问题描述
我正在制作一个飞船游戏,你可以控制飞船并发射子弹来摧毁敌方飞船。当您输掉比赛时单击重试按钮,您应该能够重播和关闭游戏。然而,即使我可以玩多次,我也无法关闭窗口。我认为这与检查是否单击了再试按钮的 if 语句有关。或者它可能与其他事情有关。如何修复它以便我可以随时关闭窗口?
这是我当前的代码:
import pygame
from pygame.locals import *
from random import randint,choice
from tools import *
pygame.init()
pygame.font.init()
SCREEN_X = 800
SCREEN_Y = 500
CENTER_POS = (400,225)
screen = pygame.display.set_mode((SCREEN_X,SCREEN_Y))
class Spaceship(pygame.sprite.Sprite):
"""A spaceship object. Used for the player."""
def __init__(self,s,x,y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x,self.y = x,y
self.image = pygame.image.load("spaceship.png")
self.image = pygame.transform.scale(self.image,(175,175))
self.rect = self.image.get_rect()
self.rect.center = (self.x,self.y)
def update(self):
"""Updates the spaceship rect"""
self.rect.center = (self.x,self.y)
class Bullet(pygame.sprite.Sprite):
"""A bullet object. Appears when the player clicks."""
def __init__(self,y
self.image = pygame.image.load("bullet.png")
self.image = pygame.transform.scale(self.image,(100,100))
self.rect = self.image.get_rect()
self.rect.center = (self.x,self.y)
def update(self):
"""Let's the bullet move upward."""
self.y -= 5
self.rect.center = (self.x,self.y)
if self.y < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
"""An enemy object. The player's job is to destroy enemies."""
def __init__(self,y,t):
pygame.sprite.Sprite.__init__(self)
self.type = t
self.screen,self.x,self.y = s,y
self.image = pygame.image.load(get_enemy_image()[self.type])
# There is an if statement because the
# N1 galaxy fighter and M7 Comet Glider need different sizes
if self.type == "N1 galaxy fighter":
self.image = pygame.transform.scale(self.image,(235,215))
elif self.type == "M7 Comet Glider":
self.image = pygame.transform.scale(self.image,(155,215))
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
self.rect.center = (self.x,self.y)
self.score_given = get_enemy_given_score()[self.type]
def update(self):
if self.y < 0:
self.kill()
self.y += 3
self.rect.center = (self.x,self.y)
class GameOverBackground(pygame.sprite.Sprite):
"""The game over background object."""
def __init__(self,size=(100,100)):
pygame.sprite.Sprite.__init__(self)
self.screen,y
self.size = size
self.image = pygame.image.load("Game_Over.jpg")
self.image = pygame.transform.scale(self.image,self.size)
self.rect = self.image.get_rect()
def blitme(self):
"""Blits the game over image on the screen"""
self.screen.blit(self.image,self.rect)
class Coin(pygame.sprite.Sprite):
"""A coin object."""
def __init__(self,pos=(0,0),100)):
pygame.sprite.Sprite.__init__(self)
self.x,self.y = pos[0],pos[1]
self.size = size
self.image = pygame.image.load("coin.png")
self.image = pygame.transform.scale(self.image,self.size)
self.rect = self.image.get_rect()
self.rect.center = (self.x,self.y)
def update(self):
"""Updates the coin rect"""
self.rect.center = (self.x,self.y)
class StartButton(pygame.sprite.Sprite):
def __init__(self,size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("start_button.png")
if size is not None:
self.image = pygame.transform.scale(self.image,size)
self.rect = self.image.get_rect()
self.rect.center = (self.x,self.y)
def blitme(self):
self.screen.blit(self.image,self.rect)
class TryAgainButton(pygame.sprite.Sprite):
def __init__(self,size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("try_again.png")
if size is not None:
self.image = pygame.transform.scale(self.image,self.rect)
def main():
bg = GameOverBackground(screen,size=(800,500))
spaceship = Spaceship(screen,400,400)
start_button = StartButton(screen,CENTER_POS[0],CENTER_POS[1],size=(300,195))
button_rect = start_button.image.get_rect(topleft=(start_button.x,start_button.y))
game_started = False
try_again_button = TryAgainButton(screen,CENTER_POS[1]+215,195))
button_rect_2 = try_again_button.image.get_rect(topleft=(try_again_button.x,try_again_button.y))
try_again = False
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
coins = pygame.sprite.Group()
clock = pygame.time.Clock()
enemy_interval = 2000
enemy_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_event,enemy_interval)
coin_interval = 3500
coin_event = pygame.USEREVENT + 1
pygame.time.set_timer(coin_event,coin_interval)
score = 0
lives = 3
with open("high_score.txt","r") as file:
highscore = file.read()
font = pygame.font.SysFont("Arial",30)
score_text_surface = font.render("score: {:,}".format(score),True,(0,0))
lives_text_surface = font.render("HP: %s" % lives,0))
high_score_text_surface = font.render("High score: %s" % highscore,0))
spaceship_collided = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == MOUSEBUTTONDOWN:
if not game_started:
if button_rect.collidepoint(event.pos):
game_started = True
if game_started is True and button_rect_2.collidepoint(event.pos):
try_again = True
if game_started and event.type == MOUSEBUTTONDOWN:
bullet = Bullet(screen,spaceship.x,spaceship.y - 20)
bullets.add(bullet)
if game_started and event.type == enemy_event and not lives <= 0:
enemy = Enemy(screen,randint(-100,725),choice(["N1 galaxy fighter","M7 Comet Glider"]))
enemies.add(enemy)
if game_started and event.type == coin_event and not lives <= 0:
if len(coins) < 100:
coins.add(Coin((randint(-125,750),randint(-200,400))))
screen.fill((255,255,255)) # DO NOT DRAW ANYTHING IN FRONT OF THIS LINE,I'M WARNING YOU
if not game_started:
start_button.blitme()
if try_again:
main()
if game_started:
bullets.update()
key = pygame.key.get_pressed()
amount = 5
if key[pygame.K_a]:
spaceship.x -= amount
elif key[pygame.K_d]:
spaceship.x += amount
elif key[pygame.K_w]:
spaceship.y -= amount
elif key[pygame.K_s]:
spaceship.y += amount
spaceship.update()
if not lives <= 0:
screen.blit(spaceship.image,spaceship.rect)
if not lives <= 0:
bullets.draw(screen)
enemies.draw(screen)
coins.update()
coins.draw(screen)
for i in enemies:
i.update()
if pygame.sprite.spritecollide(i,bullets,True):
score += i.score_given
i.kill()
if spaceship_collided and lives <= 0:
bg.blitme()
if score > int(highscore):
with open("high_score.txt","w") as file:
file.write(str(score))
if score >= 99999:
score = 99999
if not lives <= 0:
score_text_surface = font.render("score: {:,0))
screen.blit(score_text_surface,(590,0))
lives_text_surface = font.render("HP: %s" % lives,0))
screen.blit(lives_text_surface,(260,0))
high_score_text_surface = font.render("High score: %s" % highscore,0))
screen.blit(high_score_text_surface,(360,0))
if pygame.sprite.spritecollide(spaceship,enemies,dokill=True):
lives -= 1
spaceship_collided = True
if pygame.sprite.spritecollide(spaceship,coins,dokill=True):
score += 10
if lives <= 0:
try_again_button.blitme()
pygame.display.update()
clock.tick(60)
if __name__ == "__main__":
main()
解决方法
你不能那样做。切勿递归运行主应用程序循环。问题是
if try_again:
main()
您实际上是在进行中的游戏中开始新游戏。如果要关闭游戏,则需要关闭之前启动的所有游戏。因此,您必须多次按关闭。
不是递归调用 main
,而是必须重置所有游戏状态或循环调用 main
。
在您的特定情况下,后面的解决方案更容易实现。删除递归调用但设置 running = False
,从 try_again
返回 main
并在返回 main
时调用 True
:
def main():
# [...]
try_again = False
running = True
while running:
# [...]
if try_again:
# main() <---- DELETE
running = False
# [...]
return try_again
if __name__ == "__main__":
keep_running = True
while keep_running:
keep_running = main()