import os import pickle import pygame # Initialize Pygame pygame.init() # Define screen dimensions screen_width = 800 screen_height = 600 # Create screen screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Game') # Load images (ensure these files exist in your directory) try: bg_img = pygame.image.load('backgrounds.png').convert() sun_img = pygame.image.load('sun.png').convert_alpha() restart_img = pygame.image.load('restart_btn.png').convert_alpha() start_img = pygame.image.load('start_btn.png').convert_alpha() exit_img = pygame.image.load('exit.png').convert_alpha() except pygame.error as e: print(f"Error loading images: {e}") exit() # Set FPS fps = 60 # Create a clock object clock = pygame.time.Clock() # Main menu flag main_menu = True # Level placeholder level = 1 # Define a World class placeholder class World: def __init__(self, data): self.data = data def draw(self): # Placeholder for actual draw method pass # Define a Button class class Button: def __init__(self, x, y, image): self.image = image self.rect = self.image.get_rect() self.rect.topleft = (x, y) def draw(self): # Draw button and check for clicks screen.blit(self.image, (self.rect.x, self.rect.y)) pos = pygame.mouse.get_pos() if self.rect.collidepoint(pos): if pygame.mouse.get_pressed()[0] == 1: return True return False # Load world data if it exists world = None if os.path.exists(f'level{level}_data'): with open(f'level{level}_data', 'rb') as pickle_in: world_data = pickle.load(pickle_in) world = World(world_data) # Instantiate the World object with the loaded data # Create buttons restart_button = Button(screen_width // 2 - 50, screen_height // 2 + 100, restart_img) start_button = Button(screen_width // 2 - 350, screen_height // 2, start_img) exit_button = Button(screen_width // 2 + 150, screen_height // 2, exit_img) run = True while run: clock.tick(fps) screen.blit(bg_img, (0, 0)) screen.blit(sun_img, (100, 100)) if main_menu: if exit_button.draw(): run = False if start_button.draw(): main_menu = False else: if world: world.draw() # Update display pygame.display.update() # Event handling for event in pygame.event.get(): if event.type == pygame.QUIT: run = False # Quit Pygame pygame.quit()