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暂停功能不会暂停MT游戏

[英]Pause function won't pause mt game

So I been trying make my Pause function work ever since I moved my start screen away form my game loop to make my crash function work but i started to get a problem witch is making my pause function not work.因此,自从我将开始屏幕从我的游戏循环中移开以使我的崩溃功能正常工作以来,我一直在尝试使我的暂停功能正常工作,但是我开始遇到一个问题,女巫使我的暂停功能无法正常工作。

https://gyazo.com/c814f08961bf1738b547d0949f9b2f87 https://gyazo.com/c814f08961bf1738b547d0949f9b2f87

the video dose not show much but I am pressing my button that make's my game pause but it is not show the pause game menu, I don't really know why.视频没有显示太多,但我按下了让我的游戏暂停的按钮,但它没有显示暂停游戏菜单,我真的不知道为什么。 I have tried to moved my pause function all the way up with my start screen but that did not work to, also I have tried putting it on the main loop but that did not work to.我试图将我的暂停功能一直向上移动到我的开始屏幕,但这不起作用,我也尝试将它放在主循环中,但没有奏效。

this is my pause function这是我的暂停功能

pause = False

        

    def quitgame():
        pygame.quit()

    def unpause():
        global pause
        pause = False
        
    def paused():
        
        largeText = pygame.font.SysFont("comicsansms",115)
        TextSurf, TextRect = text_objects("Paused", largeText)
        TextRect.center = ((500/2),(500/2))
        window.blit(TextSurf, TextRect)
    

    while pause:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
        

        button("Can Run",100,350,100,50,green,darkgreen,unpause)
        button("Sit",300,350,100,50,red,darkred,quitgame)
        
        pygame.display.update()
        clock.tick(15)

this is my full code这是我的完整代码

import pygame,time
pygame.init()

#screen
window = pygame.display.set_mode((500,500))

fps = (10)
clock = pygame.time.Clock()

darkred = (200,0,0)

darkgreen = (0,200,0)

green = (0,255,0)

red = (255,0,0)

black = (0,0,0)
    
black = (0,0,0)
# START SCREEN
def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf',55)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((500/2),(500/2))
    window.blit(TextSurf, TextRect)

    pygame.display.update()
    main_loop()
    time.sleep(1)


    
    

def crash():
    message_display('NOOB YOU DED')

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()
    #print(click)
    if x+w > mouse[0] > x and y+h > mouse[1] > y:
        pygame.draw.rect(window, ac,(x,y,w,h))

        if click[0] == 1 and action != None:
                action()         
    else:
        pygame.draw.rect(window, 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)) )
    window.blit(textSurf, textRect)

def quitgame():
    pygame.quit()

    
def game_intro():

    intro = True

    while intro:
        for event in pygame.event.get():
            #print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        window.fill((255,255,255))
        largeText = pygame.font.Font('freesansbold.ttf',60)
        TextSurf, TextRect = text_objects("ULTIMATE DASH", largeText)
        TextRect.center = ((500/2),(500/2))
        window.blit(TextSurf, TextRect)

        button("Run!",100,350,100,50,green,darkgreen,main_loop)
        button("Sit!",300,350,100,50,red,darkred,quitgame)

        pygame.display.update()
        clock.tick(fps)
            
def main_loop():
    global pause   

    #set name
    pygame.display.set_caption("Noobs First Game")

    bg = pygame.image.load("leafy_background.jpg")
    mad1 = pygame.image.load("MAD1.png")
    mad2 = pygame.image.load("MAD2.png")
    happy1 = pygame.image.load("happytext1.png")
    happy2 = pygame.image.load("happytext2.png")
    happy3 = pygame.image.load("happytext3.png")
    hapad = pygame.image.load("happymadtext1.png")
    end =  pygame.image.load("endtext1.png")
    ss1 = pygame.image.load("Coin2.png")
    ss1 = pygame.transform.scale(ss1,(ss1.get_width()//12,ss1.get_height()//12))
    ss2 = pygame.image.load("HP.png")
    ss2 = pygame.transform.scale(ss2,(ss2.get_width()//5,ss2.get_height()//5))
    ff = pygame.image.load("Pbut.png")
    ff = pygame.transform.scale(ff,(ff.get_width()//4,ff.get_height()//4))


# PLAYER        
    class player:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.color = color
            self.speed = 6
            self.isJump = False
            self.JumpCount = 10
            self.fall = 0
            self.rect = pygame.Rect(x,y,width,height)
            self.ss1 = pygame.image.load("Me1.png")
            self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//8,self.ss1.get_height()//8))
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)

            player_rect = self.ss1.get_rect(center = self.rect.center)  # the player_image << put your image like self.image
            player_rect.centerx += +2 # 10 is just an example
            player_rect.centery += -6# 15 is just an example
            window.blit(self.ss1, player_rect) # change the player_image to your image like self.image

# PLATFORM
    class platform:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.color = color
            self.rect = pygame.Rect(x,y,width,height)
            self.ss1 = pygame.image.load("Dirt.png")
            self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//7,self.ss1.get_height()//7))
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)

            platform_rect = self.ss1.get_rect(center = self.rect.center)  # the player_image << put your image like self.image
            platform_rect.centerx += +2 # 10 is just an example
            platform_rect.centery += -3# 15 is just an example
            window.blit(self.ss1, platform_rect)

# WALL
    class wall:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.color = color
            self.rect = pygame.Rect(x,y,width,height)
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)

        

# SPIKE
    class spike:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.color = color
            self.rect = pygame.Rect(x,y,width,height)
            self.ss1 = pygame.image.load("Spike.png")
            self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//2,self.ss1.get_height()//3))
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)

            spike_rect = self.ss1.get_rect(center = self.rect.center)  # the player_image << put your image like self.image
            spike_rect.centerx += +10 # 10 is just an example
            spike_rect.centery += -16# 15 is just an example
            window.blit(self.ss1, spike_rect)


# ICE
    class ice:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.color = color
            self.speed = 7
            self.ss1 = pygame.image.load("ice.png")
            self.rect = pygame.Rect(x,y,width,height)
            self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//1,self.ss1.get_height()//1))
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)
           

            
            fall_rect = self.ss1.get_rect(center = self.rect.center)
            fall_rect.centery += 2
            fall_rect.centerx += 1
            window.blit(self.ss1, fall_rect)


# COIN
    class coin:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y= y
            self.width = width
            self.height = height
            self.color = color
            self.ss1 = pygame.image.load("Coin2.png")
            self.rect = pygame.Rect(x,y,width,height)
            self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//10,self.ss1.get_height()//10))
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)

            coin_rect  = self.ss1.get_rect(center = self.rect.center)
            coin_rect.centery -= 1
            coin_rect.centerx -= 1
            window.blit(self.ss1,coin_rect)

#RECTA
    class recta:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y =y
            self.width = width
            self.height = height
            self.color = color
            self.rect = pygame.Rect(x,y,width,height)
        def draw(self):
            self.rect.topleft = (self.x, self.y)

#PIKW
    class pike:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.color = color
            self.rect = pygame.Rect(x,y,width,height)
            self.ss1 = pygame.image.load("Spike2.png")
            self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//2,self.ss1.get_height()//3))
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)

            pike_rect = self.ss1.get_rect(center = self.rect.center)  # the player_image << put your image lik self.image
            pike_rect.centerx += +10 # 10 is just an example
            pike_rect.centery += -12# 15 is just an example
            window.blit(self.ss1, pike_rect)

#LIVE
    class live:
        def __init__(self,x,y,width,height,color):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.color = color
            self.rect = pygame.Rect(x,y,width,height)
            self.ss1 = pygame.image.load("HP.png")
            self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//4,self.ss1.get_height()//4))
        def draw(self):
            self.rect.topleft = (self.x,self.y)
            pygame.draw.rect(window,self.color,self.rect)

            pike_rect = self.ss1.get_rect(center = self.rect.center)  # the player_image << put your image lik self.image
            pike_rect.centerx += -5 # 10 is just an example
            pike_rect.centery += -30# 15 is just an example
            window.blit(self.ss1, pike_rect)       




    #draw player
    white = (255,255,255)

    darkred = (200,0,0)

    darkgreen = (0,200,0)

    green = (0,255,0)

    red = (255,0,0)

    black = (0,0,0)
    
    #PLAYER1
    player1 = player(0,400,40,40,white)

    #PLATFORMS
    platform1 = platform(0,0,400000,30,black)
    platform2 = platform(0,470,400000,30,black)

    #WALLS
    wall1 = wall(0,0,40000,30,black)
    wall2 = wall(0,470,40000,30,black)

    #SPIKES
    spike1 = spike(400,436,15,35,white)
    spike2 = spike(200,436,15,35,white)

    #ICES
    ice1 = ice(13250,70,25,95,white)
    ice2 = ice(13300,70,25,95,white)
    ice3 = ice(13350,70,25,95,white)
    ice4 = ice(13400,70,25,95,white)

    #COINS
    coin1 = coin(100,200,35,50,white)
    coin2 = coin(100,200,35,50,white)

    #RECTAS
    recta1 = recta(13200,0,600,600,white)
    recta2 = recta(34000,0,400,600,white)
    recta3 = recta(34450,0,400,600,white)
    recta4 = recta(43000,0,400,600,white)
    recta5 = recta(43450,0,400,600,white)
    recta6 = recta(43900,0,400,600,white)
    recta7 = recta(44250,0,500,600,white)
    recta8 = recta(45000,0,500,600,white)
    recta9 = recta(100,100,50,50,white)

    #PIKES
    pike1 = pike(799,799,1,1,white)
    pike2 = pike(799,799,1,1,white)

    live1 = live(43000,350,30,30,white)
    live2 = live(900,900,1,1,white)

    # LIST
    platforms = [platform1,platform2]
    walls = [wall1,wall2]
    spikes = [spike1,spike2]
    ices = [ice1,ice2,ice3,ice4]
    coins = [coin1,coin2]
    rectas = [recta1,recta2,recta3,recta4,recta5,recta6,recta7,recta8]
    pikes = [pike1,pike2]
    lives = [live1,live2]


    # MY GAME AND HOW IT LOOKS LIKE
    platformGroup = pygame.sprite.Group
    level = [
    "                                                                                                                                                                                                             ",
    "                                                                                                                                                                                                                                                                               ",
    "                                                                                                                                                                                                                                                               ",
    "                                                                                                                                                                                                                            ",
    "                                                                                                                                                                cccc                                                                                                                                                                                                                                                                                                                             c  c                                                                                                                                                                                                                                            psssss               ",
    "                                                                                                                                                                c                                                                                                                                                                                                                                                                                                                             c  p  p  pssss                                                                                          p  p  p  p                                                                                                                              p                                                     ",
    "                                                                                                               y   y       y   y                                c                                                                                                                              c  c   c                                                                              c     c             y                                                                       c   c  c     p                                                                                                    p                                                                                                                       cccccccccc  p                                               ",
    "                                                                                  cc                             c  c  c  c  c                                  cccc                                                                     c   c  c                 c  c   c                                                                                                              p  p  p     c                                                                       c  p  p  p  p  p                                                                 cccccc                    p  p  p  p                                                                                                                          p  p  p  p                                                                                ",                        
    "                                                    c  c  c  c                      c                                                            y   y          c                  c   c  c  c        y  y  y                            c   c  c                                            p  p  p  p    c                   y        y      y  y  y          yy   yy         c    p           p  p  p    c            c                            y   y   y             p                 p                                                              cccccc   y             p              p                                                                     y  y  y  y  y                                  p              p                               y   y                           ",
    "                             p        y           p  p  p  p  p                ccccccc                         p  p  p  p  p  p  p          p                   c               p   y   y   y                                            ccccc  c               p  p  p  p     c          p   ss ss ss   p                                                                        p                      p  p  p         p                                            c  p                       p                                            p              cccccc              p                    psssss                                                       p                                                 p                    pssss                    p                            ",
    "               c  c       p      c    c     k  p                   yyyyyyy          c      yy   yyyy        p                        k   p                      cccc          p                         c  c      yyyyyy    yyyyyyy      c   c  c            p              p          p                   s p    c    c         yyyyy          c   c       c c c c c c       cp                                      p    ss   yyyyyyy   yyyyyyy       c   c         p                             p              y    y    y             p     p    k      cccccc           p                                                           y   y   y   y   y     p                       c             k           p                    yyyyyyyy   yyyyyyy       p                                                              ",
    "             s  s  s    p   ssss  c s  s     p    s s s s s s s      c c c        cc     s c  sc  c  s   p      s  s  s  s  s  s  s   p   s s    s   s   s  s  s  s  s  s  p           s   s k  s     s  s  s             s          s   c   c  c     k   p     s s s s s s s s     p     s s s s s s s s       s  s  s  s   k s   c c  s     s  s  s       p cs    s       p      s  s  s  s s s s s s s s s s    p            c c  c  s  c  c   s   s   s   s k  p     s s s s s s s s s s s ss      ccccccc   s    s    s      s  s  s           s  s  s  cccccc   s    p     s s s s s s s s s s s                                  s   s   s   s   s    p           s  s  s  s  s  c  s  s  s  s  s   s   p     sssssssssss                s         s  p                                                                    ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss",] 


    for iy, row in enumerate(level):
        for ix, col in enumerate(row):
            if col == "p":
                new_platforms = platform(ix*57, iy*41.2, 50,20,(255, 255, 255))
                platforms.append(new_platforms)
    for iy, row in enumerate(level):
        for ix, col in enumerate(row):
            if col == "s":
                new_spikes = spike(ix*57, iy*39.7, 15, 35,(255, 255, 255))
                spikes.append(new_spikes)
    for iy, row in enumerate(level):
        for ix, col in enumerate(row):
            if col == "c":
                new_coins = coin(ix*57, iy*39.7, 15, 55,(255, 255, 255))
                coins.append(new_coins)
    for iy, row in enumerate(level):
        for ix, col in enumerate(row):            
            if col == "y":
                new_pikes = pike(ix*57, iy*39.7, 15, 30,(255, 255, 255))
                pikes.append(new_pikes)

    for iy, row in enumerate(level):
        for ix, col in enumerate(row):            
            if col == "k":
                new_lives = live(ix*57, iy*39.7, 30, 30,(255, 255, 255))
                lives.append(new_lives)


# PAUSE FUNCTION
        
    pause = False

        

    def quitgame():
        pygame.quit()

    def unpause():
        global pause
        pause = False
        
    def paused():
        
        largeText = pygame.font.SysFont("comicsansms",115)
        TextSurf, TextRect = text_objects("Paused", largeText)
        TextRect.center = ((500/2),(500/2))
        window.blit(TextSurf, TextRect)
    

    while pause:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
        

        button("Can Run",100,350,100,50,green,darkgreen,unpause)
        button("Sit",300,350,100,50,red,darkred,quitgame)
        
        pygame.display.update()
        clock.tick(15)


        
    
    






    
    #redraw
    def redrawwindow():
        window.fill((0,0,0))
        window.blit(bg,(0,0))
        

                    
        

    #draw olayer
        player1.draw()
        for platform in platforms:
            platform.draw()
        for wall in walls:
            wall.draw()
        for ice in ices:
            ice.draw()
        for recta in rectas:
            recta.draw()
        recta9.draw()


     # the score draw it on the screen
        window.blit(text,textRect)
        window.blit(talk,talkRect)

        for spike in spikes:
            spike.draw()
        for coin in coins:
            coin.draw()
        for pike in pikes:
            pike.draw()
        for live in lives:
            live.draw()



    #THE FONT AND NAMES
    font  = pygame.font.Font("freesansbold.ttf",30)
    score = 0
    text = font.render(" = "+str(score),True,(0,0,0))
    textRect = text.get_rect()
    textRect.center = ((100,50))


    font  = pygame.font.Font("freesansbold.ttf",30)
    deaths = 5
    talk = font.render(" = "+str(deaths),True,(0,0,0))
    talkRect = talk.get_rect()
    talkRect.center = ((100,90))

    fps = (30)
    clock = pygame.time.Clock()



    #MAIN LOOP
    run = True
    while run:
        clock.tick(fps)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                
    #     LIVES AND SPIKE
        lstdel = []
        for i,spk in enumerate(spikes):
            if spk.rect.left > 500 or spk.rect.left < 0: continue  # off screen
            if player1.rect.colliderect(spk.rect):
                if deaths > 0:
                    deaths -= 1
                    talk = font.render(" = "+str(deaths),True,(0,0,0))
                    talkRect.center = ((100,90))
                    lstdel.append(i)
        for i in lstdel[::-1]:
            del spikes[i]  #delete from end
      
        lstdel = []
        for i,pk in enumerate(pikes):
            if pk.rect.left > 500 or pk.rect.left < 0: continue  # off screen
            if player1.rect.colliderect(pk.rect):
                if deaths > 0:
                    deaths -= 1
                    talk = font.render(" = "+str(deaths),True,(0,0,0))
                    talkRect.center = ((100,90))
                    lstdel.append(i)
        for i in lstdel[::-1]:
            del pikes[i]  #delete from end
      
        lstdel = []
        for i, lv in enumerate(lives):
            if lv.rect.left > 500 or lv.rect.left < 0: continue  # off screen
            if player1.rect.colliderect(lv.rect):
                if deaths > 0:
                    deaths += 1
                    talk = font.render(" = "+str(deaths),True,(0,0,0))
                    talkRect.center = ((100,90))
                    lstdel.append(i)
        for i in lstdel[::-1]:
            del lives[i]
            
        #ADDING TO COIN +1
        for coin in coins:
            for one in range(len(coins)-1,-1,-1):
                if player1.rect.colliderect(coins[one].rect):
                    del coins[one]
                    score += 1
                    text = font.render(" = "+str(score),True,(0,0,0))
                    textRect.center = ((100,50))

        

        if deaths < 1:
            crash()
    

            
        #moving keys
        keys = pygame.key.get_pressed()


        player1.x += player1.speed

        # ANOTHER PART OF PAUSE 
        if keys[pygame.K_p]:
            pause = True
            paused()

        #WHAT MAKES ICEBURG FALL
        for ice in ices:
            if player1.rect.colliderect(recta1.rect):
                ice.y += 3


            


        
        #WHAT MAKES EVEYTHING NOT FOLLOW THE PLAYER    
        if player1.x > 250:
            player1.x -= player1.speed
            for platform in platforms:
                platform.x -= player1.speed
            for spike in spikes:
                spike.x -= player1.speed
            for ice in ices:
                ice.x -= player1.speed
            for recta in rectas:
                recta.x -= player1.speed
            for pike in pikes:
                pike.x -= player1.speed
            for coin in coins:
                coin.x -= player1.speed
            for live in lives:
                live.x -= player1.speed



         #FALLING   
        if not player1.isJump:
            player1.y += player1.fall
            player1.fall += 1
            player1.isJump = False



                
            #COLLIDE WITH PLATFORM
            collide = False
            for platform in platforms:
                if player1.rect.colliderect(platform.rect):
                    collide = True
                    player1.isJump = False
                    player1.y = platform.rect.top - player1.height + 1
                    if player1.rect.right > platform.rect.left and player1.rect.left < platform.rect.left - player1.width:
                        player1.x = platform.rect.left - player1.width
                    if player1.rect.left < platform.rect.right and player1.rect.right > platform.rect.right + player1.width:
                        player1.x = platform.rect.right
                                  

                #COLLIDE
                if player1.rect.bottom >= 500:
                    collide = True
                    player1.isJump = False
                    player1.JumpCount = 8
                    player1.y = 500 - player1.height

                    
            #KEY FOR SPACEBAR
            if collide:
                if keys[pygame.K_SPACE]:
                    player1.isJump = True
                player1.fall = 0


        #JUMP COUNT
        else:
            if player1.JumpCount >= 0:
                player1.y -= (player1.JumpCount*abs(player1.JumpCount))*0.2
                player1.JumpCount -= 1
            else:
                player1.JumpCount = 10
                player1.isJump = False
            


    #END OF GAME            
        redrawwindow()
        

        # TEXT THAT CORATOR IS SAYING
        if player1.rect.colliderect(recta2):
            window.blit(mad1,(100,170))
            
        if player1.rect.colliderect(recta3):
            window.blit(mad2,(100,170))

        if player1.rect.colliderect(recta4):
            window.blit(happy1,(100,100))

        if player1.rect.colliderect(recta5):
            window.blit(happy2,(100,100))    

        if player1.rect.colliderect(recta6):
            window.blit(happy3,(100,100))

        if player1.rect.colliderect(recta7):
            window.blit(hapad,(100,100))

        if player1.rect.colliderect(recta8):
            window.blit(end,(100,100))

        window.blit(ss1,(30,25))
        
        window.blit(ss2,(-40,-20))

        window.blit(ff,(400,10))
            
        pygame.display.update()
    pygame.quit()
    unpause()
game_intro()
main_loop()


The pause function is being called, but the while loop is ignored.正在调用pause函数,但忽略while循环。

This is because your indents are wrong.这是因为你的缩进是错误的。 The while loop is not part of the pause function. while循环不是pause功能的一部分。 The loop is run at the start of the game and does nothing since pause is False.循环在游戏开始时运行,由于pause为 False,因此什么也不做。

Make this change:进行此更改:

def paused():
    
    ..........

    while pause:  # must be indented to be part of paused()
                
        ..........
            

The while paused loop is not inside of the paused function. while paused 循环不在 paused 函数内。 When the program reaches the loop, it skipps it because pause = False,and never returns to it because pause is not in the function当程序到达循环时,它跳过它,因为 pause = False,并且永远不会返回它,因为 pause 不在函数中

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