我做了一个平台游戏,当我死的时候,我希望有一个场景游戏。我已经成功地能够在我的玩家精灵显示其死动画之后,在屏幕上显示游戏结束场景。然而,当gameover屏幕将我带回主菜单,并且我点击播放时,它显然会让我回到我的精灵死了。基本上在我的精灵被杀之后我想让动画恢复正常(走路)而不是继续死。死亡动画在与敌人或陷阱发生碰撞时发生。这似乎是一项非常复杂的任务,我只是想对某人提出意见。有帮助吗?顺便说一句,我的代码的前三分之一是玩家类,其中底部三分之二是屏幕上的游戏等...
class Player(pygame.sprite.Sprite):
def __init__(self,x,y,width = 65, height = 35):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.hspeed,self.vspeed = 0,0
self.speed = 2
self.images=[]
r0 = pygame.image.load("Images\Player\i1.png")
r1 = pygame.image.load("Images\Player\i2.png")
r2 = pygame.image.load("Images\Player\i3.png")
r3 = pygame.image.load("Images\Player\i4.png")
self.hurt = pygame.image.load("Images\Player\Hurt.png")
self.images.append(r0)
self.images.append(r1)
self.images.append(r2)
self.images.append(r3)
self.rotatedimages = []
rr0 = pygame.transform.flip(r0 ,True, False)
rr1 = pygame.transform.flip(r1 ,True, False)
rr2 = pygame.transform.flip(r2 ,True, False)
rr3 = pygame.transform.flip(r3 ,True, False)
self.rotatedimages.append(rr0)
self.rotatedimages.append(rr1)
self.rotatedimages.append(rr2)
self.rotatedimages.append(rr3)
self.gravity = 0.35
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(self.x,self.y,width,height)
self.TimeNum=0
self.TimeTarget=10
self.Timer = 0
self.collision = False
def update(self, event = None):
self.calcgravity()
self.rect.x += self.hspeed
self.rect.y += self.vspeed
key = pygame.key.get_pressed()
if key[pygame.K_RIGHT]:
self.TimeNum+=1
if self.TimeNum == self.TimeTarget:
self.index +=1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
self.TimeNum = 0
print(self.Timer)
if key[pygame.K_LEFT]:
self.TimeNum+=1
if self.TimeNum == self.TimeTarget:
self.index +=1
if self.index >= len(self.rotatedimages):
self.index = 0
self.image = self.rotatedimages[self.index]
self.TimeNum = 0
def calcgravity(self):
if self.vspeed == 0:
self.vspeed = 1
else:
self.vspeed += self.gravity
#This is what i dont understand
def dead(self):
PlayerDead.play(loops = 0, maxtime = 100)
self.Timer += 1
if self.Timer >= 10:
self.images.append(self.hurt)
self.image = self.hurt
self.hspeed = 0
if self.Timer == 20:
GameOver()
def move(self, hspeed, vspeed):
self.hspeed += hspeed
self.vspeed += vspeed
def Level1PlatColl(self, BlockListGrass, TrapList, enemygroup, PowerUps):
PlatformCollision = pygame.sprite.spritecollide(self, BlockListGrass, False )
for each_object in PlatformCollision:
if self.vspeed > 0:
self.rect.bottom = each_object.rect.top
self.vspeed = 0
if self.vspeed < 0:
self.rect.top = each_object.rect.bottom
self.vspeed = 0
TrapCollision = pygame.sprite.spritecollide(self,TrapList,False )
for each_trap in TrapCollision:
self.dead()
#there might be something i could do here but i dont know what
EnemyCollision = pygame.sprite.spritecollide(self,enemygroup,False )
for each_object in EnemyCollision:
self.dead()
PowerUpsCollision = pygame.sprite.spritecollide(self,PowerUps,False )
for speedboost in PowerUpsCollision:
PowerUps.remove(speedboost)
def text_objects(text, font):
textSurface = font.render(text, True, (0,0,0))
return textSurface, textSurface.get_rect()
def GameOver():
## PlayerDead.stop()
## SpearAttack.stop()
## SadTrombone.play()
screen.blit(pygame.image.load("background0.jpg").convert(), (0,0))
largeText = pygame.font.SysFont("elephant",60)
TextSurf, TextRect = text_objects("GameOver", largeText)
TextRect.center = ((screen_width/2),(screen_height/2))
screen.blit(TextSurf, TextRect)
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
Buttons("BACK TO MAIN MENU",100,500,400,50,TURQUOISE,DARK_TURQUOISE,"back")
pygame.display.update()
clock.tick(15)
def Buttons(msg,x,y,w,h,inactive,active,action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(screen, active, (x,y,w,h))
if click[0]==1 and action != None:
if action == "play":
#music.stop()
main()
if action == "instructions":
Instructions()
if action == "next_level":
#music.stop()
main2()
if action == "nextlevel":
main3()
if action == "back":
#music.stop()
#this is the button where i can get back to main menu
GameIntro()
else:
pygame.draw.rect(screen, inactive , (x,y,w,h))
ButtonFont = pygame.font.SysFont("elephant",30)
TextSurf, TextRect = text_objects(msg, ButtonFont)
TextRect.center = ((x+w/2),(y+h/2))
screen.blit(TextSurf,TextRect)
答案 0 :(得分:0)
将所有游戏开始变量包装到一个函数中,这样您就可以在需要再次启动游戏时调用它。基本上你用游戏功能做了什么。除了重置变量的开始游戏功能。
答案 1 :(得分:0)
定义一个从一开始就初始化游戏的功能。 所以,在第一次,你通过调用开始游戏,
new_game()
之后,当游戏结束时,你可以使用条件来开始新游戏,或者创建一个新的 game_over()函数来处理 new_game无法处理的事情强>功能。
if game_ending_condition:
new_game()
通过这种方式,您可以避免在 game_over 功能中将所有变量重新分配给起始值。