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。
在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()