(英语不是我的母语,所以请原谅任何错误。) (谢谢大家!)
当我单击按钮“ 1”时,将显示BE01,但如果不单击,将返回scene01Img。
我尝试在def BE01():中使用gameExit = true,但是不起作用。
pygame.init()
clock = pygame.time.Clock()
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(gameDisplay, ac,(x,y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(gameDisplay, ic,(x,y,w,h))
smallText = pygame.font.SysFont("comicsansms",20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
gameDisplay.blit(textSurf, textRect)
def BE01():
gameDisplay.fill(white)
gameDisplay.blit(BE01Img,(0,0))
button("BACK",350,450,100,50,black,gray,game_intro)
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
gameDisplay.blit(introImg,(0,0))
button("START",350,450,100,50,black,gray,game_loop)
pygame.display.update()
clock.tick(15)
def quitgame():
pygame.quit()
quit()
def game_loop():
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
gameDisplay.blit(scene01Img,(0,0))
button("1",200,450,100,50,black,gray,BE01)
pygame.display.update()
clock.tick(60)
game_intro()
game_loop()
pygame.quit()
quit()
单击按钮“ 1”后,将出现BE01并运行另一个程序,不应出现scene01。
答案 0 :(得分:0)
每个场景都应该有自己的loop
,并且当您按下按钮时,您应该转到新的loop
。
如果要在一个循环中更改元素,则将旧元素放在某个函数(即draw_intro
)中,将新元素放在另一个函数(即draw_other
)中-开始时使用{{1 }}循环播放,当您按下按钮时,将此功能替换为draw_intro
在Python中,您可以将函数名称(不带draw_other
)分配给变量
()
,然后使用此名称(使用show = print
)
()
您可以对show("Hello World")
,draw_intro
执行相同的操作。
在游戏内循环(在draw_other
之前),您可以设置
while
并在global draw
draw = draw_intro
while
当您按下按钮时,它应该代替功能
draw()
这里有完整的工作代码-我只删除了所有draw = draw_other
即可轻松运行它而没有图像。
blit(image)
编辑:
如果您以前没有使用过import pygame
black = (0,0,0)
white = (255,255,255)
gray = (128,128,128)
red = (255,0,0)
pygame.init()
gameDisplay = pygame.display.set_mode( (800,600))
clock = pygame.time.Clock()
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(gameDisplay, ac, (x,y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(gameDisplay, ic, (x,y,w,h))
smallText = pygame.font.SysFont("comicsansms",20)
textSurf = smallText.render(msg, True, red)
textRect = textSurf.get_rect()
textRect.center = ( (x+(w/2)), (y+(h/2)) )
gameDisplay.blit(textSurf, textRect)
def change_draw(new_draw):
global draw
draw = new_draw
def draw_BE01():
gameDisplay.fill(white)
#gameDisplay.blit(BE01Img,(0,0))
button("BACK",350,450,100,50,black,gray,lambda:change_draw(draw_intro))
def draw_intro():
gameDisplay.fill(white)
#gameDisplay.blit(introImg,(0,0))
button("START",350,450,100,50,black,gray,lambda:change_draw(draw_other))
def draw_other():
gameDisplay.fill(white)
#gameDisplay.blit(scene01Img,(0,0))
button("1",200,450,100,50,black,gray,lambda:change_draw(draw_BE01))
def quitgame():
pygame.quit()
quit()
def game_loop():
global draw
draw = draw_intro
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
draw()
pygame.display.update()
clock.tick(60)
game_loop()
pygame.quit()
quit()
,那么可以不用lamda
来使用它,但是您将需要lambda
,change_draw_to_intro
,change_draw_to_other
而不是单个change_draw_to_BE01
change_draw