# import all files from config import * from sprites import Player, all_sprites, load_img, screen, HPBar, load_img_noalpha from colours import * import maps import events # import modules from os import path import os, sys import pygame from pygame.locals import * # initialization pygame.init() #pygame.mixer.init() pygame.display.set_caption(WIN_NAME) clock=pygame.time.Clock() # initialize two players events.players.append(Player('p1', 400, 100, 10)) events.players.append(Player('p2', 430, 300, 10)) events.p1_group.add(events.players[0]) events.p2_group.add(events.players[1]) all_sprites.add(events.players) events.running=True all_sprites.add(events.bars) # debug text font=pygame.font.SysFont("Arial", 12) def draw_debug_text(): texts=[ font.render("P1 HP: " + str(events.players[0].hp), True, (100,100,100)), font.render("P2 HP: " + str(events.players[1].hp), True, (100,100,100)) ] count=0 for text in texts: screen.blit(text, (0,count*12)) count+=1 bg, bg_rect=load_img_noalpha("bg.png") splash, splash_rect=load_img_noalpha("splash.png") def waitforkey(): waiting=True while waiting: clock.tick(FPS) keys=pygame.key.get_pressed() if keys[pygame.K_SPACE]: waiting=False def startscreen(): screen.blit(splash,(0,0)) pygame.display.flip() waitforkey() # game loop while events.mainloop: #startscreen() while events.running: clock.tick(FPS) # events pygame.event.pump() events.event_handler() # update all_sprites.update() screen.fill(BLACK) if events.dead(): break # draw screen.blit(bg,(0,0)) #draw_debug_text() all_sprites.draw(screen) pygame.display.flip() print('asd') pygame.quit() sys.exit()