state_of_game.switch(Close) for event in pygame.event.get(): if (event.type == pygame.QUIT) or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): logger.log_to_excel() drawing.graphics(logger.df) exit() clock.tick(60) time_game = (pygame.time.get_ticks() - start_time) // 1000 player.movement() [ball.movement() for ball in balls] walls = ray_casting(player, drawing.textures) drawing.fill(BLACK) drawing.background(player.angle) drawing.world(walls + [ball.locate(player, walls) for ball in balls]) drawing.fps(clock) drawing.print_text('time:{}'.format(time_game), TIME_POS, BLACK, 32) drawing.mini_map(player, balls) pygame.display.flip() check_rules(balls, player, state_of_game) check_create_ball(img_ball, balls, time_game, sec) if (pygame.time.get_ticks() - temp_time)//1000 >= 1.0: for ball in balls: logger.log_to_data_frame(time_game, player, ball) temp_time = pygame.time.get_ticks() sec += 1 elif state_of_game.name == 'close': keys = pygame.key.get_pressed() if keys[pygame.K_RETURN]: start_time = pygame.time.get_ticks() balls = list() player = Player()