单击重试按钮时无法关闭 pygame window
Unable to close pygame window when try again button clicked
我正在制作一个宇宙飞船游戏,你可以控制一艘宇宙飞船并发射子弹来摧毁敌方宇宙飞船。当您在输了时单击重试按钮时,您应该能够重玩和关闭游戏。然而,即使我能够玩乘法,我也无法关闭window。我认为这与检查重试按钮是否被单击的 if 语句有关。或者它可能与其他事情有关。我该如何修复它以便我可以随时关闭 window?
这是我当前的代码:
import pygame
from pygame.locals import *
from random import randint, choice
from tools import *
pygame.init()
pygame.font.init()
SCREEN_X = 800
SCREEN_Y = 500
CENTER_POS = (400, 225)
screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
class Spaceship(pygame.sprite.Sprite):
"""A spaceship object. Used for the player."""
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("spaceship.png")
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Updates the spaceship rect"""
self.rect.center = (self.x, self.y)
class Bullet(pygame.sprite.Sprite):
"""A bullet object. Appears when the player clicks."""
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("bullet.png")
self.image = pygame.transform.scale(self.image, (100, 100))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Let's the bullet move upward."""
self.y -= 5
self.rect.center = (self.x, self.y)
if self.y < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
"""An enemy object. The player's job is to destroy enemies."""
def __init__(self, s, x, y, t):
pygame.sprite.Sprite.__init__(self)
self.type = t
self.screen, self.x, self.y = s, x, y
self.image = pygame.image.load(get_enemy_image()[self.type])
# There is an if statement because the
# N1 Galaxy Fighter and M7 Comet Glider need different sizes
if self.type == "N1 Galaxy Fighter":
self.image = pygame.transform.scale(self.image, (235, 215))
elif self.type == "M7 Comet Glider":
self.image = pygame.transform.scale(self.image, (155, 215))
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.score_given = get_enemy_given_score()[self.type]
def update(self):
if self.y < 0:
self.kill()
self.y += 3
self.rect.center = (self.x, self.y)
class GameOverBackground(pygame.sprite.Sprite):
"""The game over background object."""
def __init__(self, s, x, y, size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.screen, self.x, self.y = s, x, y
self.size = size
self.image = pygame.image.load("Game_Over.jpg")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
def blitme(self):
"""Blits the game over image on the screen"""
self.screen.blit(self.image, self.rect)
class Coin(pygame.sprite.Sprite):
"""A coin object."""
def __init__(self, pos=(0, 0), size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.x, self.y = pos[0], pos[1]
self.size = size
self.image = pygame.image.load("coin.png")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Updates the coin rect"""
self.rect.center = (self.x, self.y)
class StartButton(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("start_button.png")
if size is not None:
self.image = pygame.transform.scale(self.image, size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def blitme(self):
self.screen.blit(self.image, self.rect)
class TryAgainButton(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("try_again.png")
if size is not None:
self.image = pygame.transform.scale(self.image, size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def blitme(self):
self.screen.blit(self.image, self.rect)
def main():
bg = GameOverBackground(screen, 0, 0, size=(800, 500))
spaceship = Spaceship(screen, 400, 400)
start_button = StartButton(screen, CENTER_POS[0], CENTER_POS[1], size=(300, 195))
button_rect = start_button.image.get_rect(topleft=(start_button.x, start_button.y))
game_started = False
try_again_button = TryAgainButton(screen, CENTER_POS[0], CENTER_POS[1]+215, size=(300, 195))
button_rect_2 = try_again_button.image.get_rect(topleft=(try_again_button.x, try_again_button.y))
try_again = False
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
coins = pygame.sprite.Group()
clock = pygame.time.Clock()
enemy_interval = 2000
enemy_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_event, enemy_interval)
coin_interval = 3500
coin_event = pygame.USEREVENT + 1
pygame.time.set_timer(coin_event, coin_interval)
score = 0
lives = 3
with open("high_score.txt", "r") as file:
highscore = file.read()
font = pygame.font.SysFont("Arial", 30)
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
high_score_text_surface = font.render("High Score: %s" % highscore, True, (0, 0, 0))
spaceship_collided = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == MOUSEBUTTONDOWN:
if not game_started:
if button_rect.collidepoint(event.pos):
game_started = True
if game_started is True and button_rect_2.collidepoint(event.pos):
try_again = True
if game_started and event.type == MOUSEBUTTONDOWN:
bullet = Bullet(screen, spaceship.x, spaceship.y - 20)
bullets.add(bullet)
if game_started and event.type == enemy_event and not lives <= 0:
enemy = Enemy(screen, randint(-100, 725), 0, choice(["N1 Galaxy Fighter", "M7 Comet Glider"]))
enemies.add(enemy)
if game_started and event.type == coin_event and not lives <= 0:
if len(coins) < 100:
coins.add(Coin((randint(-125, 750), randint(-200, 400))))
screen.fill((255, 255, 255)) # DO NOT DRAW ANYTHING IN FRONT OF THIS LINE, I'M WARNING YOU
if not game_started:
start_button.blitme()
if try_again:
main()
if game_started:
bullets.update()
key = pygame.key.get_pressed()
amount = 5
if key[pygame.K_a]:
spaceship.x -= amount
elif key[pygame.K_d]:
spaceship.x += amount
elif key[pygame.K_w]:
spaceship.y -= amount
elif key[pygame.K_s]:
spaceship.y += amount
spaceship.update()
if not lives <= 0:
screen.blit(spaceship.image, spaceship.rect)
if not lives <= 0:
bullets.draw(screen)
enemies.draw(screen)
coins.update()
coins.draw(screen)
for i in enemies:
i.update()
if pygame.sprite.spritecollide(i, bullets, True):
score += i.score_given
i.kill()
if spaceship_collided and lives <= 0:
bg.blitme()
if score > int(highscore):
with open("high_score.txt", "w") as file:
file.write(str(score))
if score >= 99999:
score = 99999
if not lives <= 0:
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
screen.blit(score_text_surface, (590, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
screen.blit(lives_text_surface, (260, 0))
high_score_text_surface = font.render("High Score: %s" % highscore, True, (0, 0, 0))
screen.blit(high_score_text_surface, (360, 0))
if pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
lives -= 1
spaceship_collided = True
if pygame.sprite.spritecollide(spaceship, coins, dokill=True):
score += 10
if lives <= 0:
try_again_button.blitme()
pygame.display.update()
clock.tick(60)
if __name__ == "__main__":
main()
你不能那样做。从不 运行 主应用程序递归循环。问题是
if try_again:
main()
您实际上在做的是在正在进行的游戏中开始一个新游戏。如果要关闭游戏,则需要关闭之前启动的所有游戏。因此,您必须多次按下关闭。
您不必递归调用 main
,而是必须重置所有游戏状态或循环调用 main
。
在您的特定情况下,后一种解决方案更容易实施。删除递归调用,但从 main
设置 running = False
、return try_again
并在 returns True
时调用 main
:
def main():
# [...]
try_again = False
running = True
while running:
# [...]
if try_again:
# main() <---- DELETE
running = False
# [...]
return try_again
if __name__ == "__main__":
keep_running = True
while keep_running:
keep_running = main()
我正在制作一个宇宙飞船游戏,你可以控制一艘宇宙飞船并发射子弹来摧毁敌方宇宙飞船。当您在输了时单击重试按钮时,您应该能够重玩和关闭游戏。然而,即使我能够玩乘法,我也无法关闭window。我认为这与检查重试按钮是否被单击的 if 语句有关。或者它可能与其他事情有关。我该如何修复它以便我可以随时关闭 window?
这是我当前的代码:
import pygame
from pygame.locals import *
from random import randint, choice
from tools import *
pygame.init()
pygame.font.init()
SCREEN_X = 800
SCREEN_Y = 500
CENTER_POS = (400, 225)
screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
class Spaceship(pygame.sprite.Sprite):
"""A spaceship object. Used for the player."""
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("spaceship.png")
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Updates the spaceship rect"""
self.rect.center = (self.x, self.y)
class Bullet(pygame.sprite.Sprite):
"""A bullet object. Appears when the player clicks."""
def __init__(self, s, x, y):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x, self.y = x, y
self.image = pygame.image.load("bullet.png")
self.image = pygame.transform.scale(self.image, (100, 100))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Let's the bullet move upward."""
self.y -= 5
self.rect.center = (self.x, self.y)
if self.y < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
"""An enemy object. The player's job is to destroy enemies."""
def __init__(self, s, x, y, t):
pygame.sprite.Sprite.__init__(self)
self.type = t
self.screen, self.x, self.y = s, x, y
self.image = pygame.image.load(get_enemy_image()[self.type])
# There is an if statement because the
# N1 Galaxy Fighter and M7 Comet Glider need different sizes
if self.type == "N1 Galaxy Fighter":
self.image = pygame.transform.scale(self.image, (235, 215))
elif self.type == "M7 Comet Glider":
self.image = pygame.transform.scale(self.image, (155, 215))
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.score_given = get_enemy_given_score()[self.type]
def update(self):
if self.y < 0:
self.kill()
self.y += 3
self.rect.center = (self.x, self.y)
class GameOverBackground(pygame.sprite.Sprite):
"""The game over background object."""
def __init__(self, s, x, y, size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.screen, self.x, self.y = s, x, y
self.size = size
self.image = pygame.image.load("Game_Over.jpg")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
def blitme(self):
"""Blits the game over image on the screen"""
self.screen.blit(self.image, self.rect)
class Coin(pygame.sprite.Sprite):
"""A coin object."""
def __init__(self, pos=(0, 0), size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.x, self.y = pos[0], pos[1]
self.size = size
self.image = pygame.image.load("coin.png")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
"""Updates the coin rect"""
self.rect.center = (self.x, self.y)
class StartButton(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("start_button.png")
if size is not None:
self.image = pygame.transform.scale(self.image, size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def blitme(self):
self.screen.blit(self.image, self.rect)
class TryAgainButton(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=None):
pygame.sprite.Sprite.__init__(self)
self.screen = s
self.x = x
self.y = y
self.image = pygame.image.load("try_again.png")
if size is not None:
self.image = pygame.transform.scale(self.image, size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def blitme(self):
self.screen.blit(self.image, self.rect)
def main():
bg = GameOverBackground(screen, 0, 0, size=(800, 500))
spaceship = Spaceship(screen, 400, 400)
start_button = StartButton(screen, CENTER_POS[0], CENTER_POS[1], size=(300, 195))
button_rect = start_button.image.get_rect(topleft=(start_button.x, start_button.y))
game_started = False
try_again_button = TryAgainButton(screen, CENTER_POS[0], CENTER_POS[1]+215, size=(300, 195))
button_rect_2 = try_again_button.image.get_rect(topleft=(try_again_button.x, try_again_button.y))
try_again = False
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
coins = pygame.sprite.Group()
clock = pygame.time.Clock()
enemy_interval = 2000
enemy_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_event, enemy_interval)
coin_interval = 3500
coin_event = pygame.USEREVENT + 1
pygame.time.set_timer(coin_event, coin_interval)
score = 0
lives = 3
with open("high_score.txt", "r") as file:
highscore = file.read()
font = pygame.font.SysFont("Arial", 30)
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
high_score_text_surface = font.render("High Score: %s" % highscore, True, (0, 0, 0))
spaceship_collided = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == MOUSEBUTTONDOWN:
if not game_started:
if button_rect.collidepoint(event.pos):
game_started = True
if game_started is True and button_rect_2.collidepoint(event.pos):
try_again = True
if game_started and event.type == MOUSEBUTTONDOWN:
bullet = Bullet(screen, spaceship.x, spaceship.y - 20)
bullets.add(bullet)
if game_started and event.type == enemy_event and not lives <= 0:
enemy = Enemy(screen, randint(-100, 725), 0, choice(["N1 Galaxy Fighter", "M7 Comet Glider"]))
enemies.add(enemy)
if game_started and event.type == coin_event and not lives <= 0:
if len(coins) < 100:
coins.add(Coin((randint(-125, 750), randint(-200, 400))))
screen.fill((255, 255, 255)) # DO NOT DRAW ANYTHING IN FRONT OF THIS LINE, I'M WARNING YOU
if not game_started:
start_button.blitme()
if try_again:
main()
if game_started:
bullets.update()
key = pygame.key.get_pressed()
amount = 5
if key[pygame.K_a]:
spaceship.x -= amount
elif key[pygame.K_d]:
spaceship.x += amount
elif key[pygame.K_w]:
spaceship.y -= amount
elif key[pygame.K_s]:
spaceship.y += amount
spaceship.update()
if not lives <= 0:
screen.blit(spaceship.image, spaceship.rect)
if not lives <= 0:
bullets.draw(screen)
enemies.draw(screen)
coins.update()
coins.draw(screen)
for i in enemies:
i.update()
if pygame.sprite.spritecollide(i, bullets, True):
score += i.score_given
i.kill()
if spaceship_collided and lives <= 0:
bg.blitme()
if score > int(highscore):
with open("high_score.txt", "w") as file:
file.write(str(score))
if score >= 99999:
score = 99999
if not lives <= 0:
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
screen.blit(score_text_surface, (590, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
screen.blit(lives_text_surface, (260, 0))
high_score_text_surface = font.render("High Score: %s" % highscore, True, (0, 0, 0))
screen.blit(high_score_text_surface, (360, 0))
if pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
lives -= 1
spaceship_collided = True
if pygame.sprite.spritecollide(spaceship, coins, dokill=True):
score += 10
if lives <= 0:
try_again_button.blitme()
pygame.display.update()
clock.tick(60)
if __name__ == "__main__":
main()
你不能那样做。从不 运行 主应用程序递归循环。问题是
if try_again: main()
您实际上在做的是在正在进行的游戏中开始一个新游戏。如果要关闭游戏,则需要关闭之前启动的所有游戏。因此,您必须多次按下关闭。
您不必递归调用 main
,而是必须重置所有游戏状态或循环调用 main
。
在您的特定情况下,后一种解决方案更容易实施。删除递归调用,但从 main
设置 running = False
、return try_again
并在 returns True
时调用 main
:
def main():
# [...]
try_again = False
running = True
while running:
# [...]
if try_again:
# main() <---- DELETE
running = False
# [...]
return try_again
if __name__ == "__main__":
keep_running = True
while keep_running:
keep_running = main()