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.