0

I am a student programmer stuck on a problem that I could really use some advice on. Basically, I tried making one big text box and that didn't work as pygame.font.render() doesn't allow multiple lines so I sperated it into multiple smaller boxes (12) and currently each button is tied to a text box. I have code for identifying the next empty box but I am stuck on actually populating it. Variables used have the following purposes: Item1 = Defines the text within the text box Empty_row = defines the next available empty text box I know its a lot so any advice is really appreciated. Also I know there are better modules to use but my assessment needed pygame

This is code for one box from start to finish and bellow will be the whole application if needed

import pygame, sys

click = bool
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((1200, 800), 0, 32)
font3 = pygame.font.SysFont(None, 25)
Item1 = ''
Item2 = ''
Item1_rect = pygame.Rect(780, 33, 400, 547)
Item2_rect = pygame.Rect(780, 58, 400, 547)
Colour = pygame.Color(0,0,0)
found =False
keys = pygame.key.get_pressed()
click = pygame.MOUSEBUTTONDOWN
sc1_num = 0
sc1_price = 0
sc2_num = 0
sc2_price = 0



def Main_sales():
#this area of the code was reused from a previous file
#which is an example of the RAD approach.

#~~~~~~~~~~~~~~~~~Start Code applied from previous programs~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~     
    
    global Item1
    global Item2
    global Item1_rect
    global Item2_rect
    global click
    global sc1_num
    global sc1_price
    global sc2_num
    global sc2_price
    
    while True:
            
        for event in pygame.event.get():

            if event.type == QUIT:
                print("Quit")
                pygame.quit()
                sys.exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                 if event.button == 1:
                      click = True

        screen.fill((255, 255, 255))

        text1_surface = font3.render(Item1, True, (0,0,0))
        screen.blit(text1_surface, (Item1_rect.x+20 , Item1_rect.y +100))

        text2_surface = font3.render(Item2, True, (0,0,0))
        screen.blit(text2_surface, (Item2_rect.x+20 , Item2_rect.y +100))

        
        mx, my = pygame.mouse.get_pos()

       

        b_w = 180
        b_h = 70
        
        b3_x = 55
        b3_y = 200
        b4_x = 275
        b4_y = 200
        
        button_3 = pygame.Rect( b3_x, b3_y ,b_w, b_h)
        button_4 = pygame.Rect( b4_x, b4_y ,b_w, b_h)
        

        if Item1 == '':
            Empty_row = 1
        elif Item2 == '':
            Empty_row = 2
    
        print(Empty_row)
      
        
        if button_3.collidepoint(mx, my):
            if click:

                sc1_num = sc1_num+1
                sc1_price = sc1_price+15
                Item1 = (f"Scrunchie1            {sc1_num}    ${sc1_price}")
                print(" Button3")
               
        if button_4.collidepoint(mx, my):
            if click:
 
                sc2_num = sc2_num+1
                sc2_price = sc2_price+15
                Item2 = (f"Scrunchie2            {sc2_num}    ${sc2_price}")
                print(" Button4")
        
        pygame.draw.rect(screen, Colour, button_3, 2)
        pygame.draw.rect(screen, Colour, button_4, 2)
        
        screen.blit((font3.render("Scrunchie1", True, (0,0,0))),(b3_x+20, b3_y+15))
        screen.blit((font3.render("Scrunchie2", True, (0,0,0))),(b4_x+20, b4_y+15))
 
        click = False
        #update screen

        pygame.display.update()
        clock.tick(60)

def QUIT():
    running = True
    while running:
        pygame.quit()
        quit()
      
       

#run the main menu
Main_sales()
pygame.quit()

That is basically the whole code just for 2 buttons. I fixed the issue of not staying on for long but the underlying question still stands. How do I get the text to populate the first text box rather than the one it is assigned to?

# window ----------------------------------------
"""
This file is the executable file which calls all other files including the
full application.
"""
#The following imports are modules which have prewritten
#functions which I am able to use. They came predownloaded
#with python as well as downloading some from pygame.org
import pygame, sys


from collections import Counter as count
from datetime import datetime
import time
import string


#import read
mainClock = pygame.time.Clock()

#setting window
from pygame.locals import *
#The following are Constants which are defined here for easier maintanence
click = bool
pygame.init()
pygame.display.set_caption('LeVOGUE')
clock = pygame.time.Clock()
screen = pygame.display.set_mode((1200, 800), 0, 32)
windowSurface = pygame.display.set_mode((1200, 650), pygame.DOUBLEBUF)

                                     
run = 2
font = pygame.font.SysFont(None, 35)
font2 = pygame.font.SysFont(None, 70)
font3 = pygame.font.SysFont(None, 25)
base_font = pygame.font.Font(None, 50)
base_font2 = pygame.font.Font(None, 160)
Item1 = ''
Item2 = ''
Item3 = ''
Item4 = ''
Item5 = ''
Item6 = ''
Item7 = ''
Item8 = ''
Item9 = ''
Item10 = ''
Item11 = ''
Item12 = ''

Item1_rect = pygame.Rect(780, 33, 400, 547)
Item2_rect = pygame.Rect(780, 58, 400, 547)
Item3_rect = pygame.Rect(780, 83, 400, 547)
Item4_rect = pygame.Rect(780, 108, 400, 547)
Item5_rect = pygame.Rect(780, 133, 400, 547)
Item6_rect = pygame.Rect(780, 158, 400, 547)
Item7_rect = pygame.Rect(780, 183, 400, 547)
Item8_rect = pygame.Rect(780, 208, 400, 547)
Item9_rect = pygame.Rect(780, 233, 400, 547)
Item10_rect = pygame.Rect(780, 258, 400, 547)
Item11_rect = pygame.Rect(780, 283, 400, 547)
Item12_rect = pygame.Rect(780, 308, 400, 547)

row = 1

Colour = pygame.Color(0,0,0)
found =False
#key_text_num = 2
s = " "
fh =open("user_info.txt", "r")


keys = pygame.key.get_pressed()
click = pygame.MOUSEBUTTONDOWN
Volume = True
active = False
#tick_active = False


#This is responsible fo importing the mixer module
from pygame import mixer
#Load music file
mixer.music.load("MainMenuMusic.mp3")
#play music file
mixer.music.play()



sc1_num = 0
sc1_price = 0
sc2_num = 0
sc2_price = 0
sc3_num = 0
sc3_price = 0
sc4_num = 0
sc4_price = 0
sc5_num = 0
sc5_price = 0
sc6_num = 0
sc6_price = 0
sc7_num = 0
sc7_price = 0
sc8_num = 0
sc8_price = 0
sc9_num = 0
sc9_price = 0
sc10_num = 0
sc10_price = 0
sc11_num = 0
sc11_price = 0
sc12_num = 0
sc12_price = 0


        
        


def Main_sales():
#this area of the code was reused from a previous file
#which is an example of the RAD approach.

#~~~~~~~~~~~~~~~~~Start Code applied from previous programs~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~     
    
    global Item1
    global Item2
    global Item3
    global Item4
    global Item5
    global Item6
    global Item7
    global Item8
    global Item9
    global Item10
    global Item11
    global Item12
    global Item1_rect
    global Item2_rect
    global Item3_rect
    global Item4_rect
    global Item5_rect
    global Item6_rect
    global Item7_rect
    global Item8_rect
    global Item9_rect
    global Item10_rect
    global Item11_rect
    global Item12_rect 
    global click
    global active
    global bags
    global current_time
    global found
    global count
    global s
    global fh
    global i_a
    global key_text_num
    global sc1_num
    global sc1_price
    global sc2_num
    global sc2_price
    global sc3_num
    global sc3_price
    global sc4_num
    global sc4_price
    global sc5_num
    global sc5_price
    global sc6_num
    global sc6_price
    global sc7_num
    global sc7_price
    global sc8_num
    global sc8_price
    global sc9_num
    global sc9_price
    global sc10_num
    global sc10_price
    global sc11_num
    global sc11_price
    global sc12_num
    global sc12_price
    global row
        
#This checkbox is imported from a module found within the LeVOGUE folder
#The checkbox file is imported above and called with the function checkbox
    

    
    while True:
        #Defining Quit
        for event in pygame.event.get():
            if event.type == QUIT:
                print("Quit")
                pygame.quit()
                sys.exit()

#~~~~~~~~~~~~~~~~~~~~~~~~End Code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            #if key escape key is pressed, Quit    
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()
               
                    
            #if click, click is true
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    click = True

            
           
            

            if click:
                print(pygame.mouse.get_pos())
        
        #Background colour
        screen.fill((255, 255, 255))

        text1_surface = font3.render(Item1, True, (0,0,0))
        screen.blit(text1_surface, (Item1_rect.x+20 , Item1_rect.y +100))

        text2_surface = font3.render(Item2, True, (0,0,0))
        screen.blit(text2_surface, (Item2_rect.x+20 , Item2_rect.y +100))

        text3_surface = font3.render(Item3, True, (0,0,0))
        screen.blit(text3_surface, (Item3_rect.x+20 , Item3_rect.y +100))

        text4_surface = font3.render(Item4, True, (0,0,0))
        screen.blit(text4_surface, (Item4_rect.x+20 , Item4_rect.y +100))

        text5_surface = font3.render(Item5, True, (0,0,0))
        screen.blit(text5_surface, (Item5_rect.x+20 , Item5_rect.y +100))

        text6_surface = font3.render(Item6, True, (0,0,0))
        screen.blit(text6_surface, (Item6_rect.x+20 , Item6_rect.y +100))

        text7_surface = font3.render(Item7, True, (0,0,0))
        screen.blit(text7_surface, (Item7_rect.x+20 , Item7_rect.y +100))

        text8_surface = font3.render(Item8, True, (0,0,0))
        screen.blit(text8_surface, (Item8_rect.x+20 , Item8_rect.y +100))

        text9_surface = font3.render(Item9, True, (0,0,0))
        screen.blit(text9_surface, (Item9_rect.x+20 , Item9_rect.y +100))

        text10_surface = font3.render(Item10, True, (0,0,0))
        screen.blit(text10_surface, (Item10_rect.x+20 , Item10_rect.y +100))

        text11_surface = font3.render(Item11, True, (0,0,0))
        screen.blit(text11_surface, (Item11_rect.x+20 , Item11_rect.y +100))

        text12_surface = font3.render(Item12, True, (0,0,0))
        screen.blit(text12_surface, (Item12_rect.x+20 , Item12_rect.y +100))
        
        #mouse position
        mx, my = pygame.mouse.get_pos()

        #This section of code was applied from a tutorial which I followed
        #It was used to allow me to create rectangular buttons although it was
        #heavily modified to add functionality to different buttons
        
#~~~~~~~~~~~~~~Start code applied from tutorial ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  


#have each text box be represented in an array and check the array for the next empty bucket
        



        b_w = 180
        b_h = 70
        
        b2_x = 274
        b2_y = 562

        b3_x = 55
        b3_y = 200
        
        b4_x = 275
        b4_y = 200
        
        b5_x = 490
        b5_y = 200
       
        b6_x = 55
        b6_y = 290
        
        b7_x = 275
        b7_y = 290
        
        b8_x = 490
        b8_y = 290
       
        b9_x = 55
        b9_y = 380
        
        b10_x = 275
        b10_y = 380
       
        b11_x = 490
        b11_y = 380
       
        b12_x = 55
        b12_y = 470

        b13_x = 275
        b13_y = 470

        b14_x = 490
        b14_y = 470
         
    



        
        button_2 = pygame.Rect(b2_x, b2_y, b2_w, b2_h)
        
        button_3 = pygame.Rect( b3_x, b3_y ,b_w, b_h)
        button_4 = pygame.Rect( b4_x, b4_y ,b_w, b_h)
        button_5 = pygame.Rect( b5_x, b5_y ,b_w, b_h)
        button_6 = pygame.Rect( b6_x, b6_y ,b_w, b_h)
        button_7 = pygame.Rect( b7_x, b7_y ,b_w, b_h)
        button_8 = pygame.Rect( b8_x, b8_y ,b_w, b_h)
        button_9 = pygame.Rect( b9_x, b9_y ,b_w, b_h)
        button_10 = pygame.Rect( b10_x, b10_y ,b_w, b_h)
        button_11 = pygame.Rect( b11_x, b11_y ,b_w, b_h)
        button_12 = pygame.Rect( b12_x, b12_y ,b_w, b_h)
        button_13 = pygame.Rect( b13_x, b13_y ,b_w, b_h)
        button_14 = pygame.Rect( b14_x, b14_y ,b_w, b_h)

        #if Item1 == '':
         #  empty1 = true
#        Item2 = ''
#        Item3 = ''
#        Item4 = ''
#        Item5 = ''
#        Item6 = ''
#        Item7 = ''
#        Item8 = ''
#        Item9 = ''
#        Item10 = ''
#        Item11 = ''
#        Item12 = ''
        found = False
        """"for x in range (1,12):
            if found == False:
                varName = "Item"+str(x)            
                v = globals()[varName]
                print(v)
                if v == '':
                    found = True
                    Empty_row = v
                    print("called")
                    print(Empty_row)

                else:
                    x=x+1
            
                #print(f"{varName} is empty")"""

        if Item1 == '':
            Empty_row = 1
        elif Item2 == '':
            Empty_row = 2
        elif Item3 == '':
            Empty_row = 3
        elif Item4 == '':
            Empty_row = 4
        elif Item5 == '':
            Empty_row = 5
        elif Item6 == '':
            Empty_row = 6
        elif Item7 == '':
            Empty_row = 7
        elif Item8 == '':
            Empty_row = 8
        elif Item9 == '':
            Empty_row = 9
        elif Item10 == '':
            Empty_row = 10
        elif Item11 == '':
            Empty_row = 11
        elif Item12 == '':
            Empty_row = 12
        


        print(Empty_row)
        #What happens if the mouse click is over buttons listed above
      
        if button_2.collidepoint(mx, my):
            if click:
                print("button2")
                
                import CheckoutMenu

        if button_3.collidepoint(mx, my):
            if click:
               # if (f"Scrunchie1            {sc1_num}    ${sc1_price}") in Item1:
                   # Item1 = Item1[:-50]
                    
#Try an array of strings
#when added/modified update array and reprint everything

#if that doesnt work have everything on the screen and have 0 qty and delete everything
#and reprint with new variables to the screen
                sc1_num = sc1_num+1
                sc1_price = sc1_price+15
                Item1 = (f"Scrunchie1            {sc1_num}    ${sc1_price}")
                print(" Button3")
               
        if button_4.collidepoint(mx, my):
            if click:
               
                    
                sc2_num = sc2_num+1
                sc2_price = sc2_price+15
                Item2 = (f"Scrunchie2            {sc2_num}    ${sc2_price}")
                print(" Button4")
               
        if button_5.collidepoint(mx, my):
            if click:
                if (f"Scrunchie3            {sc3_num}    ${sc3_price}") in Item3:
                    Item3 = Item3[:-50]
                    

                sc3_num = sc3_num+1
                sc3_price = sc3_price+15
                Item3 = Item3 + (f"Scrunchie3            {sc3_num}    ${sc3_price}")
                 
                print(" Button5")
               
        if button_6.collidepoint(mx, my):
            if click:
                if (f"Scrunchie4            {sc4_num}    ${sc4_price}") in Item4:
                    Item4 = Item4[:-100]
                    

                sc4_num = sc4_num+1
                sc4_price = sc4_price+15
                Item4 = Item4 + (f"Scrunchie4            {sc4_num}    ${sc4_price}")
            
                print(" Button6")
               
        if button_7.collidepoint(mx, my):
            if click:
                if (f"Scrunchie5            {sc5_num}    ${sc5_price}") in Item5:
                    Item5 = Item4[:-100]
                    

                sc5_num = sc5_num+1
                sc5_price = sc5_price+15
                Item5 = Item5 + (f"Scrunchie5            {sc5_num}    ${sc5_price}")
                print(" Button7")
               
        if button_8.collidepoint(mx, my):
            if click:
                if (f"Shirt6            {sc6_num}    ${sc6_price}") in Item6:
                    Item6 = Item6[:-100]
                    

                sc6_num = sc6_num+1
                sc6_price = sc6_price+15
                Item6 = Item6 + (f"Shirt6            {sc6_num}    ${sc6_price}")
                print(" Button8")
               
        if button_9.collidepoint(mx, my):
            if click:
                if (f"Scrunchie7            {sc7_num}    ${sc7_price}") in Item7:
                    Item7 = Item7[:-100]
                    

                sc7_num = sc7_num+1
                sc7_price = sc7_price+15
                Item7 = Item7 + (f"Scrunchie7            {sc7_num}    ${sc7_price}")
                print(" Button9")
               
        if button_10.collidepoint(mx, my):
            if click:
                if (f"Scrunchie8            {sc8_num}    ${sc8_price}") in Item8:
                    Item8 = Item8[:-100]
                    

                sc8_num = sc8_num+1
                sc8_price = sc8_price+15
                Item8 = Item8 + (f"Scrunchie8            {sc8_num}    ${sc8_price}")
                print(" Button10")
               
        if button_11.collidepoint(mx, my):
            if click:
                if (f"Scrunchie9            {sc9_num}    ${sc9_price}") in Item9:
                    Item9 = Item9[:-100]
                    

                sc9_num = sc9_num+1
                sc9_price = sc9_price+15
                Item9 = Item9 + (f"Scrunchie9            {sc9_num}    ${sc9_price}")
                print(" Button11")
        if button_12.collidepoint(mx, my):
            if click:
                if (f"Scrunchie10            {sc10_num}    ${sc10_price}") in Item10:
                    Item10 = Item10[:-100]
                    

                sc10_num = sc10_num+1
                sc10_price = sc10_price+15
                Item10 = Item10 + (f"Scrunchie10            {sc10_num}    ${sc10_price}")
                print(" Button12")
        if button_13.collidepoint(mx, my):
            if click:
                if (f"Scrunchie11            {sc11_num}    ${sc11_price}") in Item11:
                    Item11 = Item11[:-100]
                    

                sc11_num = sc11_num+1
                sc11_price = sc11_price+15
                Item11 = Item11 + (f"Scrunchie11            {sc11_num}    ${sc11_price}")
                print(" Button13")
        if button_14.collidepoint(mx, my):
            if click:
                if (f"Scrunchie12            {sc12_num}    ${sc12_price}") in Item12:
                    Item12 = Item12[:-100]
                    

                sc12_num = sc12_num+1
                sc12_price = sc12_price+15
                Item12 = Item12 + (f"Scrunchie12            {sc12_num}    ${sc12_price}")
                print(" Button14")
        Total_Items = sc1_price + sc2_price + sc3_price + sc4_price + sc5_price + sc6_price + sc7_price + sc8_price + sc9_price + sc10_price + sc11_price + sc12_price
        Total_Qty = sc1_num + sc2_num + sc3_num + sc4_num + sc5_num + sc6_num + sc7_num + sc8_num + sc9_num + sc10_num + sc11_num + sc12_num

     
        
        text_surface_Cart = font.render("Cart", True, (0,0,0))
        text_surface_Item = font.render( "Item                         Qty      Price", True, (0,0,0))
        screen.blit(text_surface_Cart, (790,50))
        screen.blit(text_surface_Item, (790, 100))

        #for Button 2
        text_surface_Enter = font2.render("Enter", True, (0,0,0))
        screen.blit(text_surface_Enter, pygame.Rect((280, 565), (120, 70)))
                                          

        text_surface_Items = font.render(f"${Total_Items}", True, (0,0,0))
        screen.blit(text_surface_Items, pygame.Rect((1110, 530), (120, 70)))
        text_surface_Enter = font.render(f"{Total_Qty}", True, (0,0,0))
        screen.blit(text_surface_Enter, pygame.Rect((1022, 530), (120, 70)))

        
        #Cart
        pygame.draw.rect(screen,Colour,pygame.Rect(780,30,400,550),2)
        #button 2; Enter
        pygame.draw.rect(screen, Colour , button_2, 2)
        #Draw boxes for the number buttons
        pygame.draw.rect(screen, Colour, button_3, 2)
        pygame.draw.rect(screen, Colour, button_4, 2)
        pygame.draw.rect(screen, Colour, button_5, 2)
        pygame.draw.rect(screen, Colour, button_6, 2)
        pygame.draw.rect(screen, Colour, button_7, 2)
        pygame.draw.rect(screen, Colour, button_8, 2)
        pygame.draw.rect(screen, Colour, button_9, 2)
        pygame.draw.rect(screen, Colour, button_10, 2)
        pygame.draw.rect(screen, Colour, button_11, 2)
        pygame.draw.rect(screen, Colour, button_12, 2)
        pygame.draw.rect(screen, Colour, button_13, 2)
        pygame.draw.rect(screen, Colour, button_14, 2)

        screen.blit((font3.render("Scrunchie1", True, (0,0,0))),(b3_x+20, b3_y+15))
        screen.blit((font3.render("Scrunchie2", True, (0,0,0))),(b4_x+20, b4_y+15))
        screen.blit((font3.render("Scrunchie3", True, (0,0,0))),(b5_x+20, b5_y+15))
        screen.blit((font3.render("Scrunchie4", True, (0,0,0))),(b6_x+20, b6_y+15))
        screen.blit((font3.render("Scrunchie5", True, (0,0,0))),(b7_x+20, b7_y+15))
        screen.blit((font3.render("Shirt6", True, (0,0,0))),(b8_x+20, b8_y+15))
        screen.blit((font3.render("Shirt7", True, (0,0,0))),(b9_x+20, b9_y+15))
        screen.blit((font3.render("Shirt8", True, (0,0,0))),(b10_x+20, b10_y+15))
        screen.blit((font3.render("Shirt9", True, (0,0,0))),(b11_x+20, b11_y+15))
        screen.blit((font3.render("Pants10", True, (0,0,0))),(b12_x+20, b12_y+15))
        screen.blit((font3.render("Pants11", True, (0,0,0))),(b13_x+20, b13_y+15))
        screen.blit((font3.render("Pants11", True, (0,0,0))),(b14_x+20, b14_y+15))
       
#~~~~~~~~~~~~~~~~~~ End Code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
        

        ButtonBolt = pygame.image.load("LionsHEAD.png")
        ButtonBolt = pygame.transform.scale(ButtonBolt, (120, 120))
        screen.blit(ButtonBolt, (20,15))

            

        text_surface_LeVOGUE = font2.render("LeVOGUE", True, (0,0,0))
        screen.blit(text_surface_LeVOGUE, (140,55))


        Key_Rect = pygame.Rect(260, 125, 230, 40)
        pygame.draw.rect(screen, (0,0,0) , Key_Rect, 2)

        
        Left_select_Rect = pygame.Rect(208, 125, 40, 40)
        pygame.draw.rect(screen, (0,0,0), Left_select_Rect , 2)

        text_surface_Left_select = font2.render("<", True, (0,0,0))
        screen.blit(text_surface_Left_select, (215,118))

        Right_select_Rect = pygame.Rect(502, 125, 40, 40)
        pygame.draw.rect(screen, (0,0,0), Right_select_Rect , 2)

        text_surface_Left_select = font2.render(">", True, (0,0,0))
        screen.blit(text_surface_Left_select, (510,118))
        



        


        
        #CART
        pygame.draw.rect(screen,Colour,pygame.Rect(780,30,400,550),2)


        
        
        
        click = False
        #update screen

        pygame.display.update()
        pygame.display.flip()
        mainClock.tick(60)

    



#The following code was derived from a tutorial which allows the application
#to quit without causing any error codes. 

#~~~~~~~~~~~~Start code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def Quit():
    running = True
    while running:
        pygame.quit()
        quit()
#~~~~~~~~~~~ End Code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        
        

        

#run the main menu
Main_sales()
pygame.quit()
sys.exit()



  • 3
    Please create a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example) – CopyrightC Apr 29 '21 at 05:36
  • @GameDev Hi, is this what you meant? –  Apr 29 '21 at 10:47
  • 1
    Your code above does not run as intended, you need a `while` loop and you can get rid of the `QUIT` function, and the event for loop should only encompass the event checks – Rolv Apneseth Apr 29 '21 at 11:06

0 Answers0