from render import load_sprite # this makes it so our function for rendering sprites from sprites.png is available in here import pygame def level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick, slightfont): # the function for our first level, ignore the unused variables here, you can use them when you edit it screen.blit(load_sprite(sheet, 0, 0, 56, 35, 912, 576), (0, 0)) # this renders a button I made in the sprites.png, its purely for visual purposes so it doesnt matter where you click rn mainmenu_text = slightfont.render("THE DESTROYER OF CITIES", True, (210, 210, 210)) playb_collision = pygame.Rect(315, 200, 285, 105) exitb_collision = pygame.Rect(315, 350, 285, 105) if playb_collision.collidepoint(mouse.get_pos()): screen.blit(load_sprite(sheet, 57, 7, 19, 7, 285, 105), (315, 200)) play_text = basicfont.render("Play", True, (0,0,0)) if click: level = 2 else: screen.blit(load_sprite(sheet, 57, 0, 19, 7, 285, 105), (315, 200)) play_text = basicfont.render("Play", True, (255,255,255)) screen.blit(play_text, (414, 230)) if exitb_collision.collidepoint(mouse.get_pos()): screen.blit(load_sprite(sheet, 57, 7, 19, 7, 285, 105), (315, 350)) exit_text = basicfont.render("Exit", True, (0,0,0)) if click: level = 0 else: screen.blit(load_sprite(sheet, 57, 0, 19, 7, 285, 105), (315, 350)) exit_text = basicfont.render("Exit", True, (255,255,255)) screen.blit(exit_text, (414, 380)) screen.blit(mainmenu_text, (45, 65)) return level # this returns the change we made to the level so that it updates in main.py def level2(screen, sheet, lastclickpos, basicfont, mouse, click, level): # function for level 2 print("ur done") # prints out "ur done" return level # returns the current level set