Esempio n. 1
0
def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    play_button = Button(ai_settings, screen, "Let's Go")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    bg_color = (ai_settings.bg_color)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)
    #background = pygame.image.load("bg.bmp")
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens,
                             bullets)
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                         play_button)
Esempio n. 2
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def run_game():
    # Initialize game and create a screen object.
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    play_button = Button(ai_settings, screen, "Play")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    alien = Alien(ai_settings, screen)

    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Start the main loop for the game.
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
                             bullets)
            gf.update_screen(ai_settings, screen, stats, sb, ship, aliens,
                             bullets, play_button)
            for bullet in bullets.copy():
                if bullet.rect.bottom <= 0:
                    bullets.remove(bullet)
Esempio n. 3
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def run_game():
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.pre_init(44100, 16, 2,
                          4096)  # frequency, size, channels, buffersize
    pygame.mixer.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_height, ai_settings.screen_width))
    pygame.display.set_caption("ALIEN INVASION")
    play_button = Button(ai_settings, screen, "Play")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    arrow = Arrow(ai_settings, screen)
    bg_color = (100, 230, 200)
    num_of_arrows = Group()
    num_of_balloons = Group()
    gf.create_fleet(ai_settings, screen, arrow, num_of_balloons)
    pygame.mixer.music.load('sounds/bgmmusic.wav')
    pygame.mixer.music.play(-1)

    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, arrow,
                        num_of_arrows, num_of_balloons)
        if stats.game_active:
            arrow.update()
            num_of_arrows.update()
        gf.update_each_arrows(ai_settings, screen, stats, sb, play_button,
                              arrow, num_of_balloons, num_of_arrows)
        gf.update_balloons(ai_settings, stats, sb, screen, arrow,
                           num_of_balloons, num_of_arrows)
        gf.update_screen(ai_settings, screen, stats, sb, arrow, num_of_arrows,
                         num_of_balloons, play_button)
Esempio n. 4
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def run_game():
    pygame.init()
    ai_settings=settings.Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("外星人入侵")

    play_button=Button(ai_settings,screen,'Play')

    ship=Ship(screen,ai_settings)
    bullets=Group()
    aliens=Group()
    gf.create_fleet(ai_settings,screen,ship,aliens)

    stats=GameStats(ai_settings)

    sb=Scoreboard(ai_settings,screen,stats)
    
    while True:
        gf.check_events(ai_settings,screen,stats,play_button,ship,sb,aliens,bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
            gf.update_aliens(ai_settings,stats,screen,ship,sb,aliens,bullets)
        gf.update_screen(ai_settings,screen,sb,
                         ship,bullets,aliens,stats,play_button)
Esempio n. 5
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def run_game():
    pygame.mixer.pre_init(44100, -16, 2, 4096)
    pygame.init()
    screen = pygame.display.set_mode((448, 224))
    pygame.display.set_caption("Super Mario Bros")
    # sound = Sound()
    mario = Mario(screen)
    enemies = Group()
    enemies.add(Goomba(y=c.GROUND_HEIGHT, x=150, direction=c.LEFT))
    powerups = Group()

    enemies.add(Goomba(y=c.GROUND_HEIGHT, x=150, direction=c.LEFT))
    enemies.add(Koopa(y=c.GROUND_HEIGHT, x=170))
    enemies.add(Goomba(y=c.GROUND_HEIGHT, x=190, direction=c.LEFT))
    enemies.add(Goomba(y=c.GROUND_HEIGHT, x=210, direction=c.LEFT))
    enemies.add(Goomba(y=c.GROUND_HEIGHT, x=240, direction=c.LEFT))
    enemies.add(Koopa(y=280, x=200, winged=True))
    enemies.add(PirahnaPlant(y=280, x=100))
    enemies.add(CheepCheep(y=50, x=100))
    enemies.add(Podaboo(x=200))
    enemies.add(FireBar(x=150, y=150))
    enemies.add(Blooper(x=200, y=100, mario=mario))
    enemies.add(FireBar(x=150, y=150))
    enemies.add(FireBar(x=150, y=150, radius=20))
    enemies.add(FireBar(x=150, y=150, radius=30))
    enemies.add(FireBar(x=150, y=150, radius=40))
    enemies.add(FireBar(x=150, y=150, radius=50))
    enemies.add(FireBar(x=150, y=150, radius=60))
    enemies.add(FireBar(x=150, y=150, radius=70))
    enemies.add(Blooper(x=200, y=100, mario=mario))

    powerups.add(Mushroom(x=20))
    powerups.add(Flower(x=250))
    powerups.add(Life(x=50))
    powerups.add(Star(x=10))

    background = Background(screen)
    background.setTiles([[
        "images/1-1/tile000.png", "images/1-1/tile001.png",
        "images/1-1/tile002.png", "images/1-1/tile003.png",
        "images/1-1/tile004.png", "images/1-1/tile005.png",
        "images/1-1/tile006.png", "images/1-1/tile007.png"
    ]])
    background.scroll(0, 0)

    while True:
        gf.check_events(mario)
        mario.update()
        gf.update_enemies(mario, enemies, powerups)
        gf.draw_screen(screen, mario, enemies, powerups, background)
Esempio n. 6
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def run_game():
    pygame.init()
    ai_settings = Settings()
    
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    ship = Ship(ai_settings, screen)

    bullets = Group()
    
    while True:
        gf.check_events(ai_settings,screen,ship,bullets)
        ship.update()
        bullets.update()
        gf.update_screen(ai_settings, screen, ship, bullets)
Esempio n. 7
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def run_game():
    # Initialize game and create a screen object.
    pygame.init()
    
    game_set = Settings() #Making an instance of settings class
    
    screen = pygame.display.set_mode((game_set.screen_width, game_set.screen_height)) # Here screen has been created
    
    pygame.display.set_caption("Alien Ship Fight Game")
    
    ship_set = Ship(game_set, screen) #Making an instance of Ship class
    
    #Creating an instance to store the game_statistics 
    game_stats = GameStatistics(game_set)

    # # Create an instance to store game statistics and create a scoreboard.
    sb = ScoreBoard(game_set,screen,game_stats)
    #Make a group to store bullet
    bullets = Group()

    play_button = Button(game_set,screen, "Play")
    '''
    Creating Rows of Aliens
    To create a row, first create an empty group called aliens in alien_invasion.py
    to hold all of our aliens, and then call a function in game_functions.py to
    create a fleet. '''
    aliens = Group()

    # Create the fleet of aliens.
    gf.create_fleet(game_set,screen,ship_set,aliens)
    
    # Set the background color
    
    #bg_color = (246, 221, 204)
    
    # Start the main loop for the game.
    while True:
        # Watch for keyboard and mouse events.
        gf.check_events(game_set,screen, ship_set, bullets, play_button, game_stats, aliens, sb)
        if game_stats.game_active:

                ship_set.update()
                gf.update_bullets(bullets, aliens, game_set,screen,ship_set, game_stats, sb )
                #In the main while loop we will update the position of each alien as well 
                gf.update_aliens(game_set,aliens , ship_set, game_stats, bullets, screen, sb)
        gf.update_screen(game_set, screen, ship_set, aliens, bullets, game_stats, play_button, sb)
Esempio n. 8
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def run_game():
    pygame.init()
    game_settings = Settings()
    message = input("Start Game:")
    screen = pygame.display.set_mode(game_settings.screen_size)
    pygame.display.set_caption("Monster Attack")
    #hero = Hero(screen)
    #bullets = Group()
    play_button = Play_button(screen, message)

    while 1:
        gf.check_events(hero, bullets, game_settings, screen, play_button)
        gf.update_screen(game_settings, screen, hero, bullets, play_button)
        if game_settings.game_active:
            hero.update()
            bullets.update()
            for bullet in bullets:
                if bullet.rect.bottom <= 0:
                    bullets.remove(bullet)
                if len(bullets) > 15:
                    bullets.remove(bullet)
def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    play_button = Button(ai_settings, screen, "Play")
    stats = Gamestats(ai_settings)
    ship = Ship(ai_settings, screen)
    alien = Alien(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)
    while True:
        gf.check_events(ai_settings, screen, stats, play_button, ship, bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
        gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets,
                         play_button)
        bullets.update()
Esempio n. 10
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def run_game():
    pygame.init()
    pygame.mixer.init()

    normalsiren = pygame.mixer.music.load("sound/normalsiren.mp3")
    runningsiren = pygame.mixer.music.load("sound/runningsiren.mp3")

    normalsirenplaying = False
    runningsirenplaying = False
    
    #load the settings
    ai_settings = Settings()
    
    # Set up the screen
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Pacman Portal")
    screen_rect = screen.get_rect()
    
    # Timer for ghosts to run away
    timer = pygame.time.Clock()
    timer_started = True
    clock_ticker = 0


    menuRect = pygame.Rect(0, 0, ai_settings.screen_width, ai_settings.screen_height)

    # Show buttons
    play_button = Button(ai_settings, screen, "Play", (600, 400))
    high_scores_button = Button(ai_settings, screen, "High Scores", (screen_rect.centerx, 460))
    back_button = Button(ai_settings, screen, "Back", (screen_rect.centerx, 700))
    # Open the high scores list
    high_scoresfile = open("high_scores.txt", "r")
    high_scores = HighScores(screen)

    # Set up the maze
    maze = [["X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X"],
            ["X", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", "X", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", "X"],
            ["X", ".", "X", "X", "X", "X", ".", "X", "X", "X", "X", "X", ".", "X", ".", "X", "X", "X", "X", "X", ".", "X", "X", "X", "X", ".", "X"],
            ["X", "o", "X", "X", "X", "X", ".", "X", "X", "X", "X", "X", ".", "X", ".", "X", "X", "X", "X", "X", ".", "X", "X", "X", "X", "o", "X"],
            ["X", ".", "X", "X", "X", "X", ".", "X", "X", "X", "X", "X", ".", "X", ".", "X", "X", "X", "X", "X", ".", "X", "X", "X", "X", ".", "X"],
            ["X", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", "X"],
            ["X", ".", "X", "X", "X", "X", ".", "X", "X", ".", "X", "X", "X", "X", "X", "X", "X", ".", "X", "X", ".", "X", "X", "X", "X", ".", "X"],
            ["X", ".", "X", "X", "X", "X", ".", "X", "X", ".", "X", "X", "X", "X", "X", "X", "X", ".", "X", "X", ".", "X", "X", "X", "X", ".", "X"],
            ["X", ".", ".", ".", ".", ".", ".", "X", "X", ".", ".", ".", ".", "X", ".", ".", ".", ".", "X", "X", ".", ".", ".", ".", ".", ".", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "X", "X", "X", "X", "X", "_", "X", "_", "X", "X", "X", "X", "X", ".", "X", "X", "X", "X", "X", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "X", "_", "_", "_", "_", "_", "B", "_", "_", "_", "_", "_", "X", ".", "X", "X", "X", "X", "X", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "X", "_", "X", "X", "X", "X", "_", "X", "X", "X", "X", "_", "X", ".", "X", "X", "X", "X", "X", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "X", "_", "X", "_", "_", "_", "_", "_", "_", "_", "X", "_", "X", ".", "X", "X", "X", "X", "X", "X"],
            ["X", "_", "_", "_", "_", "_", ".", "_", "_", "X", "_", "I", "_", "_", "_", "P", "_", "X", "_", "_", ".", "_", "_", "_", "_", "_", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "X", "_", "X", "_", "_", "_", "C", "_", "_", "_", "X", "_", "X", ".", "X", "X", "X", "X", "X", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "X", "_", "X", "X", "X", "X", "X", "X", "X", "X", "X", "_", "X", ".", "X", "X", "X", "X", "X", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", ".", "X", "X", "X", "X", "X", "X"],
            ["X", "X", "X", "X", "X", "X", ".", "X", "_", "X", "X", "X", "X", "X", "X", "X", "X", "X", "_", "X", ".", "X", "X", "X", "X", "X", "X"],
            ["X", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", "X", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", "X"],
            ["X", ".", "X", "X", "X", "X", ".", "X", "X", "X", "X", "X", ".", "X", ".", "X", "X", "X", "X", "X", ".", "X", "X", "X", "X", ".", "X"],
            ["X", "o", ".", ".", "X", "X", ".", "X", "X", "X", "X", "X", ".", "X", ".", "X", "X", "X", "X", "X", ".", "X", "X", ".", ".", "o", "X"],
            ["X", "X", "X", ".", "X", "X", ".", ".", ".", ".", ".", ".", ".", "M", ".", ".", ".", ".", ".", ".", ".", "X", "X", ".", "X", "X", "X"],
            ["X", "X", "X", ".", "X", "X", ".", "X", ".", "X", "X", "X", "X", "X", "X", "X", "X", "X", ".", "X", ".", "X", "X", ".", "X", "X", "X"],
            ["X", ".", ".", ".", ".", ".", ".", "X", ".", ".", ".", ".", ".", "X", ".", ".", ".", ".", ".", "X", ".", ".", ".", ".", ".", ".", "X"],
            ["X", ".", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", ".", "X", ".", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", ".", "X"],
            ["X", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", ".", "X"],
            ["X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X", "X"],
            ]
    
    # Set up the stats
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings = ai_settings, screen = screen, stats = stats)
    
    walls = Group()
    points = Group()
    pills = Group()
    ghosts = Group()
    redportalbullets = Group()
    blueportalbullets = Group()
    redportals = Group()
    blueportals = Group()
    deathanimations = Group()
    fruits = Group()
    
    # Initialize menu objects
    menupacman = MenuPacMan(ai_settings=ai_settings, screen=screen)
    menupacman.reset_position()
    menupowerpill = powerPill(screen = screen, pos_x = 32, pos_y = 20)
    menuinky = MenuInky(ai_settings = ai_settings, screen = screen)
    menublinky = MenuBlinky(ai_settings = ai_settings, screen = screen)
    menupinky = MenuPinky(ai_settings = ai_settings, screen = screen)
    menuclyde = MenuClyde(ai_settings = ai_settings, screen = screen)
    

    # Initialize Pacman
    
    player = PacMan(ai_settings = ai_settings, screen = screen)
    player.reset_position()
    
    # Initialize Ghosts

    blinky = Blinky(ai_settings=ai_settings, screen=screen, maze=maze, player=player, ghosts = ghosts)
    blinky.reset_position()

    inky = Inky(ai_settings=ai_settings, screen=screen, maze=maze, player=player, ghosts=ghosts)
    inky.reset_position()

    pinky = Pinky(ai_settings=ai_settings, screen=screen, maze=maze, player=player, ghosts=ghosts)
    inky.reset_position()

    clyde = Clyde(ai_settings=ai_settings, screen=screen, maze=maze, player=player, ghosts=ghosts)
    clyde.reset_position()
    
    # Initialize Portals
    redportal = RedPortal(ai_settings = ai_settings, screen = screen)
    blueportal = BluePortal(ai_settings=ai_settings, screen=screen)
    
    # Initialize the game
    # gf.initialize_game(ai_settings = ai_settings, screen = screen, walls = walls, points = points, pills = pills, stats = stats, sb = sb, player = player, maze = maze, blinky = blinky, inky = inky, pinky = pinky, clyde = clyde, redportal = redportal, blueportal = blueportal)


    # Game Loop
    while(True):
        
        
        
        gf.check_events(ai_settings = ai_settings, screen = screen, stats = stats, sb = sb, player = player, blinky = blinky, inky = inky, pinky = pinky, clyde = clyde, maze = maze, walls = walls, points = points, pills = pills,
                        redportalbullets = redportalbullets, blueportalbullets = blueportalbullets, redportal = redportal, blueportal = blueportal, play_button = play_button, back_button = back_button, high_scores_button = high_scores_button)

        gf.update_screen(ai_settings = ai_settings, screen = screen, player = player, walls = walls , points = points, pills = pills, fruits = fruits, stats = stats, sb = sb, maze = maze, blinky = blinky, inky = inky, pinky = pinky, clyde = clyde, ghosts = ghosts,
                         redportalbullets = redportalbullets, blueportalbullets = blueportalbullets, redportal = redportal, blueportal = blueportal, deathanimations = deathanimations, play_button = play_button, back_button = back_button, high_scores_button = high_scores_button, menupacman = menupacman, menupowerpill = menupowerpill, menuinky = menuinky, menublinky = menublinky, menupinky = menupinky, menuclyde = menuclyde, timer = timer, timer_started = timer_started, clock_ticker = clock_ticker, normalsiren = normalsiren, runningsiren = runningsiren)
import pygame
import gamefunctions as gf
from time import sleep
from settings import Settings
from cells import Cell
#---------------------------------------------------------------------------------------------------

cw_settings = Settings()

pygame.init()  #Creation of screen and stuff.
screen = gf.set_screen(cw_settings)
cells = Cell(cw_settings)

if __name__ == '__main__':
    '''Initialize the game'''
    while True:
        '''Loop for the game action.'''
        gf.check_events(cw_settings, cells)
        gf.cover_screen(cw_settings, screen)
        gf.update_screen(cw_settings, screen, cells)
        sleep(cw_settings.timeSleep)
Esempio n. 12
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def run_game():
    #main game function
    pygame.init()
    running = -1
    screen = pygame.display.set_mode((800, 800))
    pygame.display.set_caption("Pong!")
    screen.fill((255, 255, 255))

    paddle_one = Paddle(screen, 50, 300)
    paddle_two = Paddle(screen, 750, 300)

    score_one = 0
    score_two = 0

    bb = Ball(screen)

    while running == -1:
        screen.fill((255, 255, 255))
        pygame.font.init()
        myfont = pygame.font.SysFont('Comic Sans MS', 70)
        secondfont = pygame.font.SysFont('Comic Sans MS', 50)
        titlesurface = myfont.render('Welcome to Pong', False, (0, 0, 0))
        screen.blit(titlesurface, (200, 200))
        Infosurface = secondfont.render(
            'Use Up/Down and W/S to move the paddle', False, (0, 0, 0))
        Infoosurface = secondfont.render('Don\'t let your opponent score! ',
                                         False, (0, 0, 0))
        screen.blit(Infosurface, (100, 400))
        screen.blit(Infoosurface, (200, 500))
        clicksurface = secondfont.render('click any key to continue', False,
                                         (0, 0, 0))
        screen.blit(clicksurface, (200, 600))
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                running += 1

    while running == 0:
        screen.fill((255, 255, 255))

        scorefont = pygame.font.SysFont('Comic Sans MS', 50)
        score_one_screen = scorefont.render(str(score_one), False, (0, 0, 0))
        screen.blit(score_one_screen, (100, 50))

        score_two_screen = scorefont.render(str(score_two), False, (0, 0, 0))
        screen.blit(score_two_screen, (700, 50))

        if gamefunctions.check_lose(bb) == 1:
            score_two += 1
            bb.reset_ball()
        elif gamefunctions.check_lose(bb) == 2:
            score_one += 1
            bb.reset_ball()

        if gamefunctions.check_win(score_one, score_two) == 1:
            running += 1
        elif gamefunctions.check_win(score_one, score_two) == 2:
            running += 2

        gamefunctions.check_events(paddle_one, paddle_two)
        bb.collided_left(paddle_one)
        bb.collided_right(paddle_two)
        paddle_one.update()
        paddle_one.move_paddle()
        paddle_two.update()
        paddle_two.move_paddle()
        bb.update()
        bb.draw_ball()

        pygame.display.update()

    while running == 1:
        screen.fill((255, 255, 255))
        winfont = pygame.font.SysFont('Comic Sans MS', 100)
        win_screen = scorefont.render("Player One Wins!", False, (0, 0, 0))
        screen.blit(win_screen, (300, 300))
        pygame.display.update()
        clicksurface = secondfont.render('click any key to play again', False,
                                         (0, 0, 0))
        screen.blit(clicksurface, (200, 600))
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

    while running == 2:
        screen.fill((255, 255, 255))
        winfont = pygame.font.SysFont('Comic Sans MS', 100)
        win_screen = scorefont.render("Player Two Wins!", False, (0, 0, 0))
        screen.blit(win_screen, (300, 300))
        pygame.display.update()
        clicksurface = secondfont.render('click any key to play again', False,
                                         (0, 0, 0))
        screen.blit(clicksurface, (200, 600))
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()