如何解决pygame游戏中的高分
我已经在pygame中制作了一个游戏,我想让有高分的thaat能够显示在show_go_screen的顶部。我只需要一个简单的解决方案-我不需要写得分最高的人,只需要显示show_go_screen顶部的数字即可。我知道Stack Overflow上已经对此有疑问,但是解决方案对我不起作用。
代码:
# Pygame template
# Attributions
# (Heart) Icons made by <a href="https://www.flaticon.com/authors/freepik" title="Freepik">Freepik</a> from <a href="https://www.flaticon.com/" title="Flaticon"> www.flaticon.com</a>
# (Play)<a href="https://www.freepik.com/free-photos-vectors/Background">Background vector created by freepik - www.freepik.com</a>
# (GameOver)<a href="https://www.freepik.com/free-photos-vectors/background">Background vector created by pikisuperstar - www.freepik.com</a>
# (backing)Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3 <http://creativecommons.org/licenses/by/3.0/>
# (Graphics)Art by Kenney.nl
# Imports
import pygame as pg
import random
from os import path
# images / sound
img_dir = path.join(path.dirname(__file__),'img')
snd_dir = path.join(path.dirname(__file__),'snd')
# Constants
WIDTH = 500
HEIGHT = 700
FPS = 60
POWERUP_TIME = 60000
ENCO_TIME = 40000
# Define Colors
WHITE = (255,255,255)
RED = (255,0)
GREEN = (0,0)
BLUE = (0,255)
magenta = (255,255)
BLACK = (0,0)
YELLOW = (255,0)
CYAN = (0,255)
GREENISH_BLUE = (0,180)
# Initialize pygame and create window
pg.init()
pg.mixer.init()
screen = pg.display.set_mode((WIDTH,HEIGHT))
pg.display.set_caption("galaxy Shooters")
clock = pg.time.Clock()
score = 0
# save score
# import shelve
# d = shelve.open('score.txt') # here you will save the score variable
# d['highscore'] = score # thats all,Now it is saved on disk.
# d.close()
font_name = pg.font.match_font('arial')
def draw_text(surf,text,size,x,y):
font = pg.font.Font(font_name,size)
text_surface = font.render(text,True,CYAN)
text_rect = text_surface.get_rect()
text_rect.midtop = (x,y)
surf.blit(text_surface,text_rect)
def spawnmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
def draw_shield_status_bar(surf,y,pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct / 100) * BAR_LENGTH
outline_rect = pg.Rect(x,BAR_LENGTH,BAR_HEIGHT)
fill_rect = pg.Rect(x,fill,BAR_HEIGHT)
pg.draw.rect(surf,GREENISH_BLUE,fill_rect)
pg.draw.rect(surf,WHITE,outline_rect,2)
def draw_lives(surf,lives,img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img,img_rect)
class Player(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.transform.scale(player_img,(50,38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pg.draw.circle(self.image,RED,self.rect.center,self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.shield = 100
self.shoot_delay = 370
self.last_shot = pg.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pg.time.get_ticks()
self.power = 1
self.power_time = pg.time.get_ticks()
def update(self):
# Timeout for powerups
if self.power >= 2 and pg.time.get_ticks() - self.hide_timer > POWERUP_TIME:
self.power -= 1
self.power_time = pg.time.get_ticks
# Unhide if necessary
if self.hidden and pg.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
keystate = pg.key.get_pressed()
if keystate[pg.K_LEFT]:
self.speedx = -5
if keystate[pg.K_RIGHT]:
self.speedx = 5
if keystate[pg.K_SPACE]:
self.shoot()
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def powerup(self):
self.power += 1
self.power_time = pg.time.get_ticks()
def shoot(self):
Now = pg.time.get_ticks()
if Now - self.last_shot > self.shoot_delay:
self.last_shot = Now
if self.power == 1:
laser = Laser(self.rect.centerx,self.rect.top)
all_sprites.add(laser)
lasers.add(laser)
random.choice(shoot_sounds).play()
if self.power >= 2:
laser1 = Laser(self.rect.left,self.rect.centery)
laser2 = Laser(self.rect.right,self.rect.centery)
all_sprites.add(laser1)
all_sprites.add(laser2)
lasers.add(laser1)
lasers.add(laser2)
random.choice(shoot_sounds).play()
def hide(self):
self.hidden = True
self.hide_timer = pg.time.get_ticks()
self.rect.center = (WIDTH / 2,HEIGHT + 200)
class Mob(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * .85 / 2)
# pg.draw.circle(self.image,self.radius)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-150,-40)
self.speedy = random.randrange(1,8)
self.speedx = random.randrange(-3,3)
self.rot = 0
self.rot_speed = random.randrange(-8,8)
self.last_update = pg.time.get_ticks()
def rotate(self):
Now = pg.time.get_ticks()
if Now - self.last_update > 50:
self.last_update = Now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pg.transform.rotate(self.image_orig,self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.right < -25 or self.rect.left > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(1,8)
class Laser(pg.sprite.Sprite):
def __init__(self,y):
pg.sprite.Sprite.__init__(self)
self.image = laser_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
# Kill it if moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
class Explosion(pg.sprite.Sprite):
def __init__(self,center,size):
pg.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pg.time.get_ticks()
self.frame_rate = 75
def update(self):
Now = pg.time.get_ticks()
if Now - self.last_update > self.frame_rate:
self.last_update = Now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class Pow(pg.sprite.Sprite):
def __init__(self,center):
pg.sprite.Sprite.__init__(self)
self.type = random.choice(['shield','laser','star'])
self.image = powerup_images[self.type]
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 4
def update(self):
self.rect.y += self.speedy
# Kill it if moves off the bottom of the screen
if self.rect.top > HEIGHT:
self.kill()
class Enco(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = draw_text(screen,(random.choice(encos),37,WIDTH / 2,HEIGHT/ 4))
self.rect = self.image.get_rect()
self.hidden = True
self.hide_timer = pg.time.get_ticks()
def hide(self):
self.rect.y = HEIGHT - 40
self.rect.x = WIDTH / 2
def show_go_screen():
screen.blit(background2,background_rect2)
draw_text(screen,str(score),25,10)
draw_text(screen," Guardians of the galaxy ",HEIGHT / 4)
draw_text(screen,"Arrow Keys move,Spacebar to shoot",29,HEIGHT / 2)
draw_text(screen,"Press any key to BEGIN",22,HEIGHT * 3/ 4)
pg.display.flip()
print(d)
waiting = True
while waiting:
clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
if event.type == pg.KEYUP:
waiting = False
# Load all game graphics
background = pg.image.load(path.join(img_dir,"2397814.jpg")).convert()
background_rect = background.get_rect()
background2 = pg.image.load(path.join(img_dir,"2474216.jpg")).convert()
background_rect2 = background2.get_rect()
pg.transform.scale(background,(500,700))
player_img = pg.image.load(path.join(img_dir,"playerShip3_blue.png")).convert()
heart_img = pg.image.load(path.join(img_dir,"heart.png")).convert()
mini_heart_img = pg.transform.scale(heart_img,(23,23))
mini_heart_img.set_colorkey(BLACK)
laser_img = pg.image.load(path.join(img_dir,"laserBlue01.png")).convert()
meteor_images = []
meteor_list = ['meteorbrown_big1.png','meteorbrown_big2.png','meteorbrown_big3.png','meteorbrown_med1.png','meteorbrown_small1.png','meteorbrown_small2.png','meteorbrown_tiny2.png',]
for img in meteor_list:
meteor_images.append(pg.image.load(path.join(img_dir,img)).convert())
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
filename = 'regularExplosion0{}.png'.format(i)
img = pg.image.load(path.join(img_dir,filename)).convert()
img.set_colorkey(BLACK)
img_lg = pg.transform.scale(img,(75,75))
explosion_anim['lg'].append(img_lg)
img_sm = pg.transform.scale(img,(32,32))
explosion_anim['sm'].append(img_sm)
filename = 'sonicExplosion0{}.png'.format(i)
img = pg.image.load(path.join(img_dir,filename)).convert()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)
powerup_images = {}
powerup_images['shield'] = pg.image.load(path.join(img_dir,'shield_silver.png')).convert()
powerup_images['laser'] = pg.image.load(path.join(img_dir,'bolt_gold.png')).convert()
powerup_images['star'] = pg.image.load(path.join(img_dir,'star_silver.png')).convert()
encos = ("Nice Job!","You're rocking it man!"," Great!","What a blast!","Good one!","Those asteroids stand no chance against you!"
"You're the master!")
# Load all game sounds
laser_powerup = pg.mixer.sound(path.join(snd_dir,'Laser_Powerup.wav'))
shield_powerup = pg.mixer.sound(path.join(snd_dir,'Shield_Powerup.wav'))
shoot_sounds = []
for snd in ['Laser_Shoot.wav','Laser_Shoot2.wav']:
shoot_sounds.append(pg.mixer.sound(path.join(snd_dir,snd)))
expl_sounds = []
for snd in ['Expl.wav','Expl2.wav']:
expl_sounds.append(pg.mixer.sound(path.join(snd_dir,snd)))
player_die_sound = pg.mixer.sound(path.join(snd_dir,'rumble1.ogg'))
pg.mixer.music.load(path.join(snd_dir,'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pg.mixer.music.set_volume(0.7)
pg.mixer.music.play(loops = -1)
# Game loop
game_over = True
running = True
while running:
if game_over:
show_go_screen()
game_over = False
# Sprite groups
all_sprites = pg.sprite.Group()
mobs = pg.sprite.Group()
lasers = pg.sprite.Group()
powerups = pg.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
spawnmob()
score = 0
# Keep loop running at the right speed
clock.tick(FPS)
# Events
for event in pg.event.get():
# Check for closing window
if event.type == pg.QUIT:
running = False
# Update
all_sprites.update()
# Check to see if a laser hit a mob
hits = pg.sprite.groupcollide(mobs,lasers,True)
for hit in hits:
score += 50 - hit.radius
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center,'lg')
all_sprites.add(expl)
if random.random() > 0.93:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
spawnmob()
# Check to see if a mob hit the player
hits = pg.sprite.spritecollide(player,mobs,pg.sprite.collide_circle)
for hit in hits:
player.shield -= hit.radius * 2
expl = Explosion(hit.rect.center,'sm')
all_sprites.add(expl)
spawnmob()
if player.shield <= 0:
player_die_sound.play()
death_expl = Explosion(player.rect.center,'player')
all_sprites.add(death_expl)
player.hide()
player.lives -= 1
player.shield = 100
# Check to see if player hit a powerup
hits = pg.sprite.spritecollide(player,powerups,True)
for hit in hits:
if hit.type == 'shield':
pow.kill()
player.shield += random.randrange(10,30)
shield_powerup.play()
if player.shield >= 100:
player.shield = 100
if hit.type == 'laser':
player.powerup()
laser_powerup.play()
if hit.type == 'star':
player.lives += 1
if player.lives >= 3:
player.lives = 3
# If the player died and the explosion finished playing
if player.lives == 0 and not death_expl.alive():
game_over = True
# Render
screen.fill(BLACK)
screen.blit(background,background_rect)
all_sprites.draw(screen)
draw_text(screen,10)
draw_shield_status_bar(screen,5,player.shield)
draw_lives(screen,WIDTH - 100,player.lives,mini_heart_img)
if score == 500:
draw_text(screen,"Nice Job!",HEIGHT / 2)
Now = pg.time.get_ticks()
last.enco = pg.time.get_ticks()
if Now - last.enco == ENCO_TIME:
hide_enco
# *After* drawing everything,flip the display
pg.display.flip()
pg.quit()
谢谢!
解决方法
创建一个名为highscore
的变量,然后在玩家放松时检查当前得分是否高于highscore
,如果当前得分高于score
,则将highscore
分配给{{1} }。然后,您可以轻松添加带有highscore
变量作为文本的标签
score = 0
highscore = 0
# save score
# import shelve
# d = shelve.open('score.txt') # here you will save the score variable
# d['highscore'] = score # thats all,now it is saved on disk.
# d.close()
# A lot of your code
def show_go_screen():
screen.blit(background2,background_rect2)
draw_text(screen,str(highscore),50,WIDTH / 2,10) #change the x value accordingly
# more of your code
while running:
if game_over:
show_go_screen()
game_over = False
# Sprite groups
all_sprites = pg.sprite.Group()
mobs = pg.sprite.Group()
lasers = pg.sprite.Group()
powerups = pg.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
spawnmob()
if score > highscore:
highscore = score
score = 0
# the rest of your code
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