Pygame不会立即加载菜单

时间:2014-01-08 18:24:01

标签: python pygame

我遇到了pygame的问题,谁能告诉我为什么它不显示菜单GUI?基本上,我希望它加载GUI,当我推送空间时,它选择“Play Game”并启动“Game”功能。但在它加载菜单之前,它只是简单的灰色。此外,当我击中太空时,它不会加载游戏。感谢。

BTW“游戏()”是我以下所做的一项功能,我想加载它。

import pygame, math, sys, random
pygame.init()

#Variables
darkYellow = 204,204,0
grey = 102, 102, 102
black = 0, 0, 0
white = 255, 255, 255
red = 255,0,0
marroon = 120, 0, 0
green = 0,255,0
blue = 0,0,255
darkBlue = 0,0,128

resolution = 650, 600
myFont = pygame.font.SysFont("Times New Roman", 30)
myFont2 = pygame.font.SysFont("Times New Roman", 15)
myFont3 = pygame.font.SysFont("Times New Roman", 60)

redLeft = 150, 575
redRight = 280, 575
blackLeft = 370, 575
blackRight = 500, 575
radius = 20

def main():
    global window
    window = pygame.display.set_mode(resolution)
    pygame.display.set_caption('Harrys Game')
    window.fill(grey)
    pygame.display.update()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit(); sys.exit()
main()

def mainMenu():

    rectWidth = 150
    rectHeight = 40

    #Draw buttons
    pygame.draw.rect(window, (white),(250, 150, rectWidth, rectHeight),0)
    pygame.draw.rect(window, (white),(250, 225, rectWidth, rectHeight),0)
    pygame.draw.rect(window, (white),(250, 300, rectWidth, rectHeight),0)
    highlight = pygame.draw.rect(window, (darkYellow),(250, 150, rectWidth,         rectHeight),0)
    pygame.display.update()

    playGameText = myFont.render("Play Game", 1, red)
    window.blit(playGameText, (260, 150))
    optionsText = myFont.render("Options", 1, red)
    window.blit(optionsText, (275, 225))
    exitText = myFont.render("Exit", 1, red)
    window.blit(exitText, (300, 300))
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
                game()
def game():
    startBar = pygame.draw.lines(window, black, False, [(0,545.46),(541.7,545.46)], 5)
    bar2 = pygame.draw.lines(window, black, False, [(0,490.92),(541.7,490.92)], 5)
    bar3 = pygame.draw.lines(window, black, False, [(0,436.38),(541.7,436.38)], 5)
    bar4 = pygame.draw.lines(window, black, False, [(0,381.84),(541.7,381.84)], 5)
    bar5 = pygame.draw.lines(window, black, False, [(0,327.3),(541.7,327.3)], 5)
    bar6 = pygame.draw.lines(window, black, False, [(0,272.76),(541.7,272.76)], 5)
    bar7 = pygame.draw.lines(window, black, False, [(0,218.22),(541.7,218.22)], 5)
    bar8 = pygame.draw.lines(window, black, False, [(0,163.68),(541.7,163.68)], 5)
    bar9 = pygame.draw.lines(window, black, False, [(0,109.14),(541.7,109.14)], 5)
    bar10 = pygame.draw.lines(window, black, False, [(0,54.6),(541.7,54.6)], 5)

    #Draw side columns
    rightBar = pygame.draw.lines(window, black, False, [(541.7,600),(541.7,0)], 5)
    leftBar = pygame.draw.lines(window, black, False, [(108.3,600),(108.3,0)], 5)
    centreBar = pygame.draw.lines(window, black, False, [(325,0),(325,600)], 5)

    #Right column text
    label1 = myFont2.render("You rolled a:", 1, black)
    window.blit(label1, (545, 20))
    rollLabel = myFont2.render("Hit space", 1, black)
    window.blit(rollLabel, (545, 100))
    rollLabel2 = myFont2.render("to roll again", 1, black)
    window.blit(rollLabel2, (545, 117))


    #Display column numbers
    start1 = myFont.render("START", 1, black)
    window.blit(start1, (8, 545.46))
    side2 = myFont.render("2", 1, black)
    window.blit(side2, (54.15, 490.92))
    side3 = myFont.render("3", 1, black)
    window.blit(side3, (54.15, 436.38))
    side4 = myFont.render("4", 1, black)
    window.blit(side4, (54.15, 381.84))
    side5 = myFont.render("SAFE 5", 1, black)
    window.blit(side5, (8, 327.3))
    side6 = myFont.render("6", 1, black)
   window.blit(side6, (54.15, 272.76))
    side7 = myFont.render("7", 1, black)
    window.blit(side7, (54.15, 218.22))
    side8 = myFont.render("8", 1, black)
    window.blit(side8, (54.15, 163.68))
    side9 = myFont.render("9", 1, black)
    window.blit(side9, (54.15, 109.14))
    side10 = myFont.render("10", 1, black)
    window.blit(side10, (54.15, 54.6))
    finish11 = myFont.render("FINISH", 1, black)
    window.blit(finish11, (8, 0))

game()

2 个答案:

答案 0 :(得分:0)

由于您从未调用mainMenu,因此该函数中的所有代码都不会被执行。

您可以修改main功能,使其调用mainMenu(并将两个event.get()循环合并在一起,因为您只需要一个):

import pygame, math, sys, random
pygame.init()

#Variables
darkYellow = 204,204,0
grey = 102, 102, 102
black = 0, 0, 0
white = 255, 255, 255
red = 255,0,0
marroon = 120, 0, 0
green = 0,255,0
blue = 0,0,255
darkBlue = 0,0,128

resolution = 650, 600
myFont = pygame.font.SysFont("Times New Roman", 30)
myFont2 = pygame.font.SysFont("Times New Roman", 15)
myFont3 = pygame.font.SysFont("Times New Roman", 60)

redLeft = 150, 575
redRight = 280, 575
blackLeft = 370, 575
blackRight = 500, 575
radius = 20


def mainMenu():

    rectWidth = 150
    rectHeight = 40

    #Draw buttons
    pygame.draw.rect(window, (white),(250, 150, rectWidth, rectHeight),0)
    pygame.draw.rect(window, (white),(250, 225, rectWidth, rectHeight),0)
    pygame.draw.rect(window, (white),(250, 300, rectWidth, rectHeight),0)
    highlight = pygame.draw.rect(window, (darkYellow),(250, 150, rectWidth,         rectHeight),0)
    pygame.display.update()

    playGameText = myFont.render("Play Game", 1, red)
    window.blit(playGameText, (260, 150))
    optionsText = myFont.render("Options", 1, red)
    window.blit(optionsText, (275, 225))
    exitText = myFont.render("Exit", 1, red)
    window.blit(exitText, (300, 300))
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit(); sys.exit()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
                game()

def main():
    global window
    window = pygame.display.set_mode(resolution)
    pygame.display.set_caption('Harrys Game')
    mainMenu()

main()

产生您想要的菜单:

enter image description here

答案 1 :(得分:0)

问题是,你打电话给你的游戏功能,绘制所有这些线,并立即返回。

然后,所有的东西都被mainMenu函数中的绘图代码所覆盖。

你最后也错过了display.update()

要解决此问题,我会在您的游戏功能中添加另一个事件循环,并在最后进行display.update()调用。