Browse Source

update

master
Jørn Guldberg 11 months ago
parent
commit
57f61a60b4
2 changed files with 701 additions and 17 deletions
  1. +35
    -17
      julespil/game.py
  2. +666
    -0
      julespil/game_reindeer.py

+ 35
- 17
julespil/game.py View File

@ -1,6 +1,7 @@
import pygame, sys
from pygame.locals import *
import random
import math
# pygame.init()
@ -121,17 +122,32 @@ class Snowman(pygame.sprite.Sprite):
self.speed = 180
self.throw_snowball_counter = self.speed
def draw(self, surface):
def draw(self, surface, enemy_list):
surface.blit(self.image, self.rect)
self.throw_snowball_counter = self.throw_snowball_counter - 1
if self.throw_snowball_counter == -1:
return
elif self.throw_snowball_counter == 0:
# Throw snowball.
# print("Snowball: x: " + str(self.rect.center[0]) + "y:" + str(self.rect.center[1]))
snowball_list.append(Snowball(self.rect.center[0], self.rect.center[1]))
# rest sownball counter
self.throw_snowball_counter = self.speed
#Check if enemy is in reachable distance
inside_circle = 0
for enemy in enemy_list:
d = math.sqrt((xp - self.rect.center.x)**2 + (yp - self.rect.center.y)**2)
inside_circle =
if enemy.alive == 1:
inside_circle = 1
if (inside_circle):
# print("Snowball: x: " + str(self.rect.center[0]) + "y:" + str(self.rect.center[1]))
snowball_list.append(Snowball(enemy, self.rect.center[0], self.rect.center[1]))
# rest sownball counter
self.throw_snowball_counter = self.speed
return
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, heart, health):
@ -232,32 +248,29 @@ class Enemy(pygame.sprite.Sprite):
pygame.draw.rect(DISPLAYSURF,self.health_bar_color,(self.rect.x, (self.rect.y + self.rect.h + 8), screen_scale_w(self.health_bar_width, screen_scale_factor_w) , screen_scale_w(5, screen_scale_factor_h) ))
class Snowball(pygame.sprite.Sprite):
def __init__(self, x, y):
def __init__(self, enemy, x, y):
super().__init__()
self.image = pygame.image.load("snowball.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center=(x, y)
self.enemy = enemy
def move(self, snowball_list, enemy_list):
target_enemy = None
for enemy in enemy_list:
if enemy.alive == 1:
target_enemy = enemy
break
if enemy == None:
if not self.enemy.alive:
snowball_list.remove(self)
return
enemy_x = enemy.rect.x
enemy_y = enemy.rect.y
enemy_x = self.enemy.rect.x
enemy_y = self.enemy.rect.y
snowball_x = self.rect.x
snowball_y = self.rect.y
if abs(enemy_x - snowball_x) < 8 and abs(enemy_y - snowball_y) < 8:
snowball_list.remove(self)
enemy.damage(50)
self.enemy.damage(25)
@ -433,13 +446,18 @@ def add_money(price):
def check_round_end():
global enemy_list
global snowball_list
for i in range(len(enemy_list)):
if (enemy_list[i].alive == 1):
return False
snowball_list = []
print("Level ended")
return True
def level_up():
global game_level
global level_text_surface
@ -548,7 +566,7 @@ while True:
# cakeman.draw(DISPLAYSURF)
#menu_snowman.update()
for snowman in snowman_list:
snowman.draw(DISPLAYSURF)
snowman.draw(DISPLAYSURF, enemy_list)
for reindeer in reindeer_list:
reindeer.draw(DISPLAYSURF)
@ -675,7 +693,7 @@ while True:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()
mouse_snowman.rect.center = (mouse_pos[0], mouse_pos[1])
mouse_snowman.draw(DISPLAYSURF)
mouse_snowman.draw(DISPLAYSURF, enemy_list)
elif menu_cakeman.selected == 1:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()

+ 666
- 0
julespil/game_reindeer.py View File

@ -0,0 +1,666 @@
import pygame, sys
from pygame.locals import *
import random
# pygame.init()
pygame.display.init()
pygame.font.init()
w = pygame.display.Info().current_w
h = pygame.display.Info().current_h
screen_scale_factor = w / 1920
screen_scale_factor_h = h / 1080
MOUSE_BUTTON_RIGHT = 3
HEART_POS_X = 1700 * screen_scale_factor
HEART_POS_Y = 700 * screen_scale_factor
SCREEN_WIDTH = 400
FPS = 60
FramePerSec = pygame.time.Clock()
game_level = 1
enemy_list = []
BLUE = (0, 0, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
TEXT_COLOR = (0, 0, 0)
MENU_PADDING = 10 * screen_scale_factor
money = 15000
DISPLAYSURF = pygame.display.set_mode((screen_scale_factor * 1920, screen_scale_factor * 1080))
DISPLAYSURF.fill(WHITE)
pygame.display.set_caption("Game")
pygame.font.init()
my_font = pygame.font.SysFont("Arial", 30, bold=True, italic=False)
you_died_font = pygame.font.SysFont("Arial", 300, bold=True, italic=False)
exit_text_surface = my_font.render("Exit", False, TEXT_COLOR)
exit_text_x = screen_scale_factor * 1800
exit_text_y = screen_scale_factor *16
exit_rect = exit_text_surface.get_rect(topleft=(exit_text_x, exit_text_y))
you_died = you_died_font.render('YOU DIED', False, (255, 0, 0))
text_surface = my_font.render("money: " + str(money), False, TEXT_COLOR)
text_surface_x = screen_scale_factor * 16
text_surface_y = screen_scale_factor * 16
level_text_surface = my_font.render("Level: " + str(game_level), False, TEXT_COLOR)
level_text_surface_x = screen_scale_factor * 16
level_text_surface_y = screen_scale_factor * 48
snowman_list = []
cakeman_list = []
snowball_list = []
reindeer_list = []
laser_beam_list = []
class CakeMan(pygame.sprite.Sprite):
def __init__ (self, x, y):
super().__init__()
self.image = pygame.image.load("kagemand/kagemand1.png").convert_alpha()
self.rect = self.image.get_rect()
self.image = pygame.transform.smoothscale(self.image, (self.rect.w * screen_scale_factor, self.rect.h * screen_scale_factor) )
self.rect.center = (x, y)
self.animation_step = 0
def draw(self, surface):
surface.blit(self.image, self.rect)
class Reindeer(pygame.sprite.Sprite):
def __init__ (self, x, y):
super().__init__()
self.image = pygame.image.load("reindeer/r1.png").convert_alpha()
self.rect = self.image.get_rect()
self.image = pygame.transform.smoothscale(self.image, (self.rect.w * screen_scale_factor, self.rect.h * screen_scale_factor) )
self.rect.center = (x, y)
self.speed = 180
self.shoot_laser_beam = self.speed
self.animation_step = 0
def draw(self, surface):
surface.blit(self.image, self.rect)
self.shoot_laser_beam = self.shoot_laser_beam - 1
if self.shoot_laser_beam == -1:
return
elif self.shoot_laser_beam == 0:
# Throw snowball.
# print("Laser beam: x: " + str(self.rect.center[0]) + "y:" + str(self.rect.center[1]))
laser_beam_list.append(Laser_Beam(self.rect.center[0] + (self.rect.width / 4), self.rect.center[1] - (self.rect.height / 7)))
# rest sownball counter
self.shoot_laser_beam = self.speed
class Snowman(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("snowmand.png").convert_alpha()
self.rect = self.image.get_rect()
self.image = pygame.transform.smoothscale(self.image, (self.rect.w * screen_scale_factor, self.rect.h * screen_scale_factor) )
self.rect.center = (x, y)
self.speed = 180
self.throw_snowball_counter = self.speed
def draw(self, surface):
surface.blit(self.image, self.rect)
self.throw_snowball_counter = self.throw_snowball_counter - 1
if self.throw_snowball_counter == -1:
return
elif self.throw_snowball_counter == 0:
# Throw snowball.
# print("Snowball: x: " + str(self.rect.center[0]) + "y:" + str(self.rect.center[1]))
snowball_list.append(Snowball(self.rect.center[0], self.rect.center[1]))
# rest sownball counter
self.throw_snowball_counter = self.speed
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, heart, health):
super().__init__()
self.image = pygame.image.load("elf.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.image = pygame.transform.smoothscale(self.image, (self.rect.w * screen_scale_factor, self.rect.h * screen_scale_factor) )
self.health_bar_color = GREEN
self.health_bar_width = 0
self.path = 0
self.max_health = health
self.health = self.max_health
self.alive = 1
self.heart = heart
self.speed = 2 *screen_scale_factor
self.calculate_life_bar()
def damage(self, amount):
self.health = self.health - amount
if(self.health <= 0):
self.alive = 0
add_money(1000)
return
self.calculate_life_bar()
def calculate_life_bar(self):
#Beregn størrelsen på liv baren:
life_ratio = self.health / self.max_health
if life_ratio >= 0.75:
self.health_bar_color = GREEN
elif life_ratio < 0.75 and life_ratio >= 0.25:
self.health_bar_color = YELLOW
else:
self.health_bar_color = RED
self.health_bar_width = self.rect.w * (self.health / self.max_health)
def move(self, player):
if (self.path == 0):
if (self.rect.right < 300 *screen_scale_factor):
self.rect.move_ip(self.speed,0)
else:
self.path = 1
if (self.path == 1):
if(self.rect.bottom < 890 *screen_scale_factor):
self.rect.move_ip(0,self.speed)
else:
self.path = 2
if(self.path == 2):
if(self.rect.right < 1128 *screen_scale_factor):
self.rect.move_ip(self.speed,0)
else:
self.path = 3
if (self.path == 3):
if(self.rect.top > 516*screen_scale_factor):
self.rect.move_ip(0,-self.speed)
else:
self.path = 4
if (self.path == 4):
if(self.rect.left > 847*screen_scale_factor):
self.rect.move_ip(-self.speed,0)
else:
self.path = 5
if (self.path == 5):
if(self.rect.top > 246*screen_scale_factor):
self.rect.move_ip(0,-self.speed)
else:
self.path = 6
if (self.path == 6):
if (self.rect.right < 1248*screen_scale_factor):
self.rect.move_ip(self.speed,0)
else:
self.path = 7
if (self.path == 7):
if (self.rect.bottom < 570*screen_scale_factor):
self.rect.move_ip(0,self.speed)
else:
self.path = 8
if (self.path == 8):
if (self.rect.right < 1548*screen_scale_factor):
self.rect.move_ip(self.speed,0)
else:
self.path = 'end'
if (self.path == 'end'):
self.alive = 0
self.heart.lives -= 20
def draw(self, surface):
surface.blit(self.image, self.rect)
pygame.draw.rect(DISPLAYSURF,self.health_bar_color,(self.rect.x, (self.rect.y + self.rect.h + 8), self.health_bar_width * screen_scale_factor , 5 * screen_scale_factor ))
class Snowball(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("snowball.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center=(x, y)
def move(self, player):
self.rect.move_ip(4,0)
#if (self.rect.right > 600):
# self.rect.top = 0
# self.rect.center = (0, 400)
# if self.rect.colliderect(player.rect):
# print("HIT")
def draw(self, surface):
surface.blit(self.image, self.rect)
class Laser_Beam(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("reindeer/laser_beam.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center=(x, y)
def move(self, enemy_list):
self.rect.move_ip(4,0)
for enemy in enemy_list:
if self.rect.colliderect(enemy.rect):
enemy.damage(1)
#if (self.rect.right > 600):
# self.rect.top = 0
# self.rect.center = (0, 400)
# if self.rect.colliderect(player.rect):
# print("HIT")
def draw(self, surface):
surface.blit(self.image, self.rect)
class MenuSnowman(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("snowmand.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (screen_scale_factor * 580, screen_scale_factor * 80)
self.image = pygame.transform.smoothscale(self.image, (self.rect.w * screen_scale_factor, self.rect.h * screen_scale_factor) )
self.price = 2500
self.text = my_font.render(str(self.price) , False, TEXT_COLOR)
self.selected = 0
def draw(self, surface):
if self.selected == 1:
pygame.draw.rect(DISPLAYSURF,BLUE,(menu_snowman.rect.x - MENU_PADDING , menu_snowman.rect.y - MENU_PADDING, (menu_snowman.rect.w + 2 * MENU_PADDING) * screen_scale_factor , (menu_snowman.rect.h + 2 * MENU_PADDING)* screen_scale_factor ))
surface.blit(self.image, self.rect)
surface.blit(self.text,(self.rect.x, self.rect.y + (100 * screen_scale_factor)))
def get_pos(self):
return self.rect.pos
class MenuCakeman(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("kagemand/kagemand1.png").convert_alpha()
self.rect = self.image.get_rect()
#self.rect.scale_by(screen_scale_factor)
self.rect.center = (screen_scale_factor * 720, screen_scale_factor * 80)
self.image = pygame.transform.smoothscale(self.image, (self.rect.w * screen_scale_factor, self.rect.h * screen_scale_factor) )
self.price = 5000
self.text = my_font.render(str(self.price) , False, TEXT_COLOR)
self.selected = 0
def draw(self, surface):
if self.selected == 1:
pygame.draw.rect(DISPLAYSURF,BLUE,(menu_cakeman.rect.x - MENU_PADDING, menu_cakeman.rect.y - MENU_PADDING, (menu_cakeman.rect.w + 2 * MENU_PADDING) *screen_scale_factor, (menu_cakeman.rect.h + 2 * MENU_PADDING) * screen_scale_factor ))
surface.blit(self.image, self.rect)
surface.blit(self.text,(self.rect.x ,self.rect.y + (100 * screen_scale_factor) ))
def get_pos(self):
return self.rect.pos
class MenuReindeer(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("reindeer/r1.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (screen_scale_factor * 850, screen_scale_factor * 80)
self.image = pygame.transform.smoothscale(self.image, (self.rect.w * screen_scale_factor, self.rect.h * screen_scale_factor) )
self.price = 7500
self.text = my_font.render(str(self.price) , False, TEXT_COLOR)
self.selected = 0
def draw(self, surface):
if self.selected == 1:
pygame.draw.rect(DISPLAYSURF,BLUE,(self.rect.x - MENU_PADDING , self.rect.y - MENU_PADDING, (self.rect.w + 2 * MENU_PADDING) * screen_scale_factor , (self.rect.h + 2 * MENU_PADDING)* screen_scale_factor ))
surface.blit(self.image, self.rect)
surface.blit(self.text,(self.rect.x + (20* screen_scale_factor), self.rect.y + (100 * screen_scale_factor)))
def get_pos(self):
return self.rect.pos
scaleFactor = 2 * screen_scale_factor
class Heart(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image0 = pygame.image.load('0_hjerte.png').convert_alpha()
self.image20 = pygame.image.load('20_hjerte.png').convert_alpha()
self.image20 = pygame.transform.scale(self.image20, (74 * scaleFactor, 79 * scaleFactor))
self.image40 = pygame.image.load('40_hjerte.png').convert_alpha()
self.image40 = pygame.transform.scale(self.image40, (74 * scaleFactor, 79 * scaleFactor))
self.image60 = pygame.image.load('60_hjerte.png').convert_alpha()
self.image60 = pygame.transform.scale(self.image60, (74 * scaleFactor, 79 * scaleFactor))
self.image80 = pygame.image.load('80_hjerte.png').convert_alpha()
self.image80 = pygame.transform.scale(self.image80, (74 * scaleFactor, 79 * scaleFactor))
self.image100 = pygame.image.load('100_hjerte.png').convert_alpha()
self.image100 = pygame.transform.scale(self.image100, (74 * scaleFactor, 79 * scaleFactor))
self.lives = 100
def draw(self, surface):
if self.lives == 100:
surface.blit(self.image100, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 80:
surface.blit(self.image80, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 60:
surface.blit(self.image60, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 40:
surface.blit(self.image40, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 20:
surface.blit(self.image20, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 0:
surface.blit(self.image0, (HEART_POS_X, HEART_POS_Y))
def try_to_buy(new_tower, price):
global money
global text_surface
if not valid_space(new_tower):
return False
if money >= price:
money = money - price
text_surface = my_font.render("money: " + str(money), False, TEXT_COLOR)
return True
return False
def add_money(price):
global money
global text_surface
money = money + price
text_surface = my_font.render("money: " + str(money), False, TEXT_COLOR)
def check_round_end():
global enemy_list
for i in range(len(enemy_list)):
if (enemy_list[i].alive == 1):
return False
print("Level ended")
return True
def level_up():
global game_level
global level_text_surface
game_level = game_level + 1
level_text_surface = my_font.render("Level: " + str(game_level), False, TEXT_COLOR)
start_new_level(10, game_level * 100)
heart = Heart()
def start_new_level(count, health):
global screen_scale_factor
global enemy_list
global heart
enemy_list = []
enemy_pos_x = 60 * screen_scale_factor
enemy_pos_y = 350* screen_scale_factor
for i in range(count):
enemy_list.append(Enemy(-enemy_pos_x * i, enemy_pos_y, heart, health))
def valid_space(new_tower):
global snowman_list
global cakeman_list
global reindeer_list
combined_tower_list = snowman_list + cakeman_list + reindeer_list
for old_tower in combined_tower_list:
print("new: ")
print(new_tower.rect)
print("old: ")
print(old_tower.rect)
if new_tower.rect.colliderect(old_tower.rect):
return False
return True
menu_snowman = MenuSnowman()
menu_cakeman = MenuCakeman()
menu_reindeer = MenuReindeer()
# cakeman = CakeMan(300, 400)
enemy_pos_x = 60 * screen_scale_factor
enemy_pos_y = 350* screen_scale_factor
start_new_level(5, 100)
kagemand_animation_step = 0
kagemand_animation = []
kagemand_animation_temp = [
pygame.image.load("kagemand/kagemand1.png").convert_alpha(),
pygame.image.load("kagemand/kagemand2.png").convert_alpha(),
pygame.image.load("kagemand/kagemand3.png").convert_alpha(),
pygame.image.load("kagemand/kagemand4.png").convert_alpha(),
pygame.image.load("kagemand/kagemand5.png").convert_alpha(),
pygame.image.load("kagemand/kagemand6.png").convert_alpha(),
pygame.image.load("kagemand/kagemand7.png").convert_alpha(),
pygame.image.load("kagemand/kagemand8.png").convert_alpha()]
for animation_image in kagemand_animation_temp:
img_rect = animation_image.get_rect()
animation_image_new = pygame.transform.smoothscale(animation_image, (img_rect.w * screen_scale_factor, img_rect.h * screen_scale_factor) )
kagemand_animation.append(animation_image_new)
mouse_down = 0
bg = pygame.image.load("background.png").convert_alpha()
bg = pygame.transform.smoothscale(bg, DISPLAYSURF.get_size())
mouse_snowman = Snowman(0, 0)
mouse_snowman.speed = -1
mouse_cakeman = CakeMan(0, 0)
mouse_reindeer = Reindeer(0, 0)
frame_count = 0
# heart_health = pygame.image.load("heart.png")
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_ESCAPE]:
sys.exit()
DISPLAYSURF.blit(bg, (0, 0))
if heart.lives <= 0:
DISPLAYSURF.blit(you_died, (400, 400))
pygame.display.update()
FramePerSec.tick(10)
frame_count = (frame_count + 1) % 16
continue
heart.draw(DISPLAYSURF)
DISPLAYSURF.blit(exit_text_surface, (exit_text_x, exit_text_y))
# cakeman.draw(DISPLAYSURF)
#menu_snowman.update()
for snowman in snowman_list:
snowman.draw(DISPLAYSURF)
for reindeer in reindeer_list:
reindeer.draw(DISPLAYSURF)
for cakeman in cakeman_list:
# cakeman.draw(DISPLAYSURF)
kagemand_image = kagemand_animation[cakeman.animation_step]
kagemand_rect = kagemand_image.get_rect()
kagemand_rect.center = cakeman.rect.center
DISPLAYSURF.blit(kagemand_image, kagemand_rect)
if frame_count == 0:
cakeman.animation_step = (cakeman.animation_step + 1) % len(kagemand_animation)
if cakeman.animation_step == 7:
rect = cakeman.rect
for enemy in enemy_list:
if enemy.alive:
if enemy.rect.colliderect(rect):
enemy.damage(100)
for enemy in enemy_list:
if enemy.alive:
enemy.move(menu_snowman)
enemy.draw(DISPLAYSURF)
# for cakeman in cakeman_list:
# if cakeman.animation_step == 7:
# rect = cakeman.rect
# # print(rect)
#
# if enemy.rect.colliderect(rect):
# enemy.damage(100)
# add_money(1000)
if event.type == MOUSEBUTTONDOWN:
if event.button == MOUSE_BUTTON_RIGHT:
menu_snowman.selected = 0
menu_cakeman.selected = 0
menu_reindeer.selected = 0
else:
if mouse_down == 0:
mouse_down = 1
mouse_pos = event.pos
# print(mouse_pos)
# print("exit rect: " + str(exit_rect))
if exit_rect.collidepoint(mouse_pos):
exit()
#
# Menu snowman
#
if menu_snowman.selected == 1:
if try_to_buy(mouse_snowman, menu_snowman.price):
snowman_list.append(Snowman(mouse_pos[0], mouse_pos[1]))
# print(len(snowman_list))
menu_snowman.selected = 0
if menu_snowman.rect.collidepoint(mouse_pos):
# print("Clickmenusnowman")
if money >= menu_snowman.price:
menu_snowman.selected = 1
#
# menu cakeman
#
if menu_cakeman.selected == 1:
if try_to_buy(mouse_cakeman, menu_cakeman.price):
mouse_pos = pygame.mouse.get_pos()
cakeman_list.append(CakeMan(mouse_pos[0], mouse_pos[1]))
# print(len(snowman_list))
menu_cakeman.selected = 0
#
# Menu Reindeer
#
if menu_reindeer.selected == 1:
if try_to_buy(mouse_reindeer, menu_reindeer.price):
mouse_pos = pygame.mouse.get_pos()
reindeer_list.append(Reindeer(mouse_pos[0], mouse_pos[1]))
# print(len(snowman_list))
menu_reindeer.selected = 0
if menu_cakeman.rect.collidepoint(mouse_pos):
if money >= menu_cakeman.price:
menu_cakeman.selected = 1
if menu_reindeer.rect.collidepoint(mouse_pos):
if money >= menu_reindeer.price:
menu_reindeer.selected = 1
elif event.type == MOUSEBUTTONUP:
mouse_down = 0
if (frame_count % 4) == 0:
kagemand_animation_step = (kagemand_animation_step + 1) % 8
for snowball in snowball_list:
snowball.move(menu_snowman)
snowball.draw(DISPLAYSURF)
for laser_beam in laser_beam_list:
laser_beam.move(enemy_list)
laser_beam.draw(DISPLAYSURF)
if menu_snowman.selected == 1:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()
mouse_snowman.rect.center = (mouse_pos[0], mouse_pos[1])
mouse_snowman.draw(DISPLAYSURF)
elif menu_cakeman.selected == 1:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()
mouse_cakeman.rect.center = (mouse_pos[0], mouse_pos[1])
mouse_cakeman.draw(DISPLAYSURF)
elif menu_reindeer.selected == 1:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()
mouse_reindeer.rect.center = (mouse_pos[0], mouse_pos[1])
mouse_reindeer.draw(DISPLAYSURF)
#DISPLAYSURF.fill(WHITE)
menu_snowman.draw(DISPLAYSURF)
menu_cakeman.draw(DISPLAYSURF)
menu_reindeer.draw(DISPLAYSURF)
DISPLAYSURF.blit(text_surface, (text_surface_x, text_surface_y))
DISPLAYSURF.blit(level_text_surface, (level_text_surface_x, level_text_surface_y))
frame_count = (frame_count + 1) % 16
if (check_round_end()):
level_up()
pygame.display.update()
FramePerSec.tick(FPS)

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