text to screen

PyGame Score




Now it is time to add a score to our game, as well as talk about possible increases to the challenge of the game to make it more entertaining.

Our final code:

import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

black = (0,0,0)
white = (255,255,255)
red = (255,0,0)

block_color = (53,115,255)

car_width = 73

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('A bit Racey')
clock = pygame.time.Clock()

carImg = pygame.image.load('racecar.png')


def things_dodged(count):
    font = pygame.font.SysFont(None, 25)
    text = font.render("Dodged: "+str(count), True, black)
    gameDisplay.blit(text,(0,0))

def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])

def car(x,y):
    gameDisplay.blit(carImg,(x,y))

def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf',115)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)

    pygame.display.update()

    time.sleep(2)

    game_loop()
    
    

def crash():
    message_display('You Crashed')
    
def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0

    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 4
    thing_width = 100
    thing_height = 100

    thingCount = 1

    dodged = 0

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change
        gameDisplay.fill(white)

        # things(thingx, thingy, thingw, thingh, color)
        things(thing_startx, thing_starty, thing_width, thing_height, block_color)


        
        thing_starty += thing_speed
        car(x,y)
        things_dodged(dodged)

        if x > display_width - car_width or x < 0:
            crash()

        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)

        if y < thing_starty+thing_height:
            print('y crossover')

            if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
                print('x crossover')
                crash()
        
        pygame.display.update()
        clock.tick(60)

game_loop()
pygame.quit()
quit()

The first major change is:

def things_dodged(count):
    font = pygame.font.SysFont(None, 25)
    text = font.render("Dodged: "+str(count), True, black)
    gameDisplay.blit(text,(0,0))
Basically, this is a simple text displaying function, that will display how many objects that we've avoided in the top left. The other major change is in this if statement:
        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)

Each time a block is re-generated, we add 1 to the dodged count. We also speed up the thing_speed, AND we make the things slightly wider. By things, I mean the blocks, that we're calling thing in this game.

The next tutorial:






  • Introduction to PyGame
  • Displaying images with PyGame
  • Moving an image around in PyGame
  • Adding boundaries
  • Displaying text to PyGame screen
  • Drawing objects with PyGame
  • Crashing
  • PyGame Score
    You are currently here.
  • Drawing Objects and Shapes in PyGame
  • Creating a start menu
  • PyGame Buttons, part 1, drawing the rectangle
  • PyGame Buttons, part 2, making the buttons interactive
  • PyGame Buttons, part 3, adding text to the button
  • PyGame Buttons, part 4, creating a general PyGame button function
  • PyGame Buttons, part 5, running functions on a button click
  • Converting PyGame to an executable
  • Adding a pause function to our game and Game Over
  • PyGame Icon
  • Sounds and Music with PyGame