所以,在我的记忆游戏中,当你点击一个错误的按钮时我得到了它,你会失去生命。这有效!失去3条生命后,你输了。但问题在于,一旦启动,生命的文本就不会出现在我的游戏中。任何人都可以帮我吗? (如果您有兴趣查看整个代码,那么您可以在此处查看http://pastebin.com/rkBGC2rD)
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, BEEP1, BEEP2, BEEP3, BEEP4
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Simulate')
# font
BASICFONT = pygame.font.Font(None, 30)
# load the sound files
BEEP1 = pygame.mixer.Sound('beep1.wav')
BEEP2 = pygame.mixer.Sound('beep2.wav')
BEEP3 = pygame.mixer.Sound('beep3.wav')
BEEP4 = pygame.mixer.Sound('beep4.wav')
SOUNDTRACK = pygame.mixer.Sound('soundtrack.wav')
ERROR = pygame.mixer.Sound('error.wav')
# initialize some variables for a new game
pattern = [] # stores the pattern of colors
currentStep = 0 # the color the player must push next
lastClickTime = 0 # "time stamp" of the player's last button push
score = 0
# plays the soundtrack music
SOUNDTRACK.play(-1, 0, 1000)
# start-up screen text
text = BASICFONT.render('Press enter to play!', 1, WHITE)
textRect = text.get_rect()
textRect.centerx = DISPLAYSURF.get_rect().centerx
textRect.y = 150
DISPLAYSURF.blit(text, textRect)
# update the screen
pygame.display.update()
# the start up screen command
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
waiting = False
# amount of lives
lives = 3
img = BASICFONT.render('I'*lives, 1, WHITE)
livesRect = img.get_rect()
livesRect.topleft = (10, 10)
DISPLAYSURF.blit(img, livesRect)
# when False, the pattern is playing. when True, waiting for the player to click a colored button:
waitingForInput = False
while True: # main game loop
clickedButton = None # button that was clicked (set to YELLOW, RED, GREEN, or BLUE)
DISPLAYSURF.fill(bgColor)
drawButtons()
scoreSurf = BASICFONT.render('Score: ' + str(score), 1, WHITE)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WIDTH - 100, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
checkForQuit()
for event in pygame.event.get(): # event handling loop
if event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
clickedButton = getButtonClicked(mousex, mousey)
if not waitingForInput:
# play the pattern
pygame.display.update()
pygame.time.wait(1000)
pattern.append(random.choice((YELLOW, BLUE, RED, GREEN)))
for button in pattern:
flashButtonAnimation(button)
pygame.time.wait(FLASHDELAY)
waitingForInput = True
else:
# wait for the player to enter buttons
if clickedButton and clickedButton == pattern[currentStep]:
# pushed the correct button
flashButtonAnimation(clickedButton)
currentStep += 1
lastClickTime = time.time()
if currentStep == len(pattern):
# pushed the last button in the pattern
score += 1
waitingForInput = False
currentStep = 0 # reset back to first step
elif (clickedButton and clickedButton != pattern[currentStep]) or (currentStep != 0 and time.time() - TIMEOUT > lastClickTime):
# pushed the incorrect button, or has timed out
pattern = []
currentStep = 0
waitingForInput = False
lives = lives - 1
SOUNDTRACK.stop()
ERROR.play()
pygame.time.wait(1000)
SOUNDTRACK.play(-1, 0, 1000)
pygame.display.update()
if lives < 1:
gameOverAnimation()
# reset the variables for a new game:
pattern = []
currentStep = 0
waitingForInput = False
score = 0
pygame.time.wait(1000)
pygame.display.update()
FPSCLOCK.tick(FPS)
答案 0 :(得分:0)
在主循环中,您使用DISPLAYSURF.fill(bgColor)
填充整个背景,但不要再次绘制livesRect
。
答案 1 :(得分:0)
每次更改lives
时,都必须再次渲染
img = BASICFONT.render('I'*lives, 1, WHITE)
并在每个循环中显示
DISPLAYSURF.blit(img, livesRect)