[Python] Making Turtle Graphics Python game start only after main menu button has been clicked

Discussão em 'Python' iniciado por Stack, Agosto 22, 2025.

  1. Stack

    Stack Membro Participativo

    I'm currently making a Python turtle graphics game, it's a pong game where there is a 2 paddles and they pass the ball to each other, once ball touches each side the player gets a point, the game is fully functional in 1920x1080 res.

    The thing is I made a main menu type of thing where the game starts after the Start button has been clicked, the menu works exactly as intended, but even before I press start, the main game loop starts once canvas is opened, not when start button is clicked, so it looks like this: https://i.sstatic.net/u6xQR.jpg, this is what it looks like after menu button has been pressed: https://i.sstatic.net/1RC9Q.jpg

    Here is the whole code, sorry if it's quite long I have been trying to solve it for 2 days

    import turtle
    import time

    pong = turtle.Screen()
    pong.title("My First Project")
    pong.bgcolor("black")
    pong.setup(width=1920,height=1080)
    pong.tracer(0)


    #Step 1: Create Both Padles and Ball(Done)
    #Step 2: Movement Functions and Linking them to Keyboard(Done)
    #Step 3: Scoring System and Updating it(Done)
    #Step 4: Winning Screen(Done)
    #Step 5: Collision with Paddles and Balls(Done)
    #Step 5: Main Menu(In Progress)

    #Creating Menu
    mainCanvas = turtle.Turtle()
    mainCanvas.color("cyan")
    mainCanvas.hideturtle
    mainCanvas.speed(0)
    mainCanvas.begin_fill()
    #list to make the main menu bg
    fd_list1=[(90, 540), (0, 960), (270, 1080),(180,1920),(90,1080),(0,960)]
    for hd1, fwd1 in fd_list1:
    mainCanvas.setheading(hd1)
    mainCanvas.fd(fwd1)
    mainCanvas.end_fill()

    #Creating Title
    mainTitle = turtle.Turtle()
    mainTitle.penup()
    mainTitle.speed(0)
    mainTitle.hideturtle()
    mainTitle.goto(0,270)
    mainTitle.write("Main Menu",align="center",font=("a Absolute Empire",60,"normal"))

    #Create Start Option
    startGame = turtle.Turtle()
    startGame.speed(0)
    startGame.penup()
    startGame.goto(0,100)
    pong.register_shape("start_400x150.gif") #PNG for start button
    startGame.shape("start_400x150.gif") #Applying the PNG
    startGame.shapesize(stretch_len=20,stretch_wid=20)

    #Start Click Function
    def clickStart(x,y):
    if x > startGame.xcor() - 200 and x < startGame.xcor() + 200 and y > startGame.ycor() - 75 and y < startGame.ycor() + 75:
    time.sleep(0.5)
    mainTitle.clear()
    pong.bgcolor("black")
    startGame.hideturtle()

    #Get rid of Main Menu
    mainCanvas.color("black")
    mainCanvas.goto(0,0)
    mainCanvas.begin_fill()
    #List to change canvas to desired color once clicked
    fd_list=[(90, 540), (0, 960), (270, 1080),(180,1920),(90,1080),(0,960)]
    for hd, fwd in fd_list:
    mainCanvas.setheading(hd)
    mainCanvas.fd(fwd)
    mainCanvas.end_fill()

    #Hide Button
    startGame.goto(0,5000)

    #Key Binding Main Menu
    pong.listen()
    pong.onscreenclick(clickStart,1)

    #creating Paddle A, Player 1(left Side)
    paddleA = turtle.Turtle()
    paddleA.speed(0)
    paddleA.shape("square")
    paddleA.shapesize(9,1)
    paddleA.color("white")
    paddleA.penup()
    paddleA.goto(-900,0)

    #creating Paddle B, Player 2(Right Side)
    paddleB = turtle.Turtle()
    paddleB.speed(0)
    paddleB.shape("square")
    paddleB.shapesize(9,1)
    paddleB.color("white")
    paddleB.penup()
    paddleB.goto(900,0)

    #creating Ball makes it move in diagonal direction in fixed speed with ball.dx = 3 and ball.dy = 3
    #Speed depends on the power of your PC or Mac, you can change dx and dy according to ur computer speed(mine sucks so 3 is pretty fast for me)
    ball = turtle.Turtle()
    ball.speed(0)
    ball.shape("square")
    ball.color("white")
    ball.shapesize(1.8,1.8)
    ball.penup()
    ball.goto(0,0)
    ball.x = 5
    ball.y = 5

    #Middle Line
    #Creates multiple lines, enumerates them then checks for each enumerate with idx
    #t variable is number of turtles, a line that goes down the middle
    turtles = [turtle.Turtle() for _ in range(100)]
    for idx, t in enumerate(turtles):
    t.speed(0)
    t.shape("square")
    t.shapesize(2,0.1)
    t.color("white")
    t.penup()
    t.goto(0,540-10*idx)

    #Movings Functions
    #Paddle A Up with (w) key for player A(1)
    def paddleAUp():
    y = paddleA.ycor()
    y += 20
    paddleA.sety(y)

    #Paddle A Down with (s) Key for player A(1)
    def paddleADown():
    y = paddleA.ycor()
    y -= 20
    paddleA.sety(y)

    #Paddle B Up with (Up_Arrow) Key for player B(2)
    def paddleBUp():
    y = paddleB.ycor()
    y += 20
    paddleB.sety(y)

    #Paddle B Down (Down_Arrow) key for player B(2)
    def paddleBDown():
    y = paddleB.ycor()
    y -= 20
    paddleB.sety(y)

    #Binding the Moving functions to Keyboard
    #Pong.listen, listens to keyboard input
    pong.listen()

    #Moves Paddle A(1) up and down the y axis with (w) and (s) key respectively
    pong.onkeypress(paddleAUp,"w")
    pong.onkeypress(paddleADown,"s")

    #Moves Paddle B(2) up and down the y axis with (Up_Arrow) and (Down_Arrow) key respectively
    pong.onkeypress(paddleBUp,"Up")
    pong.onkeypress(paddleBDown,"Down")

    #Scores
    AScore = 0
    BScore = 0

    #Scoring System for Player A(1)
    ScoreSystemA = turtle.Turtle()
    ScoreSystemA.pencolor("White")
    ScoreSystemA.penup()
    ScoreSystemA.setposition(-950,480)
    ScoreSystemA.pendown()
    ScoreSystemA.write(f"P1 Score: {AScore}",font=("courier",30,"normal"))
    ScoreSystemA.hideturtle()

    #Scoring System for Player B(2)
    ScoreSystemB = turtle.Turtle()
    ScoreSystemB.pencolor("White")
    ScoreSystemB.penup()
    ScoreSystemB.setposition(680,480)
    ScoreSystemB.pendown
    ScoreSystemB.write(f"P2 Score: {BScore}", font=("courier",30,"normal"))
    ScoreSystemB.hideturtle()

    #Main Loop To check canvas and update it each millisecond
    while True:
    pong.update()

    #Makes Ball Move
    ball.setx(ball.xcor() + ball.x)
    ball.sety(ball.ycor() + ball.y)

    #Ball Bouncing when it hits edge, Edge Detection at +y
    if ball.ycor() > 510:
    ball.sety(510)
    ball.y = ball.y * -1

    #Ball Bouncing when it hits edge, Edge Detection at -y
    if ball.ycor() < -510:
    ball.sety(-510)
    ball.y = ball.y * -1

    #Counting scoring system, when Ball goes Behind Paddle the Ball Resets and Goes in the Other Direction
    #Which will then update the Score Text at the upper Left Corner
    if ball.xcor() > 950:
    ball.goto(0,0)
    ball.x *= -1
    AScore = AScore + 1
    ScoreSystemA.clear()
    ScoreSystemA.write(f"P1 Score: {AScore}",font=("courier",30,"normal"))

    #Same As Above but for Paddle B
    if ball.xcor() < -950:
    ball.goto(0,0)
    ball.x *= -1
    BScore = BScore + 1
    ScoreSystemB.clear()
    ScoreSystemB.write(f"P2 Score: {BScore}", font=("courier",30,"normal"))

    #Winning Condition writes Player 1(A) Won and stops the Game
    if AScore == 3:
    AWin = turtle.Turtle()
    AWin.pencolor("White")
    AWin.hideturtle()
    AWin.penup()
    AWin.setposition(0,0)
    AWin.pendown()
    AWin.write("P1 Wins!",align="center",font=("courier",60,"normal"))
    turtles.clear()
    turtle.done()

    #Same As Above but for Paddle B
    if BScore == 3:
    BWin = turtle.Turtle()
    BWin.pencolor("White")
    BWin.hideturtle()
    BWin.penup()
    BWin.setposition(0,0)
    BWin.pendown()
    BWin.write("P2 Wins!",align="center",font=("courier",60,"normal"))
    turtles.clear()
    turtle.done()

    #Collision System first 2 conditions are for ball x coordinate to check if it's at the same x value as the paddle
    #Third if ball is less than paddle y cor for top half of the paddle
    #Fourth if ball is greater than paddle y cor for bottom half of the paddle
    if ball.xcor() < -900 and ball.xcor() > -950 and (ball.ycor() < paddleA.ycor() + 72 and ball.ycor() > paddleA.ycor() - 72):
    ball.x = ball.x * -1

    #Same As Above but for Paddle B
    if ball.xcor() > 900 and ball.xcor() < 950 and (ball.ycor() < paddleB.ycor() + 72 and ball.ycor() > paddleB.ycor() - 72):
    ball.x = ball.x * -1









    here is the bit i'm struggling with:

    #Start Click Function
    def clickStart(x,y):
    if x > startGame.xcor() - 200 and x < startGame.xcor() + 200 and y > startGame.ycor() - 75 and y < startGame.ycor() + 75:
    time.sleep(0.5)
    mainTitle.clear()
    pong.bgcolor("black")
    startGame.hideturtle()

    #Get rid of Main Menu
    mainCanvas.color("black")
    mainCanvas.goto(0,0)
    mainCanvas.begin_fill()
    #List to change canvas to desired color once clicked
    fd_list=[(90, 540), (0, 960), (270, 1080),(180,1920),(90,1080),(0,960)]
    for hd, fwd in fd_list:
    mainCanvas.setheading(hd)
    mainCanvas.fd(fwd)
    mainCanvas.end_fill()

    #Hide Button
    startGame.goto(0,5000)

    #Key Binding Main Menu
    pong.listen()
    pong.onscreenclick(clickStart,1)


    any help is appreciated

    i tried: making a condition where if click happens then the game loop starts, when i did that and i clicked the canvas just turned all black, i think it returned none

    i tried: making a second game loop, that stops when clicking the start button, that just broke

    What i expected: i run code, game opens and does nothing, till i press the start button then the game starts and it plays.

    Continue reading...

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