I am making a spaceship game where you control a spaceship and fire bullets to destroy enemy spaceships. When you click the try again button when you lose, you should be able to both replay and close the game. However, even though I was able to play multiply times, I wasn't able to close the window. I think this has something to do with the if statement that checks if the try again button is clicked. Or maybe it has something to do with something else. How can I fix it so I can close the window at all times?
This is my current code:
import pygame
from pygame.locals import *
from random import randint, choice
from tools import *
pygame.init()
pygame.font.init()
SCREEN_X = 800
SCREEN_Y = 500
CENTER_POS = (400, 225)
screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
class Spaceship(pygame.sprite.Sprite):
"""A spaceship object. Used for the player."""
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("spaceship.png")
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Updates the spaceship rect"""
self.rect.center = (self.x, self.y)
class Bullet(pygame.sprite.Sprite):
"""A bullet object. Appears when the player clicks."""
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("bullet.png")
self.image = pygame.transform.scale(self.image, (100, 100))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Let's the bullet move upward."""
self.y -= 5
self.rect.center = (self.x, self.y)
if self.y < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
"""An enemy object. The player's job is to destroy enemies."""
def __init__(self, s, x, y, t):
pygame.sprite.Sprite.__init__(self)
self.type = t
self.screen, self.x, self.y = s, x, y
self.image = pygame.image.load(get_enemy_image()[self.type])
# There is an if statement because the
# N1 Galaxy Fighter and M7 Comet Glider need different sizes
if self.type == "N1 Galaxy Fighter":
self.image = pygame.transform.scale(self.image, (235, 215))
elif self.type == "M7 Comet Glider":
self.image = pygame.transform.scale(self.image, (155, 215))
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.score_given = get_enemy_given_score()[self.type]
def update(self):
if self.y < 0:
self.kill()
self.y += 3
self.rect.center = (self.x, self.y)
class GameOverBackground(pygame.sprite.Sprite):
"""The game over background object."""
def __init__(self, s, x, y, size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.screen, self.x, self.y = s, x, y
self.size = size
self.image = pygame.image.load("Game_Over.jpg")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
def blitme(self):
"""Blits the game over image on the screen"""
self.screen.blit(self.image, self.rect)
class Coin(pygame.sprite.Sprite):
"""A coin object."""
def __init__(self, pos=(0, 0), size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.x, self.y = pos[0], pos[1]
self.size = size
self.image = pygame.image.load("coin.png")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Updates the coin rect"""
self.rect.center = (self.x, self.y)
class StartButton(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("start_button.png")
if size is not None:
self.image = pygame.transform.scale(self.image, size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def blitme(self):
self.screen.blit(self.image, self.rect)
class TryAgainButton(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("try_again.png")
if size is not None:
self.image = pygame.transform.scale(self.image, size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def blitme(self):
self.screen.blit(self.image, self.rect)
def main():
bg = GameOverBackground(screen, 0, 0, size=(800, 500))
spaceship = Spaceship(screen, 400, 400)
start_button = StartButton(screen, CENTER_POS[0], CENTER_POS[1], size=(300, 195))
button_rect = start_button.image.get_rect(topleft=(start_button.x, start_button.y))
game_started = False
try_again_button = TryAgainButton(screen, CENTER_POS[0], CENTER_POS[1]+215, size=(300, 195))
button_rect_2 = try_again_button.image.get_rect(topleft=(try_again_button.x, try_again_button.y))
try_again = False
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
coins = pygame.sprite.Group()
clock = pygame.time.Clock()
enemy_interval = 2000
enemy_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_event, enemy_interval)
coin_interval = 3500
coin_event = pygame.USEREVENT + 1
pygame.time.set_timer(coin_event, coin_interval)
score = 0
lives = 3
with open("high_score.txt", "r") as file:
highscore = file.read()
font = pygame.font.SysFont("Arial", 30)
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
high_score_text_surface = font.render("High Score: %s" % highscore, True, (0, 0, 0))
spaceship_collided = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == MOUSEBUTTONDOWN:
if not game_started:
if button_rect.collidepoint(event.pos):
game_started = True
if game_started is True and button_rect_2.collidepoint(event.pos):
try_again = True
if game_started and event.type == MOUSEBUTTONDOWN:
bullet = Bullet(screen, spaceship.x, spaceship.y - 20)
bullets.add(bullet)
if game_started and event.type == enemy_event and not lives <= 0:
enemy = Enemy(screen, randint(-100, 725), 0, choice(["N1 Galaxy Fighter", "M7 Comet Glider"]))
enemies.add(enemy)
if game_started and event.type == coin_event and not lives <= 0:
if len(coins) < 100:
coins.add(Coin((randint(-125, 750), randint(-200, 400))))
screen.fill((255, 255, 255)) # DO NOT DRAW ANYTHING IN FRONT OF THIS LINE, I'M WARNING YOU
if not game_started:
start_button.blitme()
if try_again:
main()
if game_started:
bullets.update()
key = pygame.key.get_pressed()
amount = 5
if key[pygame.K_a]:
spaceship.x -= amount
elif key[pygame.K_d]:
spaceship.x += amount
elif key[pygame.K_w]:
spaceship.y -= amount
elif key[pygame.K_s]:
spaceship.y += amount
spaceship.update()
if not lives <= 0:
screen.blit(spaceship.image, spaceship.rect)
if not lives <= 0:
bullets.draw(screen)
enemies.draw(screen)
coins.update()
coins.draw(screen)
for i in enemies:
i.update()
if pygame.sprite.spritecollide(i, bullets, True):
score += i.score_given
i.kill()
if spaceship_collided and lives <= 0:
bg.blitme()
if score > int(highscore):
with open("high_score.txt", "w") as file:
file.write(str(score))
if score >= 99999:
score = 99999
if not lives <= 0:
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
screen.blit(score_text_surface, (590, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
screen.blit(lives_text_surface, (260, 0))
high_score_text_surface = font.render("High Score: %s" % highscore, True, (0, 0, 0))
screen.blit(high_score_text_surface, (360, 0))
if pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
lives -= 1
spaceship_collided = True
if pygame.sprite.spritecollide(spaceship, coins, dokill=True):
score += 10
if lives <= 0:
try_again_button.blitme()
pygame.display.update()
clock.tick(60)
if __name__ == "__main__":
main()