[英]how do I make my crash function restart my game?
所以我一直試圖讓我的崩潰功能在玩家的直播達到 0 時重新啟動我的整個游戲,但它不起作用
https://gyazo.com/3a039c5d9af3a6868c278c39939314cf
正如您從視頻中看到的那樣,它只會在它達到 0 時重新啟動我的生活,而且它會快速顯示“您崩潰了”的文本,但我希望它顯示一點,然后重新啟動我的游戲。 我試過用崩潰函數調用 main_loop 但這不會改變任何東西我也試過把調用崩潰函數的代碼放在我的開始屏幕上方,但沒有奏效。
這是我為重啟游戲功能寫的
black = (0,0,0)
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',25)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((500/2),(500/2))
window.blit(TextSurf, TextRect)
pygame.display.update()
main_loop()
time.sleep(2)
我的完整代碼還寫了一個 if state-mate 關於如果我的死亡 < 1 我希望它重新啟動我的游戲,但它只會重新啟動我的生活
import pygame,time
pygame.init()
#screen
window = pygame.display.set_mode((500,500))
#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))
black = (0,0,0)
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',25)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((500/2),(500/2))
window.blit(TextSurf, TextRect)
pygame.display.update()
main_loop()
time.sleep(2)
def crash():
message_display('You Crashed')
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
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)
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)
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)
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)
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)
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)
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)
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)
player1 = player(0,400,40,40,white)
darkred = (200,0,0)
darkgreen = (0,200,0)
green = (0,255,0)
red = (255,0,0)
black = (0,0,0)
#PLATFORM
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)
#ICE
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)
#RECTA
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(44800,0,500,600,white)
#SECOND SPIKES
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)
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 ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss",]
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)
fps = (30)
clock = pygame.time.Clock()
pause = False
#################
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 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)
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(15)
############################################
def main_loop():
global pause
#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()
# 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))
#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
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))
pygame.display.update()
pygame.quit()
unpause()
game_intro()
main_loop()
需要做的事情才能重新啟動您的游戲。
crash
時,也應該return
退出游戲循環。請注意,我將文件合並在一起進行測試。
以下是變化......
在 pygame 調用(圖像加載)之后:
white=None; player1=None; darkred=None; darkgreen=None; green=None; red=None; black=None; platform1=None; platform2=None; wall1=None; wall2=None; spike1=None; spike2=None
ice1=None; ice2=None; ice3=None; ice4=None; coin1=None; coin2=None; recta1=None; recta2=None; recta3=None; recta4=None; recta5=None; recta6=None; recta7=None; recta8=None
pike1=None; pike2=None; live1=None; live2=None; platforms=None; walls=None; spikes=None; ices=None; coins=None; rectas=None; pikes=None; lives=None; platformGroup=None
black = (0,0,0)
darkred = (200,0,0)
darkgreen = (0,200,0)
green = (0,255,0)
red = (255,0,0)
black = (0,0,0)
直播課后:
def SetupGame():
global white, player1, darkred, darkgreen, green, red, black, platform1, platform2, wall1, wall2, spike1, spike2
global ice1, ice2, ice3, ice4, coin1, coin2, recta1, recta2, recta3, recta4, recta5, recta6, recta7, recta8
global pike1, pike2, live1, live2, platforms, walls, spikes, ices, coins, rectas, pikes, lives, platformGroup
#draw player
white = (255,255,255)
player1 = player(0,400,40,40,white)
.............
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)
在游戲循環中
def main_loop():
SetupGame() # initialize variables
global pause
..........
if deaths < 1:
crash()
sleep(2) # 2 seconds
return # restart game
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