尝试为我的问题添加重启击键但遇到问题

Trying to add a restart keystroke to my problem but facing encounters

所以我尝试使用 Freecodeacademy 在 Youtube 上的免费课程来构建这个游戏(请随时查看),完成后我尝试将自己的重启键日志添加到游戏中。从某种意义上说,我希望如果人们按下 R 游戏就会重新开始。

我试过以下方法

  1. 将游戏循环放在一个单独的函数中并尝试使用递归一遍又一遍地重播该函数但是当游戏运行时,子弹图像或背景等图像不会加载因此它不能正常工作

  2. 我也尝试在同一个项目中创建一个新的 python 文件,并尝试使用 importlib.reload(main) 一遍又一遍地导入主文件,但我可以' 似乎也这样做。

我想知道还有什么解决方案,是否有更有效的解决方案。我会在下面留下我的代码,如果有任何帮助,我将不胜感激。

Ps:我现在只是编码方面的一个电枢,所以我知道这个问题可能很小而且很愚蠢,但我确实想从我的失败和错误中吸取教训。如果我的问题有任何问题,我也深表歉意。这是我关于堆栈溢出的第一个问题。

import pygame
import random
import math
from pygame import mixer

pygame.init()  # This is to Initialise the game
screen = pygame.display.set_mode((800, 600))  # create screen and set height

# Background
background = pygame.image.load('background.png')

# Background sound
mixer.music.load("background.wav")
mixer.music.play(-1)

# Title and Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('ufo.png')
pygame.display.set_icon(icon)

# Player
playerImg = pygame.image.load("space-invaders.png")
playerX = 370
playerY = 480
playerX_change = 0


def player(x, y):  # This function is used to display the value on the screen
    screen.blit(playerImg, (x, y))  # Blit is used to display stuff on the screen


# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
    enemyImg.append(pygame.image.load("invader.png"))
    enemyX.append(random.randint(0, 736))
    enemyY.append(random.randint(50, 150))
    enemyX_change.append(4)
    enemyY_change.append(40)


def enemy(x, y, i):  # This function is used to display the value on the screen
    screen.blit(enemyImg[i], (x, y))  # Blit is used to display stuff on the screen


# Bullet
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"  # Ready state means bullet has not yet been fired, we use this as a bool

# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 16)
textX = 10
textY = 10

# Game Over Text
over_font = pygame.font.Font("freesansbold.ttf", 64)


def show_score(x, y):
    over_text = font.render("Score: " + str(score_value), True, (255, 255, 255))
    screen.blit(over_text, (x, y))


def game_over_text():
    over_text = over_font.render("GAME OVER ", True, (255, 255, 255))
    screen.blit(over_text, (200, 250))


def fire_bullet(x, y):
    global bullet_state
    bullet_state = "fire"
    screen.blit(bulletImg, (x + 16, y + 10))


def isCollision(enemyX, enemyY, bulletX, bulletY):
    distance = math.sqrt((math.pow(enemyX - bulletX, 2)) + (math.pow(enemyY - bulletY, 2)))
    if distance < 27:
        return True
    else:
        return False


# Game Loop
running = True
while running:

    # Background color
    screen.fill((0, 0, 0))

    # Background image
    screen.blit(background, (0, 0))

    for event in pygame.event.get():  # pygame.event.get() function is used to create a container of every action done
        if event.type == pygame.QUIT:  # Close game when cross is clicked
            running = False

        # Recording Keystrokes
        if event.type == pygame.KEYDOWN:  # KEYDOWN is used to check if key is pressed
            if event.key == pygame.K_LEFT:
                playerX_change -= 5
            if event.key == pygame.K_RIGHT:
                playerX_change += 5
            if event.key == pygame.K_SPACE:  # Bullet Shot
                if bullet_state == "ready":
                    bullet_sound = mixer.Sound("laser.wav")
                    bullet_sound.play()
                    bulletX = playerX
                    fire_bullet(bulletX, playerY)
            if event.key == pygame.K_r:
                restart = True

        if event.type == pygame.KEYUP:  # KEYUP is used to know if the key is released
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                playerX_change = 0

    # Player Call
    playerX += playerX_change

    # Setting Boundaries
    if playerX <= 0:
        playerX = 0
    if playerX >= 736:
        playerX = 736

    for i in range(num_of_enemies):
        # Game Over
        if enemyY[i] > 440:
            for j in range(num_of_enemies):
                enemyY[j] = 2000
            game_over_text()
            break

        enemyX[i] += enemyX_change[i]
        if enemyX[i] <= 0:
            enemyX_change[i] = 4
            enemyY[i] += enemyY_change[i]
        elif enemyX[i] >= 736:
            enemyX_change[i] = -4
            enemyY += enemyY_change

        # Collision
        collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
        if collision:
            explosion_sound = mixer.Sound("explosion.wav")
            explosion_sound.play()
            bulletY = 480
            score_value += 1
            bullet_state = "ready"
            enemyX[i] = random.randint(0, 736)
            enemyY[i] = random.randint(50, 150)

        enemy(enemyX[i], enemyY[i], i)

    # Bullet Movement
    if bulletY <= 0:
        bulletY = 480
        bullet_state = "ready"

    if bullet_state == "fire":
        fire_bullet(bulletX, bulletY)
        bulletY -= bulletY_change

    player(playerX, playerY)
    show_score(textX, textY)

    # Constantly updates the changes
    pygame.display.update()

编写一个函数来重置在游戏 运行:

时发生变化的任何变量
enemy_image = pygame.image.load("invader.png")

def resetGame():
    global playerX, playerY, playerX_change
    global enemyImg, enemyX, enemyY, enemyX_change, enemyY_change
    global score_value
    global bulletX, bulletY, bulletX_change, bulletY_change, bullet_state

    playerX = 370
    playerY = 480
    playerX_change = 0

    enemyImg = []
    enemyX = []
    enemyY = []
    enemyX_change = []
    enemyY_change = []
    num_of_enemies = 6
    for i in range(num_of_enemies):
        enemyImg.append(enemy_image)
        enemyX.append(random.randint(0, 736))
        enemyY.append(random.randint(50, 150))
        enemyX_change.append(4)
        enemyY_change.append(40)

    bulletX = 0
    bulletY = 480
    bulletX_change = 0
    bulletY_change = 10
    bullet_state = "ready" 

    score_value = 0

如果需要重新启动游戏,调用一次该函数。您甚至可以在应用程序循环之前调用该函数,而不是设置所有变量。