Pygame Tutorial 51
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)



clock = pygame.time.Clock()

smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
pass

if action == "play":
gameLoop()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
pass

elif event.key == pygame.K_RIGHT:
pass

elif event.key == pygame.K_UP:
pass


elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()


gameDisplay.fill(white)
pygame.display.update()
clock.tick(FPS)

pygame.quit()
quit()

game_intro()
gameLoop()


Pygame Tutorial 52
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)



clock = pygame.time.Clock()

smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)


def game_controls():


gcont = True

while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()


gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)


button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
game_controls()

if action == "play":
gameLoop()

if action == "main":
game_intro()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
pass

elif event.key == pygame.K_RIGHT:
pass

elif event.key == pygame.K_UP:
pass


elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()


gameDisplay.fill(white)
pygame.display.update()
clock.tick(FPS)

pygame.quit()
quit()

game_intro()
gameLoop()


Pygame Tutorial 53
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)

clock = pygame.time.Clock()

mainTankX = display_width * 0.9
mainTankY = display_height * 0.9

smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)

def tank(x,y):
pygame.draw.circle(gameDisplay, black, (int(x),int(y)),20)


def game_controls():


gcont = True

while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()


gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)


button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
game_controls()

if action == "play":
gameLoop()

if action == "main":
game_intro()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
pass

elif event.key == pygame.K_RIGHT:
pass

elif event.key == pygame.K_UP:
pass


elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()


gameDisplay.fill(white)
tank(mainTankX,mainTankY)


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

pygame.quit()
quit()

game_intro()
gameLoop()


Pygame Tutorial 54
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)

clock = pygame.time.Clock()


mainTankX = display_width * 0.9
mainTankY = display_height * 0.9

tankWidth = 40
tankHeight = 20







smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)

def tank(x,y):
x = int(x)
y = int(y)
pygame.draw.circle(gameDisplay, black, (x,y), int(tankHeight/2))
pygame.draw.rect(gameDisplay, black, (x-tankHeight, y, tankWidth, tankHeight))


def game_controls():


gcont = True

while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()


gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)


button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
game_controls()

if action == "play":
gameLoop()

if action == "main":
game_intro()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
pass

elif event.key == pygame.K_RIGHT:
pass

elif event.key == pygame.K_UP:
pass


elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()


gameDisplay.fill(white)
tank(mainTankX,mainTankY)


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

pygame.quit()
quit()

game_intro()
gameLoop()


Pygame Tutorial 55
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)

clock = pygame.time.Clock()


mainTankX = display_width * 0.9
mainTankY = display_height * 0.9

tankWidth = 40
tankHeight = 20

turretWidth = 5
wheelWidth = 5





smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)

def tank(x,y):
x = int(x)
y = int(y)
pygame.draw.circle(gameDisplay, black, (x,y), int(tankHeight/2))
pygame.draw.rect(gameDisplay, black, (x-tankHeight, y, tankWidth, tankHeight))

pygame.draw.line(gameDisplay, black, (x,y), (x-10, y-20), turretWidth)

pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)


pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+15, y+20), wheelWidth)


def game_controls():


gcont = True

while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()


gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)


button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
game_controls()

if action == "play":
gameLoop()

if action == "main":
game_intro()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
pass

elif event.key == pygame.K_RIGHT:
pass

elif event.key == pygame.K_UP:
pass


elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()


gameDisplay.fill(white)
tank(mainTankX,mainTankY)


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

pygame.quit()
quit()

game_intro()
gameLoop()


Pygame Tutorial 56
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)

clock = pygame.time.Clock()




tankWidth = 40
tankHeight = 20

turretWidth = 5
wheelWidth = 5





smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)

def tank(x,y):
x = int(x)
y = int(y)
pygame.draw.circle(gameDisplay, black, (x,y), int(tankHeight/2))
pygame.draw.rect(gameDisplay, black, (x-tankHeight, y, tankWidth, tankHeight))

pygame.draw.line(gameDisplay, black, (x,y), (x-10, y-20), turretWidth)

pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)


pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+15, y+20), wheelWidth)


def game_controls():


gcont = True

while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()


gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)


button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
game_controls()

if action == "play":
gameLoop()

if action == "main":
game_intro()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

mainTankX = display_width * 0.9
mainTankY = display_height * 0.9
tankMove = 0

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
tankMove = -5

elif event.key == pygame.K_RIGHT:
tankMove = 5

elif event.key == pygame.K_UP:
pass

elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()




gameDisplay.fill(white)
mainTankX += tankMove
tank(mainTankX,mainTankY)


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

pygame.quit()
quit()

game_intro()
gameLoop()


Pygame Tutorial 57
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)

clock = pygame.time.Clock()




tankWidth = 40
tankHeight = 20

turretWidth = 5
wheelWidth = 5





smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)

def tank(x,y):
x = int(x)
y = int(y)
pygame.draw.circle(gameDisplay, black, (x,y), int(tankHeight/2))
pygame.draw.rect(gameDisplay, black, (x-tankHeight, y, tankWidth, tankHeight))

pygame.draw.line(gameDisplay, black, (x,y), (x-10, y-20), turretWidth)

pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)


pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+15, y+20), wheelWidth)


def game_controls():


gcont = True

while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()


gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)


button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
game_controls()

if action == "play":
gameLoop()

if action == "main":
game_intro()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

mainTankX = display_width * 0.9
mainTankY = display_height * 0.9
tankMove = 0

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
tankMove = -5

elif event.key == pygame.K_RIGHT:
tankMove = 5

elif event.key == pygame.K_UP:
pass

elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()

elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
tankMove = 0




gameDisplay.fill(white)
mainTankX += tankMove
tank(mainTankX,mainTankY)


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

pygame.quit()
quit()

game_intro()
gameLoop()


Pygame Tutorial 58
import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))


pygame.display.set_caption('Tanks')

#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)

white = (255,255,255)
black = (0,0,0)


red = (200,0,0)
light_red = (255,0,0)

yellow = (200,200,0)
light_yellow = (255,255,0)

green = (34,177,76)
light_green = (0,255,0)

clock = pygame.time.Clock()




tankWidth = 40
tankHeight = 20

turretWidth = 5
wheelWidth = 5





smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)

#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')

def score(score):

text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])


def text_objects(text, color,size = "small"):

if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)

return textSurface, textSurface.get_rect()

def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)

def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)

def tank(x,y):
x = int(x)
y = int(y)


possibleTurrets = [(x-27, y-2),
(x-26, y-5),
(x-25, y-8),
(x-23, y-12),
(x-20, y-14),
(x-18, y-15),
(x-15, y-17),
(x-13, y-19),
(x-11, y-21)
]




pygame.draw.circle(gameDisplay, black, (x,y), int(tankHeight/2))
pygame.draw.rect(gameDisplay, black, (x-tankHeight, y, tankWidth, tankHeight))

pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[0], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[1], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[2], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[3], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[4], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[5], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[6], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[7], turretWidth)
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[8], turretWidth)

pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)


pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+15, y+20), wheelWidth)


def game_controls():


gcont = True

while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()


gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)


button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)


def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()

if action == "controls":
game_controls()

if action == "play":
gameLoop()

if action == "main":
game_intro()

else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))

text_to_button(text,black,x,y,width,height)



def pause():

paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():

if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()



clock.tick(5)


def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:

pygame.quit()
quit()

gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)


button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")



pygame.display.update()

clock.tick(15)



def gameLoop():
gameExit = False
gameOver = False
FPS = 15

mainTankX = display_width * 0.9
mainTankY = display_height * 0.9
tankMove = 0

while not gameExit:

if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:

gameExit = True
gameOver = False



for event in pygame.event.get():

if event.type == pygame.QUIT:
gameExit = True

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
tankMove = -5

elif event.key == pygame.K_RIGHT:
tankMove = 5

elif event.key == pygame.K_UP:
pass

elif event.key == pygame.K_DOWN:
pass

elif event.key == pygame.K_p:
pause()

elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
tankMove = 0




gameDisplay.fill(white)
mainTankX += tankMove
tank(mainTankX,mainTankY)


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

pygame.quit()
quit()

game_intro()
gameLoop()