我试图在我的乒乓游戏结束时添加一个def main以便更容易阅读,但是我试图做到这一点时遇到了问题。当我添加def main时,我只是得到一个黑屏,但没有它我得到了整个游戏。
import pygame
SCR_WID, SCR_HEI = 640, 480
class Player():
def __init__(self):
self.x, self.y = 16, SCR_HEI/2
self.speed = 3
self.padWid, self.padHei = 8, 64
self.score = 0
self.scoreFont = pygame.font.Font("imagine_font.ttf", 64)
def scoring(self):
scoreBlit = self.scoreFont.render(str(self.score), 1, (255, 255, 255))
screen.blit(scoreBlit, (32, 16))
if self.score == 10:
print ("player 1 wins!")
exit()
def movement(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.y -= self.speed
elif keys[pygame.K_s]:
self.y += self.speed
if self.y <= 0:
self.y = 0
elif self.y >= SCR_HEI-64:
self.y = SCR_HEI-64
def draw(self):
pygame.draw.rect(screen, (255, 255, 255), (self.x, self.y, self.padWid, self.padHei))
class Enemy(Player):
def __init__(self):
self.x, self.y = SCR_WID-16, SCR_HEI/2
self.speed = 3
self.padWid, self.padHei = 8, 64
self.score = 0
self.scoreFont = pygame.font.Font("imagine_font.ttf", 64)
def scoring(self):
scoreBlit = self.scoreFont.render(str(self.score), 1, (255, 255, 255))
screen.blit(scoreBlit, (SCR_HEI+92, 16))
if self.score == 10:
print ("Player 2 wins!")
exit()
def movement(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
self.y -= self.speed
elif keys[pygame.K_DOWN]:
self.y += self.speed
if self.y <= 0:
self.y = 0
elif self.y >= SCR_HEI-64:
self.y = SCR_HEI-64
def draw(self):
pygame.draw.rect(screen, (255, 255, 255), (self.x, self.y, self.padWid, self.padHei))
class Ball():
def __init__(self):
self.x, self.y = SCR_WID/2, SCR_HEI/2
self.speed_x = -3
self.speed_y = 3
self.size = 8
def movement(self):
self.x += self.speed_x
self.y += self.speed_y
#wall col
if self.y <= 0:
self.speed_y *= -1
elif self.y >= SCR_HEI-self.size:
self.speed_y *= -1
if self.x <= 0:
self.__init__()
enemy.score += 1
elif self.x >= SCR_WID-self.size:
self.__init__()
self.speed_x = 3
player.score += 1
##wall col
#paddle col
#player
for n in range(-self.size, player.padHei):
if self.y == player.y + n:
if self.x <= player.x + player.padWid:
self.speed_x *= -1
break
n += 1
#enemy
for n in range(-self.size, enemy.padHei):
if self.y == enemy.y + n:
if self.x >= enemy.x - enemy.padWid:
self.speed_x *= -1
break
n += 1
##paddle col
def draw(self):
pygame.draw.rect(screen, (255, 255, 255), (self.x, self.y, 8, 8))
SCR_WID, SCR_HEI = 640, 480
screen = pygame.display.set_mode((SCR_WID, SCR_HEI))
pygame.display.set_caption("Pong")
pygame.font.init()
clock = pygame.time.Clock()
FPS = 60
def main():
ball = Ball()
player = Player()
enemy = Enemy()
while True:
#process
for event in pygame.event.get():
if event.type == pygame.QUIT:
print ("Game exited by user")
exit()
##process
#logic
ball.movement()
player.movement()
enemy.movement()
##logic
#draw
screen.fill((0, 0, 0))
ball.draw()
player.draw()
player.scoring()
enemy.draw()
enemy.scoring()
##draw
#_______
pygame.display.flip()
clock.tick(FPS)
main()
答案 0 :(得分:2)
最后main()
的呼叫应为
if __name__ == "__main__":
main()
这样您就可以运行代码并运行函数了。你的缩进似乎有点偏。您的代码是否在空格方面正确构建?
答案 1 :(得分:0)
如前所述,您应该在脚本的末尾插入以下语句:
if __name__ == "__main__":
main()
这个答案将为您提供有关该陈述含义的更多信息。
What does if __name__ == "__main__": do?
简而言之,它告诉解释器它与函数main()有什么关系: 1)如果文件作为独立脚本执行,则自动运行它。 2)如果文件已作为模块从另一个脚本导入,请不要运行。 在您的情况下,想要的行为是第一。