Text not being drawn with pygame

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Alright so i have this function to create a text line that pops up when someone wins the game. The problem I'm having is that it just doesn't show up no matter what I do. The other problem is that I followed a tutorial on youtube and created a game that has the same exact thing but now it's not working in the code I created myself and I'm not sure what I'm doing wrong.

My code

import pygame
import os
pygame.init()
pygame.font.init()

WIDTH, HEIGHT = (900, 500)
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Bong Pong')



FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BORDER = pygame.Rect(WIDTH// 2 -5, 0, 10, HEIGHT)
VEL = 5
PLAYER_HEIGHT = 50
PLAYER_WIDTH = 15
BALL_HEIGHT = 15
BALL_WIDTH = 15

SCORE_FONT = pygame.font.SysFont('timesnewroman', 40)
WINNER_FONT = pygame.font.SysFont('timesnewroman', 40)

def draw_window(player_1, player_2, game_ball, player_1_score, player_2_score):
    WIN.fill(WHITE)
    pygame.draw.rect(WIN, BLACK, BORDER)
    pygame.draw.rect(WIN, BLACK, player_1)
    pygame.draw.rect(WIN, BLACK, player_2)
    pygame.draw.rect(WIN, RED, game_ball)
    player_1_score_text = SCORE_FONT.render("Score: " + str(player_1_score), 1, BLACK)
    player_2_score_text = SCORE_FONT.render("Score: " + str(player_2_score), 1, BLACK)
    WIN.blit(player_1_score_text, (10, 10))
    WIN.blit(player_2_score_text, (480, 10))
    pygame.display.update()


def player_1_movement(keys_pressed, player_1):
    if keys_pressed[pygame.K_w] and player_1.y - VEL > 0:
        player_1.y -= VEL
    if keys_pressed [pygame.K_s] and player_1.y + PLAYER_HEIGHT + VEL < 500:
        player_1.y += VEL
    
def player_2_movement(keys_pressed, player_2):
    if keys_pressed[pygame.K_UP] and player_2.y - VEL > 0:
        player_2.y -= VEL
    if keys_pressed [pygame.K_DOWN] and player_2.y + PLAYER_HEIGHT + VEL < 500:
        player_2.y += VEL

       
def draw_winner(text):
    winner_winner = WINNER_FONT.render(text ,1 , BLACK)
    WIN.blit(winner_winner, (WIDTH// 2 ,HEIGHT //2))
    pygame.display.update
    pygame.time.delay(3000)
    




    
        
   
        
    
    

def main(): 

    player_1 = pygame.Rect(50, HEIGHT//2 - PLAYER_HEIGHT// 2, PLAYER_WIDTH, PLAYER_HEIGHT)
    player_2 = pygame.Rect(850, HEIGHT//2 - PLAYER_HEIGHT// 2, PLAYER_WIDTH, PLAYER_HEIGHT)
    game_ball = pygame.Rect(50 + PLAYER_WIDTH, HEIGHT//2 - BALL_HEIGHT// 2, BALL_WIDTH, BALL_HEIGHT)
    ball_vel_y = 2
    ball_vel_x = 2
    player_1_score = 0 
    player_2_score = 0 


    clock = pygame.time.Clock()
    run = True
    while run:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False 
                pygame.quit()
            

            
        keys_pressed = pygame.key.get_pressed()
        player_1_movement(keys_pressed, player_1)
        player_2_movement(keys_pressed, player_2)
        
        the_winner_text = ""
        if player_1_score == 1:
            the_winner_text = "Player 1 Wins!"
            return the_winner_text
        if player_2_score == 10:
            the_winner_text = "Player 2 Wins!"
            return the_winner_text
        if the_winner_text != "":
            draw_winner(the_winner_text)
            break 
        # Swtich ball directions
        if game_ball.y - BALL_HEIGHT - VEL <= 0 or game_ball.y + BALL_HEIGHT + VEL >= 500:
            ball_vel_y *= -1

        # Start Movmeent
        game_ball.y -= ball_vel_y

        # Collisions
        if game_ball.colliderect(player_1) or game_ball.colliderect(player_2):
            ball_vel_x *= -1
        if game_ball.colliderect(player_1):
            ball_vel_x += 1
            ball_vel_y += 1
        if game_ball.colliderect(player_2):
            ball_vel_x -= 1
            ball_vel_y += 1
        # Start X movement
        game_ball.x += ball_vel_x

        # handles scoring and resets
        if game_ball.x >= 900:
            player_1_score += 1
            pygame.time.delay(1000)
        if game_ball.x > 900:
            game_ball.x = 50
            ball_vel_x = 2
            ball_vel_y = 2
        if game_ball.x <= 0:
            player_2_score += 2
            pygame.time.delay(1000)
        if game_ball.x < 0:
            game_ball.x = 850
            ball_vel_x = 2
            ball_vel_y = 2

        # Winning the game

        draw_window(player_1, player_2, game_ball, player_1_score, player_2_score)
        
   


    

if __name__ == '__main__':
    main()

The Tutorial

import pygame
import os
pygame.font.init()
pygame.mixer.init() 

WIDTH, HEIGHT = 900,500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("The First Game")

HEALTH_FONT = pygame.font.SysFont('timesnewroman', 40)
WINNER_FONT = pygame.font.SysFont('tiemsnewroman', 60)

BLUE = (0, 0, 100)
BLACK = (0, 0, 0)
RED = (200, 0, 0)
YELLOW = (0, 200, 200)
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)
VEL = 7
MAX_BULLETS = 3
BULLET_VEL = 10
FPS = 60



YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2 

SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55,40

YELLOW_SPACESHIP_IMAGE = pygame.image.load(os.path.join('Pygame Tutorial', 'Assets', 'spaceship_yellow.png'))
YELLOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90)

RED_SPACESHIP_IMAGE = pygame.image.load(os.path.join('Pygame Tutorial', 'Assets', 'spaceship_red.png'))
RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270)

SPACE_BACKGROUND = pygame.transform.scale(pygame.image.load(os.path.join('Pygame Tutorial', 'Assets', 'space.png')), (900, 500))



def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health):
    WIN.blit(SPACE_BACKGROUND, (0, 0))
    pygame.draw.rect(WIN, BLACK, BORDER)
    
    red_health_text = HEALTH_FONT.render("Health: " + str(red_health), 1, BLUE)
    yellow_health_text = HEALTH_FONT.render("Health: " + str(yellow_health), 1, BLUE)

    WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() -10, 10))
    WIN.blit(yellow_health_text, (10, 10))
    WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
    WIN.blit(RED_SPACESHIP, (red.x, red.y))



    for bullet in red_bullets:
        pygame.draw.rect(WIN, RED, bullet )

    for bullet in yellow_bullets:
        pygame.draw.rect(WIN, YELLOW, bullet )

    pygame.display.update()



def yellow_movement(keys_pressed, yellow):
    if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: #left
        yellow.x -= VEL
    if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x + BORDER.width: #right
        yellow.x += VEL
    if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: #up
        yellow.y -= VEL
    if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15:
        yellow.y += VEL

def red_movement(keys_pressed, red):
    if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width: #left
            red.x -= VEL
    if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH: #right
            red.x += VEL
    if keys_pressed[pygame.K_UP] and red.y - VEL > 0: #up
            red.y -= VEL
    if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15: #down
            red.y += VEL

def handle_bullets(yellow_bullets, red_bullets, yellow, red):
    for bullet in yellow_bullets:
        bullet.x += BULLET_VEL
        if red.colliderect(bullet):
            pygame.event.post(pygame.event.Event(RED_HIT))
            yellow_bullets.remove(bullet)
        if bullet.x > 900:
            yellow_bullets.remove(bullet)

    for bullet in red_bullets:
        bullet.x -= BULLET_VEL
        if yellow.colliderect(bullet):
            pygame.event.post(pygame.event.Event(YELLOW_HIT))
            red_bullets.remove(bullet)

        if bullet.x < 0:
            red_bullets.remove(bullet)

def draw_winner(text):
    the_winner_text = WINNER_FONT.render(text, 1, BLACK)
    WIN.blit(the_winner_text, (WIDTH // 2 - the_winner_text.get_width()// 2, HEIGHT //2))
    pygame.display.update()
    pygame.time.delay(3000)
    

def main():
    red = pygame.Rect(700, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
    yellow = pygame.Rect(100, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)

    #game specific variables go inside of main function
    red_bullets = []
    yellow_bullets = []
    bullets = []
    red_health = 10
    yellow_health = 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
                pygame.quit()
            
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS:
                    bullet = pygame.Rect(yellow.x + yellow.width, yellow.y + yellow.height//2  +2, 10, 5) 
                    yellow_bullets.append(bullet)
                if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS:
                    bullet = pygame.Rect(red.x , red.y + red.height//2 +2, 10, 5) 
                    red_bullets.append(bullet)

            if event.type == RED_HIT:
                red_health -= 1

            if event.type == YELLOW_HIT:
                yellow_health -= 1

        winner_text = ""

        if red_health <= 0:
                winner_text = "Yellow Wins!"
            
        if yellow_health <= 0:
                winner_text = "Red Wins!"

        if winner_text != "":
                draw_winner(winner_text)
                break
        

        keys_pressed = pygame.key.get_pressed()
        yellow_movement(keys_pressed, yellow)
        red_movement(keys_pressed, red)

        handle_bullets(yellow_bullets, red_bullets, yellow, red)
        draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health)

        
    
    

if __name__ == "__main__":
    main()

the part I'm looking at specifically is the draw_winner() function. It works perfectly fine in the tutorial but not my code and I've basically followed it exactly as far as I can tell.

0 Answers
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