I want score to based on time passed in the game. To do this I want to have two loops running simultaneously. The game loop, and the score loop, which adds 1 to the score every 1.5 seconds. When I run the program, the score does not appear. Am I using multi-threading properly? Is that the best way to do this? For simplicity I have posted only the relevant code. Thanks!
def text_objects(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
def displayScore(text):
while(True):
textStyle = pygame.font.Font('freesansbold.ttf', 25)
# pop up window defining window and textRect to align text properly
textWindow, textRect = text_objects(text, textStyle)
textRect.center = ((display_width/2)), ((display_height/2))
gameDisplay.blit(textWindow, textRect)
pygame.display.update()
time.sleep(1.5)
text = int(text)
text +=1
text = str(text)
def gameStart():
x_change = 0
y_change = 0
x = (display_width * 0.39)
y = (display_height * 0.7)
car_width = 200
x_brick = (display_width * random.uniform(.05, .95))
y_brick = display_height - 925
# exception for the game crashing and the game loop
gameExit = False
while not gameExit:
# capturing user actions
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
# key-down events for car movements
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -5
elif event.key == pygame.K_RIGHT:
x_change = 5
elif event.key == pygame.K_UP:
y_change = -5
elif event.key == pygame.K_DOWN:
y_change = 5
# cancelling out key-up events
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
y_change = 0
# crash conditions
if x > display_width - car_width or x < 0:
crash()
if y > display_height - 175 or y < 0 - 10:
crash()
# updating car movements
x += x_change
y += y_change
# generating display
gameDisplay.fill(white)
car(x, y)
brick(x_brick, y_brick)
# moving the brick
y_brick += brick_speed
# updates for parameter given or entire surface
pygame.display.update()
# frames per second, the more frames per second the faster and smoother things move, taxing on processing speed
clock.tick(60)
t1 = Thread(target=gameStart())
t2 = Thread(target=displayScore('0'))
t1.start()
t2.start()
Edit: Ended up with this..
import time
score = 0
def timer(oldsec):
currentsec = time.time()
if abs(currentsec - oldsec > 3):
return True
else:
False
oldsec = time.time() # what time is it now
while True:
if timer(oldsec) == True:
score += 1
oldsec = time.time()
print (score)