I've been trying to make the main menu with my game. But every time I would run it and 'start' the game. it would give me this error
line 303, in redrawGameWindow text = font.render('Score: ' + str(score), 1, (0, 0, 0)) NameError: free variable 'score' referenced before assignment in enclosing scope
Which then I try to fix but couldn't.
Here's the full code:
pygame.init()
win = pygame.display.set_mode((500, 480))
pygame.display.set_caption("First Game")
walkRight = [pygame.image.load('BR1.png'), pygame.image.load('BR2.png'), pygame.image.load('BR3.png'),
pygame.image.load('BR4.png'), pygame.image.load('BR5.png'), pygame.image.load('BR6.png'),
pygame.image.load('BR7.png'), pygame.image.load('BR8.png'), pygame.image.load('BR9.png')]
walkLeft = [pygame.image.load('BL1.png'), pygame.image.load('BL2.png'), pygame.image.load('BL3.png'),
pygame.image.load('BL4.png'), pygame.image.load('BL5.png'), pygame.image.load('BL6.png'),
pygame.image.load('BL7.png'), pygame.image.load('BL8.png'), pygame.image.load('BL9.png')]
bg = pygame.image.load('bg.png')
char = pygame.image.load('Bstanding.png')
clock = pygame.time.Clock()
bulletSound = pygame.mixer.Sound('bullet.wav')
hitSound = pygame.mixer.Sound('hit.wav')
music = pygame.mixer.music.load('music.wav')
pygame.mixer.music.play(loops=-1)
score = 0
#Variables
darkYellow = 204,204,0
grey = 102, 102, 102
black = 0, 0, 0
white = 255, 255, 255
red = 255,0,0
marroon = 120, 0, 0
green = 0,255,0
blue = 0,0,255
darkBlue = 0,0,128
resolution = 650, 600
myFont = pygame.font.SysFont("Times New Roman", 30)
myFont2 = pygame.font.SysFont("Times New Roman", 15)
myFont3 = pygame.font.SysFont("Times New Roman", 60)
redLeft = 150, 575
redRight = 280, 575
blackLeft = 370, 575
blackRight = 500, 575
radius = 20
def mainMenu():
rectWidth = 150
rectHeight = 40
#Draw buttons
pygame.draw.rect(window, (white),(250, 150, rectWidth, rectHeight),0)
pygame.draw.rect(window, (white),(250, 225, rectWidth, rectHeight),0)
pygame.draw.rect(window, (white),(250, 300, rectWidth, rectHeight),0)
highlight = pygame.draw.rect(window, (darkYellow),(250, 150, rectWidth,rectHeight),0)
pygame.display.update()
playGameText = myFont.render("Play Game", 1, red)
window.blit(playGameText, (260, 150))
optionsText = myFont.render("Options", 1, red)
window.blit(optionsText, (275, 225))
exitText = myFont.render("Exit", 1, red)
window.blit(exitText, (300, 300))
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit(); sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game()
def main():
global window
window = pygame.display.set_mode(resolution)
pygame.display.set_caption('Harrys Game')
mainMenu()
def game():
while True:
class player(object):
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 10
self.standing = True
self.hitbox = (self.x + 17, self.y + 11, 29, 52)
def draw(self, win):
if self.walkCount + 1 >= 27:
self.walkCount = 0
if not (self.standing):
if self.left:
win.blit(walkLeft[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
if self.right:
win.blit(walkRight[0], (self.x, self.y))
else:
win.blit(walkLeft[0], (self.x, self.y))
self.hitbox = (self.x + 17, self.y + 11, 29, 52)
# pygame.draw.rect(win, (255,0,0), self.hitbox,2)
def hit(self):
self.isJump = False
self.jumpCount = 10
self.x = 100
self.y = 410
self.walkCount = 0
font1 = pygame.font.SysFont('comicsans', 100)
text = font1.render('-5', 1, (255, 0, 0))
win.blit(text, (250 - (text.get_width() / 2), 200))
pygame.display.update()
i = 0
while i < 200:
pygame.time.delay(10)
i += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
i = 201
pygame.quit()
class projectile(object):
def __init__(self, x, y, radius, color, facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self, win):
pygame.draw.circle(win, self.color, (self.x, self.y), self.radius)
class enemy(object):
walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'),
pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'),
pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'),
pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'),
pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'),
pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.walkCount = 0
self.vel = 3
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
self.health = 10
self.visible = True
def draw(self, win):
self.move()
if self.visible:
if self.walkCount + 1 >= 33:
self.walkCount = 0
if self.vel > 0:
win.blit(self.walkRight[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
win.blit(self.walkLeft[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
pygame.draw.rect(win, (255, 0, 0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
pygame.draw.rect(win, (0, 128, 0), (self.hitbox[0], self.hitbox[1] - 20, 50 - (5 * (10 - self.health)), 10))
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
# pygame.draw.rect(win, (255,0,0), self.hitbox,2)
def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
def hit(self):
if self.health > 0:
self.health -= 1
else:
self.visible = False
print('hit')
# mainloop
font = pygame.font.SysFont('comicsans', 30, True)
man = player(200, 410, 64, 64)
goblin = enemy(100, 410, 64, 64, 450)
shootLoop = 0
bullets = []
run = True
while run:
clock.tick(27)
if goblin.visible == True:
if man.hitbox[1] < goblin.hitbox[1] + goblin.hitbox[3] and man.hitbox[1] + man.hitbox[3] > goblin.hitbox[1]:
if man.hitbox[0] + man.hitbox[2] > goblin.hitbox[0] and man.hitbox[0] < goblin.hitbox[0] + goblin.hitbox[2]:
man.hit()
score -= 5
if shootLoop > 0:
shootLoop += 1
if shootLoop > 3:
shootLoop = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[
1]:
if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + \
goblin.hitbox[2]:
hitSound.play()
goblin.hit()
score += 1
bullets.pop(bullets.index(bullet))
if bullet.x < 500 and bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and shootLoop == 0:
bulletSound.play()
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 5:
bullets.append(
projectile(round(man.x + man.width // 2), round(man.y + man.height // 2), 6, (0, 0, 0), facing))
shootLoop = 1
if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.walkCount = 0
if not (man.isJump):
if keys[pygame.K_UP]:
man.isJump = True
man.right = False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -10:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10
def redrawGameWindow():
win.blit(bg, (0, 0))
text = font.render('Score: ' + str(score), 1, (0, 0, 0))
win.blit(text, (350, 10))
man.draw(win)
goblin.draw(win)
for bullet in bullets:
bullet.draw(win)
pygame.display.update()
redrawGameWindow()
main()
pygame.quit()
Sorry if it's too long. But the def is more in the top/bottom. I'm just a beginner wanting to learn more.