GAME OVER出现后如何在不关闭程序并在PYGAME中再次运行的情况下重玩游戏?

问题描述

我用python开发了Pinggame:Pygame。它运行得非常好,我决定修复一些漏洞。最后,当“游戏结束”屏幕显示时,我必须关闭游戏,然后返回到我的主要源代码并再次运行它。因此,我决定添加一条消息“按键播放”,并且我还添加了一项功能来检查键按下。消息已显示,但是一旦按下一个键,它将无法检测到该消息。 这是tidyr::unite(dat,marker,sheet,starts_with('condition'),sep = '/',remove = FALSE) # marker sheet condition1 condition2 x #1 a/k/x a k x 1 #2 b/l/y b l y 2 #3 c/m/z c m z 3 代码

checkForKeyPress():

这是我的源代码

def checkForKeyPress():
    keys = pygame.key.get_pressed()
    if not any(keys): return False
    if keys[pygame.K_ESCAPE]:
        exit()
    return True 

提前谢谢!请帮帮我!

解决方法

添加一个用于初始化所有游戏状态的函数:

def initGame():
    global scoreLeft,scoreRight
    global leftPaddle,rightPaddle
    global ball
    scoreLeft = 0
    scoreRight = 0
    leftPaddle = Paddle(-1)
    rightPaddle = Paddle(1)
    ball = Ball(yellow)

请注意,ball必须以initGame而不是board来构建。

initGame之前调用bard

initGame()
board()

如果需要重置游戏,请再次致电initGame

def checkForKeyPress():
    keys = pygame.key.get_pressed()
    if not any(keys): return False
    if keys[pygame.K_ESCAPE]:
        close()
    initGame()
    return True
def reset():
    initGame()

只要其中一个分数等于while,就继续gameOver中的maxScore循环:

def gameOver():
    while scoreLeft == maxScore or scoreRight == maxScore:
        # [...]

完整代码:

import pygame
import sys
import random
from math import *

pygame.init()

width = 600
height = 400
display = pygame.display.set_mode((width,height))
pygame.display.set_caption("Ping Pong!")
clock = pygame.time.Clock()

BASICFONT = pygame.font.SysFont('freesansbold.ttf',22)

print("Use the arrow up key to slide or arrow down key to slide down. Thanks for playing! Nishita Thakur.")

background = (27,38,49)
white = (236,240,241)
red = (203,67,53)
blue = (52,152,219)
yellow = (244,208,63)
DARKGRAY = (90,90,90)

top = white
bottom = white
left = white
right = white

margin = 4

scoreLeft = 0
scoreRight = 0
maxScore = 1

font = pygame.font.SysFont("Small Fonts",30)
largeFont = pygame.font.SysFont("Small Fonts",60)

# Draw the Boundary of Board
def boundary():
    global top,bottom,left,right
    pygame.draw.rect(display,(0,margin,height))
    pygame.draw.rect(display,top,width,margin))
    pygame.draw.rect(display,right,(width-margin,height - margin,margin))

    l = 25
    
    pygame.draw.rect(display,white,(width/2-margin/2,10,l))
    pygame.draw.rect(display,60,110,160,210,260,310,360,l))
    
# Paddle Class 
class Paddle:
    def __init__(self,position):
        self.w = 10
        self.h = self.w*8
        self.paddleSpeed = 6
            
        if position == -1:
            self.x = 1.5*margin
        else:
            self.x = width - 1.5*margin - self.w
            
        self.y = height/2 - self.h/2

    # Show the Paddle
    def show(self):
        pygame.draw.rect(display,(self.x,self.y,self.w,self.h))

    # Move the Paddle
    def move(self,ydir):
        self.y += self.paddleSpeed*ydir
        if self.y < 0:
            self.y -= self.paddleSpeed*ydir
        elif self.y + self.h> height:
            self.y -= self.paddleSpeed*ydir


# Ball Class

    
def drawPressKeyMsg():
    pressKeySurf = BASICFONT.render('Press a key to play.',True,DARKGRAY)
    pressKeyRect = pressKeySurf.get_rect()
    pressKeyRect.topleft = (width - 142,height - 25)
    display.blit(pressKeySurf,pressKeyRect)
    checkForKeyPress()
    
def checkForKeyPress():
    keys = pygame.key.get_pressed()
    if not any(keys): return False
    if keys[pygame.K_ESCAPE]:
        close()
    initGame()
    return True

class Ball:
    def __init__(self,color):
        self.r = 20
        self.x = width/2 - self.r/2
        self.y = height/2 -self.r/2
        self.color = color
        self.angle = random.randint(-75,75)
        if random.randint(0,1):
            self.angle += 180
        
        self.speed = 8

    # Show the Ball
    def show(self):
        pygame.draw.ellipse(display,self.color,self.r,self.r))

    # Move the Ball
    def move(self):
        global scoreLeft,scoreRight
        self.x += self.speed*cos(radians(self.angle))
        self.y += self.speed*sin(radians(self.angle))
        if self.x + self.r > width - margin:
            scoreLeft += 1
            self.angle = 180 - self.angle
        if self.x < margin:
            scoreRight += 1
            self.angle = 180 - self.angle
        if self.y < margin:
            self.angle = - self.angle
        if self.y + self.r  >=height - margin:
            self.angle = - self.angle

    # Check and Reflect the Ball when it hits the padddle
    def checkForPaddle(self):
        if self.x < width/2:
            if leftPaddle.x < self.x < leftPaddle.x + leftPaddle.w:
                if leftPaddle.y < self.y < leftPaddle.y + 10 or leftPaddle.y < self.y + self.r< leftPaddle.y + 10:
                    self.angle = -45
                if leftPaddle.y + 10 < self.y < leftPaddle.y + 20 or leftPaddle.y + 10 < self.y + self.r< leftPaddle.y + 20:
                    self.angle = -30
                if leftPaddle.y + 20 < self.y < leftPaddle.y + 30 or leftPaddle.y + 20 < self.y + self.r< leftPaddle.y + 30:
                    self.angle = -15
                if leftPaddle.y + 30 < self.y < leftPaddle.y + 40 or leftPaddle.y + 30 < self.y + self.r< leftPaddle.y + 40:
                    self.angle = -10
                if leftPaddle.y + 40 < self.y < leftPaddle.y + 50 or leftPaddle.y + 40 < self.y + self.r< leftPaddle.y + 50:
                    self.angle = 10
                if leftPaddle.y + 50 < self.y < leftPaddle.y + 60 or leftPaddle.y + 50 < self.y + self.r< leftPaddle.y + 60:
                    self.angle = 15
                if leftPaddle.y + 60 < self.y < leftPaddle.y + 70 or leftPaddle.y + 60 < self.y + self.r< leftPaddle.y + 70:
                    self.angle = 30
                if leftPaddle.y + 70 < self.y < leftPaddle.y + 80 or leftPaddle.y + 70 < self.y + self.r< leftPaddle.y + 80:
                    self.angle = 45
        else:
            if rightPaddle.x + rightPaddle.w > self.x  + self.r > rightPaddle.x:
                if rightPaddle.y < self.y < leftPaddle.y + 10 or leftPaddle.y < self.y + self.r< leftPaddle.y + 10:
                    self.angle = -135
                if rightPaddle.y + 10 < self.y < rightPaddle.y + 20 or rightPaddle.y + 10 < self.y + self.r< rightPaddle.y + 20:
                    self.angle = -150
                if rightPaddle.y + 20 < self.y < rightPaddle.y + 30 or rightPaddle.y + 20 < self.y + self.r< rightPaddle.y + 30:
                    self.angle = -165
                if rightPaddle.y + 30 < self.y < rightPaddle.y + 40 or rightPaddle.y + 30 < self.y + self.r< rightPaddle.y + 40:
                    self.angle = 170
                if rightPaddle.y + 40 < self.y < rightPaddle.y + 50 or rightPaddle.y + 40 < self.y + self.r< rightPaddle.y + 50:
                    self.angle = 190
                if rightPaddle.y + 50 < self.y < rightPaddle.y + 60 or rightPaddle.y + 50 < self.y + self.r< rightPaddle.y + 60:
                    self.angle = 165
                if rightPaddle.y + 60 < self.y < rightPaddle.y + 70 or rightPaddle.y + 60 < self.y + self.r< rightPaddle.y + 70:
                    self.angle = 150
                if rightPaddle.y + 70 < self.y < rightPaddle.y + 80 or rightPaddle.y + 70 < self.y + self.r< rightPaddle.y + 80:
                     self.angle = 135

# Show the Score
def showScore():
    leftScoreText = font.render("Score : " + str(scoreLeft),red)
    rightScoreText = font.render("Score : " + str(scoreRight),blue)

    display.blit(leftScoreText,(3*margin,3*margin))
    display.blit(rightScoreText,(width/2 + 3*margin,3*margin))

# Game Over
def gameOver():
    while scoreLeft == maxScore or scoreRight == maxScore:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                close()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    close()
                if event.key == pygame.K_r:
                    reset()
        if scoreLeft == maxScore:
            playerWins = largeFont.render("Left Player Wins!",red)
        elif scoreRight == maxScore:
            playerWins = largeFont.render("Right Player Wins!",blue)
        drawPressKeyMsg()
        checkForKeyPress()                        
        
        
        #isGameOver = False # determines whether game is lose
        #gameStatus = True # game is still running

        #score = 0 # score for the game.

        display.blit(playerWins,(width/2 - 185,height/2-35))
        pygame.display.update()

def reset():
    initGame()

def initGame():
    global scoreLeft,rightPaddle
    global ball
    scoreLeft = 0
    scoreRight = 0
    leftPaddle = Paddle(-1)
    rightPaddle = Paddle(1)
    ball = Ball(yellow)


def close():
    pygame.quit()
    sys.exit()

def board():
    loop = True
    leftChange = 0
    rightChange = 0
   
    while loop:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                close()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    close()
                if event.key == pygame.K_SPACE or event.key == pygame.K_p:
                    Pause()
                if event.key == pygame.K_r:
                    reset()
                if event.key == pygame.K_w:
                    leftChange = -1
                if event.key == pygame.K_s:
                    leftChange = 1
                if event.key == pygame.K_UP:
                    rightChange = -1
                if event.key == pygame.K_DOWN:
                    rightChange = 1
            if event.type == pygame.KEYUP:
                leftChange = 0
                rightChange = 0

        leftPaddle.move(leftChange)
        rightPaddle.move(rightChange)
        ball.move()
        ball.checkForPaddle() 
        
        display.fill(background)
        showScore()

        ball.show()
        leftPaddle.show()
        rightPaddle.show()

        boundary()

        gameOver()
        
        pygame.display.update()
        clock.tick(60)

initGame()
board()
,
import pygame
import sys
import random
from math import *

pygame.init()

width = 600
height = 400
display = pygame.display.set_mode((width,90)

top = white
bottom = white
left = white
right = white

margin = 4

scoreLeft = 0
scoreRight = 0
maxScore = 20

font = pygame.font.SysFont("Small Fonts",pressKeyRect)
    checkForKeyPress()
    
def checkForKeyPress():
    keys = pygame.key.get_pressed()
    if not any(keys): return False
    if keys[pygame.K_ESCAPE]:
        exit()
    return initGame()

class Ball:
    def __init__(self,1):
            self.angle += 180
        
        self.speed = 8

    # Show the Ball
    def show(self):
                pygame.draw.ellipse(display,red)
            drawPressKeyMsg()
            checkForKeyPress()  
        elif scoreRight == maxScore:
            playerWins = largeFont.render("Right Player Wins!",blue)
            drawPressKeyMsg()
            checkForKeyPress()                    
        
        
        #isGameOver = False # determines whether game is lose
        #gameStatus = True # game is still running

        #score = 0 # score for the game.

        display.blit(playerWins,rightPaddle
    global ball
    scoreLeft = 0
    scoreRight = 0
    leftPaddle = Paddle(-1)
    rightPaddle = Paddle(1)
    ball = Ball(yellow)


def close():
    pygame.quit()
    sys.exit()

def board():
    loop = True
    leftChange = 0
    rightChange = 0
   
    while loop:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                close()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    close()
                if event.key == pygame.K_SPACE or event.key == pygame.K_p:
                    Pause()
                if event.key == pygame.K_r:
                    reset()
                if event.key == pygame.K_w:
                    leftChange = -1
                if event.key == pygame.K_s:
                    leftChange = 1
                if event.key == pygame.K_UP:
                    rightChange = -1
                if event.key == pygame.K_DOWN:
                    rightChange = 1
            if event.type == pygame.KEYUP:
                leftChange = 0
                rightChange = 0

        leftPaddle.move(leftChange)
        rightPaddle.move(rightChange)
        ball.move()
        ball.checkForPaddle() 
        
        display.fill(background)
        showScore()

        ball.show()
        leftPaddle.show()
        rightPaddle.show()

        boundary()

        gameOver()
        
        pygame.display.update()
        clock.tick(60)

initGame()
board()

这是帮助我获得所需输出的代码。 这些是我对checkForKeyPress():函数所做的一些修改:

def checkForKeyPress():
    keys = pygame.key.get_pressed()
    if not any(keys): return False
    if keys[pygame.K_ESCAPE]:
        exit()
    return initGame()