• 1000 который инициирует уровень 1 после его импорта. Код находится под соответствующими частями. Я бы хотел go из главного меню для выбора уровня, а затем до уровня 1 после выбора кнопки после импорта.
def main_menu():
global click
while True:
screen.fill((0, 0, 0))
screen.blit(background_image, [0, 0])
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(399, 250, 200, 40)
button_2 = pygame.Rect(399, 400, 200, 40)
button_3 = pygame.Rect(399, 550, 200, 40)
if button_1.collidepoint((mx, my)):
if click :
levelselect()
if button_2.collidepoint((mx, my)):
if click:
user_guide()
if button_3.collidepoint((mx, my)):
if click:
credits()
pygame.draw.rect(screen, (0,0,0), button_1)
pygame.draw.rect(screen, (0,0,0), button_2)
pygame.draw.rect(screen, (0,0,0), button_3)
buttonImage = pygame.image.load("button1.png")
buttonImage = pygame.transform.scale(buttonImage, (600, 80))
pygame.draw.rect(screen, (0, 0, 0), button_1)
screen.blit(buttonImage, (200, 60))
buttonImage = pygame.image.load("play.png")
buttonImage = pygame.transform.scale(buttonImage, (150, 30))
pygame.draw.rect(screen, (0, 0, 0), button_1)
screen.blit(buttonImage, (425, 255))
buttonImage = pygame.image.load("User Guide.png")
buttonImage = pygame.transform.scale(buttonImage, (180, 30))
pygame.draw.rect(screen, (0, 0, 0), button_2)
screen.blit(buttonImage, (410, 405))
buttonImage = pygame.image.load("credits.png")
buttonImage = pygame.transform.scale(buttonImage, (150, 30))
pygame.draw.rect(screen, (0, 0, 0), button_3)
screen.blit(buttonImage, (425, 555))
click = False
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
button_4 = pygame.Rect(40, 700, 80, 20)
if button_4.collidepoint((mx, my)):
if click:
pygame.quit()
sys.exit()
pygame.display.update()
mainClock.tick(60)
def levelselect():
running = True
while running:
screen.fill((0, 0, 0))
screen.blit(background_image, [0, 0])
mx, my = pygame.mouse.get_pos()
global click
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
button_4 = pygame.Rect(399, 250, 200, 40)
button_5 = pygame.Rect(399, 400, 200, 40)
button_6 = pygame.Rect(399, 550, 200, 40)
if button_4.collidepoint((mx, my)):
if click:
import level1
if button_5.collidepoint((mx, my)):
if click:
user_guide()
if button_6.collidepoint((mx, my)):
if click:
credits()
pygame.draw.rect(screen, (0, 0, 0), button_4)
pygame.draw.rect(screen, (0, 0, 0), button_5)
pygame.draw.rect(screen, (0, 0, 0), button_6)
buttonImage = pygame.image.load("levelselectimg.png")
buttonImage = pygame.transform.scale(buttonImage, (600, 80))
pygame.draw.rect(screen, (0, 0, 0), button_4)
screen.blit(buttonImage, (200, 60))
buttonImage = pygame.image.load("level1.png")
buttonImage = pygame.transform.scale(buttonImage, (150, 30))
pygame.draw.rect(screen, (0, 0, 0), button_4)
screen.blit(buttonImage, (425, 255))
buttonImage = pygame.image.load("level2.png")
buttonImage = pygame.transform.scale(buttonImage, (180, 30))
pygame.draw.rect(screen, (0, 0, 0), button_5)
screen.blit(buttonImage, (410, 405))
buttonImage = pygame.image.load("level3.png")
buttonImage = pygame.transform.scale(buttonImage, (150, 30))
pygame.draw.rect(screen, (0, 0, 0), button_6)
screen.blit(buttonImage, (425, 555))
click = False
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
mainClock.tick(60)
main_menu()