I want to add a Pause and unpause funtion so for example you press the key P and the game freezes and when you press P again the game should unpause
import pygame
from pygame.constants import( QUIT, KEYDOWN, KEYUP, K_LEFT, K_RIGHT, K_ESCAPE, K_SPACE, MOUSEBUTTONDOWN)
import os
from random import randint
import time
import sys
class Settings:
w_width = 800
w_height = 600
w_border = 50
file_path = os.path.dirname(os.path.abspath(__file__))
image_path = os.path.join(file_path, "pictures")
sound_path = os.path.join(file_path, "game_sounds")
class Background(object):
def __init__(self, filename):
self.imageo = pygame.image.load(os.path.join(Settings.image_path, filename))
self.image = pygame.transform.scale(self.imageo, (Settings.w_width, Settings.w_height)).convert()
self.rect = self.image.get_rect()
def draw(self, screen):
screen.blit(self.image, self.rect)
class Score(object):
def __init__(self):
self.black = 0,0,0
self.count = 0
self.font = pygame.font.SysFont("comicsans",30, True , True)
self.text = self.font.render("Score : "+str(self.count),1,self.black)
def show_score(self, screen):
screen.blit(self.text,(660 ,0))
def score_up(self):
self.count += 1
self.text = self.font.render("Score : "+str(self.count),1,self.black)
class Bubble(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.width = 50
self.height = 300
self.image = pygame.image.load(os.path.join(Settings.image_path, "Blase.png ")).convert_alpha()
self.image = pygame.transform.scale(self.image, (25, 25))
self.rect_br = (Settings.w_width//2) + 100, (Settings.w_height//2) + 100
self.rect = self.image.get_rect()
self.mousex, self.mousey = pygame.mouse.get_pos()
self.cx = self.width - 25
self.cy = self.height - 25
self.rect.left = randint(Settings.w_border, Settings.w_width - Settings.w_border)
self.rect.top = randint(Settings.w_border, Settings.w_height - (Settings.w_border * 2))
def update(self):
pass
def scale_up(self):
self.scale["width"] += 2
self.scale["height"] += 2
def scale_down(self):
self.scale["width"] -= 2
self.scale["height"] -= 2
def events(self):
pass
def draw(self, screen):
screen.blit(self.image,self.rect )
In this Class is everything so that the game runs and everything happen. I already tried when you press P that self.runn is turning to False but that is not working.
class Game(object):
def __init__(self):
self.screen = pygame.display.set_mode((Settings.w_width, Settings.w_height))
self.clock = pygame.time.Clock()
self.runn = False
self.score = Score()
self.background = Background("Hintergrund.png")
self.bubble = pygame.sprite.Group()
self.sound1 = pygame.mixer.Sound(os.path.join(Settings.sound_path, "Click.wav"))
self.sound2 = pygame.mixer.Sound(os.path.join(Settings.sound_path, "pop.wav"))
def run(self):
self.runn = True
while self.runn:
self.clock.tick(60)
self.watch_for_events()
self.draw()
self.events()
def events(self):
if len(self.bubble)< 10:
self.bubble.add(Bubble())
time.sleep(0.5)
def draw(self):
self.background.draw(self.screen)
self.bubble.draw(self.screen)
self.score.show_score(self.screen)
pygame.display.flip()
def watch_for_events(self):
for event in pygame.event.get():
if event.type == QUIT:
self.runn = False
if event.type == MOUSEBUTTONDOWN:
for bubble in self.bubble:
if bubble.rect.collidepoint(event.pos):
bubble.kill()
self.score.score_up()
if __name__ == '__main__':
os.environ['SDL_VIDEO_WINDOWS_POS'] = "50, 1100"
pygame.init()
game = Game()
game.run()
pygame.quit()