'Why isn't the count for lives going down my pygame code?
So I am doing a project where I have to make a game that gives the user three lives and each time the beamrect's rectangle collides with the player's, it subtracts a life and puts them in the original position. When lives == 0: there will be a death screen displayed. But for some reason, the death screen isn't being displayed even though I made sure that every time the player rect (being zonicrect) and the beamrect collided, it would subtract 1 from the life variable.
# Your header should go here, each comment should be initialed -DK
import pygame, sys
import os
# https://youtu.be/jO6qQDNa2UY
pygame.init()
FPS = 60
# Useful Variables
# Size
size = height, width = 900, 500
zonhw = zheight, zwidth = 70, 70
scale2 = height2, width2 = 600, 300
lscale = lheight, lwidth = 80, 80
beamsz = bheight, bwidth = 50,25
platz = pheight, pwidth = 10, 70
# RGB
white = (255, 255, 255)
black = (0,0,0)
blue = (0, 0, 128)
green = (0, 255, 0)
brown = (165,42,42)
# Speed
VEL = 5
beamspeed = 3
# Position
laserpos = posx, posy = 500,250
#other
i = 0
life = 3
score = 0
# graphics
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Zonic bootleg")
font = pygame.font.Font('freesansbold.ttf', 32)
zonic = pygame.image.load(os.path.join("image","zonic.gif"))
zonic = pygame.transform.scale(zonic, zonhw)
bg = pygame.image.load(os.path.join("image","sonic-back.jpg"))
bg = pygame.transform.scale(bg, size)
gg = pygame.image.load(os.path.join("image","gg.jpg"))
gg= pygame.transform.scale(gg, size)
lazerz = pygame.image.load(os.path.join("image","Lazerz.gif"))
lazerz = pygame.transform.scale(lazerz, lscale)
beam = pygame.image.load(os.path.join("image","laserbeam.jpg"))
beam = pygame.transform.scale(beam, beamsz)
lives = pygame.image.load(os.path.join("image","health.png"))
lives = pygame.transform.scale(lives,(40,40))
# zoncz = pygame.image.load(os.path.join("image","zoncz.png"))
# zoncz = pygame.transform.scale(zoncz, scale2)
#coalitions
def collider(life,beamrect,zonicrect,lazerect):
beamrect.x -= beamspeed
if zonicrect.colliderect(beamrect):
beamrect.x = lazerect.x+21
zonicrect.x = 0
if beamrect.x <-60:
#screen.blit(beam, (posx, posy))
beamrect.x += 550
def updating(score, beamrect):
if beamrect.x == 0:
score += 1
#Death
def death():
while life <= 0:
death = font.render("Death", True, white)
screen.fill(black)
screen.blit(death,(250, 250))
# zonic movement
def KWS(keyvar, zonicrect,flip):
if keyvar[pygame.K_RIGHT]: # right
zonicrect.x += VEL
flip = False
if zonicrect.x > 500:
zonicrect.x -= VEL
if keyvar[pygame.K_LEFT] and zonicrect.x + VEL > 0: # left
zonicrect.x -= VEL
flip = True
def flipx(flip,zonicrect):
if flip:
screen.blit(pygame.transform.flip(zonic,True,False),(zonicrect.x,zonicrect.y))
if flip == False:
screen.blit(pygame.transform.flip(zonic,False,False),(zonicrect.x,zonicrect.y))
# text = font.render('Lives: {0}'.format(life), True, green, blue)
def heart(beamrect,zonicrect,lazerect):
x = 1
i = -33
while life >= x:
x +=1
i+=32
screen.blit(lives, (2+i,0))
# draw
def drawingfunc(zonicrect,lazerect, beamrect,flip, zonczrect):
#screen.blit(death,(0,0))
screen.blit(bg, (0, 0))
heart(beamrect,zonicrect,lazerect)
flipx(flip,zonicrect)
#screen.blit(zonic,(zonicrect.x, zonicrect.y))
screen.blit(beam, (beamrect.x, beamrect.y+15))
screen.blit(lazerz, (lazerect.x+21,lazerect.y))
# score = font.render('Score: ')
# screen.blit(zonic, (zonczrect.x, zonczrect.y))
sore = font.render("Score: {0}".format(score), True, black, white)
screen.blit(sore, (30, 70))
pygame.draw.rect(screen, brown, pygame.Rect(200, 200, 100, 50))
pygame.display.update()
# mainloop and refresh rate
def main():
jump = False
jumpCount = 0
jumpMax = 15
flip = False
zonicrect = pygame.Rect(10, 250, zheight, zwidth)
lazerect = pygame.Rect(posx, posy, lheight, lwidth)
beamrect = pygame.Rect(posx, posy, bheight, bwidth)
zonczrect = pygame.Rect(50, 25, height2, width2)
# (30,0,32,32)
# livesrect = pygame.Rect(0,0,10,10)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if not jump and event.key == pygame.K_SPACE:
jump = True
jumpCount = jumpMax
death()
collider(life,beamrect,zonicrect,lazerect)
keyspressed = pygame.key.get_pressed()
KWS(keyspressed, zonicrect,flip)
updating(score, beamrect)
drawingfunc(zonicrect,lazerect, beamrect,flip, zonczrect)
flipx(flip, zonicrect)
if jump:
zonicrect.y -= jumpCount
if jumpCount > -jumpMax:
jumpCount -= 1
else:
jump = False
pygame.quit()
# calling function NOTE: needs to always be at the end of file
if __name__ == "__main__":
main()
Sources
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Source: Stack Overflow
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