#Sphere Generation(2 new spheres every second) if time_elasped > 2000: Sphere( [randint(-MAX, MAX), randint(-MAX, MAX), randint(-MAX, MAX)]) time_elasped = 0 #draws game screen RenderUtils.drawGame(shooting, dt) #Here's where all the code for the GAMEOVER screen lies elif (player.screenType == ScreenType.GAMEOVER): #draws gameover screen RenderUtils.drawGameOver(clicking) #FIXED BUG: sometimes the rocket sound would play after the game is over, this is to prevent that SOUND_ROCKET.stop() #FIXED BUG: resets keyPressed because sometimes pygame never calls the keyUp event, #leading the program to think the key is pressed when it isn't. keyPressed = [] #Here's where all the code for the RULES screen lies elif (player.screenType == ScreenType.RULES): RenderUtils.drawRules(clicking) #FIXED BUG: resets keyPressed because sometimes pygame never calls the keyUp event, #leading the program to think the key is pressed when it isn't. keyPressed = [] #updates screen pygame.display.flip() #quits mixer and pygame pygame.mixer.quit() pygame.quit()