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pygame游戲不起作用

[英]Pygame game doesn't work

因此,對於我的游戲,其主意是它將打開一個包含四個選項的菜單,分別為Easy,Medium,Hard和Exit。 “簡單”選項將打開第一級,“中”將打開第二級,“硬”將打開第三級,退出將退出游戲。

如果用戶選擇“簡單”,“中”或“硬”選項,則會將它們帶入迷宮(稍后會進行迷宮布局),玩家會在中間出現。 迷宮的每個角落都有一個綠色方塊,其中一個綠色方塊會變成紅色,玩家將有60秒的時間到達它。 如果玩家及時到達,則玩家位置,隨機數和計時器將被重置,但比之前的時間(50、40、30,...)短10秒。 如果玩家沒有及時到達,則出現幾秒鍾的文字“您輸了”以及您的最佳時間(例如,“您的最佳時間是:24秒”),然后返回主菜單。

我知道這有點困難,但是如果有人可以用自己的知識將我現在擁有的東西拼湊起來,用上面的描述來創建游戲,我將永遠感激不已。 請幫忙。

import pygame, random, os, sys

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
YELLOW = (255, 200, 0)

pygame.init()

screen = pygame.display.set_mode((480, 320))
font = pygame.font.SysFont("Calibri", 20)
menu_font = pygame.font.Font(None, 40)

currentLevel = 0

pygame.display.set_caption("Mazer")
screen = pygame.display.set_mode((1040, 768))

clock = pygame.time.Clock()

rand = random.randint(1, 4)

class Player(object):

    def __init__(self, pos):
        self.rect = pygame.Rect(pos[0], pos[1], 15, 15)

    def move(self, dx, dy):
        if dx != 0:
            self.move_single_axis(dx, 0)
        if dy != 0:
            self.move_single_axis(0, dy)

    def move_single_axis(self, dx, dy):

        self.rect.x += dx
        self.rect.y += dy

        for wall in walls:
            if self.rect.colliderect(wall.rect):
                if dx > 0:
                    self.rect.right = wall.rect.left
                if dx < 0:
                    self.rect.left = wall.rect.right
                if dy > 0:
                    self.rect.bottom = wall.rect.top
                if dy < 0:
                    self.rect.top = wall.rect.bottom

# Nice class to hold a wall rect
class Wall(object):
    def __init__(self, pos):
        self.rect = pygame.Rect(pos[0], pos[1], 16, 16)

class Finish1(object):
    def __init__(self, pos):
        Finish1.rect = pygame.Rect(pos[0], pos[1], 16, 16)

class Finish2(object):
    def __init__(self, pos):
        Finish2.rect = pygame.Rect(pos[0], pos[1], 16, 16)

class Finish3(object):
    def __init__(self, pos):
        Finish3.rect = pygame.Rect(pos[0], pos[1], 16, 16)

class Finish4(object):
    def __init__(self, pos):
        Finish4.rect = pygame.Rect(pos[0], pos[1], 16, 16)

class Option:
    hovered = False
    def __init__(self, text, pos):
        self.text = text
        self.pos = pos
        self.set_rect()
        self.draw()
    def draw(self):
        self.set_rend()
        screen.blit(self.rend, self.rect)
    def set_rend(self):
        self.rend = menu_font.render(self.text, True, self.get_color())
    def get_color(self):
        if self.hovered:
            return (255, 255, 255)
        else:
            return (100, 100, 100)
    def set_rect(self):
        self.set_rend()
        self.rect = self.rend.get_rect()
        self.rect.topleft = self.pos

options = [Option("Easy", (140, 105)), Option("Medium", (135, 155)),
           Option("Hard", (145, 205)), Option("Exit", (145, 255))]

def Menu():
    runnin = True
    while runnin:
        clock.tick(60)
        screen.fill(BLACK)
        mouseclick = pygame.mouse.get_pressed()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit(0)
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit(0)
        for option in options:
            if option.rect.collidepoint(pygame.mouse.get_pos()):
                option.hovered = True
                if mouseclick[0] == 1:
                    if option.text == "Easy":
                        global currentlevel
                        currentlevel = 0
                        main()
                    elif option.text == "Medium":
                        currentlevel = 1
                        main()
                    elif option.text == "Hard":
                        currentlevel = 2
                        main()
                    else:
                        runnin = False
            else:
                option.hovered = False
            option.draw()
        #screen.blit(, (350, 50))
        pygame.display.update()
    pygame.quit()
    sys.exit(0)


levels = [[
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
    "WF                                                             GW",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                              P                                W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "WH                                                             IW",
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
    ],
    [
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
    "WF                                                             GW",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                              P                                W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "WH                                                             IW",
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
    ],
    [
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
    "WF                                                             GW",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                              P                                W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "W                                                               W",
    "WH                                                             IW",
    "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
    ]]

def load_level(level):
    walls = []
    players = []
    finishes = []

    x = y = 0
    for row in levels[level]:
        for col in row:
            if col == "W":
                walls.append(Wall((x, y)))
            if col == "P":
                players.append(Player((x, y)))
            if col == "F":
                finishes.append(Finish1((x, y)))
            if col == "G":
                finishes.append(Finish2((x, y)))
            if col == "H":
                finishes.append(Finish3((x, y)))
            if col == "I":
                finishes.append(Finish4((x, y)))
            x += 16
        y += 16
        x = 0
    return walls, players, finishes

walls, players, finishes = load_level(currentLevel)

def main():
    frame_count = 0
    frame_rate = 60
    start_time = 60
    running = True
    while running:
        clock.tick(60)
        pygame.event.pump()
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                running = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
                running = False

        for option in options:
            if option.rect.collidepoint(pygame.mouse.get_pos()):
                option.hovered = True
            else:
                option.hovered = False
            option.draw()


        total_seconds = start_time - (frame_count // frame_rate)
        if total_seconds < 1:
            #Draw "you lose" text on screen along with your best time for a couple of 
            #seconds then return to main menu
            Menu()
        minutes = total_seconds // 60
        seconds = total_seconds % 60
        output_string = "Time left: {0:02}:{1:02}".format(minutes, seconds)
        text = font.render(output_string, True, WHITE)
        screen.blit(text, [250, 280])
        frame_count += 1
        clock.tick(frame_rate)


        # Move the player if an arrow key is pressed
        key = pygame.key.get_pressed()
        if key[pygame.K_LEFT]:
            player.move(-2, 0)
        if key[pygame.K_RIGHT]:
            player.move(2, 0)
        if key[pygame.K_UP]:
            player.move(0, -2)
        if key[pygame.K_DOWN]:
            player.move(0, 2)

        for player in players:
            if player.rect.colliderect(Finish1.rect) and rand == 1: 
                total_seconds = best_time
                start_time -= 10
                #reset the timer to start_time - 10, reset the random integer, and reset player somehow
            if player.rect.colliderect(Finish2.rect) and rand == 2: 
                total_seconds = best_time
                start_time -= 10
                #reset the timer to start_time - 10, reset the random integer, and reset player somehow
            if player.rect.colliderect(Finish3.rect) and rand == 3: 
                total_seconds = best_time
                start_time -= 10
                #reset the timer to start_time - 10, reset the random integer, and reset player somehow
            if player.rect.colliderect(Finish4.rect) and rand == 4: 
                total_seconds = best_time
                start_time -= 10
                #reset the timer to start_time - 10, reset the random integer, and reset player somehow

        screen.fill((BLACK))
        for wall in walls:
            pygame.draw.rect(screen, (WHITE), wall.rect)
        for player in players:
            pygame.draw.rect(screen, (YELLOW), player.rect)

        pygame.draw.rect(screen, (GREEN), finish.rect)
        if rand == 1:
            pygame.draw.rect(screen, (RED), Finish1.rect)
        elif rand == 2:
            pygame.draw.rect(screen, (RED), Finish2.rect)
        elif rand == 3:
            pygame.draw.rect(screen, (RED), Finish3.rect)
        else:
            pygame.draw.rect(screen, (RED), Finish4.rect)
        pygame.display.flip() 
if __name__ == '__main__':
    main() 
import pygame, random, os, sys

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
YELLOW = (255, 200, 0)
GREY = (100, 100, 100)

pygame.init()

screen = pygame.display.set_mode((480, 320))
font = pygame.font.SysFont("Calibri", 50)
help_font = pygame.font.SysFont("Calibri", 30)
title_font = pygame.font.SysFont("Segoe", 150)
menu_font = pygame.font.Font(None, 80)

currentLevel = 0

pygame.display.set_caption("Amazeing Race")
screen = pygame.display.set_mode((1024, 768))

clock = pygame.time.Clock()

class Player(object):

    def __init__(self, pos):
        self.rect = pygame.Rect(pos[0], pos[1], 27, 27)

    def move(self, dx, dy):
        if dx != 0:
            self.move_single_axis(dx, 0)
        if dy != 0:
            self.move_single_axis(0, dy)

    def move_single_axis(self, dx, dy):

        self.rect.x += dx
        self.rect.y += dy

        for wall in walls:
            if self.rect.colliderect(wall.rect):
                if dx > 0:
                    self.rect.right = wall.rect.left
                if dx < 0:
                    self.rect.left = wall.rect.right
                if dy > 0:
                    self.rect.bottom = wall.rect.top
                if dy < 0:
                    self.rect.top = wall.rect.bottom
class Wall(object):
    def __init__(self, pos):
        self.rect = pygame.Rect(pos[0], pos[1], 41, 31)

class Finish1(object):
    def __init__(self, pos):
        Finish1.rect = pygame.Rect(pos[0], pos[1], 41, 31)

class Finish2(object):
    def __init__(self, pos):
        Finish2.rect = pygame.Rect(pos[0], pos[1], 41, 31)

class Finish3(object):
    def __init__(self, pos):
        Finish3.rect = pygame.Rect(pos[0], pos[1], 41, 31)

class Finish4(object):
    def __init__(self, pos):
        Finish4.rect = pygame.Rect(pos[0], pos[1], 41, 31)

class Option:
    hovered = False
    def __init__(self, text, pos):
        self.text = text
        self.pos = pos
        self.set_rect()
        self.draw()
    def draw(self):
        self.set_rend()
        screen.blit(self.rend, self.rect)
    def set_rend(self):
        self.rend = menu_font.render(self.text, True, self.get_color())
    def get_color(self):
        if self.hovered:
            return (WHITE)
        else:
            return (GREY)
    def set_rect(self):
        self.set_rend()
        self.rect = self.rend.get_rect()
        self.rect.topleft = self.pos

options = [Option("Easy", (450, 205)), Option("Medium", (450, 305)),
           Option("Hard", (450, 405)), Option("Help", (450, 505)), Option("Exit", (450, 605))]



levels = [[
    "WWWWWWWWWWWWWWWWWWWWWWWWW",
    "WFW       W            GW",
    "W W WWW W WWW W W WWW WWW",
    "W   W   W     W W     W W",
    "W WWWWW WWWWW W W WWWWW W",
    "W W     W     W W W   W W",
    "W WWWWW W WWWWWWW W W W W",
    "W     W W   W     W W W W",
    "WWWWW WWWWW WWW W W W W W",
    "W   W W   W W W W   W   W",
    "W WWW W WWW W WWWWWWW W W",
    "W     W             W W W",
    "W WWWWW WWWWP WWW W WWW W",
    "W       W     W   W     W",
    "W WWWWWWWWW W W WWW WWWWW",
    "W         W W W W       W",
    "WWWWWWW W WWW W WWWWWWW W",
    "W     W W W   W W     W W",
    "WWW W WWW W WWW W WWW W W",
    "W   W       W     W W W W",
    "WWWWW W WWW W W WWW W WWW",
    "W   W W   W   W     W   W",
    "W W WWWWW WWWWW WWWWWWW W",
    "WHW           W       WIW",
    "WWWWWWWWWWWWWWWWWWWWWWWWW",
    ],
    [
    "WWWWWWWWWWWWWWWWWWWWWWWWW",
    "WFW       W         W  GW",
    "W W WWW W WWW W W WWW WWW",
    "W   W   W     W W     W W",
    "W WWWWW WWWWW W W WWWWW W",
    "W W     W     W W W   W W",
    "W WWWWW W WWWWWWW W W W W",
    "W     W W   W     W W W W",
    "WWWWWWWWWWW WWW W W W W W",
    "W   W     W W W W   W   W",
    "W WWW W WWW W WWWWWWW W W",
    "W     W             W W W",
    "WWWWWWW WWWWP WWW W WWW W",
    "W       W     W   W     W",
    "W WWWWWWWWW W W WWW WWWWW",
    "W         W W W W       W",
    "WWWWWWW W WWW W WWWWWWW W",
    "W     W W W   W W     W W",
    "WWW W WWW W WWW W WWW W W",
    "W   W     W W     W W W W",
    "WWWWW W WWWWW W WWW W WWW",
    "W   W W   W   W     W   W",
    "W W WWWWW WWWWW WWWWWWW W",
    "WHW           W       WIW",
    "WWWWWWWWWWWWWWWWWWWWWWWWW",
    ],
    [
    "WWWWWWWWWWWWWWWWWWWWWWWWW",
    "WFW       W     W   W  GW",
    "W W WWW W WWW W W WWW WWW",
    "W   W   W     W W     W W",
    "W WWWWW WWWWW W W WWWWW W",
    "W W     W     W W W   W W",
    "W WWWWW W WWWWWWW W W W W",
    "W     W W   W     W W W W",
    "WWWWWWWWWWW WWW W W W W W",
    "W   W     W W W W   W   W",
    "W WWW W WWW W WWWWWWW W W",
    "W     W             W W W",
    "WWWWWWW WWWWP WWW W WWW W",
    "W       W     W   W     W",
    "W WWWWWWWWW W W WWW WWWWW",
    "W         W W W W       W",
    "WWWWWWW W WWW W WWWWWWW W",
    "W     W W W   W W W   W W",
    "WWW W WWW W WWW W W W W W",
    "W   W     W W     W W W W",
    "WWWWW W WWWWW W WWW W WWW",
    "W   W W   W   W     W   W",
    "W W WWWWW WWWWW WWWWWWW W",
    "WHW           W       WIW",
    "WWWWWWWWWWWWWWWWWWWWWWWWW",
    ]]

def load_level(level):
    walls = []
    players = []
    finishes = []
    x = y = 0
    for row in levels[level]:
        for col in row:
            if col == "W":
                walls.append(Wall((x, y)))
            if col == "P":
                players.append(Player((x, y)))
            if col == "F":
                finishes.append(Finish1((x, y)))
            if col == "G":
                finishes.append(Finish2((x, y)))
            if col == "H":
                finishes.append(Finish3((x, y)))
            if col == "I":
                finishes.append(Finish4((x, y)))
            x += 40.96
        y += 30.72
        x = 0
    return walls, players, finishes

walls, players, finishes = load_level(currentLevel)

def Menu():
    global currentlevel, walls, players, finishes
    runnin = True
    while runnin:
        clock.tick(60)
        screen.fill(BLACK)
        mouseclick = pygame.mouse.get_pressed()
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                pygame.quit()
                sys.exit(0)
            if e.type == pygame.KEYDOWN:
                if e.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit(0)
        for option in options:
            if option.rect.collidepoint(pygame.mouse.get_pos()):
                option.hovered = True
                if mouseclick[0] == 1:
                    if option.text == "Easy":
                        walls, players, finishes = load_level(0)
                        currentlevel = 0
                        main()
                    elif option.text == "Medium":
                        walls, players, finishes = load_level(1)
                        currentlevel = 1
                        main()
                    elif option.text == "Hard":
                        walls, players, finishes = load_level(2)
                        currentlevel = 2
                        main()
                    elif option.text == "Help":
                        Help()
                    else:
                        runnin = False
            else:
                option.hovered = False
            option.draw()
            screen.blit(title_font.render("A-maze-ing Race", True, GREY), (100, 50))
        pygame.display.update()
    pygame.quit()
    sys.exit(0)

def Help():
    runnin = True
    option = Option("Back", (20, 700))
    while runnin:
        clock.tick(60)
        screen.fill(BLACK)
        mouseclick = pygame.mouse.get_pressed()
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                pygame.quit()
                sys.exit(0)
            if e.type == pygame.KEYDOWN:
                if e.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit(0)
        if option.rect.collidepoint(pygame.mouse.get_pos()):
            option.hovered = True
            if mouseclick[0] == 1:
                if option.text == "Back":
                    Menu()
        else:
            option.hovered = False
        option.draw()
        screen.blit(help_font.render("First, select a level: Easy, Medium, or Hard", True, WHITE), (10, 20))
        screen.blit(help_font.render("Easy - More manoeverable map, no sight restrictions.", True, WHITE), (10, 50))
        screen.blit(help_font.render("Medium - More constricted map, vision of walls disappears after 8 seconds.", True, WHITE), (10, 80))
        screen.blit(help_font.render("Hard - Slighty different and constricted map layout, vision of walls disappears after", True, WHITE), (10, 110))
        screen.blit(help_font.render("3 seconds.", True, WHITE), (10, 140))
        screen.blit(help_font.render("Once in the level you will have 10 seconds to prepare before one of the 4 green", True, WHITE), (10, 180))
        screen.blit(help_font.render("blocks in the corner turns red and the countdown starts. Then you must navigate", True, WHITE), (10, 210))
        screen.blit(help_font.render("through the maze and reach the red block before the time runs out. If you", True, WHITE), (10, 240))
        screen.blit(help_font.render("reach the red block in time when the timer started at 10 seconds then you win ", True, WHITE), (10, 270))
        screen.blit(help_font.render("the game.", True, WHITE), (10, 300))

        pygame.display.update()

def main():
    option = Option("Menu", (78, 697))
    pygame.display.update()
    rand = random.randint(1, 4)
    frame_count = 0
    frame_rate = 60
    start_time = 50
    prep_time = 10
    best_time = 400
    if currentlevel == 1:
        show_time = 7 + prep_time
    else:
        show_time = 3 + prep_time
    total_seconds = 50
    show_seconds = 25
    running = True
    while running:
        mouseclick = pygame.mouse.get_pressed()
        prep_seconds = prep_time - (frame_count // frame_rate)
        minutes = prep_seconds // 60
        seconds = prep_seconds % 60
        output_string = "Preparation time: {0:02}:{1:02}".format(minutes, seconds)
        if prep_seconds < 0:
            show_seconds = show_time - (frame_count // frame_rate)
            total_seconds = start_time - (frame_count // frame_rate)
            minutes = total_seconds // 60
            seconds = total_seconds % 60
            output_string = "Time left: {0:02}:{1:02}".format(minutes, seconds)
        if total_seconds > 0:
            frame_count += 1
        clock.tick(frame_rate)
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                running = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
                running = False
        option.hovered = True
        if option.rect.collidepoint(pygame.mouse.get_pos()):
            if mouseclick[0] == 1:
                if option.text == "Menu":
                    Menu()
        key = pygame.key.get_pressed()
        if total_seconds > 0:
            if key[pygame.K_LEFT]:
                player.move(-3, 0)
            if key[pygame.K_RIGHT]:
                player.move(3, 0)
            if key[pygame.K_UP]:
                player.move(0, -3)
            if key[pygame.K_DOWN]:
                player.move(0, 3)

        for player in players:
            if player.rect.colliderect(Finish1.rect) and rand == 1 or player.rect.colliderect(Finish2.rect) and rand == 2 or player.rect.colliderect(Finish3.rect) and rand == 3 or player.rect.colliderect(Finish4.rect) and rand == 4:
                if prep_seconds < 0:
                    show_seconds = 25
                    frame_count = 0
                    if total_seconds < best_time:
                        best_time = start_time - prep_time - total_seconds
                    prep_seconds = prep_time - (frame_count // frame_rate)
                    minutes = prep_seconds // 60
                    seconds = prep_seconds % 60
                    output_string = "Preparation time: {0:02}:{1:02}".format(minutes, seconds)
                    start_time -= 10
                    rand = random.randint(1, 4)
        screen.fill(BLACK)
        if currentlevel == 2 or currentlevel == 1:
            if show_seconds > 0:
                for wall in walls:
                    pygame.draw.rect(screen, (GREY), wall.rect)
        else:
            for wall in walls:
                pygame.draw.rect(screen, (GREY), wall.rect)
        pygame.draw.rect(screen, (GREEN), Finish1.rect)
        pygame.draw.rect(screen, (GREEN), Finish2.rect)
        pygame.draw.rect(screen, (GREEN), Finish3.rect)
        pygame.draw.rect(screen, (GREEN), Finish4.rect)
        if prep_seconds < 0:
            if rand == 1:
                pygame.draw.rect(screen, (RED), Finish1.rect)
            elif rand == 2:
                pygame.draw.rect(screen, (RED), Finish2.rect)
            elif rand == 3:
                pygame.draw.rect(screen, (RED), Finish3.rect)
            else:
                pygame.draw.rect(screen, (RED), Finish4.rect)
        for player in players:
            pygame.draw.rect(screen, (YELLOW), player.rect)
        screen.blit(font.render(output_string, True, GREEN), (350, 700.04))
        if start_time == 10:
            screen.fill(BLACK)
            prep_seconds = 0
            total_seconds = 0
            minutes = 0
            seconds = 0
            screen.blit(font.render("YOU WIN", True, GREEN), (440, 500))
            screen.blit(font.render("Your best time was " + str(best_time)+" seconds", True, GREEN), (260, 600))
            screen.blit(font.render("Click to return to the Main Menu", True, GREEN), (250, 700))
            if mouseclick[0] == 1 or mouseclick[1] == 1:
                running = False
        elif total_seconds < 0.1:
            screen.fill(BLACK)
            prep_seconds = 0
            total_seconds = 0
            minutes = 0
            seconds = 0
            screen.blit(font.render("YOU LOSE", True, GREEN), (440, 500))
            if best_time == 400:
                screen.blit(font.render("You did not touch a block.", True, GREEN), (280, 600))
            else:
                screen.blit(font.render("Your best time was " + str(best_time)+" seconds", True, GREEN), (260, 600))
            screen.blit(font.render("Click to return to the Main Menu", True, GREEN), (250, 700))
            if mouseclick[0] == 1 or mouseclick[1] == 1:
                running = False
        option.draw()
        pygame.display.flip()
Menu()

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