Nivel de Pygame/estados del menú

Resuelto user1758231 asked hace 11 años • 2 respuestas

Con mi código a continuación, ¿cuál sería la forma más sencilla y sencilla de implementar estados del juego para controlar los niveles? Si quisiera comenzar con una pantalla de título, cargar un nivel y pasar al siguiente al finalizar. Si alguien pudiera explicar la forma más fácil de manejar esto, ¡sería genial!

import pygame
from pygame import *

WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30

def main():
    global level
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    level = 0

    bg = Surface((32,32))
    bg.convert()
    bg.fill(Color("#0094FF"))

    up = left = right = False
    entities = pygame.sprite.Group()
    player = Player(32, 32)
    enemy = Enemy(32,32)
    platforms = []

    x = 0
    y = 0

    if level == 0:
        level = [
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                         E  ",
            "                            PPPPPPPPPPPPPPPP",
            "                            PPPPPPPPPPPPPPPP",
            "                            PPPPPPPPPPPPPPPP",
            "               PPPPP        PPPPPPPPPPPPPPPP",
            "                            PPPPPPPPPPPPPPPP",
            "                            PPPP           P",
            "                            PPPP           P",
            "                            PPPP     PPPPPPP",
            "                      PPPPPPPPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "       PPPP                 PPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "PPPPP                       PPPP     PPPPPPP",
            "PPP                         PPPP     PPPPPPP",
            "PPP                         PPPP     PPPPPPP",
            "PPP                         PPPP     PPPPPPP",
            "PPP         PPPPP           PPPP     PPPPPPP",
            "PPP                                     PPPP",
            "PPP                                     PPPP",
            "PPP                                     PPPP",
            "PPP                       PPPPPPPPPPPPPPPPPP",
            "PPP                       PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",]

        #background = pygame.image.load("Untitled.png")


    total_level_width = len(level[0]) * 32
    total_level_height = len(level) * 32

    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                platforms.append(e)
                entities.add(e)
            x += 32
        y += 32
        x = 0

    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)
    entities.add(enemy)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT: raise SystemExit, "QUIT"
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                raise SystemExit, "ESCAPE"

            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False

        # draw background
        for y in range(20):
            for x in range(25):
                screen.blit(bg, (x * 32, y * 32))

        # draw background
        #screen.blit(background, camera.apply((0,0)))
        #draw entities
        for e in entities:
            screen.blit(e.image, camera.apply(e))
        # update player, update camera, and refresh
        player.update(up, left, right, platforms)
        enemy.update(platforms)
        camera.update(player)
        pygame.display.flip()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        try:
            return target.rect.move(self.state.topleft)
        except AttributeError:
            return map(sum, zip(target, self.state.topleft))

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling left
    l = max(-(camera.width - WIN_WIDTH), l)   # stop scrolling right
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(200, 1200, 32, 32)


    def update(self, up, left, right, platforms):
        if self.rect.top > 1440 or self.rect.top < 0:
            main()
        if self.rect.left > 1408 or self.rect.right < 0:
            main()
        if up:
            if self.onGround:
                self.yvel = 0
                self.yvel -= 10 # only jump if on the ground
        if left:
            self.xvel = -10
        if right:
            self.xvel = 10
        if not self.onGround:
            self.yvel += 0.3 # only accelerate with gravity if in the air
            if self.yvel > 80: self.yvel = 80 # max falling speed
        if not(left or right):
            self.xvel = 0

        self.rect.left += self.xvel # increment in x direction
        self.collide(self.xvel, 0, platforms) # do x-axis collisions
        self.rect.top += self.yvel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.collide(0, self.yvel, platforms) # do y-axis collisions

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    pygame.event.post(pygame.event.Event(QUIT))
                if xvel > 0: self.rect.right = p.rect.left
                if xvel < 0: self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yvel < 0:
                    self.rect.top = p.rect.bottom


class Enemy(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.yVel = 0
        self.xVel = 0
        self.image = Surface((32,32))
        self.image.fill(Color("#00FF00"))
        self.image.convert()
        self.rect = Rect(300, 1200, 32, 32)
        self.onGround = False
        self.right_dis = False

    def update(self, platforms):
        if not self.onGround:
            self.yVel += 0.3

        if self.rect.left == 96:
            self.right_dis = False
        if self.rect.right == 480:
            self.right_dis = True
        if not self.right_dis:
            self.xVel = 2
        if self.right_dis:
            self.xVel = -2

        self.rect.left += self.xVel # increment in x direction
        self.collide(self.xVel, 0, platforms) # do x-axis collisions
        self.rect.top += self.yVel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.collide(0, self.yVel, platforms) # do y-axis collisions

    def collide(self, xVel, yVel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if xVel > 0: self.rect.right = p.rect.left
                if xVel < 0: self.rect.left = p.rect.right
                if yVel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yVel < 0:
                    self.rect.top = p.rect.bottom

class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        #self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
        self.image = Surface((32,32)) #makes blocks visible for building levels
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image = pygame.image.load("end.png")




if __name__ == "__main__":
    main()
user1758231 avatar Feb 05 '13 12:02 user1758231
Aceptado

En primer lugar, deshagámonos de estos feos bloques if:

for e in pygame.event.get():
    if e.type == QUIT: raise SystemExit, "QUIT"
    if e.type == KEYDOWN and e.key == K_ESCAPE:
        raise SystemExit, "ESCAPE"

    if e.type == KEYDOWN and e.key == K_UP:
        up = True
    if e.type == KEYDOWN and e.key == K_LEFT:
        left = True
    if e.type == KEYDOWN and e.key == K_RIGHT:
        right = True

    if e.type == KEYUP and e.key == K_UP:
        up = False
    if e.type == KEYUP and e.key == K_LEFT:
        left = False
    if e.type == KEYUP and e.key == K_RIGHT:
        right = False

Podemos reescribirlos como:

for e in pygame.event.get():
    if e.type == QUIT: raise SystemExit, "QUIT"
    if e.type == KEYDOWN and e.key == K_ESCAPE:
        raise SystemExit, "ESCAPE"

pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]

Esto será útil más adelante.


Volver al tema: Lo que queremos es un montón de escenas diferentes . Cada escena debe ser responsable de su propia representación de la pantalla y del manejo de eventos.

Intentemos extraer el código existente en una escena del juego , para que sea posible agregar otras escenas más adelante. Empezamos creando una Sceneclase vacía que será la clase base de nuestras escenas:

class Scene(object):
    def __init__(self):
        pass

    def render(self, screen):
        raise NotImplementedError

    def update(self):
        raise NotImplementedError

    def handle_events(self, events):
        raise NotImplementedError

Nuestro plan es sobrescribir cada método en cada subclase, por lo que generamos NotImplementedErrors en la clase base para que podamos descubrirlo fácilmente si nos olvidamos de hacerlo (también podríamos usar ABC, pero mantengámoslo simple).

Ahora pongamos todo lo relacionado con el estado del juego en ejecución (que es básicamente todo) en una nueva GameSceneclase.

class GameScene(Scene):
    def __init__(self):
        super(GameScene, self).__init__()
        level = 0
        self.bg = Surface((32,32))
        self.bg.convert()
        self.bg.fill(Color("#0094FF"))
        up = left = right = False
        self.entities = pygame.sprite.Group()
        self.player = Player(32, 32)
        self.enemy = Enemy(32,32)
        self.platforms = []

        x = 0
        y = 0

        if level == 0:
            level = [
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                         E  ",
                "                            PPPPPPPPPPPPPPPP",
                "                            PPPPPPPPPPPPPPPP",
                "                            PPPPPPPPPPPPPPPP",
                "               PPPPP        PPPPPPPPPPPPPPPP",
                "                            PPPPPPPPPPPPPPPP",
                "                            PPPP           P",
                "                            PPPP           P",
                "                            PPPP     PPPPPPP",
                "                      PPPPPPPPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "       PPPP                 PPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "PPPPP                       PPPP     PPPPPPP",
                "PPP                         PPPP     PPPPPPP",
                "PPP                         PPPP     PPPPPPP",
                "PPP                         PPPP     PPPPPPP",
                "PPP         PPPPP           PPPP     PPPPPPP",
                "PPP                                     PPPP",
                "PPP                                     PPPP",
                "PPP                                     PPPP",
                "PPP                       PPPPPPPPPPPPPPPPPP",
                "PPP                       PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",]

            #background = pygame.image.load("Untitled.png")


        total_level_width = len(level[0]) * 32
        total_level_height = len(level) * 32

        # build the level
        for row in level:
            for col in row:
                if col == "P":
                    p = Platform(x, y)
                    self.platforms.append(p)
                    self.entities.add(p)
                if col == "E":
                    e = ExitBlock(x, y)
                    self.platforms.append(e)
                    self.entities.add(e)
                x += 32
            y += 32
            x = 0

        self.camera = Camera(complex_camera, total_level_width, total_level_height)
        self.entities.add(self.player)
        self.entities.add(self.enemy)

    def render(self, screen):
        for y in range(20):
            for x in range(25):
                screen.blit(self.bg, (x * 32, y * 32))

        for e in self.entities:
            screen.blit(e.image, self.camera.apply(e))

    def update(self):
        pressed = pygame.key.get_pressed()
        up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
        self.player.update(up, left, right, self.platforms)
        self.enemy.update(self.platforms)
        self.camera.update(self.player)

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                pass #somehow go back to menu

Aún no es perfecto, pero es un buen comienzo. Todo lo relacionado con el juego real se extrae a su propia clase. Algunas variables deben ser variables de instancia, por lo que se debe acceder a ellas a través de self.

Ahora necesitamos modificar la mainfunción para usar esta clase:

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    running = True

    scene = GameScene()

    while running:
        timer.tick(60)

        if pygame.event.get(QUIT):
            running = False
            return
        scene.handle_events(pygame.event.get())
        scene.update()
        scene.render(screen)
        pygame.display.flip()

Tenga en cuenta que cambié dos pequeñas cosas: solía pygame.event.get(QUIT)obtener solo un QUITevento posible primero, ya que este es el único evento que nos interesa en nuestro bucle principal. Todos los demás eventos pasan directamente a la escena actual: scene.handle_events(pygame.event.get()).

En este punto, podríamos pensar en extraer algunas clases a sus propios archivos, pero sigamos adelante.

Creemos un menú de título:

class TitleScene(object):

    def __init__(self):
        super(TitleScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)
        self.sfont = pygame.font.SysFont('Arial', 32)

    def render(self, screen):
        # beware: ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render('Crazy Game', True, (255, 255, 255))
        text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
        screen.blit(text1, (200, 50))
        screen.blit(text2, (200, 350))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_SPACE:
                self.manager.go_to(GameScene(0))

Esto solo muestra un fondo verde y algo de texto. Si el jugador presiona SPACE, queremos comenzar el primer nivel. Tenga en cuenta esta línea:

self.manager.go_to(GameScene(0))

Aquí paso el argumento 0a la GameSceneclase, así que modifiquémoslo para que acepte este parámetro:

class GameScene(Scene):
    def __init__(self, level):
        ...

la línea level = 0se puede eliminar, como ya habrás adivinado.

Entonces, ¿qué es self.manager? Es sólo una pequeña clase de ayuda que gestiona las escenas por nosotros.

class SceneMananger(object):
    def __init__(self):
        self.go_to(TitleScene())

    def go_to(self, scene):
        self.scene = scene
        self.scene.manager = self

Comienza con la escena del título y establece cada managercampo de escena para permitir el cambio de la escena actual. Hay muchas posibilidades sobre cómo implementar dicho administrador de escenas, y este es el enfoque más simple. Una desventaja es que cada escena tiene que saber qué escena viene después, pero eso no debería molestarnos ahora mismo.

Usemos nuestro nuevo SceneMananger:

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    running = True

    manager = SceneMananger()

    while running:
        timer.tick(60)

        if pygame.event.get(QUIT):
            running = False
            return
        manager.scene.handle_events(pygame.event.get())
        manager.scene.update()
        manager.scene.render(screen)
        pygame.display.flip()

directo. Agreguemos rápidamente un segundo nivel y una pantalla de ganar/perder y listo.

class CustomScene(object):

    def __init__(self, text):
        self.text = text
        super(CustomScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)

    def render(self, screen):
        # ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render(self.text, True, (255, 255, 255))
        screen.blit(text1, (200, 50))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN:
                self.manager.go_to(TitleScene())

A continuación se muestra el código completo. Tenga en cuenta los cambios en la Playerclase: en lugar de llamar a la mainfunción nuevamente, llama a métodos en la escena para indicar que el jugador llegó a la salida o murió.

Además, cambié la ubicación del jugador y los enemigos. Ahora, especifica dónde aparecerá la entidad en el nivel. Por ejemplo, Player(5, 40)creará el jugador en la columna 5, fila 40 del nivel. Como beneficio adicional, los enemigos pueden detectar adecuadamente las colisiones.

Extraje la descripción de los niveles a un diccionario llamado levels, por lo que será fácil modificar y agregar niveles según sea necesario (más adelante, probablemente querrás un archivo por nivel, así que este es un buen comienzo). Podría ampliarse para mantener la posición inicial del jugador, pero también podrías crear un mosaico especial, como *para la posición inicial y Epara el enemigo en la descripción del nivel.

import pygame
from pygame import *

WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30

levels = {0: {'level': [
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                         E  ",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "               PPPPP        PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPP           P",
                    "                            PPPP           P",
                    "                            PPPP     PPPPPPP",
                    "                      PPPPPPPPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "       PPPP                 PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "PPPPP                       PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP         PPPPP           PPPP     PPPPPPP",
                    "PPP                                     PPPP",
                    "PPP                                     PPPP",
                    "PPP                                     PPPP",
                    "PPP                       PPPPPPPPPPPPPPPPPP",
                    "PPP                       PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",],
             'enemies': [(9, 38)]},
             1: {'level': [
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                         E  ",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "               PPPPP        PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPP           P",
                    "                            PPPP           P",
                    "                            PPPP     PPPPPPP",
                    "                      PPPPPPPPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "       PPPP                 PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "PPPPP                       PPPP     PPPPPPP",
                    "PPP                  PPPPPPPPPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP             PPPPPPPP    PPPP     PPPPPPP",
                    "PPP                                     PPPP",
                    "PPP                                     PPPP",
                    "PPP          PPPPP                      PPPP",
                    "PPP          P            PPPPPPPPPPPPPPPPPP",
                    "PPP          P    PPPPPPPPPPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",],
             'enemies': [(9, 38), (18, 38), (15, 15)]}}

class Scene(object):
    def __init__(self):
        pass

    def render(self, screen):
        raise NotImplementedError

    def update(self):
        raise NotImplementedError

    def handle_events(self, events):
        raise NotImplementedError

class GameScene(Scene):
    def __init__(self, levelno):
        super(GameScene, self).__init__()
        self.bg = Surface((32,32))
        self.bg.convert()
        self.bg.fill(Color("#0094FF"))
        up = left = right = False
        self.entities = pygame.sprite.Group()
        self.player = Player(5, 40)
        self.player.scene = self
        self.platforms = []

        self.levelno = levelno

        levelinfo = levels[levelno]
        self.enemies = [Enemy(*pos) for pos in levelinfo['enemies']]

        level = levelinfo['level']
        total_level_width = len(level[0]) * 32
        total_level_height = len(level) * 32

        # build the level
        x = 0
        y = 0
        for row in level:
            for col in row:
                if col == "P":
                    p = Platform(x, y)
                    self.platforms.append(p)
                    self.entities.add(p)
                if col == "E":
                    e = ExitBlock(x, y)
                    self.platforms.append(e)
                    self.entities.add(e)
                x += 32
            y += 32
            x = 0

        self.camera = Camera(complex_camera, total_level_width, total_level_height)
        self.entities.add(self.player)
        for e in self.enemies:
            self.entities.add(e)

    def render(self, screen):
        for y in range(20):
            for x in range(25):
                screen.blit(self.bg, (x * 32, y * 32))

        for e in self.entities:
            screen.blit(e.image, self.camera.apply(e))

    def update(self):
        pressed = pygame.key.get_pressed()
        up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
        self.player.update(up, left, right, self.platforms)

        for e in self.enemies:
            e.update(self.platforms)

        self.camera.update(self.player)

    def exit(self):
        if self.levelno+1 in levels:
            self.manager.go_to(GameScene(self.levelno+1))
        else:
            self.manager.go_to(CustomScene("You win!"))

    def die(self):
        self.manager.go_to(CustomScene("You lose!"))

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                self.manager.go_to(TitleScene())

class CustomScene(object):

    def __init__(self, text):
        self.text = text
        super(CustomScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)

    def render(self, screen):
        # ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render(self.text, True, (255, 255, 255))
        screen.blit(text1, (200, 50))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN:
                self.manager.go_to(TitleScene())

class TitleScene(object):

    def __init__(self):
        super(TitleScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)
        self.sfont = pygame.font.SysFont('Arial', 32)

    def render(self, screen):
        # ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render('Crazy Game', True, (255, 255, 255))
        text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
        screen.blit(text1, (200, 50))
        screen.blit(text2, (200, 350))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_SPACE:
                self.manager.go_to(GameScene(0))

class SceneMananger(object):
    def __init__(self):
        self.go_to(TitleScene())

    def go_to(self, scene):
        self.scene = scene
        self.scene.manager = self

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    running = True

    manager = SceneMananger()

    while running:
        timer.tick(60)

        if pygame.event.get(QUIT):
            running = False
            return
        manager.scene.handle_events(pygame.event.get())
        manager.scene.update()
        manager.scene.render(screen)
        pygame.display.flip()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        try:
            return target.rect.move(self.state.topleft)
        except AttributeError:
            return map(sum, zip(target, self.state.topleft))

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling left
    l = max(-(camera.width - WIN_WIDTH), l)   # stop scrolling right
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(x*32, y*32, 32, 32)

    def update(self, up, left, right, platforms):
        if self.rect.top > 1440 or self.rect.top < 0:
            self.scene.die()
        if self.rect.left > 1408 or self.rect.right < 0:
            self.scene.die()
        if up:
            if self.onGround:
                self.yvel = 0
                self.yvel -= 10 # only jump if on the ground
        if left:
            self.xvel = -10
        if right:
            self.xvel = 10
        if not self.onGround:
            self.yvel += 0.3 # only accelerate with gravity if in the air
            if self.yvel > 80: self.yvel = 80 # max falling speed
        if not(left or right):
            self.xvel = 0

        self.rect.left += self.xvel # increment in x direction
        if self.collide(self.xvel, 0, platforms): # do x-axis collisions
            self.rect.top += self.yvel # increment in y direction
            self.onGround = False; # assuming we're in the air
            self.collide(0, self.yvel, platforms) # do y-axis collisions

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    self.scene.exit()
                    return False
                if xvel > 0: self.rect.right = p.rect.left
                if xvel < 0: self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yvel < 0:
                    self.rect.top = p.rect.bottom
        return True

class Enemy(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.yVel = 0
        self.xVel = 2 # start moving immediately
        self.image = Surface((32,32))
        self.image.fill(Color("#00FF00"))
        self.image.convert()
        self.rect = Rect(x*32, y*32, 32, 32)
        self.onGround = False

    def update(self, platforms):
        if not self.onGround:
            self.yVel += 0.3

        # no need for right_dis to be a member of the class,
        # since we know we are moving right if self.xVel > 0
        right_dis = self.xVel > 0

        # create a point at our left (or right) feet 
        # to check if we reached the end of the platform
        m = (1, 1) if right_dis else (-1, 1)
        p = self.rect.bottomright if right_dis else self.rect.bottomleft
        fp = map(sum, zip(m, p))

        # if there's no platform in front of us, change the direction
        collide = any(p for p in platforms if p.rect.collidepoint(fp))
        if not collide:
            self.xVel *= -1

        self.rect.left += self.xVel # increment in x direction
        self.collide(self.xVel, 0, platforms) # do x-axis collisions
        self.rect.top += self.yVel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.collide(0, self.yVel, platforms) # do y-axis collisions

    def collide(self, xVel, yVel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if xVel > 0: 
                    self.rect.right = p.rect.left
                    self.xVel *= -1 # hit wall, so change direction
                if xVel < 0: 
                    self.rect.left = p.rect.right
                    self.xVel *= -1 # hit wall, so change direction
                if yVel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yVel < 0:
                    self.rect.top = p.rect.bottom

class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        #self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
        self.image = Surface((32,32)) #makes blocks visible for building levels
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image = Surface((32,32)) #makes blocks visible for building levels
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)




if __name__ == "__main__":
    main()
sloth avatar Feb 06 '2013 10:02 sloth

También hice un juego en el que tengo un menú de juego, un menú de niveles, una parte de carga y una parte de juego.
La forma en que lo hice fue en el bucle principal del juego,
revisé un montón de declaraciones elif para determinar en qué "modo" se encuentra el juego y realizo las acciones apropiadas.
Pareció funcionar muy bien y te sugiero que pruebes lo mismo.

Me doy cuenta de que Mi código es muy largo, pero si vas a donde dice #game loop(usa Ctrl+f para encontrarlo), puedes ver los elifs para determinar el modo. Espero que esto ayude.

#basic stuff
import pygame, sys, random
pygame.init()
window=pygame.display.set_mode((1500, 800), pygame.FULLSCREEN)
winrect=window.get_rect()

#colors
GREEN=(19, 225, 30)
BLUE=(41, 2, 245)
YELLOW=(251, 240, 32)
WHITE=(255, 255, 255)
BLACK=(0, 0, 0)
RED=(255, 0, 0)

#text
bigfont=pygame.font.SysFont('calibri', 75)
font=pygame.font.SysFont('calibri', 40)
texts={}

so=bigfont.render('Ball Bounce', True, BLUE)
rect=so.get_rect()
rect.top=winrect.top+100
rect.centerx=winrect.centerx
texts['title']=[so, rect]

so=font.render('Start', True, BLUE)
rect=so.get_rect()
so1=pygame.Surface((400, 50))
so2=pygame.Surface((400, 50))
rect1=so1.get_rect()
so1.fill(YELLOW)
so2.fill(RED)
pygame.draw.rect(so1, BLACK, rect1, 5)
pygame.draw.rect(so2, BLACK, rect1, 5)
rect.center=rect1.center
so1.blit(so, rect)
so2.blit(so, rect)
rect1.centerx=winrect.centerx
rect1.top=texts['title'][1].top+300
texts['start']=[so1, rect1, so2]

so=bigfont.render('Levels', True, BLUE)
rect=so.get_rect()
rect.centerx=winrect.centerx
rect.top=winrect.top+100
texts['levels']=[so, rect]

#levels [locked, unlocked, completed/mouseover, rect, state(locked, unlocked, completed)]
levels=[]
lock=pygame.image.load('images/lock.png').convert()
lock=pygame.transform.scale(lock, (100, 100))
lock.set_colorkey(lock.get_at((1, 1)))
for i in range(1, 21):
    so=pygame.Surface((100, 100))
    so.fill(YELLOW)
    rect=so.get_rect()
    pygame.draw.rect(so, BLACK, rect, 5)
    so1=pygame.Surface((100, 100))
    so1.fill(RED)
    pygame.draw.rect(so1, BLACK, rect, 5)
    text=font.render(str(i), True, BLUE)
    textrect=text.get_rect()
    textrect.center=rect.center
    so.blit(text, textrect)
    so1.blit(text, textrect)
    locked=pygame.Surface((100, 100))
    locked.blit(so, rect)
    locked.blit(lock, lock.get_rect())
    if i<=5:
        rect.top=texts['levels'][1].bottom+25
    elif i<=10:
        rect.top=levels[0][3].bottom+50
    elif i<=15:
        rect.top=levels[7][3].bottom+50
    else:
        rect.top=levels[12][3].bottom+50
    if i==1 or i==6 or i==11 or i==16:
        rect.right=winrect.centerx-200
    elif i==2 or i==7 or i==12 or i==17:
        rect.right=winrect.centerx-75
    elif i==3 or i==8 or i==13 or i==18:
        rect.centerx=winrect.centerx
    elif i==4 or i==9 or i==14 or i==19:
        rect.left=winrect.centerx+75
    else:
        rect.left=winrect.centerx+200
    if i==1:
        levels.append([locked, so, so1, rect, 1])
    else:
        levels.append([locked, so, so1, rect, 1])

#Wall class (0=horizontal, 1=vertical)
class cwall(pygame.Rect):
    'orientation (hor, vert), location, holesize, winrect'
    def __init__(self, orientation, location, holesize, winrect):
        self.orientation=orientation
        if orientation==0:
            self.height=5
            self.width=winrect.width
            self.centery=location
        if orientation==1:
            self.width=5
            self.height=winrect.height
            self.centerx=location
        self.holesize=holesize
        self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
        self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
    def update(self):
        self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
        self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
        if self.bbottomright<self.holesize:
            self.bbottomright=self.holesize
        if self.ttopleft>self.right-self.holesize and self.orientation==0:
            self.ttopleft=self.right-self.holesize
        if self.ttopleft>self.bottom-self.holesize and self.orientation==1:
            self.ttopleft=self.bottom-self.holesize

#Ball Class
class cball(pygame.Rect):
    'diameter, speed, color, winrect'
    def __init__(self, diameter, speed, color, winrect):
        self.width=diameter
        self.height=diameter
        self.speed=speed
        self.color=color
        self.direction=random.randint(1, 4)
        self.center=(random.randint(round(diameter/2), round(winrect.right-diameter/2)), random.randint(round(diameter/2), round(winrect.bottom-diameter/2)))
    def update(self, winrect, walls):
        if self.direction/2==round(self.direction/2):
            self.right+=self.speed
        else:
            self.right-=self.speed
        if self.direction<=2:
            self.top+=self.speed
        else:
            self.top-=self.speed
        for wall in walls:
            if wall.collidepoint(self.center):
                if wall.orientation==0 and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
                    if self.direction==1:
                        self.direction=3
                        self.bottom=wall.top
                    elif self.direction==2:
                        self.direction=4
                        self.bottom=wall.top
                    elif self.direction==3:
                        self.direction=1
                        self.top=wall.bottom
                    else:
                        self.direction=2
                        self.top=wall.bottom
                elif wall.orientation==1 and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
                    if self.direction==1:
                        self.direction=2
                        self.left=wall.right
                    elif self.direction==2:
                        self.direction=1
                        self.right=wall.left
                    elif self.direction==3:
                        self.direction=4
                        self.left=wall.right
                    else:
                        self.direction=3
                        self.right=wall.left
            elif wall.orientation==0:
                if self.bottom>wall.top and self.centery<wall.top and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
                    if self.direction==1:
                        self.direction=3
                        self.bottom=wall.top
                    elif self.direction==2:
                        self.direction=4
                        self.bottom=wall.top
                elif self.top<wall.bottom and self.centery>wall.bottom and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
                    if self.direction==3:
                        self.direction=1
                        self.top=wall.bottom
                    if self.direction==4:
                        self.direction=2
                        self.top=wall.bottom
            else:
                if self.left<wall.right and self.centerx>wall.right and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
                    if self.direction==1:
                        self.direction=2
                        self.left=wall.right
                    elif self.direction==3:
                        self.direction=4
                        self.left=wall.right
                elif self.right>wall.left and self.centerx<wall.left and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
                    if self.direction==2:
                        self.direction=1
                        self.right=wall.left
                    if self.direction==4:
                        self.direction=3
                        self.right=wall.left
        if self.top<0:
            if self.direction==3:
                self.direction=1
                self.top=0
            elif self.direction==4:
                self.direction=2
                self.topn=0
        if self.bottom>winrect.bottom:
            if self.direction==1:
                self.direction=3
                self.bottom=winrect.bottom
            elif self.direction==2:
                self.direction=4
                self.bottom=winrect.bottom
        if self.left<0:
            if self.direction==1:
                self.direction=2
                self.left=0
            elif self.direction==3:
                self.direction=4
                self.left=0
        if self.right>winrect.right:
            if self.direction==2:
                self.direction=1
                self.right=winrect.right
            if self.direction==4:
                self.direction=3
                self.right=winrect.right
        for box in boxes:
            if box[0].collidepoint(self.center) and self.color==box[1]:
                return True
        return False

#Game loop setup
mode='title'

#Game loop
while True:
    if mode=='title':
        #event loop
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type==pygame.MOUSEBUTTONDOWN:
                if texts['start'][1].collidepoint(event.pos):
                    mode='levels'
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
        #screen update
        window.fill(GREEN)
        mouse=pygame.mouse.get_pos()
        if texts['start'][1].collidepoint(mouse):
            window.blit(texts['start'][2], texts['start'][1])
        else:
            window.blit(texts['start'][0], texts['start'][1])
        window.blit(texts['title'][0], texts['title'][1])
        pygame.display.update()

    elif mode=='levels':
        #event loop
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type==pygame.MOUSEBUTTONDOWN:
                for level in levels:
                    if level[3].collidepoint(event.pos) and level[4]!=0:
                        mode='loading'
                        loadinglevel=levels.index(level)+1
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
        #screen update
        window.fill(GREEN)
        for level in levels:
            if level[3].collidepoint(pygame.mouse.get_pos()) and level[4]==1:
                window.blit(level[2], level[3])
            else:
                window.blit(level[level[4]], level[3])
        window.blit(texts['levels'][0], texts['levels'][1])
        pygame.display.update()

    elif mode=='loading':
        if loadinglevel==1:
            walls=[cwall(1, winrect.width/2, 100, winrect)]
            balls=[]
            for i in range(2):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(2):
                balls.append(cball(20, 3, YELLOW, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
        elif loadinglevel==2:
            walls=[cwall(1, winrect.width/2, 100, winrect)]
            balls=[]
            for i in range(4):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(4):
                balls.append(cball(20, 3, YELLOW, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
        elif loadinglevel==3:
            walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
            balls=[]
            for i in range(2):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(2):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(2):
                balls.append(cball(20, 3, BLUE, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
                   (pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))
        elif loadinglevel==4:
            walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
            balls=[]
            for i in range(4):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(4):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(4):
                balls.append(cball(20, 3, BLUE, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
                   (pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))

        elif loadinglevel==7:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(2):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(2):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(2):
                balls.append(cball(20, 3, BLUE, winrect))
            for i in range(2):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
                   (pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
                   (pygame.Rect(round(winrect.width/2), round(winrect.height/2),  round(winrect.width/2), round(winrect.height/2)), BLUE))
        elif loadinglevel==8:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(4):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(4):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(4):
                balls.append(cball(20, 3, BLUE, winrect))
            for i in range(4):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
                   (pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
                   (pygame.Rect(round(winrect.width/2), round(winrect.height/2),  round(winrect.width/2), round(winrect.height/2)), BLUE))
        elif loadinglevel==5:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(10):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
        elif loadinglevel==6:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(20):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
        mode='playing'
    elif mode=='playing':
        while True:
            #event loop
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type==pygame.KEYDOWN:
                    if event.key==pygame.K_ESCAPE:
                        pygame.quit()
                        sys.exit()
            #updates
            updates=[]
            for wall in walls:
                wall.update()
            for ball in balls:
                updates.append(ball.update(winrect, walls))
            #Seeing if won
            won=True
            for update in updates:
                if not update:
                    won=False
                    break
            if won:
                if levels[loadinglevel][4]==0:
                    levels[loadinglevel][4]=1
                levels[loadinglevel-1][4]=2
                mode='levels'
                break
            #blitting
            window.fill(WHITE)
            for box in boxes:
                pygame.draw.rect(window, box[1], box[0])
            for wall in walls:
                if wall.orientation==0:
                    pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.ttopleft, wall.height))
                    pygame.draw.rect(window, BLACK, (wall.bbottomright, wall.top, wall.right-wall.bbottomright, wall.height))
                else:
                    pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.width, wall.ttopleft))
                    pygame.draw.rect(window, BLACK, (wall.left, wall.bbottomright, wall.width, wall.bottom-wall.holesize))
            for ball in balls:
                pygame.draw.circle(window, ball.color, ball.center, round(ball.width/2))
                pygame.draw.circle(window, BLACK, ball.center, round(ball.width/2), 2)
            pygame.display.update()
            pygame.time.Clock().tick(100)
ThisIsAQuestion avatar Feb 05 '2013 17:02 ThisIsAQuestion