AttributeError: 'Player' object has no attribute 'collidepoint' - python

im currently learning to program in python (first language) and im trying to create a clicker game, however, while doing the click function i got this error:
line 73, in <module>
if player.collidepoint(event.pos):
AttributeError: 'Player' object has no attribute 'collidepoint'
it seems that my "player" object (the clickable object) doesnt have a rect ? but after looking it up for hours i could not find an answer
this is my game code
import pygame
from os import path
img_dir = path.join(path.dirname(__file__), "img")
width = 500
height = 600
fps = 30
# Cores
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0 ,0)
green = (0, 255, 0)
blue = (0, 0, 255)
yellow = (255, 255, 0)
# Iniciar o game
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Trojan Clicker")
clock = pygame.time.Clock()
font_name = pygame.font.match_font("arial")
def draw_text(surf, text, size, x , y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, white)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((75, 75))
self.image.fill(red)
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = width / 2
self.rect.bottom = height / 2
self.speedx = 0
def update(self):
self.speedx = 0
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
clicks = 0
# Loop
running = True
while running:
# Fps
clock.tick(fps)
# Eventos
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
# 1 is the left mouse button, 2 is middle, 3 is right.
if event.button == 1:
# `event.pos` is the mouse position.
if player.collidepoint(event.pos):
# Increment the number.
number += 1
# Updates
all_sprites.update()
# Draw / render X
screen.fill(black)
all_sprites.draw(screen)
draw_text(screen, str(clicks), 18, width / 2, 10)
# Depois de desenhar tudo, "flip" o display
pygame.display.flip()
pygame.quit()
Some comments are in portuguese btw, sorry about that
Thanks in advance for everyone who helps

Change the line
if player.collidepoint(event.pos):
to
if player.rect.collidepoint(event.pos):

Related

Collison and Resetting in PyGame [duplicate]

This question already has answers here:
How do I detect collision in pygame?
(5 answers)
Closed 1 year ago.
My problem: I am trying to create a vertical ball drop game, and I am testing for collision, which does work. But how would I reset my ball when it hits the hoop? Instead of it detecting and then hitting the bottom of the screen which results in a Game over screen because you lose. Any help is appreciated.
import time, random
from pygame.locals import *
import pygame, sys
pygame.init()
FPS = 60
FramePerSec = pygame.time.Clock()
BLUE = (0, 0, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
SCREEN_WIDTH = 400
SCREEN_HEIGHT = 600
SCREEN_BOTTOM = 0
SPEED = 5
SCORE = 0
font = pygame.font.SysFont("Verdana", 60)
font_small = pygame.font.SysFont("Verdana", 20)
game_over = font.render("Game Over", True, BLACK)
background = pygame.image.load("background.jpg")
DISPLAYSURF = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
DISPLAYSURF.fill(WHITE)
pygame.display.set_caption("Ball Drop")
class Ball(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Ball.png")
self.rect = self.image.get_rect()
self.rect.center = (random.randint(40, SCREEN_WIDTH - 40), 0)
def move(self):
global SCORE
self.rect.move_ip(0, SPEED)
if (self.rect.bottom > 600):
self.rect.top = 0
self.rect.center = (random.randint(30, 380), 0)
# Need to check PNG for hit detection
class Basket(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Basket.png")
self.rect = self.image.get_rect()
self.rect.center = (160, 520)
def move(self):
pressed_keys = pygame.key.get_pressed()
if(self.rect.x >= (SCREEN_WIDTH - 145)):
self.rect.x -= 5;
elif(self.rect.x <= -5):
self.rect.x += 5;
else:
if pressed_keys[pygame.K_a]:
self.rect.move_ip(-SPEED, 0)
if pressed_keys[pygame.K_d]:
self.rect.move_ip(SPEED, 0)
class Wall(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("wall.png")
self.rect = self.image.get_rect()
self.rect.center = (0, 670)
B2 = Basket()
B1 = Ball()
W1 = Wall()
balls = pygame.sprite.Group()
balls.add(B1)
# Need to fix wall sprite group
walls = pygame.sprite.Group()
walls.add(W1)
all_sprites = pygame.sprite.Group()
all_sprites.add(B2)
all_sprites.add(B1)
INC_SPEED = pygame.USEREVENT + 1
pygame.time.set_timer(INC_SPEED, 1000)
while True:
for event in pygame.event.get():
if event.type == INC_SPEED:
SPEED += 0.3
if event.type == QUIT:
pygame.quit()
sys.exit()
DISPLAYSURF.blit(background, (0, 0))
scores = font_small.render(str(SCORE), True, BLACK)
DISPLAYSURF.blit(scores, (10, 10))
for entity in all_sprites:
DISPLAYSURF.blit(entity.image, entity.rect)
entity.move()
# NEed to fix collison and Counting stats
if pygame.sprite.spritecollideany(W1, balls):
DISPLAYSURF.fill(RED)
DISPLAYSURF.blit(game_over, (30, 250))
pygame.display.update()
for entity in all_sprites:
entity.kill()
time.sleep(2)
pygame.quit()
sys.exit()
if pygame.sprite.spritecollideany(B2, balls):
print("Hit")
SCORE += 1
pygame.display.update()
pygame.display.update()
FramePerSec.tick(FPS)
pygame.sprite.spritecollideany() returns the hit Sprite (ball) object. Change the position of this ball:
while True:
# [...]
ball_hit = pygame.sprite.spritecollideany(B2, balls)
if ball_hit:
ball_hit.rect.center = (random.randint(30, 380), 0)
SCORE += 1
print("Hit")
# [...]

Detect when my mouse is on 2 rect and choose the action

I don't know how to detect when my mouse is on 2 rect and choose (if two rect has an action) the action. For example, in Windows, when two windows are one over the other, it's the first window that will be selected. I want to do exactly the same thing.
import pygame
class Rectangle(pygame.sprite.Sprite):
def __init__(self, screen, rect, x, y, color, name):
super().__init__()
self.screen = screen
self.name = name
self.screen_str = str(screen)
self.rect = rect
self.color = color
self.x, self.y = x, y
self.r = pygame.Surface((self.rect[2], self.rect[3]), pygame.SRCALPHA)
self.rect = self.r.get_rect()
self.rect.x, self.rect.y = x, y
self.r.fill(self.color)
pygame.init()
screen = pygame.display.set_mode((1280, 720))
pygame.display.set_caption("PyStoneTest")
width, height = screen.get_size()
background_default = "image\Settings\Wallpaper\default_1.jpg"
D = {}
D["Rect2"] = Rectangle(screen, (0, 200, width, 70), 0,
50, (255, 255, 0), "Rect2")
D["Rect1"] = Rectangle(screen, (0, 100, width-200, 200), 0,
100, (255, 0, 255), "Rect1")
Programme = ["Rect1", "Rect2"]
while True:
background = pygame.image.load(background_default).convert()
background = pygame.transform.scale(background, (width, height))
for event in pygame.event.get():
x,y = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
pygame.quit()
for element in Programme:
if D[element].rect.collidepoint(x,y) and event.type == pygame.MOUSEBUTTONDOWN:
del Programme[Programme.index(D[element].name)]
Programme.append(D[element].name)
print(Programme)
screen.blit(background, (0, 0))
for element in Programme:
screen.blit(D[element].r, D[element].rect)
pygame.display.update()
You should first run for-loop to check all windows and use last one which collides with mouse.
elif event.type == pygame.MOUSEBUTTONDOWN:
last = None
for element in Programme:
if D[element].rect.collidepoint(event.pos):
last = element
if last:
Programme.remove(last)
Programme.append(last)
print(Programme)
Or you would have to check in reverse order - from last to first - and break loop on first matching rectangle.
elif event.type == pygame.MOUSEBUTTONDOWN:
last = None
for element in reversed(Programme):
if D[element].rect.collidepoint(event.pos):
last = element
break
if last:
Programme.remove(last)
Programme.append(last)
print(Programme)
Minimal working code with other changes
import pygame
# --- classes ---
class Rectangle(pygame.sprite.Sprite):
# I skip `x,y` because I have it in `rect`
def __init__(self, screen, rect, color, name):
super().__init__()
self.screen = screen
self.color = color
self.name = name
self.rect = pygame.Rect(rect)
self.image = pygame.Surface(self.rect.size, pygame.SRCALPHA)
self.image.fill(self.color)
def draw(self):
self.screen.blit(self.image, self.rect)
# --- functions ---
# empty
# --- main ---
pygame.init()
screen = pygame.display.set_mode((1280, 720))
screen_rect = screen.get_rect() # it can be useful to center elements on screen - `d[name].rect.center = screen_rect.center`
pygame.display.set_caption("PyStoneTest")
# raw string
background_default = r"image\Settings\Wallpaper\default_1.jpg"
# load and rescale before `while`-loop
background = pygame.image.load(background_default).convert()
background = pygame.transform.scale(background, screen_rect.size)
d = {} # PEP8: `lower_case_names` for variable
d["Rect2"] = Rectangle(screen, (0, 0, screen_rect.width-100, 70), (255, 255, 0), "Rect2")
d["Rect2"].rect.center = screen_rect.center
d["Rect1"] = Rectangle(screen, (0, 0, 70, screen_rect.height-100), (255, 0, 255), "Rect1")
d["Rect1"].rect.center = screen_rect.center
programme = ["Rect1", "Rect2"] # PEP8: `lower_case_names` for variable
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit() # to skip rest of while-loop
elif event.type == pygame.MOUSEBUTTONDOWN:
selected = None
for name in programme:
if d[name].rect.collidepoint(event.pos):
selected = name
if selected and selected != programme[-1]:
programme.remove(selected)
programme.append(selected)
print('after replace:', programme)
screen.blit(background, (0, 0))
for name in programme:
d[name].draw()
pygame.display.update()
I cannot help with your code since I cannot understand what you are doing but I can offer my own solution. Since pygame renders thigs that are drawn later on the top, you can change the rendering order of your rectangles by checking which rectangle is being clicked and swapping it with the last rectangle in your list.
Here is an example. The colors in my example change weirdly but that's because I am generating them on the fly just to be able to tell the different between the different rects. You shouldn't have this problem.
import pygame
pygame.init()
screen = pygame.display.set_mode((1280, 720))
pygame.display.set_caption("PyStoneTest")
rects = []
for i in range(10):
rects.append(pygame.Rect(i * 25, 100, 30, 30))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
screen.fill((0, 0, 0))
c = 1
for rect in rects:
pygame.draw.rect(screen, (c, 100, 100), rect)
c += 20
clicked = pygame.mouse.get_pressed()
x,y = pygame.mouse.get_pos()
for rect in rects:
if (rect.collidepoint(x, y) and clicked[0]):
#swap it
rects[-1][:], rect[:] = rect[:], rects[-1][:]
pygame.display.update()

Moving rectange using pygame keeps flickering

import pygame
import random
black = (0,0,0)
white = (255,255,255)
green = (0,255,0)
red = (255,0,0)
screen = pygame.display.set_mode((1200, 600))
title = pygame.display.set_caption("Speeding cars")
clock = pygame.time.Clock()
clock.tick(60)
class Car:
def __init__(self, x, y, height, width):
self.x = x
self.y = y
self.height = height
self.width = width
def drive(self, change):
self.change = random.randint(1, 3)
self.x += self.change
pygame.draw.rect(screen, black, (self.x, self.y, self.height, self.width))
pygame.display.flip()
car1 = Car(30, 100, 50, 15)
car2 = Car(30, 200, 50, 15)
car3 = Car(30, 300, 50, 15)
car4 = Car(30, 400, 50, 15)
car5 = Car(30, 500, 50, 15)
driving = True
while driving:
screen.fill(white)
car1.drive(0)
car2.drive(0)
car3.drive(0)
car4.drive(0)
car5.drive(0)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
pygame.display.flip()
When i try to run this code everything works fine but the rectanges keeps flickering. I tried changing flip to update and adding or removing pygame.display.flip() at different points in code but it dosent seem to work.
Edit: I also just realised that when i comment out the rest of the cars and only run the first one, it runs fine. The problem starts with the second car.
Thanks for help.
Instead of updating the screen in the drive() method, do it at the end of your main loop.
Also, try not to use repetitive code for each new object that is created, but use a for loop instead.
Here you go:
import pygame
import random
black = (0,0,0)
white = (255,255,255)
green = (0,255,0)
red = (255,0,0)
screen = pygame.display.set_mode((1200, 600))
title = pygame.display.set_caption("Speeding cars")
clock = pygame.time.Clock()
clock.tick(60)
class Car:
def __init__(self, x, y, height, width):
self.x = x
self.y = y
self.height = height
self.width = width
def drive(self, change):
self.change = random.randint(1, 1)
self.x += self.change
pygame.draw.rect(screen, black, (self.x, self.y, self.height, self.width))
cars = []
for i in range(1,6):
cars.append(Car(30, 100*i, 50, 15))
driving = True
while driving:
screen.fill(white)
for car in cars:
car.drive(0)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
pygame.display.update()
There should be only one flip()/update() which is executed after you draw all shapes and blit all image. It sends buffer screen to video card which display it on monitor.
If you use after every drive then it send screen to monitor with only one car and later it send screen only with second car, etc.
import pygame
import random
black = (0,0,0)
white = (255,255,255)
green = (0,255,0)
red = (255,0,0)
screen = pygame.display.set_mode((1200, 600))
title = pygame.display.set_caption("Speeding cars")
clock = pygame.time.Clock()
clock.tick(60)
class Car:
def __init__(self, x, y, height, width):
self.x = x
self.y = y
self.height = height
self.width = width
def drive(self, change):
self.change = random.randint(1, 3)
self.x += self.change
pygame.draw.rect(screen, black, (self.x, self.y, self.height, self.width))
# pygame.display.flip() # don't use it
car1 = Car(30, 100, 50, 15)
car2 = Car(30, 200, 50, 15)
car3 = Car(30, 300, 50, 15)
car4 = Car(30, 400, 50, 15)
car5 = Car(30, 500, 50, 15)
driving = True
while driving:
screen.fill(white)
car1.drive(0)
car2.drive(0)
car3.drive(0)
car4.drive(0)
car5.drive(0)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
pygame.display.flip() # after `for event`, not inside `for event`

python: for loops and classes

this program makes boxes move, but i need to make them move randomly and indepensent of each other,
by calling the method "rect.move()" for each of the boxes but i don't know how to do that can u help me.
ex. of how it should not look like: https://youtu.be/D7rkcA0-BR0
import pygame
import random
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
class Rect():
def __init__(self):
self.rectXPos = 0
self.rectYPos = 0
self.height = 0
self.width = 0
self.changeX = 0
self.changeY = 0
self.x = 0
self.y = 0
def move(self):
self.x += self.changeX
self.y += self.changeY
def draw(self,screen):
pygame.draw.rect(screen,RED,[self.x + self.rectXPos, self.y + self.rectYPos, self.height,self.width])
pygame.init()
# Set the width and height of the screen [width, height]
size = (700, 500)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
myList =[]
for i in range(10):
rect = Rect()
rect.rectXPos = random.randrange(0,700)
rect.rectYPos = random.randrange(0,500)
rect.height = random.randrange(20,70)
rect.width = random.randrange(20,70)
rect.changeX = random.randrange(-3,3)
rect.changeY = random.randrange(-3,3)
myList.append([rect.rectXPos , rect.rectYPos, rect.height, rect.width, rect.changeX, rect.changeY])
# -------- Main Program Loop -----------
while not done:
# --- Main event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Game logic should go here
# --- Screen-clearing code goes here
# Here, we clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
# If you want a background image, replace this clear with blit'ing the
# background image.
screen.fill(WHITE)
for i in range(10):
rect.rectXPos = myList[i][0]
rect.rectYPos = myList[i][1]
rect.height = myList[i][2]
rect.width = myList[i][3]
rect.changeX = myList[i][4]
rect.changeY= myList[i][5]
rect.draw(screen)
rect.move()
# --- Drawing code should go here
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
clock.tick(60)
# Close the window and quit.
pygame.quit()
this is premade code from http://programarcadegames.com/
What you need is for the Rect attributes to be randomly generated with the random module. I have modified the code you gave an made some changes.
Firstly I changed the draw method so that it just draws at the x and y values.
The biggest change was that instead of the big complicated myList list in your code, I just stored 10 Rect objects in a list called myRects which I think is much simpler.
You can fiddle around some more with the number generation from around Line 45-52. You can read a bit more on the random.randrange() function here: https://docs.python.org/3/library/random.html#functions-for-integers
I hope this answer helped you! If you have any further questions please post a comment below!
import pygame
import random
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
class Rect():
def __init__(self):
self.x = 0
self.y = 0
self.height = 0
self.width = 0
self.changeX = 0
self.changeY = 0
def move(self):
self.x += self.changeX
self.y += self.changeY
def draw(self, screen):
pygame.draw.rect(screen, RED, [self.x, self.y, self.width, self.height], 0)
pygame.init()
size = (700, 500)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
done = False
clock = pygame.time.Clock()
myRects = []
for i in range(10):
rect = Rect()
rect.x = random.randrange(0, 700)
rect.y = random.randrange(0, 700)
rect.width = random.randrange(20, 70)
rect.height = random.randrange(20, 70)
rect.changeX = random.randrange(-3, 3)
rect.changeY = random.randrange(-3, 3)
myRects.append(rect)
print(myRects)
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(WHITE)
for rect in myRects:
rect.draw(screen)
rect.move()
pygame.display.update()
clock.tick(10)
pygame.quit()
quit()

How to make a block move back and forth in pygame

I am trying to make a moving platform so when the platforms reaches a curtain point it is supposed to reverse direction and go back but from what I can see it looks like it is vibrating back and fort
program link: https://drive.google.com/file/d/0BzvvQCByWwmAQThfdkEtSlRKa1k/view?usp=sharing
here is my code:
class lbuild(pygame.sprite.Sprite):
#This class represents alevel builder. It derives from the "Sprite" class in Pygame.
def __init__(self, color, width, height,x,y):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(WHITE)
self.image.set_colorkey(WHITE)
# Draw the car (a rectangle!)
pygame.draw.rect(self.image, color, [0, 0, width, height])
# Fetch the rectangle object that has the dimensions of the image.
self.rect = self.image.get_rect()
self.rect.x=x
self.rect.y=y
all_sprites_list = pygame.sprite.Group()
movblock=pygame.sprite.Group()#sprite group
def level1():
global all_sprites_list
global movblock
xpos=0
for x in range(50):
all_sprites_list.add(lbuild(GREY,20,20,xpos,680))
xpos =xpos+20
ypos=660
xpos2 =40
for x in range(2):
all_sprites_list.add(lbuild(black,60,20,xpos2,ypos))
ypos=ypos-20
mblk=lbuild(RED,100,20,120,600)#draws the block
movblock.add(mblk)#adds it to the sprite group
clock=pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
#Game Logic
all_sprites_list.update()
#Drawing on Screen
screen.fill(WHITE)
#Draw The Road
spd=5
if mblk.rect.x>200:#supposed to cheak if the block x postion a has reached 200 and the reverse its direction but instead it looks like it is vibrating
spd= -spd
if mblk.rect.x<100:
spd= -spd
mblk.rect.x+=spd
#Now let's draw all the sprites in one go. (For now we only have 1 sprite!)
all_sprites_list.draw(screen)
movblock.draw(screen)
#Refresh Screen
pygame.display.flip()
#Number of frames per secong e.g. 60
clock.tick(60)
Your problem is spd = 5 inside while True.
You change direction using
spd = -spd
but after that you overwrite it using
spd = 5
You have to use spd = 5 before while True
Full version with other modifications.
import pygame
import sys
# --- constants --- (UPPER_CASE names)
WHITE = (255, 255, 255)
GREEN = (20, 255, 140)
GREY = (210, 210 ,210)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
BLACK = (0,0,0)
SCREEN_WIDTH=1000
SCREEN_HEIGHT=700
# --- classes --- (CamelCase names)
class LBuild(pygame.sprite.Sprite):
def __init__(self, color, width, height, x, y):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(WHITE)
self.image.set_colorkey(WHITE)
# Draw the car (a rectangle!)
pygame.draw.rect(self.image, color, [0, 0, width, height])
# Fetch the rectangle object that has the dimensions of the image.
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
# --- functions --- (lower_case names)
def level_1(screen, all_sprites_list, movblock):
x = 0
for _ in range(50):
all_sprites_list.add(LBuild(GREY, 20, 20, x, 680))
x += 20
y = 660
x2 = 40
for _ in range(2):
all_sprites_list.add(LBuild(BLACK, 60, 20, x2, y))
y -= 20
mblk = LBuild(RED, 100, 20, 120, 600)
movblock.add(mblk)
spd = 5
# - mainloop -
clock = pygame.time.Clock()
#current_time = pygame.time.get_ticks()
# change something after 2s
#change_time = current_time + 2000 # 2000ms = 2s
while True:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
# False = exit game
return False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
# True = go to next level
return True
# - updates (without draws) -
#current_time = pygame.time.get_ticks()
#if current_time >= change_time:
# TODO: change something
# # change something again after 2s
# change_time = current_time + 2000
all_sprites_list.update()
if mblk.rect.x > 200:
spd = -spd
if mblk.rect.x < 100:
spd = -spd
mblk.rect.x += spd
# - draws (without updates) -
screen.fill(WHITE)
all_sprites_list.draw(screen)
movblock.draw(screen)
pygame.display.flip()
# - FPS -
clock.tick(60)
# --- main ---
# - init -
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Car Racing")
# - game -
all_sprites_list = pygame.sprite.Group()
movblock = pygame.sprite.Group()
goto_next_level = level_1(screen, all_sprites_list, movblock)
#if goto_next_level:
# goto_next_level = level_2(screen, all_sprites_list, movblock)
#if goto_next_level:
# goto_next_level = level_3(screen, all_sprites_list, movblock)
# - exit -
pygame.quit()
sys.exit()

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