I am trying to make an aim game where a target pops up and once the player clicks on it, the target vanishes and a new one appears in a random location, I want it so that there is a 10 second timer but it keeps going back to 10 each time a target is "hit"
import pygame, random as r, time
FPS = 60
WIDTH = 900
HEIGHT = 500
WHITE = 255,255,255
BG = 26,26,26
RANGEXMIN = 20
RANGEXMAX = 840
RANGEYMIN = 20
RANGEYMAX = 440
window = pygame.display.set_mode((WIDTH, HEIGHT))
tick = pygame.USEREVENT
pygame.time.set_timer(tick,1000)
pygame.font.init()
FONT = pygame.font.Font('slkscr.ttf', 50)
def aim_train():
def new_target(countdown,text):
clock = pygame.time.Clock()
x = r.randint(RANGEXMIN, RANGEXMAX)
y = r.randint(RANGEYMIN, RANGEYMAX)
hit = False
while not hit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.USEREVENT:
if event.type == tick:
countdown= countdown - 1
text = str(countdown)
clock.tick(FPS)
window.fill(BG)
timer = FONT.render(text, False, WHITE)
window.blit(timer, (435, 20))
pygame.mouse.set_visible(False)
pos = pygame.mouse.get_pos()
pos_x = pos[0]
pos_y = pos[1]
target = pygame.draw.rect(window, WHITE, (x,y,50,50))
cursor_outline = pygame.draw.circle(window, BG, (pos_x,pos_y), 11)
cursor = pygame.draw.circle(window, WHITE,(pos_x,pos_y) ,10)
hit = (pygame.mouse.get_pressed()[0] and target.colliderect(cursor_outline))
pygame.display.update()
run = True
countdown = 10
text = str(countdown)
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
window.fill(BG)
pygame.mouse.set_visible(False)
new_target(countdown,text)
pygame.quit()
aim_train()
The variable "counter" somehow gets reset back to 10 after ever successful hit on a target
CodePudding user response:
The problem is that you use a seperate function, new_target
, for each target.
The countdown
variable is defined inside the scope of the function aim_train
. Because the new_target
function is defined inside the aim_train
function, it is a nested function and it can use all the variables that are defined inside aim_train
. However, the new_target
function still has its own scope. It can make changes to any variables defined inside aim_train
, but those changes remain in its own scope. When a call of new_target
is ended, its scope is discarded and all changes to the variables of aim_target
are undone. This causes the countdown
variable to be reset every in new call of new_target
and thus every time a new target is created.
You might also have noticed that you can't close your window. The window doesn't react to clicking the red cross. This is because the same applies to the run
variable. When you click the red cross, the run
variable is set to True
inside new_target
, but not in the scope of aim_train
. As such, the main loop in aim_train
is not quitted and the program continues.
As a solution to this problem, I would recommend to include all the code of new_target
into the aim_train
function. Then you only have one function, which makes that all changes to variables are in the same scope and no changes are discarded:
import pygame, random as r, time
pygame.init()
FPS = 60
WIDTH = 900
HEIGHT = 500
WHITE = 255,255,255
BG = 26,26,26
RANGEXMIN = 20
RANGEXMAX = 840
RANGEYMIN = 20
RANGEYMAX = 440
window = pygame.display.set_mode((WIDTH, HEIGHT))
tick = pygame.USEREVENT
pygame.time.set_timer(tick,1000)
pygame.font.init()
FONT = pygame.font.SysFont('arial', 50)
def aim_train():
run = True
hit = False
countdown = 10
text = str(countdown)
x = r.randint(RANGEXMIN, RANGEXMAX)
y = r.randint(RANGEYMIN, RANGEYMAX)
clock = pygame.time.Clock()
pygame.mouse.set_visible(False)#switched
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == tick: #changed
countdown= countdown - 1
text = str(countdown)
window.fill(BG)
timer = FONT.render(text, False, WHITE)
window.blit(timer, (435, 20))
pos = pygame.mouse.get_pos()
pos_x = pos[0]
pos_y = pos[1]
target = pygame.draw.rect(window, WHITE, (x,y,50,50))
cursor_outline = pygame.draw.circle(window, BG, (pos_x,pos_y), 11)
cursor = pygame.draw.circle(window, WHITE,(pos_x,pos_y) ,10)
hit = (pygame.mouse.get_pressed()[0] and target.colliderect(cursor_outline))
if hit:
hit = False
x = r.randint(RANGEXMIN, RANGEXMAX)
y = r.randint(RANGEYMIN, RANGEYMAX)
pygame.display.update()
pygame.quit()
aim_train()
Apart from fixing the problem, I have also restructured your code a bit and did the following changes:
I have changed:
elif event.type == pygame.USEREVENT: if event.type == tick:
into:
elif event.type == tick:
Outside of the
aim_train
function, you have stated thattick
andpygame.USEREVENT
are equal. As such, it is useless to compare to them two times, because if the first check is true, then the second one will certainly be.I've placed
pygame.mouse.set_visible(False)
outside of the main loop.Calling the function sets the mouse invisible untill another call changes sets the mouse back to visible. As such, it is useless to call it multiple times in the loop.
CodePudding user response:
There are actually 2 countdown variables, one in the new_target
function and one in the aim_train
function. If you change the variable countdown
in the new_target
function, this will not change the variable countdown
in the aim_train
function. You must return the new value of countdown from the new_target
function:
def aim_train():
def new_target(countdown):
# [...]
while not hit:
for event in pygame.event.get():
# [...]
elif event.type == pygame.USEREVENT:
if event.type == tick:
countdown= countdown - 1
# [...]
return countdown
run = True
countdown = 10
while run:
# [...]
countdown = new_target(countdown)
However, I suggest that you restructure your code. Do not use nested application loops. Also see Pygame mouse clicking detection:
import pygame, random as r
FPS = 60
WIDTH = 900
HEIGHT = 500
WHITE = 255,255,255
BG = 26,26,26
RANGEXMIN = 20
RANGEXMAX = 840
RANGEYMIN = 20
RANGEYMAX = 440
window = pygame.display.set_mode((WIDTH, HEIGHT))
tick = pygame.USEREVENT
pygame.time.set_timer(tick,1000)
pygame.font.init()
FONT = pygame.font.Font('slkscr.ttf', 50)
def new_target():
x = r.randint(RANGEXMIN, RANGEXMAX)
y = r.randint(RANGEYMIN, RANGEYMAX)
return x, y
def aim_train():
clock = pygame.time.Clock()
pygame.mouse.set_visible(False)
run = True
countdown = 10
hits = 0
countdownSurf = FONT.render(f'time {countdown}', False, WHITE)
hitsSurf = FONT.render(f'hits {hits}', False, WHITE)
target = pygame.Rect(0, 0, 50, 50)
target.center = new_target()
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == tick:
countdown -= 1
countdownSurf = FONT.render(f'time {countdown}', False, WHITE)
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if target.collidepoint(event.pos):
target.center = new_target()
hits = 1
hitsSurf = FONT.render(f'hits {hits}', False, WHITE)
pos = pygame.mouse.get_pos()
window.fill(BG)
window.blit(countdownSurf, countdownSurf.get_rect(center = (300, 45)))
window.blit(hitsSurf, hitsSurf.get_rect(center = (600, 45)))
pygame.draw.rect(window, WHITE, target)
pygame.draw.circle(window, BG, pos, 11)
pygame.draw.circle(window, WHITE, pos, 10)
pygame.display.update()
pygame.quit()
aim_train()