centery
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dist_sep = math.hypot(dx_sep, dy_sep)
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min_dist = 30
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if dist_sep < min_dist and dist_sep != 0:
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push_x = (dx_sep / dist_sep) * (min_dist - dist_sep) / 2
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push_y = (dy_sep / dist_sep) * (min_dist - dist_sep) / 2
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enemy["rect"].move_ip(push_x, push_y)
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other["rect"].move_ip(-push_x, -push_y)
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# Collision
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if hit_cooldown == 0 and player_rect.colliderect(enemy["rect"]):
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if hit_cooldown == 0 and player_rect.colliderect(enemy["rect"]):
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player_lives -= 1
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player_lives -= 1
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hit_cooldown = FPS
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hit_cooldown = FPS
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for e in enemies:
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dx_push = e["rect"].centerx - player_rect.centerx
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dy_push = e["rect"].centery - player_rect.centery
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e["rect"].move_ip(dx_push//2, dy_push//2)
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# Draw enemy
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# RESET ALL ENEMIES WHEN HIT
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enemies = []
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for _ in range(NUM_ENEMIES):
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polarity = random.choice([1, -1])
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surf = pygame.image.load("sprites/orb_red.png" if polarity == 1 else "sprites/orb_blue.png").convert_alpha()
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surf = pygame.transform.scale(surf, (40, 40))
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side = random.choice(["top", "bottom", "left", "right"])
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if side == "top":
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x = random.randint(0, SCREEN_WIDTH)
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y = -100
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elif side == "bottom":
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x = random.randint(0, SCREEN_WIDTH)
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y = SCREEN_HEIGHT + 100
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elif side == "left":
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x = -100
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y = random.randint(0, SCREEN_HEIGHT)
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else:
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x = SCREEN_WIDTH + 100
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y = random.randint(0, SCREEN_HEIGHT)
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rect = surf.get_rect(center=(x, y))
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enemies.append({
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"surf": surf,
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"rect": rect,
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"polarity": polarity,
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"speed_x": random.uniform(-3.5, 3.5),
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"speed_y": random.uniform(-3.5, 3.5)
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})
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break
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screen.blit(enemy["surf"], enemy["rect"])
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screen.blit(enemy["surf"], enemy["rect"])
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# Update score
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# Score multiplier based on difficulty
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score_multiplier = 1 + (difficulty - 1) * 0.5
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if moved:
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if moved:
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score += 1
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score += score_multiplier
|
||||||
|
|
||||||
# Update cooldown
|
|
||||||
if hit_cooldown > 0:
|
if hit_cooldown > 0:
|
||||||
hit_cooldown -= 1
|
hit_cooldown -= 1
|
||||||
|
|
||||||
# -----------------------------
|
# TIMERS
|
||||||
# Draw player
|
if difficulty_flash_timer > 0:
|
||||||
# -----------------------------
|
difficulty_flash_timer -= 1
|
||||||
screen.blit(player_surf, player_rect)
|
if polarity_cooldown > 0:
|
||||||
|
polarity_cooldown -= 1
|
||||||
|
if polarity_flash_timer > 0:
|
||||||
|
polarity_flash_timer -= 1
|
||||||
|
if difficulty_cooldown_timer > 0:
|
||||||
|
difficulty_cooldown_timer -= 1
|
||||||
|
|
||||||
# -----------------------------
|
# DRAW PLAYER WITH FLASH EFFECT
|
||||||
# Draw HUD
|
if polarity_flash_timer > 0:
|
||||||
# -----------------------------
|
flash_color = (255, 255, 255)
|
||||||
hud = font.render(f"Lives: {player_lives} Score: {score}", True, (255, 255, 255))
|
flash_surf = player_surf.copy()
|
||||||
|
flash_surf.fill(flash_color, special_flags=pygame.BLEND_ADD)
|
||||||
|
screen.blit(flash_surf, player_rect)
|
||||||
|
else:
|
||||||
|
screen.blit(player_surf, player_rect)
|
||||||
|
|
||||||
|
# HUD
|
||||||
|
hud = font.render(f"Lives: {player_lives} Score: {int(score)}", True, (255, 255, 255))
|
||||||
screen.blit(hud, (20, 20))
|
screen.blit(hud, (20, 20))
|
||||||
|
|
||||||
# -----------------------------
|
# Difficulty flash effect
|
||||||
# Check for game over
|
if difficulty_flash_timer > 0 and difficulty_flash_timer % 10 < 5:
|
||||||
# -----------------------------
|
diff_color = (255, 255, 255)
|
||||||
|
else:
|
||||||
|
diff_color = difficulty_color
|
||||||
|
|
||||||
|
difficulty_hud = font.render(f"Difficulty: {difficulty_text}", True, diff_color)
|
||||||
|
screen.blit(difficulty_hud, (20, 60))
|
||||||
|
|
||||||
|
# Show difficulty cooldown timer
|
||||||
|
if difficulty_cooldown_timer > 0:
|
||||||
|
seconds_left = difficulty_cooldown_timer // FPS
|
||||||
|
cooldown_hud = font.render(f"Change in: {seconds_left}s", True, (200, 200, 255))
|
||||||
|
screen.blit(cooldown_hud, (20, 100))
|
||||||
|
|
||||||
|
# Show player polarity at top right (- for Red, + for Blue)
|
||||||
|
polarity_text = "-" if player_polarity == 1 else "+"
|
||||||
|
polarity_hud = font.render(f"Polarity: {polarity_text}", True, (255, 255, 255))
|
||||||
|
screen.blit(polarity_hud, (SCREEN_WIDTH - polarity_hud.get_width() - 20, 20))
|
||||||
|
|
||||||
if player_lives <= 0:
|
if player_lives <= 0:
|
||||||
running = False
|
running = False
|
||||||
|
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
|
|
||||||
# -----------------------------
|
# GAME OVER SCREEN
|
||||||
# Game Over screen
|
|
||||||
# -----------------------------
|
|
||||||
screen.fill((20, 20, 20))
|
screen.fill((20, 20, 20))
|
||||||
game_over_text = font.render("GAME OVER", True, (255, 0, 0))
|
game_over_text = font.render("GAME OVER", True, (255, 0, 0))
|
||||||
score_text = font.render(f"Final Score: {score}", True, (255, 255, 255))
|
score_text = font.render(f"Final Score: {int(score)}", True, (255, 255, 255))
|
||||||
|
|
||||||
# Center text
|
screen.blit(game_over_text,
|
||||||
screen.blit(game_over_text, (SCREEN_WIDTH//2 - game_over_text.get_width()//2, SCREEN_HEIGHT//2 - 40))
|
(SCREEN_WIDTH // 2 - game_over_text.get_width() // 2,
|
||||||
screen.blit(score_text, (SCREEN_WIDTH//2 - score_text.get_width()//2, SCREEN_HEIGHT//2 + 10))
|
SCREEN_HEIGHT // 2 - 40))
|
||||||
|
screen.blit(score_text,
|
||||||
|
(SCREEN_WIDTH // 2 - score_text.get_width() // 2,
|
||||||
|
SCREEN_HEIGHT // 2 + 10))
|
||||||
|
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
|
|
||||||
# Wait until the player closes the window
|
|
||||||
game_over = True
|
game_over = True
|
||||||
while game_over:
|
while game_over:
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue