'How Do You Add A Replay Button To A Game?
Im trying to make a replay button for my game where when you die the game pauses until you press the space bar which resets the game so you can play again. I'm using python with pygame. If you can fix this, please do! It would make my day. If possible, please include the code for the fix and where to put it because I am new to python. The source code below is the game I'm working on.
import pygame
import random
import sys
import time
pygame.init()
WIDTH = 800
HEIGHT = 600
TRASH = (110, 110, 110)
RED = (135, 56, 47)
player_pos = [400, 475]
player_size = 50
screen = pygame.display.set_mode((WIDTH, HEIGHT))
enemy_size = 50
SPEED = 11
FPS = 120
enemy_pos = [random.randint(0, WIDTH - enemy_size), 0]
enemy_list = [enemy_pos]
game_over = False
score = 0
clock = pygame.time.Clock()
myFont = pygame.font.SysFont("monospace", 35)
pygame.display.set_caption('Crab Dodge, By: ChanceMeteor515')
pygame.mouse.set_visible(0)
def drop_enemies(enemy_list):
if len(enemy_list) < 9:
x_pos = random.randint(0, WIDTH - enemy_size)
y_pos = 10
enemy_list.append([x_pos, y_pos])
def draw_enemies(enemy_list):
for enemy_pos in enemy_list:
pygame.draw.rect(screen, TRASH, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))
def update_enemies_pos(enemy_list, score):
for idx, enemy_pos in enumerate(enemy_list):
if enemy_pos[1] >= 0 and enemy_pos[1] < HEIGHT:
enemy_pos[1] += SPEED
else:
enemy_list.pop(idx)
score += 1
return score
def collision_check(enemy_list, player_pos):
for enemy_pos in enemy_list:
if detect_collision(enemy_pos, player_pos):
return True
return False
def edge_detection1(player_pos):
if player_pos[0] > 750:
return True
return False
def edge_detection2(player_pos):
if player_pos[0] < 0:
return True
return False
def detect_collision(player_pos, enemy_pos):
p_x = player_pos[0]
p_y = player_pos[1]
e_x = enemy_pos[0]
e_y = enemy_pos[1]
if (e_x >= p_x and e_x < (p_x + player_size)) or (p_x >= e_x and p_x < (e_x + enemy_size)):
if (e_y >= p_y and e_y < (p_y + player_size)) or (p_y >= e_y and p_y < (e_y + enemy_size)):
return True
return False
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
x = player_pos[0]
y = player_pos[1]
if event.key == pygame.K_LEFT:
x -= player_size
elif event.key == pygame.K_RIGHT:
x += player_size
elif event.key == pygame.K_a:
x -= player_size
elif event.key == pygame.K_d:
x += player_size
elif event.key == pygame.K_q:
x -= player_size
elif event.key == pygame.K_ESCAPE:
sys.exit()
player_pos = [x, y]
screen.fill((194, 178, 128))
drop_enemies(enemy_list)
score = update_enemies_pos(enemy_list, score)
text = "Score:" + str(score)
label = myFont.render(text, 1, (0, 0, 0))
screen.blit(label, (WIDTH - 200, HEIGHT - 40))
if edge_detection1(player_pos):
player_pos[0] = 0
if edge_detection2(player_pos):
player_pos[0] = 750
if collision_check(enemy_list, player_pos):
time.sleep(1.4)
game_over = True
draw_enemies(enemy_list)
pygame.draw.rect(screen, RED, (player_pos[0], player_pos[1], player_size, player_size))
clock.tick(FPS)
pygame.display.update()
Solution 1:[1]
OK, I've done what you've wanted but it requires Tkinter cause I was a bit lazy.
import pygame
import random
import sys
import time
import os
from tkinter import *
from tkinter import messagebox
print(os.getcwd())
pygame.init()
def game():
WIDTH = 800
HEIGHT = 600
TRASH = (110, 110, 110)
RED = (135, 56, 47)
player_pos = [400, 475]
player_size = 50
game_over = False
screen = pygame.display.set_mode((WIDTH, HEIGHT))
enemy_size = 50
SPEED = 11
FPS = 120
enemy_pos = [random.randint(0, WIDTH - enemy_size), 0]
enemy_list = [enemy_pos]
score = 0
clock = pygame.time.Clock()
myFont = pygame.font.SysFont("monospace", 35)
pygame.display.set_caption('Crab Dodge, By: ChanceMeteor515')
pygame.mouse.set_visible(0)
def drop_enemies(enemy_list):
if len(enemy_list) < 9:
x_pos = random.randint(0, WIDTH - enemy_size)
y_pos = 10
enemy_list.append([x_pos, y_pos])
def draw_enemies(enemy_list):
for enemy_pos in enemy_list:
pygame.draw.rect(screen, TRASH, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))
def update_enemies_pos(enemy_list, score):
for idx, enemy_pos in enumerate(enemy_list):
if enemy_pos[1] >= 0 and enemy_pos[1] < HEIGHT:
enemy_pos[1] += SPEED
else:
enemy_list.pop(idx)
score += 1
return score
def collision_check(enemy_list, player_pos):
for enemy_pos in enemy_list:
if detect_collision(enemy_pos, player_pos):
return True
return False
def edge_detection1(player_pos):
if player_pos[0] > 750:
return True
return False
def edge_detection2(player_pos):
if player_pos[0] < 0:
return True
return False
def detect_collision(player_pos, enemy_pos):
p_x = player_pos[0]
p_y = player_pos[1]
e_x = enemy_pos[0]
e_y = enemy_pos[1]
if (e_x >= p_x and e_x < (p_x + player_size)) or (p_x >= e_x and p_x < (e_x + enemy_size)):
if (e_y >= p_y and e_y < (p_y + player_size)) or (p_y >= e_y and p_y < (e_y + enemy_size)):
return True
return False
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
x = player_pos[0]
y = player_pos[1]
if event.key == pygame.K_LEFT:
x -= player_size
elif event.key == pygame.K_RIGHT:
x += player_size
elif event.key == pygame.K_a:
x -= player_size
elif event.key == pygame.K_d:
x += player_size
elif event.key == pygame.K_q:
x -= player_size
elif event.key == pygame.K_ESCAPE:
sys.exit()
player_pos = [x, y]
screen.fill((194, 178, 128))
drop_enemies(enemy_list)
score = update_enemies_pos(enemy_list, score)
text = "Score:" + str(score)
label = myFont.render(text, 1, (0, 0, 0))
screen.blit(label, (WIDTH - 200, HEIGHT - 40))
if edge_detection1(player_pos):
player_pos[0] = 0
if edge_detection2(player_pos):
player_pos[0] = 750
if collision_check(enemy_list, player_pos):
time.sleep(1.4)
Tk().wm_withdraw() #to hide the main window
game_over = True
draw_enemies(enemy_list)
pygame.draw.rect(screen, RED, (player_pos[0], player_pos[1], player_size, player_size))
clock.tick(FPS)
pygame.display.update()
ans = messagebox.askretrycancel("askretrycancel", "Try again?")
root=Tk()
root.destroy()
return ans
while True:
if game() == True:
pass
else:
break
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
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Solution 1 |