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One Function per State

Part of the Game Rules section of Coddy's Pygame journey. Lesson 5 of 29.

The loop mixed three screens, and each new state would add another layer of if inside the drawing and the update. The starter gives each state its own function instead, and the loop picks one:

if state == "menu":
    draw_menu()
elif state == "play":
    play_frame()
else:
    draw_over()

play_frame() moves things, checks the hit and draws. draw_menu() and draw_over() only draw. The game over screen shows the frozen game under its message, so both use a shared draw_game() for the player, the rock and the score.

A function that changes the state or the score needs them after global:

def play_frame():
    global score, state

Moving player.x needs no global: it changes the Rect, it does not assign a new one.

With this shape a new state is one function and one elif. Add a pause screen that way.

challenge icon

Challenge

Medium
  1. Add a state "paused": P during play pauses, P again goes back to play.
  2. Write draw_paused(): the frozen game with Paused centred at (240, 160).
  3. Call it from the loop while the state is "paused", with one more elif.

Try it yourself

import random
import pygame

pygame.init()
screen = pygame.display.set_mode((480, 360))
pygame.display.set_caption("Meteor Dodge")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 32)
WHITE = (240, 240, 240)


def reset():
    global player, rock, score
    player = pygame.Rect(220, 300, 40, 40)
    rock = pygame.Rect(random.randint(0, 456), -24, 24, 24)
    score = 0


def draw_menu():
    screen.fill((30, 30, 46))
    title = font.render("Meteor Dodge", True, WHITE)
    screen.blit(title, title.get_rect(center=(240, 140)))
    hint = font.render("Press Enter to play", True, WHITE)
    screen.blit(hint, hint.get_rect(center=(240, 200)))


def draw_game():
    screen.fill((30, 30, 46))
    pygame.draw.rect(screen, (255, 196, 0), player)
    pygame.draw.rect(screen, (235, 80, 80), rock)
    score_text = font.render(f"Score: {score}", True, WHITE)
    screen.blit(score_text, (10, 10))


def play_frame():
    global score, state
    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT]:
        player.x -= 6
    if keys[pygame.K_RIGHT]:
        player.x += 6
    player.clamp_ip(screen.get_rect())

    rock.y += 4
    if rock.top > 360:
        rock.y = -24
        rock.x = random.randint(0, 456)
        score += 1
    if rock.colliderect(player):
        state = "over"
    draw_game()


def draw_over():
    draw_game()
    message = font.render("Game over", True, WHITE)
    screen.blit(message, message.get_rect(center=(240, 160)))
    hint = font.render("Press R to play again", True, WHITE)
    screen.blit(hint, hint.get_rect(center=(240, 200)))


reset()
state = "menu"

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RETURN and state == "menu":
                state = "play"
            elif event.key == pygame.K_r and state == "over":
                reset()
                state = "play"

    if state == "menu":
        draw_menu()
    elif state == "play":
        play_frame()
    else:
        draw_over()
    pygame.display.flip()
    clock.tick(60)

pygame.quit()
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This lesson includes a short quiz. Start the lesson to answer it and track your progress.

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