Hi, at the end of the maze you see a red square. I was trying to make it say "you win , would you like to play again y or n". i have tried using def mes and gameover = false but nothing seems to work. would help a lot if someone could help. (sorry this is a school project and we have to use PYGAME.)

import os
import pygame
import random

pygame.init()

white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,155,0)
brown = (205,133,63)
blue = (135,206,250)

FPS = 60
#the dimension of the game
display_width = 680
display_height = 440

# Class for the player
class Player(object):

    def __init__(self):
        self.rect = pygame.Rect(40, 40, 30, 30)

    def move(self, dx, dy):

        # Move each axis separately. Note that this checks for collisions both times.
        if dx != 0:
            self.move_single_axis(dx, 0)
        if dy != 0:
            self.move_single_axis(0, dy)

    def move_single_axis(self, dx, dy):

        # Move the rect
        self.rect.x += dx
        self.rect.y += dy

        # If you collide with a wall, move out based on velocity
        for wall in walls:
            if self.rect.colliderect(wall.rect):
                if dx > 0: # Moving right, Hit the left side of the wall
                    self.rect.right = wall.rect.left
                if dx < 0: # Moving left, Hit the right side of the wall
                    self.rect.left = wall.rect.right
                if dy > 0: # Moving down, Hit the top side of the wall
                    self.rect.bottom = wall.rect.top
                if dy < 0: # Moving up, Hit the bottom side of the wall
                    self.rect.top = wall.rect.bottom

# Class to hold a wall rect
class Wall(object):

    def __init__(self, pos):
        walls.append(self)
        self.rect = pygame.Rect(pos[0], pos[1], 40, 40)

font = pygame.font.SysFont(None, 50)

def message_to_screen(msg,color):
    screen_text = font.render(msg, True, color)
    gameDisplay.blit(screen_text, [680/2, display_height/2])


# Initialise pygame
os.environ["Time to play"] = "1"

# Set up the display
pygame.display.set_caption("Wrath of the gods")
gameDisplay = pygame.display.set_mode((display_width,display_height))

clock = pygame.time.Clock()
walls = [] # List to hold the walls
player = Player() # Create the player

# Holds the level layout in a list of strings.
level = [
"WWWWWWWWWWWWWWWWW",
"W    W    W     W",
"W WW W WW   WWW W",
"W W  W  W W W W W",
"W WWWWW WWW W W W",
"W  W  W   W   W W",
"WW W WW WWWWWWW W",
"W    W   W      W",
"W WWWW W WWWWW WW",
"W               W",
"WWWWWWWWWWWWWWWEW",

]

# W = wall, E = exit
x = y = 0
for row in level:
    for col in row:
        if col == "W":
            Wall((x, y))
        if col == "E":
            end_rect = pygame.Rect(x, y, 40, 40)
        x += 40
    y += 40
    x = 0


running = True
while running:

    clock.tick(FPS)

    for e in pygame.event.get():
        if e.type == pygame.QUIT:
            running = False
        if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
            running = False

    # Move the player
    key = pygame.key.get_pressed()
    if key[pygame.K_LEFT]:
        player.move(-2, 0)
    if key[pygame.K_RIGHT]:
        player.move(2, 0)
    if key[pygame.K_UP]:
        player.move(0, -2)
    if key[pygame.K_DOWN]:
        player.move(0, 2)

    if player.rect.colliderect(end_rect):
         raise SystemExit

        # Draw the scene
    gameDisplay.fill((brown))
    for wall in walls:
        pygame.draw.rect(gameDisplay, green, wall.rect)
    pygame.draw.rect(gameDisplay, red, end_rect)
    pygame.draw.rect(gameDisplay, white, player.rect)
    pygame.display.flip()



pygame.quit()
quit()

I've found a play_again() function <here>. It can be adapted to your game by returning a boolean. Also the procedure to initialize the maze and the player must be called again, so I write a reinit() function to do that. Here is the result. It could be a good starting point.

import os
import pygame
import random

pygame.init()

white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,155,0)
brown = (205,133,63)
blue = (135,206,250)

FPS = 60
#the dimension of the game
display_width = 680
display_height = 440

# Class for the player
class Player(object):

    def __init__(self):
        self.rect = pygame.Rect(40, 40, 30, 30)

    def move(self, dx, dy):

        # Move each axis separately. Note that this checks for collisions both times.
        if dx != 0:
            self.move_single_axis(dx, 0)
        if dy != 0:
            self.move_single_axis(0, dy)

    def move_single_axis(self, dx, dy):

        # Move the rect
        self.rect.x += dx
        self.rect.y += dy

        # If you collide with a wall, move out based on velocity
        for wall in walls:
            if self.rect.colliderect(wall.rect):
                if dx > 0: # Moving right, Hit the left side of the wall
                    self.rect.right = wall.rect.left
                if dx < 0: # Moving left, Hit the right side of the wall
                    self.rect.left = wall.rect.right
                if dy > 0: # Moving down, Hit the top side of the wall
                    self.rect.bottom = wall.rect.top
                if dy < 0: # Moving up, Hit the bottom side of the wall
                    self.rect.top = wall.rect.bottom

# Class to hold a wall rect
class Wall(object):

    def __init__(self, pos):
        walls.append(self)
        self.rect = pygame.Rect(pos[0], pos[1], 40, 40)

font = pygame.font.SysFont(None, 50)

def message_to_screen(msg,color):
    screen_text = font.render(msg, True, color)
    gameDisplay.blit(screen_text, [680/2, display_height/2])


# Initialise pygame
os.environ["Time to play"] = "1"

# Set up the display
pygame.display.set_caption("Wrath of the gods")
gameDisplay = pygame.display.set_mode((display_width,display_height))

clock = pygame.time.Clock()
walls = [] # List to hold the walls
player = None
end_rect = None

def reinit():
    global player, end_rect
    player = Player() # Create the player

    # Holds the level layout in a list of strings.
    level = [
    "WWWWWWWWWWWWWWWWW",
    "W    W    W     W",
    "W WW W WW   WWW W",
    "W W  W  W W W W W",
    "W WWWWW WWW W W W",
    "W  W  W   W   W W",
    "WW W WW WWWWWWW W",
    "W    W   W      W",
    "W WWWW W WWWWW WW",
    "W               W",
    "WWWWWWWWWWWWWWWEW",

    ]

    # W = wall, E = exit
    x = y = 0
    for row in level:
        for col in row:
            if col == "W":
                Wall((x, y))
            if col == "E":
                end_rect = pygame.Rect(x, y, 40, 40)
            x += 40
        y += 40
        x = 0

reinit()

bigfont = pygame.font.Font(None, 80)
smallfont = pygame.font.Font(None, 45)

def play_again():
    SCREEN_WIDTH = display_width
    SCREEN_HEIGHT = display_height
    screen = gameDisplay
    text = bigfont.render('Play again?', 13, (0, 0, 0))
    textx = SCREEN_WIDTH / 2 - text.get_width() / 2
    texty = SCREEN_HEIGHT / 2 - text.get_height() / 2
    textx_size = text.get_width()
    texty_size = text.get_height()
    pygame.draw.rect(screen, (255, 255, 255), ((textx - 5, texty - 5),
                                               (textx_size + 10, texty_size +
                                                10)))

    screen.blit(text, (SCREEN_WIDTH / 2 - text.get_width() / 2,
                       SCREEN_HEIGHT / 2 - text.get_height() / 2))

    #clock = pygame.time.Clock()
    pygame.display.flip()
    in_main_menu = True
    while in_main_menu:
        clock.tick(50)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                in_main_menu = False
                return False
            elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                x, y = event.pos
                if x >= textx - 5 and x <= textx + textx_size + 5:
                    if y >= texty - 5 and y <= texty + texty_size + 5:
                        in_main_menu = False
                        return True


running = True
while running:

    clock.tick(FPS)

    for e in pygame.event.get():
        if e.type == pygame.QUIT:
            running = False
        if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
            running = False

    # Move the player
    key = pygame.key.get_pressed()
    if key[pygame.K_LEFT]:
        player.move(-2, 0)
    if key[pygame.K_RIGHT]:
        player.move(2, 0)
    if key[pygame.K_UP]:
        player.move(0, -2)
    if key[pygame.K_DOWN]:
        player.move(0, 2)

    if player.rect.colliderect(end_rect):
        again = play_again()
        if again:
            reinit()
        else:
            break

        # Draw the scene
    gameDisplay.fill((brown))
    for wall in walls:
        pygame.draw.rect(gameDisplay, green, wall.rect)
    pygame.draw.rect(gameDisplay, red, end_rect)
    pygame.draw.rect(gameDisplay, white, player.rect)
    pygame.display.flip()

pygame.quit()
quit()
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