Python - Como implementar un menu con pygame

 
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Como implementar un menu con pygame

Publicado por erika (1 intervención) el 16/09/2020 01:58:26
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import pygame, random
 
 
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = (0, 255, 0)
RED =(255,0,0)
 
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Pokemon")
icono= pygame.image.load("assets/poke.png")
pygame.display.set_icon(icono)
clock = pygame.time.Clock()
 
def draw_text(surface, text, size, x, y):
	font = pygame.font.SysFont("serif", size)
	text_surface = font.render(text, True, RED)
	text_rect = text_surface.get_rect()
	text_rect.midtop = (round(x), round(y))
	surface.blit(text_surface, text_rect)
 
def draw_shield_bar(surface, x,y, percentage):
	BAR_LENGHT = 100
	BAR_HEIGHT = 10
	fill = (percentage / 100) * BAR_LENGHT
	border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT)
	fill = pygame.Rect(x,y, fill, BAR_HEIGHT)
	pygame.draw.rect(surface, GREEN, fill)
	pygame.draw.rect(surface, WHITE, border, 2)
 
class Player(pygame.sprite.Sprite):
	def __init__(self):
		super().__init__()
		self.image = pygame.image.load("assets/p3.png").convert()
		self.image.set_colorkey(WHITE)
		self.rect = self.image.get_rect()
		self.rect.centerx = WIDTH // 2
		self.rect.bottom = HEIGHT - 10
		self.speed_x = 0
		self.shield = 100
 
	def update(self):
		self.speed_x = 0
		keystate = pygame.key.get_pressed()
		if keystate[pygame.K_LEFT]:
			self.speed_x = -5
		if keystate[pygame.K_RIGHT]:
			self.speed_x = 5
		self.rect.x += self.speed_x
		if self.rect.right > WIDTH:
			self.rect.right = WIDTH
		if self.rect.left < 0:
			self.rect.left = 0
 
	def shoot(self):
		bullet = Bullet(self.rect.centerx, self.rect.top)
		all_sprites.add(bullet)
		bullets.add(bullet)
		laser_sound.play()
 
class Pokebol(pygame.sprite.Sprite):
	def __init__(self):
		super().__init__()
		self.image = random.choice(pokebol_images)
		self.image.set_colorkey(WHITE)
		self.rect = self.image.get_rect()
		self.rect.x = random.randrange(WIDTH - self.rect.width)
		self.rect.y = random.randrange(-140, -100)
		self.speedy = random.randrange(1, 10)
		self.speedx = random.randrange(-5, 5)
 
	def update(self):
		self.rect.y += self.speedy
		self.rect.x += self.speedx
		if self.rect.top > HEIGHT + 10 or self.rect.left < -40 or self.rect.right > WIDTH + 40:
			self.rect.x = random.randrange(WIDTH - self.rect.width)
			self.rect.y = random.randrange(-140, - 100)
			self.speedy = random.randrange(1, 10)
 
class Bullet(pygame.sprite.Sprite):
	def __init__(self, x, y):
		super().__init__()
		self.image = pygame.image.load("assets/rayito1.PNG")
		self.image.set_colorkey(BLACK)
		self.rect = self.image.get_rect()
		self.rect.y = y
		self.rect.centerx = x
		self.speedy = -10
 
	def update(self):
		self.rect.y += self.speedy
		if self.rect.bottom < 0:
			self.kill()
 
class Explosion(pygame.sprite.Sprite):
	def __init__(self, center):
		super().__init__()
		self.image = explosion_anim[0]
		self.rect = self.image.get_rect()
		self.rect.center = center
		self.frame = 0
		self.last_update = pygame.time.get_ticks()
		self.frame_rate = 50 # VELOCIDAD DE LA EXPLOSION
 
	def update(self):
		now = pygame.time.get_ticks()
		if now - self.last_update > self.frame_rate:
			self.last_update = now
			self.frame += 1
			if self.frame == len(explosion_anim):
				self.kill()
			else:
				center = self.rect.center
				self.image = explosion_anim[self.frame]
				self.rect = self.image.get_rect()
				self.rect.center = center
 
 
def show_go_screen():
	screen.blit(menu, [0,0])
	draw_text(screen, " Pikachu debe sobrevivir ",40, 400, 30)
	draw_text(screen, "Press Key", 30, 435, 450)
	pygame.display.flip()
	waiting = True
	while waiting:
		clock.tick(60)
		pygame.init()
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.quit()
			if event.type == pygame.KEYUP:
				waiting = False
 
 
 
def pausa():
    pausado=True
    pygame.mixer.music.pause()
    while pausado:
        for event in pygame.event.get():
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_c:
                    pygame.mixer.music.unpause()
                    pausado=False
 
                #if event.key==pygame.K_r:
                    #show_go_screen()
        screen.fill(BLACK)
        draw_text(screen,"PAUSED",100,400,30)
        draw_text(screen,"PRESS c TO CONTINUE",50,500,300)
        pygame.display.flip()
        clock.tick(60)
 
 
 
pokebol_images = []
pokebol_list = ["assets/great3.png", "assets/master2.png","assets/safari1.png","assets/poke1.png","assets/ultra2.png"]
for img in pokebol_list:
	pokebol_images.append(pygame.image.load(img).convert())
 
 
####----------------EXPLOSTION IMAGENES --------------
explosion_anim = []
for i in range(6):
	file = "assets/regularExplosion0{}.png".format(i)
	img = pygame.image.load(file).convert()
	img.set_colorkey(BLACK)
	img_scale = pygame.transform.scale(img, (70,70))
	explosion_anim.append(img_scale)
 
# Cargar imagen de fondo
background = pygame.image.load("assets/back.jpg").convert()
menu = pygame.image.load("assets/menu2.jpg").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/pika.ogg")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music1.ogg")
pygame.mixer.music.set_volume(0.9)
 
 
#pygame.mixer.music.play(loops=-1)
 
#### ----------GAME OVER
game_over = True
running = True
while running:
	if game_over:
 
		show_go_screen()
 
		game_over = False
		all_sprites = pygame.sprite.Group()
		pokebol_list = pygame.sprite.Group()
		bullets = pygame.sprite.Group()
 
		player = Player()
		all_sprites.add(player)
		for i in range(8):
			pokebol = Pokebol()
			all_sprites.add(pokebol)
			pokebol_list.add(pokebol)
 
		score = 0
		pygame.mixer.music.play(loops=-1)
 
 
	clock.tick(60)
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			running = False
 
		elif event.type == pygame.KEYDOWN:
			if event.key == pygame.K_SPACE:
				player.shoot()
			if event.key == pygame.K_p:
				pausa()
 
 
	all_sprites.update()
 
	#colisiones - pokebolas - rayos
	hits = pygame.sprite.groupcollide(pokebol_list, bullets, True, True)
	for hit in hits:
		score += 10
		#explosion_sound.play()
		explosion = Explosion(hit.rect.center)
		all_sprites.add(explosion)
		pokebol = Pokebol()
		all_sprites.add(pokebol)
		pokebol_list.add(pokebol)
 
	# Checar colisiones - jugador - pokebolas
	hits = pygame.sprite.spritecollide(player, pokebol_list, True)
	for hit in hits:
		player.shield -= 25
		pokebol = Pokebol()
		all_sprites.add(pokebol)
		pokebol_list.add(pokebol)
		if player.shield <= 0:
			game_over = True
			pygame.mixer.music.stop()
 
	screen.blit(background, [0, 0])
 
	all_sprites.draw(screen)
 
	#Marcador
	draw_text(screen, str(score), 25, 770, 10)
 
	# Escudo.
	draw_shield_bar(screen, 5, 5, player.shield)
 
	pygame.display.flip()
pygame.quit()
 
 
 
 
 
 
# soy nueva con Pygame , ya miré videos  y lei de todo, no se me ocurre que más hacer, si alguien me da consejos como implementarle un menu con botones se los agradesco. Mi MENU actualmente seria la funcion SHOW_GO_SCREEN()
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