如何解决一旦游戏结束或获胜,如何在按下键后重玩返回TRUE游戏在Pygame中!显示?
所以我正在Pygame中制作一个游戏,称为 The Brick-out Game 。因此游戏运行良好,但是一旦我输了游戏(或显示“游戏结束”时)或我赢了游戏。屏幕出现,但是如果我想重玩游戏,我需要关闭程序并再次调试代码才能玩它。 因此,我考虑过在游戏的右下角键入一条消息,即“游戏结束”或“获胜”时显示“按一个键播放。”!会显示,但是尽管增加了一个功能,一旦按下一个键,该值便会返回到 True (真)。没发生什么事。 这是我添加的用于检查按键的功能:
def checkForKeyPress():
if len(pygame.event.get(QUIT))>0:
terminate()
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return None
if keyUpEvents[0].key == K_ESCAPE:
terminate()
return keyUpEvents[0].key
if checkForKeyPress():
pygame.event.get()
True
这是整个源代码:
import pygame,sys
from pygame.locals import *
# Define some colors
BLACK = (0,0)
WHITE = (255,255,255)
GREEN = (0,0)
RED = (255,0)
BRICKRED=(203,65,84)
BGBLUE = (96,160,226)
DARKGRAY = (40,40,40)
pygame.init()
BASICFONT = pygame.font.SysFont('freesansbold.ttf',18)
# Set the width and height of the screen [width,height]
WINDOWWIDTH = 700
WINDOWHEIGHT = 500
size = ((WINDOWWIDTH,WINDOWHEIGHT))
screen = pygame.display.set_mode(size)
print("Drag the paddle to-and-fro(By your mouse) to support the ball and prevent it from falling down. Thank You! Nishita Thakur.")
"""
This is a simple Ball class for respresenting a ball
in the game.
"""
class Ball(object):
def __init__ (self,screen,radius,x,y):
self.__screen = screen
self._radius = radius
self._xLoc = x
self._yLoc = y
self.__xVel = 5
self.__yVel = -3
w,h = pygame.display.get_surface().get_size()
self.__width = w
self.__height = h
def draw(self):
"""
draws the ball onto screen.
"""
pygame.draw.circle(screen,(255,0),(self._xLoc,self._yLoc),self._radius)
def update(self,paddle,brickwall):
"""
moves the ball at the screen.
contains some collision detection.
"""
self._xLoc += self.__xVel
self._yLoc += self.__yVel
if self._xLoc == self._radius:
self.__xVel *= -1
elif self._xLoc >= self.__width - self._radius:
self.__xVel *= -1
if self._yLoc == self._radius:
self.__yVel *= -1
elif self._yLoc >= self.__height - self._radius:
return True
# for bouncing off the bricks.
if brickwall.collide(self):
self.__yVel *= -1
# collision deection between ball and paddle
paddleX = paddle._xLoc
paddleY = paddle._yLoc
paddleW = paddle._width
paddleH = paddle._height
ballX = self._xLoc
ballY = self._yLoc
if ((ballX + self._radius) >= paddleX and ballX <= (paddleX + paddleW)) \
and ((ballY + self._radius) >= paddleY and ballY <= (paddleY + paddleH)):
self.__yVel *= -1
return False
"""
Simple class for representing a paddle
"""
class Paddle (object):
def __init__ (self,width,height,y):
self.__screen = screen
self._width = width
self._height = height
self._xLoc = x
self._yLoc = y
w,h = pygame.display.get_surface().get_size()
self.__W = w
self.__H = h
def draw(self):
"""
draws the paddle onto screen.
"""
pygame.draw.rect(screen,(0,self._yLoc,self._width,self._height),0)
def update(self):
"""
moves the paddle at the screen via mouse
"""
x,y = pygame.mouse.get_pos()
if x >= 0 and x <= (self.__W - self._width):
self._xLoc = x
"""
This class represents a simple Brick class.
For representing bricks onto screen.
"""
class Brick (pygame.sprite.Sprite):
def __init__(self,h = pygame.display.get_surface().get_size()
self.__W = w
self.__H = h
self.__isInGroup = False
def draw(self):
"""
draws the brick onto screen.
color: rgb(203,84)
"""
pygame.draw.rect(screen,(BRICKRED),0)
def add (self,group):
"""
adds this brick to a given group.
"""
group.add(self)
self.__isInGroup = True
def remove(self,group):
"""
removes this brick from the given group.
"""
group.remove(self)
self.__isInGroup = False
def alive(self):
"""
returns true when this brick is belong to the brick wall.
otherwise false
"""
return self.__isInGroup
def collide(self,ball):
"""
collision deection between ball and this brick
"""
brickX = self._xLoc
brickY = self._yLoc
brickW = self._width
brickH = self._height
ballX = ball._xLoc
ballY = ball._yLoc
radius = ball._radius
if ((ballX + radius) >= brickX and ballX <= (brickX + brickW)) \
and ((ballY + radius) >= brickY and ballY <= (brickY + brickH)):
return True
return False
"""
This is a simple class for representing a
brick wall.
"""
class BrickWall (pygame.sprite.Group):
def __init__ (self,y,height):
self.__screen = screen
self._x = x
self._y = y
self._width = width
self._height = height
self._bricks = []
X = x
Y = y
for i in range(3):
for j in range(4):
self._bricks.append(Brick(screen,X,Y))
X += width + (width/ 7.0)
Y += height + (height / 7.0)
X = x
def add(self,brick):
"""
adds a brick to this BrickWall (group)
"""
self._bricks.append(brick)
def remove(self,brick):
"""
removes a brick from this BrickWall (group)
"""
self._bricks.remove(brick)
def draw(self):
"""
draws all bricks onto screen.
"""
for brick in self._bricks:
if brick != None:
brick.draw()
def update(self,ball):
"""
checks collision between ball and bricks.
"""
for i in range(len(self._bricks)):
if ((self._bricks[i] != None) and self._bricks[i].collide(ball)):
self._bricks[i] = None
# removes the None-elements from the brick list.
for brick in self._bricks:
if brick == None:
self._bricks.remove(brick)
def hasWin(self):
"""
Has player win the game?
"""
return len(self._bricks) == 0
def collide (self,ball):
"""
check collisions between the ball and
any of the bricks.
"""
for brick in self._bricks:
if brick.collide(ball):
return True
return False
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.',True,DARKGRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (WINDOWWIDTH - 200,WINDOWHEIGHT - 30)
screen.blit(pressKeySurf,pressKeyRect)
checkForKeyPress()
def checkForKeyPress():
if len(pygame.event.get(QUIT))>0:
terminate()
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return None
if keyUpEvents[0].key == K_ESCAPE:
terminate()
return keyUpEvents[0].key
if checkForKeyPress():
pygame.event.get()
True
# The game objects ball,paddle and brick wall
ball = Ball(screen,25,350,250)
paddle = Paddle(screen,100,20,250,450)
brickWall = BrickWall(screen,150,50)
isGameOver = False # determines whether game is lose
gameStatus = True # game is still running
score = 0 # score for the game.
pygame.display.set_caption("The Brickout Game")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# for displaying text in the game
pygame.font.init() # you have to call this at the start,# if you want to use this module.
# message for game over
mgGameOver = pygame.font.SysFont('Comic Sans MS',60)
# message for winning the game.
mgWin = pygame.font.SysFont('Comic Sans MS',60)
# message for score
mgscore = pygame.font.SysFont('Comic Sans MS',60)
textsurfaceGameOver = mgGameOver.render(' Game Over! ',False,255))
textsurfaceWin = mgWin.render(" You win!",255))
textsurfacescore = mgscore.render("score: "+str(score),255))
# -------- Main Program Loop -----------
#showStartScreen()
while not done:
# --- Main event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Game logic should go here
# --- Screen-clearing code goes here
# Here,we clear the screen to white. Don't put other drawing commands
# above this,or they will be erased with this command.
# If you want a background image,replace this clear with blit'ing the
# background image.
screen.fill(BGBLUE)
# --- Drawing code should go here
"""
Because I use OOP in the game logic and the drawing code,are both in the same section.
"""
if gameStatus:
# first draws ball for appropriate displaying the score.
brickWall.draw()
# for counting and displaying the score
if brickWall.collide(ball):
score += 10
textsurfacescore = mgscore.render("score: "+str(score),255))
screen.blit(textsurfacescore,(300,0))
# after scoring. because hit bricks are removed in the update-method
brickWall.update(ball)
paddle.draw()
paddle.update()
if ball.update(paddle,brickWall):
isGameOver = True
gameStatus = False
if brickWall.hasWin():
gameStatus = False
ball.draw()
else: # game isn't running.
if isGameOver: # player lose
screen.blit(textsurfaceGameOver,180))
textsurfacescore = mgscore.render(" score: "+str(score),255))
screen.blit(textsurfacescore,180))
drawPressKeyMsg()
#checkForKeyPress()
if checkForKeyPress():
pygame.event.get()
True
elif brickWall.hasWin(): # player win
screen.blit(textsurfaceWin,180))
drawPressKeyMsg()
#checkForKeyPress()
if checkForKeyPress():
pygame.event.get()
True
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
FPS = clock.tick(60)
# Close the window and quit.
pygame.quit()
请告诉我,一旦游戏结束或您获胜,一旦按下按键,如何重新玩游戏!被陈列。 努力将不胜感激。 在此先感谢:)
解决方法
两项更改将获得您想要的结果。
-
更新
checkForKeyPress
函数以返回True或False:def checkForKeyPress(): keys = pygame.key.get_pressed() if not any(keys): return False if keys[pygame.K_ESCAPE]: exit() return True
-
更新主循环中的按键检查以重置游戏:
else: # game isn't running. if isGameOver: # player lose screen.blit(textsurfaceGameOver,(0,180)) elif brickWall.hasWin(): # player win screen.blit(textsurfaceWin,180)) textsurfaceScore = mgScore.render(" Score: "+str(score),False,(255,255,255)) screen.blit(textsurfaceScore,(300,180)) drawPressKeyMsg() #checkForKeyPress() if checkForKeyPress(): # The game objects ball,paddle and brick wall ball = Ball(screen,25,350,250) paddle = Paddle(screen,100,20,250,450) brickWall = BrickWall(screen,150,50) isGameOver = False # determines whether game is lose gameStatus = True # game is still running score = 0 # score for the game.
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