The error occurs when I call
keys_pressed = pygame.key.get_pressed()
Here is the full code:
import pygame
pygame.font.init()
pygame.init()
WIDTH, HEIGHT = 900,500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('BattleGrounds!!!')
WHITE = (255,255,255)
BLACK=(0,0,0)
BLUE=(0,0,255)
WINNER_FONT=pygame.font.SysFont('comicsans',100)
RED=(255,0,0)
YELLOW=(255,255,0)
GREEN=(0,255,0)
FPS=60
YELLOW_HIT=pygame.USEREVENT+1
RED_HIT=pygame.USEREVENT+2
VEL=5
MAX_BULLETs = 3
RDM=(100,60,20)
BULLET_VEL=10
HEALTH_FONT = pygame.font.SysFont('comicsans',20)
BORDER=pygame.Rect(WIDTH//2-5,0,10,HEIGHT)
GUN_WIDTH,GUN_HEIGHT= 50,40
YELLOW_GUN_IMAGE=pygame.image.load('gun1.png')
YELLOW_GUN =pygame.transform.rotate(pygame.transform.scale(YELLOW_GUN_IMAGE,(100,60)),0)
RED_GUN_IMAGE=pygame.image.load('gun.png')
RED_GUN=pygame.transform.rotate(pygame.transform.scale(RED_GUN_IMAGE,(100,60)),0)
BG = pygame.image.load('download.jpg')
BG1=pygame.transform.scale(BG,(WIDTH,HEIGHT))
def draw_window(red,yellow,red_bullets,yellow_bullets,red_health,yellow_health):
WIN.fill(WHITE)
WIN.blit(BG1, (0,0))
red_health_text=HEALTH_FONT.render('Health:'+str(red_health),1,RED)
yellow_health_text = HEALTH_FONT.render('Health:' + str(yellow_health), 1, YELLOW)
WIN.blit(red_health_text,(725,0))
WIN.blit(yellow_health_text,(0,0))
WIN.blit(YELLOW_GUN,(yellow.x,yellow.y))
WIN.blit(RED_GUN,(red.x,red.y))
for bullet in red_bullets:
pygame.draw.rect(WIN,RED,bullet)
for bullet in yellow_bullets:
pygame.draw.rect(WIN,GREEN,bullet)
pygame.display.update()
def draw_winner(text):
draw_text=WINNER_FONT.render(text,1,BLUE)
WIN.blit(draw_text,(WIDTH//2-draw_text.get_width()//2,HEIGHT//2-draw_text.get_height()//2))
pygame.display.update()
pygame.time.delay(5000)
def yellow_movement(keys_pressed,yellow):
if keys_pressed[pygame.K_a] and yellow.x - VEL > 0:
yellow.x -= VEL
if keys_pressed[pygame.K_d] and yellow.x + VEL < BORDER.x-95:
yellow.x += VEL
if keys_pressed[pygame.K_w] and yellow.y - VEL > 0:
yellow.y -= VEL
if keys_pressed[pygame.K_s] and yellow.y + VEL < HEIGHT-45:
yellow.y += VEL
def red_movement(keys_pressed,red):
if keys_pressed[pygame.K_LEFT] and red.x -VEL > 450:
red.x -= VEL
if keys_pressed[pygame.K_RIGHT] and red.x + VEL <800:
red.x += VEL
if keys_pressed[pygame.K_UP] and red.y - VEL > 0:
red.y -= VEL
if keys_pressed[pygame.K_DOWN] and red.y - VEL < HEIGHT-58:
red.y += VEL
def handle_bullets(yellow_bullets,red_bullets,yellow, red):
for bullet in yellow_bullets:
bullet.x+=BULLET_VEL
if red.colliderect(bullet):
pygame.event.post(pygame.event.Event(RED_HIT))
yellow_bullets.remove(bullet)
elif bullet.x > WIDTH:
yellow_bullets.remove(bullet)
for bullet in red_bullets:
bullet.x-=BULLET_VEL
if yellow.colliderect(bullet):
pygame.event.post(pygame.event.Event(YELLOW_HIT))
red_bullets.remove(bullet)
elif bullet.x<0:
red_bullets.remove(bullet)
red = pygame.Rect(700, 300,GUN_WIDTH,GUN_HEIGHT)
yellow = pygame.Rect(100, 300, GUN_WIDTH, GUN_HEIGHT)
red_bullets = []
yellow_bullets=[]
red_health=5
yellow_health=5
clock=pygame.time.Clock()
run=True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type==pygame.QUIT:
run=False
pygame.quit()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_LCTRL and len(yellow_bullets)<MAX_BULLETs:
bullet=pygame.Rect(yellow.x+yellow.width,yellow.y+yellow.height//2-2,10,5)
yellow_bullets.append(bullet)
if event.key==pygame.K_RCTRL and len(red_bullets)< MAX_BULLETs:
bullet=pygame.Rect(red.x,red.y+red.height//2-2,10,5)
red_bullets.append(bullet)
if event.type==RED_HIT:
red_health-=1
if event.type==YELLOW_HIT:
yellow_health-=1
winner_text=""
if red_health<=0:
winner_text='YELLOW WINS'
if yellow_health<=0:
winner_text='RED WINS'
if winner_text!="":
draw_winner(winner_text)
break
keys_pressed = pygame.key.get_pressed()
yellow_movement(keys_pressed,yellow)
red_movement(keys_pressed,red)
handle_bullets(yellow_bullets,red_bullets,yellow , red)
draw_window(red,yellow,red_bullets,yellow_bullets,red_health,yellow_health)