[英]How do I fix my pause function in pygame?
我最近剛看完 pygame 的教程/介紹,我正在嘗試對其進行一些更改,其中之一是暫停 function,除了一些問題之外,我已經開始工作了,例如當我跳轉時它會設置得分為零,當我在暫停屏幕時它仍然增加分數,我嘗試修復這兩個問題並尋找其他類似的東西,但似乎無法修復它。
這是代碼:
import pygame
from sys import exit
from random import randint, choice
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
player_walk_1 = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/Player/player_walk_1.png').convert_alpha()
player_walk_2 = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/Player/player_walk_2.png').convert_alpha()
self.player_walk = [player_walk_1, player_walk_2]
self.player_index = 0
self.player_jump = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/Player/jump.png').convert_alpha()
self.image = self.player_walk[self.player_index]
self.rect = self.image.get_rect(midbottom=(80, 300))
self.gravity = 0
self.jump_sound = pygame.mixer.Sound('C:/Users/user/Documents/Dragon_Runner/audio/jump.mp3')
self.jump_sound.set_volume(0.5)
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 300:
self.gravity = -22
self.jump_sound.play()
def apply_gravity(self):
self.gravity += 1
self.rect.y += self.gravity
if self.rect.bottom >= 300:
self.rect.bottom = 300
def animation(self):
if self.rect.bottom < 300:
self.image = self.player_jump
else:
self.player_index += 0.060
if self.player_index >= len(self.player_walk): self.player_index = 0
self.image = self.player_walk[int(self.player_index)]
def update(self):
self.player_input()
self.apply_gravity()
self.animation()
class Obstacle(pygame.sprite.Sprite):
def __init__(self, type):
super().__init__()
if type == 'snail':
snail_1 = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/snail/snail1.png').convert_alpha()
snail_2 = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/snail/snail2.png').convert_alpha()
self.frames = [snail_1, snail_2]
y_pos = 300
else:
dragon_1 = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/Green Dragon1.png').convert_alpha()
dragon_2 = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/Green Dragon2.png').convert_alpha()
dragon_3 = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/Green Dragon3.png').convert_alpha()
self.frames = [dragon_1, dragon_2, dragon_3]
y_pos = 190
self.animation_index = 0
self.image = self.frames[self.animation_index]
self.rect = self.image.get_rect(midbottom=(randint(900, 1100), y_pos))
def animation(self):
self.animation_index += 0.1
if self.animation_index >= len(self.frames):
self.animation_index = 0
self.image = self.frames[int(self.animation_index)]
def update(self):
self.animation()
self.rect.x -= 7
self.destroy()
def destroy(self):
if self.rect.x <= -100:
self.kill()
def display_score():
current_time = int(pygame.time.get_ticks() / 1000) - start_time
score_surf = font1.render(f'Score: {current_time}', False, 'black')
score_rect = score_surf.get_rect(center=(400, 50))
screen.blit(score_surf, score_rect)
return current_time
def collision_sprite():
if pygame.sprite.spritecollide(player.sprite, obstacle_group, False):
obstacle_group.empty()
return False
else:
return True
pygame.init()
screen = pygame.display.set_mode((800, 400))
pygame.display.set_caption('Dragon Runner')
clock = pygame.time.Clock()
font1 = pygame.font.Font('C:/Users/user/Documents/Dragon_Runner/font/Pixeltype.ttf', 50)
game_active = False
paused = False
start_time = 0
score = 0
bg_music = pygame.mixer.Sound('C:/Users/user/Documents/Dragon_Runner/audio/music.wav')
bg_music.set_volume(0.2)
bg_music.play(loops=-1)
player = pygame.sprite.GroupSingle()
player.add(Player())
obstacle_group = pygame.sprite.Group()
sky_surface = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/Sky.png').convert()
ground_surface = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/ground.png').convert()
player_stand = pygame.image.load('C:/Users/user/Documents/Dragon_Runner/graphics/player/player_stand.png').convert_alpha()
player_stand = pygame.transform.rotozoom(player_stand, 0, 2)
player_stand_rect = player_stand.get_rect(center=(400, 200))
game_name = font1.render('Dragon Runner', False, (11, 196, 169))
game_name_rect = game_name.get_rect(center=(400, 80))
game_message = font1.render('Press space to run', False, (11, 196, 169))
game_message_rect = game_message.get_rect(center=(400, 330))
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer, 1500)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
if game_active and not paused:
if event.type == obstacle_timer:
obstacle_group.add(Obstacle(choice(['fly', 'snail', 'snail', 'snail'])))
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
paused = True
if paused:
if event.type == pygame.KEYDOWN and event.key == pygame.K_c:
paused = False
if game_active and not paused:
screen.blit(sky_surface, (0, 0))
screen.blit(ground_surface, (0, 300))
score = display_score()
player.draw(screen)
player.update()
obstacle_group.draw(screen)
obstacle_group.update()
game_active = collision_sprite()
if not game_active:
screen.fill((94, 129, 162))
screen.blit(player_stand, player_stand_rect)
score_message = font1.render(f'Your score: {score}', False, (11, 196, 169))
score_message_rect = score_message.get_rect(center = (400, 330))
screen.blit(game_name, game_name_rect)
if score == 0:
screen.blit(game_message, game_message_rect)
else:
screen.blit(score_message, score_message_rect)
if paused:
screen.fill((94, 129, 162))
screen.blit(player_stand, player_stand_rect)
pause_message = font1.render('GAME PAUSED', False, (11, 196, 169))
pause_message_rect = pause_message.get_rect(center = (400, 80))
unpause_message = font1.render("Press 'c' to continue", False, (11, 196, 169))
unpause_message_rect = unpause_message.get_rect(center = (400, 330))
screen.blit(pause_message, pause_message_rect)
screen.blit(unpause_message, unpause_message_rect)
pygame.display.update()
clock.tick(60)
您需要從分數中減去暫停時間,您可以創建一個變量來存儲累積的暫停時間,如下所示:
定義一個新變量paused_total_time
:
start_time = 0
paused_total_time = 0
score = 0
當游戲暫停時,您啟動暫停計時器:
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
paused = True
pause_start_time = int(pygame.time.get_ticks() / 1000)
當游戲繼續時,您將暫停時間添加到paused_total_time
:
if paused:
if event.type == pygame.KEYDOWN and event.key == pygame.K_c:
paused = False
paused_total_time = paused_total_time + (int(pygame.time.get_ticks() / 1000) - pause_start_time)
最后在display_score()
中,您可以用暫停時間減去current_time
。
def display_score():
current_time = int(pygame.time.get_ticks() / 1000) - start_time - paused_total_time
score_surf = font1.render(f'Score: {current_time}', False, 'black')
score_rect = score_surf.get_rect(center=(400, 50))
screen.blit(score_surf, score_rect)
return current_time
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