text to screen

Creating a start menu




In this PyGame video, we cover how to add a start menu to your game, which we'll be building on in the next few tutorials. First, we need to add a sort of "mini-sequence," then we can give it some functionality and have it lead into the game or quit.

Here's the full 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_intro():

    intro = True

    while intro:
        for event in pygame.event.get():
            print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
        gameDisplay.fill(white)
        largeText = pygame.font.Font('freesansbold.ttf',115)
        TextSurf, TextRect = text_objects("A bit Racey", largeText)
        TextRect.center = ((display_width/2),(display_height/2))
        gameDisplay.blit(TextSurf, TextRect)
        pygame.display.update()
        clock.tick(15)
        
        
    
    

    
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(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_intro()
game_loop()
pygame.quit()
quit()

The main change to the code is here:

def game_intro():

    intro = True

    while intro:
        for event in pygame.event.get():
            print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
        gameDisplay.fill(white)
        largeText = pygame.font.Font('freesansbold.ttf',115)
        TextSurf, TextRect = text_objects("A bit Racey", largeText)
        TextRect.center = ((display_width/2),(display_height/2))
        gameDisplay.blit(TextSurf, TextRect)
        pygame.display.update()
        clock.tick(15)

So here, we're just defining a variable of "intro" as True, and calling a while loop to run until the variable is no longer true.

Within that loop, we have created a mini-pygame instance, which is currently just displaying a title at 15 frames per second. From here, we can, and will, add some actual functional buttons for the player to use and click to play or quit.

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
  • Drawing Objects and Shapes in PyGame
  • Creating a start menu
    You are currently here.
  • 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