当我按下“播放”按钮启动游戏时,我已为其目标添加了计时器,当我死亡并单击“重新启动”按钮时,它重新启动了。这是我面临的两个问题:
这是游戏循环功能
def menu():
...
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
print(int(pygame.time.get_ticks()/1000))
output = "Time: {0}".format(pygame.time.get_ticks()/1000)
keys = pygame.key.get_pressed()
...
if player.colliderect(finish_line):
print("You beat the game")
print("You beat the game in", output, "seconds")
return victory_screen
# Drawing everything
screen.fill(WHITE)
text = font.render(output, True, BLACK)
screen.blit(text, [1070, 30])
pygame.draw.rect(screen, YELLOW, finish_line)
for wall in walls:
pygame.draw.rect(screen, BLACK, wall)
for rect in rightredrects:
pygame.draw.rect(screen, RED, rect)
for rect in leftredrects:
pygame.draw.rect(screen, RED, rect)
for rect in upanddownredrects:
pygame.draw.rect(screen, RED, rect)
pygame.draw.rect(screen, GREEN, player)
clock.tick(60)
pygame.display.flip()
如果需要,这里是完整的代码:
import pygame
import sys
import time
pygame.init()
pygame.display.set_caption("Protostar")
screen_width, screen_height = 1200, 600
screen = pygame.display.set_mode((screen_width, screen_height))
clock = pygame.time.Clock()
BLUE = pygame.Color('dodgerblue3')
ORANGE = pygame.Color('sienna3')
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (13, 255, 0)
DARK_GREEN = (0, 225, 0)
BRIGHT_GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
font = pygame.font.Font(None, 25)
frame_rate = 60
image1 = pygame.image.load("/Users/xy/Desktop/menupy2.png")
frame_count = 0
start_time = 90
class Walls(pygame.Rect):
def __init__(self, x, y, w, h):
super().__init__(x, y, w, h)
class LeftRedRect(pygame.Rect):
def __init__(self, x, y, w, h, vel):
# Calling the __init__ method of the parent class
super().__init__(x, y, w, h)
self.vel = vel
def update(self):
self.x += self.vel # Moving
if self.right > 600 or self.left < 320: # If it's not in this area
self.vel = -self.vel # Inverting the direction
class RightRedRect(pygame.Rect):
def __init__(self, x, y, w, h, vel):
super().__init__(x, y, w, h)
self.vel = vel
def update(self):
self.x += self.vel
if self.right > 1180 or self.left < 620:
self.vel = -self.vel
class UpAndDownRedRect(pygame.Rect):
def __init__(self, x, y, w, h, vel):
super().__init__(x, y, w, h)
self.vel = vel
def update(self):
self.y += self.vel
if self.top < 20 or self.bottom > 535:
self.vel = -self.vel
def quit_game():
pygame.quit()
sys.exit()
def message_display(text):
largeText = pygame.font.Font(None, 115)
screen.blit(largeText.render(text, True, BLUE), (370, 250))
pygame.display.update()
pygame.time.wait(1000)
def text_objects(text, font):
textSurface = font.render(text, True, BLACK)
return textSurface, textSurface.get_rect()
def button(msg, x, y, w, h, ic, ac, 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, ac, (x, y, w, h))
if click[0] == 1 and action is not None:
action()
else:
pygame.draw.rect(screen, ic, (x, y, w, h))
smallText = pygame.font.Font("freesansbold.ttf",35)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ((x+(w/2)), (y+(h/2)))
screen.blit(textSurf, textRect)
def restart():
next_scene = None
def start_game():
nonlocal next_scene
next_scene = menu
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
if next_scene is not None:
return next_scene
screen.fill(WHITE)
largeText = pygame.font.Font(None, 115)
screen.blit(largeText.render("You lost", True, BLUE), (445, 75))
button("Restart", 525, 250, 150, 60, DARK_GREEN, BRIGHT_GREEN, start_game)
button("Quit", 525, 350, 150, 60, DARK_GREEN, BRIGHT_GREEN, quit_game)
pygame.display.flip()
clock.tick(60)
def victory_screen():
next_scene = None
def start_game():
nonlocal next_scene
next_scene = menu
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
if next_scene is not None:
return next_scene
screen.fill(WHITE)
largeText = pygame.font.Font(None, 115)
screen.blit(largeText.render("Congratulations!", True, BLUE), (270, 80))
largeText = pygame.font.Font(None, 60)
screen.blit(largeText.render("You beat the game!", True, BLUE), (410, 180))
button("Restart", 525, 300, 150, 60, DARK_GREEN, BRIGHT_GREEN, start_game)
button("Quit", 525, 400, 150, 60, DARK_GREEN, BRIGHT_GREEN, quit_game)
pygame.display.flip()
clock.tick(frame_rate)
def instructions_screen():
next_scene = None
def start_game():
nonlocal next_scene
next_scene = menu
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
if next_scene is not None:
return next_scene
screen.fill(WHITE)
largeText = pygame.font.Font(None, 115)
smallText = pygame.font.Font(None, 60)
screen.blit(largeText.render("Instructions", True, BLUE), (362, 50))
screen.blit(smallText.render("Goal of the game: Reach the yellow rectangle", True, BLACK), (148, 150))
screen.blit(smallText.render("How to move: Upper arrow - up", True, BLACK), (148, 210))
screen.blit(smallText.render("Lower arrow - down", True, BLACK), (429, 250))
screen.blit(smallText.render("Left arrow - left", True, BLACK), (429, 290))
screen.blit(smallText.render("Right arrow - right", True, BLACK), (429, 330))
button("Play", 525, 430, 150, 60, DARK_GREEN, BRIGHT_GREEN, start_game)
pygame.display.flip()
clock.tick(60)
def front_page():
next_scene = None
def start_game():
nonlocal next_scene
next_scene = menu
def show_instructions_screen():
nonlocal next_scene
next_scene = instructions_screen
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
if next_scene is not None:
return next_scene
screen.fill(WHITE)
screen.blit(image1, (0,0))
largeText = pygame.font.Font(None, 140)
screen.blit(largeText.render("Protostar", True, BLUE), (389, 50))
button("Play", 525, 200, 150, 60, DARK_GREEN, BRIGHT_GREEN, start_game)
button("Quit", 525, 400, 150, 60, DARK_GREEN, BRIGHT_GREEN, quit_game)
button("Info", 525, 300, 150, 60, DARK_GREEN, BRIGHT_GREEN, show_instructions_screen)
pygame.display.flip()
clock.tick(frame_rate)
def menu():
vel = 4
vel_left = 5
vel_right = -5
vel_up = 7
player = pygame.Rect(40, 45, 30, 30)
finish_line = pygame.Rect(620, 535, 560, 45)
walls = [
Walls(0, 0, 1200, 20), Walls(0, 0, 20, 600),
Walls(0, 580, 1200, 20), Walls(1180, 0, 20, 600),
Walls(300, 0, 20, 530), Walls(20, 100, 230, 20),
Walls(70, 200, 230, 20), Walls(20, 300, 230, 20),
Walls(70, 400, 230, 20), Walls(600, 100, 20, 500)
]
leftredrects = [
LeftRedRect(320, 120, 30, 30, vel_left),
LeftRedRect(320, 240, 30, 30, vel_left),
LeftRedRect(320, 360, 30, 30, vel_left),
LeftRedRect(570, 180, 30, 30, vel_right),
LeftRedRect(570, 300, 30, 30, vel_right),
LeftRedRect(570, 420, 30, 30, vel_right)
]
rightredrects = [
RightRedRect(1140, 120, 30, 30, vel_left),
RightRedRect(1140, 240, 30, 30, vel_left),
RightRedRect(1140, 360, 30, 30, vel_left),
RightRedRect(620, 180, 30, 30, vel_right),
RightRedRect(620, 300, 30, 30, vel_right),
RightRedRect(620, 420, 30, 30, vel_right),
]
upanddownredrects = [
UpAndDownRedRect(620, 20, 30, 30, vel_up),
UpAndDownRedRect(752, 505, 30, 30, vel_up),
UpAndDownRedRect(885, 20, 30, 30, vel_up),
UpAndDownRedRect(1016, 505, 30, 30, vel_up),
UpAndDownRedRect(1150, 20, 30, 30, vel_up)
]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
print(int(pygame.time.get_ticks()/1000))
output = "Time: {0}".format(pygame.time.get_ticks()/1000)
keys = pygame.key.get_pressed()
# Player coordinates
if keys[pygame.K_LEFT] and player.x > 0:
player.x -= vel
if keys[pygame.K_RIGHT] and player.x < 1200 - player.width:
player.x += vel
if keys[pygame.K_UP] and player.y > 0:
player.y -= vel
if keys[pygame.K_DOWN] and player.y < 600 - player.height:
player.y += vel
# Game logic
for wall in walls:
# Check if the player rectangle collides with a wall rectangle
if player.colliderect(wall):
print("Game over")
message_display("Game Over")
return restart
for rect in rightredrects:
rect.update() # Movement and bounds checking
if player.colliderect(rect):
print("Game over")
message_display("Game Over")
return restart
for rect in leftredrects:
rect.update()
if player.colliderect(rect):
print("Game over")
message_display("Game Over")
return restart
for rect in upanddownredrects:
rect.update()
if player.colliderect(rect):
print("Game over")
message_display("Game Over")
return restart
if player.colliderect(finish_line):
print("You beat the game")
print("You beat the game in", output, "seconds")
return victory_screen
# Drawing everything
screen.fill(WHITE)
text = font.render(output, True, BLACK)
screen.blit(text, [1070, 30])
pygame.draw.rect(screen, YELLOW, finish_line)
for wall in walls:
pygame.draw.rect(screen, BLACK, wall)
for rect in rightredrects:
pygame.draw.rect(screen, RED, rect)
for rect in leftredrects:
pygame.draw.rect(screen, RED, rect)
for rect in upanddownredrects:
pygame.draw.rect(screen, RED, rect)
pygame.draw.rect(screen, GREEN, player)
clock.tick(60)
pygame.display.flip()
def main():
scene = front_page
while scene is not None:
scene = scene()
main()
pygame.quit()
答案 0 :(得分:2)
在while循环开始之前,将开始时间分配给变量,然后通过从当前时间中减去该时间来计算通过时间:
start_time = pygame.time.get_ticks()
while True:
# ...
passed_time = pygame.time.get_ticks() - start_time
output = "Time: {0}".format(passed_time/1000)