【问题标题】:Pygame: Game Over ScreenPygame:游戏结束屏幕
【发布时间】:2013-12-24 06:04:23
【问题描述】:

您好,我正在pygame 制作游戏,我想知道如何以及最好的方法是在屏幕上添加游戏。以下是玩家生命值小于或等于 0 的代码:

import pygame
import random
import pygame.mixer
import Funk
from player import *
from zombie import *
from level import *
from bullet import *
from constants import *
from time import *
import menu as dm

class Game():

    def __init__(self):
        pygame.init()
        pygame.mixer.init()

        #pygame.mixer.music.load('sounds/menugame.ogg')
        #pygame.mixer.music.play(-1)

        # A few variables
        self.gravity = .50
        self.ground = pygame.Rect(0, 640, 1280, 80)
        self.red = (255, 0, 0)
        self.darkred = (200, 0, 0)
        self.darkblue = (0, 0, 200)
        self.darkgreen = (0, 200, 0)
        self.clock = pygame.time.Clock() #to track FPS
        self.fps = 0

        # Bullets
        self.bullets = []

        # Screen
        size = (1280, 720)
        self.screen = pygame.display.set_mode(size)
        pygame.display.set_caption("Moon Survival")
        self.clock.tick(self.fps)

        # Moon / Background
        self.moon = Background()

        # Zombies
        self.zombies = []
        for i in range(10):
            self.zombies.append( Zombie(random.randint(0,1280), random.randint(0,720)) )

        # Player
        self.player = Player(25, 320, self.gravity)

        # Font for text
        self.font = pygame.font.SysFont(None, 72)

        # Pause - center on screen
        self.pause_text = self.font.render("PAUSE", -1, (255,0,0))
        self.pause_rect = self.pause_text.get_rect(center = self.screen.get_rect().center)

    def run(self):

        clock = pygame.time.Clock()

        # "state machine" 
        RUNNING   = True
        PAUSED    = False 
        GAME_OVER = False

        # Game loop
        while RUNNING:

            # (all) Events

            for event in pygame.event.get():

                if event.type == pygame.QUIT:
                    RUNNING = False

                elif event.type == pygame.KEYDOWN:

                    if event.key == pygame.K_s:
                        self.bullets.append(Bullet(self.player.rect.x + 30, self.player.rect.y + 30, self.player.direction))

                    if event.key == pygame.K_ESCAPE:
                        RUNNING = False

                    elif event.key == pygame.K_p:
                        choose = dm.dumbmenu(self.screen, [
                        'Resume Game',

                        'Menu',

                        'Quit Game'], 200, 200,'orecrusherexpanded',100,0.75,self.darkred,self.red)

                        if choose == 0:
                            print "You choose 'Start Game'."
                            break
                        elif choose == 1:
                            execfile('run_game.py')
                            print "You choose 'Controls'."
                        if choose == 2:
                            print "You choose 'Quit Game'."
                            pygame.quit()
                            sys.exit()

                # Player/Zomies events  

                if not PAUSED and not GAME_OVER:
                    self.player.handle_events(event)

            # (all) Movements / Updates

            if not PAUSED and not GAME_OVER:
                self.player_move()
                self.player.update()

                for z in self.zombies:
                    self.zombie_move(z)
                    z.update(self.screen.get_rect())

                for b in self.bullets:
                    b.update()
                    for tile in self.moon.get_surrounding_blocks(b):
                        if tile is not None:
                            if pygame.sprite.collide_rect(b, tile):
                                # Destroy block
                                x = tile.rect.x / tile.rect.width
                                y = tile.rect.y / tile.rect.height
                                self.moon.levelStructure[x][y] = None
                                try:
                                    self.bullets.remove(b)
                                except:
                                    continue

            # (all) Display updating

            self.moon.render(self.screen)

            for z in self.zombies:
                z.render(self.screen)

            for b in self.bullets:
                b.render(self.screen)

            self.player.render(self.screen)

            if PAUSED:
                self.screen.blit(self.pause_text, self.pause_rect)

            Funk.text_to_screen(self.screen, 'Level 1', 5, 675)
            Funk.text_to_screen(self.screen, 'Health: {0}'.format(self.player.health), 5, 0)
            Funk.text_to_screen(self.screen, 'Score: {0}'.format(self.player.score), 400, 0)
            Funk.text_to_screen(self.screen, 'Time: {0}'.format(self.player.alivetime), 750, 0)

            pygame.display.update()

            # FTP

            clock.tick(100)

        # --- the end ---
        pygame.quit()

    def player_move(self):
        # add gravity
        self.player.do_jump()

        # simulate gravity
        self.player.on_ground = False
        if not self.player.on_ground and not self.player.jumping:
            self.player.velY = 4

        # Health
        for zombie in self.zombies:
            if pygame.sprite.collide_rect(self.player, zombie):
                self.player.health -= 5
                if self.player.health <= 0:


        # move player and check for collision at the same time
        self.player.rect.x += self.player.velX
        self.check_collision(self.player, self.player.velX, 0)
        self.player.rect.y += self.player.velY
        self.check_collision(self.player, 0, self.player.velY)

    def zombie_move(self, zombie_sprite):
        # add gravity
        zombie_sprite.do_jump()

        # simualte gravity
        zombie_sprite.on_ground = False
        if not zombie_sprite.on_ground and not zombie_sprite.jumping:
            zombie_sprite.velY = 4

        # Zombie damage
        for zombie in self.zombies:
            for b in self.bullets:
                if pygame.sprite.collide_rect(b, zombie):
                    #The same bullet cannot be used to kill
                    #multiple zombies and as the bullet was 
                    #no longer in Bullet.List error was raised
                    zombie.health -= 10                
                    self.bullets.remove(b)
                    if zombie.health <= 0:
                        self.player.score += random.randint(10, 20)
                        self.zombies.remove(zombie)
                    break

        # move zombie and check for collision
        zombie_sprite.rect.x += zombie_sprite.velX
        self.check_collision(zombie_sprite, zombie_sprite.velX, 0)
        zombie_sprite.rect.y += zombie_sprite.velY
        self.check_collision(zombie_sprite, 0, zombie_sprite.velY)

    def check_collision(self, sprite, x_vel, y_vel):
        # for every tile in Background.levelStructure, check for collision
        for block in self.moon.get_surrounding_blocks(sprite):
            if block is not None:
                if pygame.sprite.collide_rect(sprite, block):
                    # we've collided! now we must move the collided sprite a step back
                    if x_vel < 0:
                        sprite.rect.x = block.rect.x + block.rect.w

                        if sprite is Zombie:
                            print "wohoo"

                    if type(sprite) is Zombie:
                            # the sprite is a zombie, let's make it jump
                            if not sprite.jumping:
                                sprite.jumping = True
                                sprite.on_ground = False

                    if x_vel > 0:
                        sprite.rect.x = block.rect.x - sprite.rect.w

                    if y_vel < 0:
                        sprite.rect.y = block.rect.y + block.rect.h

                    if y_vel > 0 and not sprite.on_ground:
                        sprite.on_ground = True
                        sprite.rect.y = block.rect.y - sprite.rect.h

#---------------------------------------------------------------------

Game().run()

我不确定该怎么做,因为我尝试使用另一个 py call 游戏结束,但是玩家死亡的时间被重置为 0 并重新启动,所以有可能发生任何事情吗?玩家死了?

【问题讨论】:

  • 这是太多代码,无法查看。你能把相关的摘录放在下面吗?
  • 好的会将其余部分添加到底部并取一点上面

标签: python python-2.7 pygame helper


【解决方案1】:

在引擎中使用状态。

一些伪代码:

while game_running:
    if STATE == STATE_MENU:
        Menu_ProcessInput()
        Menu_Update()
        Menu_Draw()
    elif STATE == STATE_INGAME:
        INGAME_ProcessInput()
        INGAME_Update()
        INGAME_Draw()
    elif STATE == STATE_GAMEOVER:
        GAMEOVER_ProcessInput()
        GAMEOVER_Update()
        GAMEOVER_Draw()

这是一个简单的解决方案,不需要为菜单等处理多个循环。

【讨论】:

    【解决方案2】:

    您应该使用 Marcus 所写的状态。我将对此进行详细说明。 你应该有一个类作为你的 Game 类。

    这将包括所有屏幕。草稿应该是这样的:

    class GameEngine:
        def __init__(self):
            #initialize pygame
            #load resources
            #etc...
            states = [PlayGameState(),OptionsState(),GameOverState()]
        def run(self):
            while(True):
                states[current_state].draw()
                states[current_state].update()
                for event in pygame.event.get():
                    states[current_state].input(event)
    

    然后您可以将所有状态的逻辑分开,添加新屏幕只需添加到状态列表即可。

    在这个例子中暂停游戏真的很简单,只要看看 event_key 是 ESC 和 state 是 PlayGame,它就会把它改成 PauseState。

    GameEngine 还可以轮询状态,查看它是否结束,以便您可以更改为 GameOverState,然后返回 MainState。

    【讨论】:

      【解决方案3】:

      引发异常,并在您不在游戏运行范围内但使用处理游戏结束所需的数据时捕获它。

      try:
          stuff()
      except GameOver:
          game_over_screen()
      

      【讨论】:

      • 我真的不知道你的问题是什么。你尝试了什么?
      • 会尝试的。但是一件事如何在屏幕上显示某些东西?我尝试了一个新的 py 但无法获得与玩家死亡时相同的时间。
      • 我不知道 pygame。在你做其他事情之前存储玩家死亡的时间?
      • 异常不应用作 goto 替换。
      • 你是对的。作为程序流控制的异常可读性较差且成本较高。我不愿意通读整个代码,并认为提问者应该得到一些答案而不是没有答案(因为看起来事情可能已经过去了)。
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