Quote:while True: gf.check_events(player, pp_settings) clock.tick(60) if pp_settings.game_active: enemy.update() player.update() ball.update() gf.update_screen(pp_settings, screen, player, enemy, ball) else: gf.update_screen_startup(screen, pp_settings, player, enemy, startup)
I didn't see how
pp_settings.game_active
can change, but it isn't in gf.update_screen_startup()
. So if it was ever False for any reason, the game would no longer update any entities.*Edit: Nope, nope, nevermind, I see it now. game_functions.check_events() handles that. Hmm...