Python 如何根据用户输入重新启动程序?
我正在尝试使用基于用户输入的if测试重新启动程序 这段代码不起作用,但它大致就是我想要的:Python 如何根据用户输入重新启动程序?,python,Python,我正在尝试使用基于用户输入的if测试重新启动程序 这段代码不起作用,但它大致就是我想要的: answer = str(raw_input('Run again? (y/n): ')) if answer == 'n': print 'Goodbye' break elif answer == 'y': #restart_program??? else: print 'Invalid input.' 我想做的是: 如果您回答y-程序将从顶部重新启动 如果您回答n-程序
answer = str(raw_input('Run again? (y/n): '))
if answer == 'n':
print 'Goodbye'
break
elif answer == 'y':
#restart_program???
else:
print 'Invalid input.'
我想做的是:
- 如果您回答y-程序将从顶部重新启动
- 如果您回答n-程序结束(该部分工作)
- 如果您输入任何其他内容,它将打印“无效输入”。请输入y或n..或其他内容,然后再次要求您输入新内容
while True:
# main program
while True:
answer = str(input('Run again? (y/n): '))
if answer in ('y', 'n'):
break
print("invalid input.")
if answer == 'y':
continue
else:
print("Goodbye")
break
内部while循环循环,直到输入为
'y'
或'n'
。如果输入是'y'
,while循环将再次启动(continue
关键字跳过剩余的代码并直接进入下一个迭代)。如果输入是'n'
,程序将结束。下面是一个有趣的方法,可以使用:
最后,我认为您需要2个while循环。您需要一个循环,将提示输入答案的部分括起来,以便在用户输入错误时再次提示。您需要一秒钟的时间来检查当前答案是否为'y'
,并使用一个while循环继续运行代码,直到答案不是'y'
:
In [1]: start = 1
...:
...: while True:
...: if start != 1:
...: do_run = raw_input('Restart? y/n:')
...: if do_run == 'y':
...: pass
...: elif do_run == 'n':
...: break
...: else:
...: print 'Invalid input'
...: continue
...:
...: print 'Doing stuff!!!'
...:
...: if start == 1:
...: start = 0
...:
Doing stuff!!!
Restart? y/n:y
Doing stuff!!!
Restart? y/n:f
Invalid input
Restart? y/n:n
In [2]:
我创建此程序:
import pygame, sys, time, random, easygui
skier_images = ["skier_down.png", "skier_right1.png",
"skier_right2.png", "skier_left2.png",
"skier_left1.png"]
class SkierClass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("skier_down.png")
self.rect = self.image.get_rect()
self.rect.center = [320, 100]
self.angle = 0
def turn(self, direction):
self.angle = self.angle + direction
if self.angle < -2: self.angle = -2
if self.angle > 2: self.angle = 2
center = self.rect.center
self.image = pygame.image.load(skier_images[self.angle])
self.rect = self.image.get_rect()
self.rect.center = center
speed = [self.angle, 6 - abs(self.angle) * 2]
return speed
def move(self,speed):
self.rect.centerx = self.rect.centerx + speed[0]
if self.rect.centerx < 20: self.rect.centerx = 20
if self.rect.centerx > 620: self.rect.centerx = 620
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self,image_file, location, type):
pygame.sprite.Sprite.__init__(self)
self.image_file = image_file
self.image = pygame.image.load(image_file)
self.location = location
self.rect = self.image.get_rect()
self.rect.center = location
self.type = type
self.passed = False
def scroll(self, t_ptr):
self.rect.centery = self.location[1] - t_ptr
def create_map(start, end):
obstacles = pygame.sprite.Group()
gates = pygame.sprite.Group()
locations = []
for i in range(10):
row = random.randint(start, end)
col = random.randint(0, 9)
location = [col * 64 + 20, row * 64 + 20]
if not (location in locations) :
locations.append(location)
type = random.choice(["tree", "flag"])
if type == "tree": img = "skier_tree.png"
elif type == "flag": img = "skier_flag.png"
obstacle = ObstacleClass(img, location, type)
obstacles.add(obstacle)
return obstacles
def animate():
screen.fill([255,255,255])
pygame.display.update(obstacles.draw(screen))
screen.blit(skier.image, skier.rect)
screen.blit(score_text, [10,10])
pygame.display.flip()
def updateObstacleGroup(map0, map1):
obstacles = pygame.sprite.Group()
for ob in map0: obstacles.add(ob)
for ob in map1: obstacles.add(ob)
return obstacles
pygame.init()
screen = pygame.display.set_mode([640,640])
clock = pygame.time.Clock()
skier = SkierClass()
speed = [0, 6]
map_position = 0
points = 0
map0 = create_map(20, 29)
map1 = create_map(10, 19)
activeMap = 0
obstacles = updateObstacleGroup(map0, map1)
font = pygame.font.Font(None, 50)
a = True
while a:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
speed = skier.turn(-1)
elif event.key == pygame.K_RIGHT:
speed = skier.turn(1)
skier.move(speed)
map_position += speed[1]
if map_position >= 640 and activeMap == 0:
activeMap = 1
map0 = create_map(20, 29)
obstacles = updateObstacleGroup(map0, map1)
if map_position >=1280 and activeMap == 1:
activeMap = 0
for ob in map0:
ob.location[1] = ob.location[1] - 1280
map_position = map_position - 1280
map1 = create_map(10, 19)
obstacles = updateObstacleGroup(map0, map1)
for obstacle in obstacles:
obstacle.scroll(map_position)
hit = pygame.sprite.spritecollide(skier, obstacles, False)
if hit:
if hit[0].type == "tree" and not hit[0].passed:
skier.image = pygame.image.load("skier_crash.png")
easygui.msgbox(msg="OOPS!!!")
choice = easygui.buttonbox("Do you want to play again?", "Play", ("Yes", "No"))
if choice == "Yes":
skier = SkierClass()
speed = [0, 6]
map_position = 0
points = 0
map0 = create_map(20, 29)
map1 = create_map(10, 19)
activeMap = 0
obstacles = updateObstacleGroup(map0, map1)
elif choice == "No":
a = False
quit()
elif hit[0].type == "flag" and not hit[0].passed:
points += 10
obstacles.remove(hit[0])
score_text = font.render("Score: " + str(points), 1, (0, 0, 0))
animate()
导入pygame、sys、time、random、easygui
skier_images=[“skier_down.png”、“skier_right1.png”,
“skier_right2.png”、“skier_left2.png”,
“skier_left1.png”]
类SkierClass(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=pygame.image.load(“skier\u down.png”)
self.rect=self.image.get_rect()
self.rect.center=[320100]
自转角=0
def转向(自转向):
自转角=自转角+方向
如果self.angle<-2:self.angle=-2
如果self.angle>2:self.angle=2
中心=self.rect.center
self.image=pygame.image.load(滑雪者图片[self.angle])
self.rect=self.image.get_rect()
self.rect.center=中心
速度=[自转角,6-abs(自转角)*2]
回程速度
def移动(自身、速度):
self.rect.centerx=self.rect.centerx+速度[0]
如果self.rect.centerx<20:self.rect.centerx=20
如果self.rect.centerx>620:self.rect.centerx=620
类障碍类(pygame.sprite.sprite):
def uuu init uuu(self,image_文件,位置,类型):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image\u文件=image\u文件
self.image=pygame.image.load(图像文件)
self.location=位置
self.rect=self.image.get_rect()
self.rect.center=位置
self.type=type
self.passed=False
def滚动(自,t_ptr):
self.rect.centery=self.location[1]-t\u ptr
def创建_映射(开始、结束):
障碍=pygame.sprite.Group()
gates=pygame.sprite.Group()
地点=[]
对于范围(10)内的i:
行=random.randint(开始、结束)
col=random.randint(0,9)
位置=[列*64+20,行*64+20]
如果不是(位置中的位置):
位置。追加(位置)
type=random.choice([“树”,“标志])
如果type==“tree”:img=“skier\u tree.png”
elif type==“flag”:img=“skier\u flag.png”
障碍物=障碍物类别(img、位置、类型)
障碍。添加(障碍)
返回障碍物
def animate():
屏幕填充([255255])
pygame.display.update(障碍物。绘制(屏幕))
screen.blit(skier.image,skier.rect)
blit(分数文本[10,10])
pygame.display.flip()
def UPDATEOBSTACKGROUP(map0、map1):
障碍=pygame.sprite.Group()
对于map0中的ob:障碍物。添加(ob)
对于地图1中的ob:障碍。添加(ob)
返回障碍物
pygame.init()
screen=pygame.display.set_模式([640640])
clock=pygame.time.clock()
滑雪者=滑雪者等级()
速度=[0,6]
地图位置=0
分数=0
map0=创建地图(20,29)
map1=创建地图(10,19)
activeMap=0
障碍=更新障碍组(map0,map1)
font=pygame.font.font(无,50)
a=正确
而a:
时钟滴答(30)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:sys.exit()
如果event.type==pygame.KEYDOWN:
如果event.key==pygame.K_左:
速度=滑雪者。转弯(-1)
elif event.key==pygame.K_RIGHT:
速度=滑雪者。转弯(1)
滑雪者。移动(速度)
地图位置+=速度[1]
如果映射位置>=640且activeMap==0:
activeMap=1
map0=创建地图(20,29)
障碍=更新障碍组(map0,map1)
如果映射位置>=1280且activeMap==1:
activeMap=0
对于map0中的ob:
目标位置[1]=目标位置[1]-1280
地图位置=地图位置-1280
map1=创建地图(10,19)
障碍=更新障碍组(map0,map1)
障碍物中的障碍物:
障碍物。滚动(地图位置)
hit=pygame.sprite.spritecollide(滑雪者、障碍物、错误)
如果击中:
如果命中[0]。类型==“树”而未命中[0]。传递:
skier.image=pygame.image.load(“skier\u crash.png”)
msgbox(msg=“OOPS!!!”)
choice=easygui.buttonbox(“您想再次玩吗?”、“玩”、“是”、“否”))
如果选项=“是”:
滑雪者=滑雪者等级()
速度=[0,6]
地图位置=0
分数=0
map0=创建地图(20,29)
map1=创建地图(10,19)
activeMap=0
障碍=更新障碍组(map0,map1)
elif选项==“否”:
a=错误
退出
elif命中[0]。类型==“标志”且未命中[0]。已传递:
import pygame, sys, time, random, easygui
skier_images = ["skier_down.png", "skier_right1.png",
"skier_right2.png", "skier_left2.png",
"skier_left1.png"]
class SkierClass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("skier_down.png")
self.rect = self.image.get_rect()
self.rect.center = [320, 100]
self.angle = 0
def turn(self, direction):
self.angle = self.angle + direction
if self.angle < -2: self.angle = -2
if self.angle > 2: self.angle = 2
center = self.rect.center
self.image = pygame.image.load(skier_images[self.angle])
self.rect = self.image.get_rect()
self.rect.center = center
speed = [self.angle, 6 - abs(self.angle) * 2]
return speed
def move(self,speed):
self.rect.centerx = self.rect.centerx + speed[0]
if self.rect.centerx < 20: self.rect.centerx = 20
if self.rect.centerx > 620: self.rect.centerx = 620
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self,image_file, location, type):
pygame.sprite.Sprite.__init__(self)
self.image_file = image_file
self.image = pygame.image.load(image_file)
self.location = location
self.rect = self.image.get_rect()
self.rect.center = location
self.type = type
self.passed = False
def scroll(self, t_ptr):
self.rect.centery = self.location[1] - t_ptr
def create_map(start, end):
obstacles = pygame.sprite.Group()
gates = pygame.sprite.Group()
locations = []
for i in range(10):
row = random.randint(start, end)
col = random.randint(0, 9)
location = [col * 64 + 20, row * 64 + 20]
if not (location in locations) :
locations.append(location)
type = random.choice(["tree", "flag"])
if type == "tree": img = "skier_tree.png"
elif type == "flag": img = "skier_flag.png"
obstacle = ObstacleClass(img, location, type)
obstacles.add(obstacle)
return obstacles
def animate():
screen.fill([255,255,255])
pygame.display.update(obstacles.draw(screen))
screen.blit(skier.image, skier.rect)
screen.blit(score_text, [10,10])
pygame.display.flip()
def updateObstacleGroup(map0, map1):
obstacles = pygame.sprite.Group()
for ob in map0: obstacles.add(ob)
for ob in map1: obstacles.add(ob)
return obstacles
pygame.init()
screen = pygame.display.set_mode([640,640])
clock = pygame.time.Clock()
skier = SkierClass()
speed = [0, 6]
map_position = 0
points = 0
map0 = create_map(20, 29)
map1 = create_map(10, 19)
activeMap = 0
obstacles = updateObstacleGroup(map0, map1)
font = pygame.font.Font(None, 50)
a = True
while a:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
speed = skier.turn(-1)
elif event.key == pygame.K_RIGHT:
speed = skier.turn(1)
skier.move(speed)
map_position += speed[1]
if map_position >= 640 and activeMap == 0:
activeMap = 1
map0 = create_map(20, 29)
obstacles = updateObstacleGroup(map0, map1)
if map_position >=1280 and activeMap == 1:
activeMap = 0
for ob in map0:
ob.location[1] = ob.location[1] - 1280
map_position = map_position - 1280
map1 = create_map(10, 19)
obstacles = updateObstacleGroup(map0, map1)
for obstacle in obstacles:
obstacle.scroll(map_position)
hit = pygame.sprite.spritecollide(skier, obstacles, False)
if hit:
if hit[0].type == "tree" and not hit[0].passed:
skier.image = pygame.image.load("skier_crash.png")
easygui.msgbox(msg="OOPS!!!")
choice = easygui.buttonbox("Do you want to play again?", "Play", ("Yes", "No"))
if choice == "Yes":
skier = SkierClass()
speed = [0, 6]
map_position = 0
points = 0
map0 = create_map(20, 29)
map1 = create_map(10, 19)
activeMap = 0
obstacles = updateObstacleGroup(map0, map1)
elif choice == "No":
a = False
quit()
elif hit[0].type == "flag" and not hit[0].passed:
points += 10
obstacles.remove(hit[0])
score_text = font.render("Score: " + str(points), 1, (0, 0, 0))
animate()
os.execl(sys.executable, sys.executable, *sys.argv)
def script():
# program code here...
restart = raw_input("Would you like to restart this program?")
if restart == "yes" or restart == "y":
script()
if restart == "n" or restart == "no":
print "Script terminating. Goodbye."
script()
while True:
#do something
again = input("Run again? ")
if 'yes' in again:
continue
else:
print("Good Bye")
break
elif 'no' in again:
print("Good Bye")
break
else:
print("Invalid Input")