Over View
我正处于一个我想在游戏中添加几个“额外”菜单的阶段。我通过创建暂停菜单并计划使用相同的概念创建“商店”和“玩家创建”以及“迷你游戏”来启动此操作。
问题
到目前为止,我已经想到了一个菜单,但是如果鼠标移动它会停止,而我不确定当按下继续时它是否会继续。
代码
这是我的代码: 导入pygame,随机,时间 pygame.init()
#Screen
SIZE = width, height = 1280, 720 #Make sure background image is same size
SCREEN = pygame.display.set_mode(SIZE)
pygame.display.set_caption("Cube")
#Events
done = False
menu_on = True
game_start = False
pause = False
#Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREY = (51,51,51)
YELLOW = (255, 255, 153)
PURPLE = (153, 102, 255)
RED = (255, 0 ,0)
GREEN = (0, 255, 0)
#Fonts
FONT = pygame.font.SysFont("Trebuchet MS", 25)
FONT_2 = pygame.font.SysFont("Trebuchet MS", 40)
MENU_FONT = (FONT_2)
FONT_HUD = pygame.font.SysFont("Trebuchet MS", 40)
#Info
time = 0
minute = 0
hour = 0
day = 0
year = 0
counter = 0
blink_clock = 0
blink = 0
hunger = 100
fun = 100
health = 100
feeling = 3
#Hunger
HUNGERFONT = FONT_HUD.render("Hunger:{0:03}".format(hunger),1, BLACK) #zero-pad day to 3 digits
HUNGERFONTR=HUNGERFONT.get_rect()
HUNGERFONTR.center=(886, 625)
HUNGERFONT_R = FONT_HUD.render("Hunger:{0:03}".format(hunger),1, RED) #zero-pad day to 3 digits
HUNGERFONT_RR=HUNGERFONT_R.get_rect()
HUNGERFONT_RR.center=(885, 625)
HUNGERFONT_G = FONT_HUD.render("Hunger:{0:03}".format(hunger),1, GREEN) #zero-pad day to 3 digits
HUNGERFONT_GR=HUNGERFONT_G.get_rect()
HUNGERFONT_GR.center=(885, 625)
#Fun
FUNFONT = FONT_HUD.render("Fun:{0:03}".format(fun),1, BLACK) #zero-pad day to 3 digits
FUNFONTR=FUNFONT.get_rect()
FUNFONTR.center=(626, 625)
FUNFONT_R = FONT_HUD.render("Fun:{0:03}".format(fun),1, RED) #zero-pad day to 3 digits
FUNFONT_RR=FUNFONT_R.get_rect()
FUNFONT_RR.center=(625, 625)
FUNFONT_G = FONT_HUD.render("Fun:{0:03}".format(fun),1, GREEN) #zero-pad day to 3 digits
FUNFONT_GR=FUNFONT_G.get_rect()
FUNFONT_GR.center=(625, 625)
#Health
HEALTHFONT = FONT_HUD.render("Health:{0:03}".format(health),1, BLACK) #zero-pad day to 3 digits
HEALTHFONTR=HEALTHFONT.get_rect()
HEALTHFONTR.center=(366, 625)
HEALTHFONT_R = FONT_HUD.render("Health:{0:03}".format(health),1, RED) #zero-pad day to 3 digits
HEALTHFONT_RR=HEALTHFONT_R.get_rect()
HEALTHFONT_RR.center=(365, 625)
HEALTHFONT_G = FONT_HUD.render("Health:{0:03}".format(health),1, GREEN) #zero-pad day to 3 digits
HEALTHFONT_GR=HEALTHFONT_G.get_rect()
HEALTHFONT_GR.center=(365, 625)
#Year
YEARFONT = FONT.render("Year:{0:03}".format(year),1, BLACK) #zero-pad day to 3 digits
YEARFONTR=YEARFONT.get_rect()
YEARFONTR.center=(885, 20)
#Day
DAYFONT = FONT.render("Day:{0:03}".format(day),1, BLACK) #zero-pad day to 3 digits
DAYFONTR=DAYFONT.get_rect()
DAYFONTR.center=(985, 20)
#Hour
HOURFONT = FONT.render("Hour:{0:02}".format(hour),1, BLACK) #zero-pad hours to 2 digits
HOURFONTR=HOURFONT.get_rect()
HOURFONTR.center=(1085, 20)
#Minute
MINUTEFONT = FONT.render("Minute:{0:02}".format(minute),1, BLACK) #zero-pad minutes to 2 digits
MINUTEFONTR=MINUTEFONT.get_rect()
MINUTEFONTR.center=(1200, 20)
#Characters
def load_image(cube):
image = pygame.image.load(cube)
return image
class Menu:
hovered = False
def __init__(self, text, pos):
self.text = text
self.pos = pos
self.set_rect()
self.draw()
def draw(self):
self.set_rend()
SCREEN.blit(self.rend, self.rect)
def set_rend(self):
self.rend = MENU_FONT.render(self.text, 1, self.get_color())
def get_color(self):
if self.hovered:
return (PURPLE)
else:
return (YELLOW)
def set_rect(self):
self.set_rend()
self.rect = self.rend.get_rect()
self.rect.topleft = self.pos
class Cube_black(pygame.sprite.Sprite):
def __init__(self):
super(Cube_black, self).__init__()
self.images = []
self.images.append(load_image('Cube_black.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(440, 180, 74, 160)
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
class Eye_black(pygame.sprite.Sprite):
def __init__(self):
super(Eye_black, self).__init__()
self.images = []
self.images.append(load_image('Eye_grey.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(440, 180, 74, 160)
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
class Mood_good(pygame.sprite.Sprite):
def __init__(self):
super(Mood_good, self).__init__()
self.images = []
self.images.append(load_image('Good.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(440, 180, 74, 160)
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
class Mood_fine(pygame.sprite.Sprite):
def __init__(self):
super(Mood_fine, self).__init__()
self.images = []
self.images.append(load_image('Fine.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(440, 180, 74, 160)
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
class Blink(pygame.sprite.Sprite):
def __init__(self):
super(Blink, self).__init__()
self.images = []
self.images.append(load_image('Blink.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(440, 180, 74, 160)
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
class Blank(pygame.sprite.Sprite):
def __init__(self):
super(Blank, self).__init__()
self.images = []
self.images.append(load_image('Blank.png'))
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(440, 180, 74, 160)
def update(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
cube_color = Cube_black()
cube = pygame.sprite.Group(cube_color)
eye_color = Eye_black()
eye = pygame.sprite.Group(eye_color)
mood_feeling_g = Mood_good()
mood_good = pygame.sprite.Group(mood_feeling_g)
mood_feeling_f = Mood_fine()
mood_fine = pygame.sprite.Group(mood_feeling_f)
blink = Blink()
blinking = pygame.sprite.Group(blink)
blankcube = Blank()
blankgroup = pygame.sprite.Group(blankcube)
start_game = [Menu("START GAME", (140, 105))]
help_ = [Menu("HELP", (140, 155))]
quit_ = [Menu("QUIT", (140, 205))]
pause = [Menu("PAUSE GAME", (140, 105))]
continue_game = [Menu("CONTINUE", (140, 55))]
#Game Speed
clock = pygame.time.Clock()
FPS = 60
CLOCKTICK = pygame.USEREVENT+1
pygame.time.set_timer(CLOCKTICK, 1000)
SCREEN.fill(WHITE)
while not done:
if pause == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
pause = True
if menu_on == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
SCREEN.fill(GREY)
for Menu in help_:
if Menu.rect.collidepoint(pygame.mouse.get_pos()):
Menu.hovered = True
else:
Menu.hovered = False
Menu.draw()
for Menu in quit_:
if Menu.rect.collidepoint(pygame.mouse.get_pos()):
Menu.hovered = True
if event.type == pygame.MOUSEBUTTONDOWN:
done = True
else:
Menu.hovered = False
Menu.draw()
for Menu in start_game:
if Menu.rect.collidepoint(pygame.mouse.get_pos()):
Menu.hovered = True
if event.type == pygame.MOUSEBUTTONDOWN:
game_start = True
else:
Menu.hovered = False
Menu.draw()
cube.update()
cube.draw(SCREEN)
eye.update()
eye.draw(SCREEN)
mood_good.update()
mood_good.draw(SCREEN)
if blink == 1:
blinking.update()
blinking.draw(SCREEN)
if event.type == CLOCKTICK:
blink_clock = blink_clock + 1
if blink_clock == 1:
blink_clock = 0
blink = random.randint(0, 1)
if blink == 1:
blinking.update()
blinking.draw(SCREEN)
if blink_clock == 1:
blink = 0
blankgroup.update()
blankgroup.draw(SCREEN)
if pause == True:
game_start == False
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
SCREEN.fill(GREY)
for Menu in help_:
if Menu.rect.collidepoint(pygame.mouse.get_pos()):
Menu.hovered = True
else:
Menu.hovered = False
Menu.draw()
for Menu in quit_:
if Menu.rect.collidepoint(pygame.mouse.get_pos()):
Menu.hovered = True
if event.type == pygame.MOUSEBUTTONDOWN:
done = True
else:
Menu.hovered = False
Menu.draw()
for Menu in continue_game:
if Menu.rect.collidepoint(pygame.mouse.get_pos()):
Menu.hovered = True
if event.type == pygame.MOUSEBUTTONDOWN:
game_start = True
else:
Menu.hovered = False
Menu.draw()
cube.update()
cube.draw(SCREEN)
eye.update()
eye.draw(SCREEN)
mood_good.update()
mood_good.draw(SCREEN)
if blink == 1:
blinking.update()
blinking.draw(SCREEN)
if event.type == CLOCKTICK:
blink_clock = blink_clock + 1
if blink_clock == 1:
blink_clock = 0
blink = random.randint(0, 1)
if blink == 1:
blinking.update()
blinking.draw(SCREEN)
if blink_clock == 1:
blink = 0
blankgroup.update()
blankgroup.draw(SCREEN)
if game_start == True:
menu_on = False
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
pause = True
else: pause = False
if event.type == pygame.QUIT:
done = True
elif event.type == CLOCKTICK:
minute = minute + 1
if minute == 60:
hour = hour + 1
minute = 0
if minute < 60:
if hunger > 0:
hunger = hunger - 2
else: hunger = hunger
if fun > 0:
fun = fun - 2
else: fun = fun
if health > 0:
health = health - 1
else: health = health
if hour == 24:
day = day + 1
hour = 0
if day == 365:
year = year + 1
day = 0
blink_clock = blink_clock + 1
if blink_clock == 1:
blink_clock = 0
blink = random.randint(0, 1)
if blink_clock == 1:
blink = 0
SCREEN.fill(WHITE)
cube.update()
cube.draw(SCREEN)
eye.update()
eye.draw(SCREEN)
if feeling >= 4:
mood_good.update()
mood_good.draw(SCREEN)
if feeling == 3 :
mood_fine.update()
mood_fine.draw(SCREEN)
if blink == 1:
blinking.update()
blinking.draw(SCREEN)
blankgroup.update()
blankgroup.draw(SCREEN)
MINUTEFONT = FONT.render("Minute:{0:02}".format(minute), 1, BLACK)
SCREEN.blit(MINUTEFONT, MINUTEFONTR)
HOURFONT = FONT.render("Hour:{0:02}".format(hour), 1, BLACK)
SCREEN.blit(HOURFONT, HOURFONTR)
DAYFONT = FONT.render("Day:{0:03}".format(day), 1, BLACK)
SCREEN.blit(DAYFONT, DAYFONTR)
YEARFONT = FONT.render("Year:{0:03}".format(year), 1, BLACK)
SCREEN.blit(YEARFONT, YEARFONTR)
#Hunger
HUNGERFONT = FONT_HUD.render("Hunger:{0:03}".format(hunger),1, BLACK)
SCREEN.blit(HUNGERFONT, HUNGERFONTR)
if hunger >= 75:
HUNGERFONT_G = FONT_HUD.render("Hunger:{0:03}".format(hunger),1, GREEN)
SCREEN.blit(HUNGERFONT_G, HUNGERFONT_RR)
feeling = feeling + 1
if hunger <= 25:
HUNGERFONT_R = FONT_HUD.render("Hunger:{0:03}".format(hunger),1, RED)
SCREEN.blit(HUNGERFONT_R, HUNGERFONT_GR)
feeling = feeling - 1
if hunger == 74:
feeling = feeling -1
#Fun
FUNFONT = FONT_HUD.render("Fun:{0:03}".format(fun),1, BLACK)
SCREEN.blit(FUNFONT, FUNFONTR)
if fun >= 75:
FUNFONT_G = FONT_HUD.render("Fun:{0:03}".format(fun),1, GREEN)
SCREEN.blit(FUNFONT_G, FUNFONT_RR)
feeling = feeling + 1
if fun <= 25:
FUNFONT_R = FONT_HUD.render("Fun:{0:03}".format(fun),1, RED)
SCREEN.blit(FUNFONT_R, FUNFONT_GR)
if fun == 74:
feeling = feeling -1
#Health
HEALTHFONT = FONT_HUD.render("Health:{0:03}".format(health),1, BLACK)
SCREEN.blit(HEALTHFONT, HEALTHFONTR)
if health >= 75:
HEALTHFONT_G = FONT_HUD.render("Health:{0:03}".format(health),1, GREEN)
SCREEN.blit(HEALTHFONT_G, HEALTHFONT_RR)
feeling = feeling + 1
if health <= 25:
HEALTHFONT_R = FONT_HUD.render("Health:{0:03}".format(health),1, RED)
SCREEN.blit(HEALTHFONT_R, HEALTHFONT_GR)
feeling = feeling - 1
if health == 74:
feeling = feeling -1
print(event)
clock.tick(FPS)
pygame.display.flip()
pygame.quit()
答案 0 :(得分:0)
暂停应该来自一个事件。
你想要按键'P',对吗?
paused = False
while game_loop:
for event in pygame.event.get():
if event.type==KEYDOWN:
if event.key=='P':
paused = not paused
//other events
if paused:
//draw pause menu here
pause() //This function will have its own pause loop running until
//you select an item in the pause menu
//and will set paused = not paused on exit
else:
//draw main game here
这是通过添加到主事件队列来实现的。始终在其中添加事件。
你也可以查看这个蛇游戏。它有暂停菜单。按ESC键即可!
编辑:对不起,我没有提供蛇游戏的任何链接。 https://github.com/sk364/fun-snake-attack/blob/master/game.py#L508然后,您可以创建一个暂停菜单,该菜单将有自己的事件循环