Python/Pygame使用类/函数创建开始屏幕
我目前正在尝试在游戏开始时创建一个屏幕,当我按任意键时,它将激活我的游戏循环。我已经有80%的时间让屏幕正常工作了,我就是没办法完成最后一个。我只是想知道,一旦我通过了起始屏幕,第一级将被激活。非常感谢您的任何帮助/意见。非常感谢。在Python/Pygame使用类/函数创建开始屏幕,python,pygame,startup,Python,Pygame,Startup,我目前正在尝试在游戏开始时创建一个屏幕,当我按任意键时,它将激活我的游戏循环。我已经有80%的时间让屏幕正常工作了,我就是没办法完成最后一个。我只是想知道,一旦我通过了起始屏幕,第一级将被激活。非常感谢您的任何帮助/意见。非常感谢。在Player类中,主要关注区域由3个星号包围。方法等待和级别 import pygame, sys from pygame.locals import * pygame.init() SCR_WID, SCR_HEI = 640, 480 LEVEL = 1 hit
Player
类中,主要关注区域由3个星号包围。方法等待
和级别
import pygame, sys
from pygame.locals import *
pygame.init()
SCR_WID, SCR_HEI = 640, 480
LEVEL = 1
hit = pygame.mixer.Sound('pickup.wav')
pygame.mixer.music.load('play.wav')
pygame.mixer.music.play(-1, 0.0)
musicPlaying = True
class Player():
def __init__(self):
self.p3, self.p4 = SCR_WID/2, 16
self.p5, self.p6 = SCR_WID/2, 464
self.speed = 3
self.padWid, self.padHei = 8, 128
self.padWid3, self.padHei4 = 128, 8
self.score = 0
self.scoreFont = pygame.font.Font("imagine_font.ttf", 64)
def music(self):
global hit
hit = pygame.mixer.Sound('pickup.wav')
pygame.mixer.music.load('play.wav')
pygame.mixer.music.play(-1, 0.0)
global musicPlaying
musicPlaying = True
def scoring(self):
scoreBlit = self.scoreFont.render(str(self.score), 1, (0,0,0))
screen.blit(scoreBlit, (32, 16))
if self.score == 15:
print ("player 1 wins!")
exit()
def scoring1(self):
scoreBlit = self.scoreFont.render(str(self.score), 1, (0,0,0))
screen.blit(scoreBlit, (SCR_HEI+92, 16))
if self.score == 15:
print ("Player 2 wins!")
exit()
***def wait(self):
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
player.level(player, enemy, ball)
return
def level(self, player, enemy, ball):
while LEVEL < 4:
font = pygame.font.SysFont("Drawing with markers", 48)
text = font.render("Pong", 1, (255, 100, 100))
text1 = font.render("Press a key to start", 1, (255, 100, 100))
screen.blit(text, (250,190))
screen.blit(text1, (133,270))
pygame.display.flip()
player.wait()
if LEVEL == 1:
self.x, self.y = 16, SCR_HEI/2
self.x1, self.y1 = SCR_WID-16, SCR_HEI/2***
def movement(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.y -= self.speed
elif keys[pygame.K_s]:
self.y += self.speed
if self.y <= 0:
self.y = 0
elif self.y >= SCR_HEI-128:
self.y = SCR_HEI-128
keys1 = pygame.key.get_pressed()
if keys1[pygame.K_UP]:
self.y1 -= self.speed
elif keys1[pygame.K_DOWN]:
self.y1 += self.speed
if self.y1 <= 0:
self.y1 = 0
elif self.y >= SCR_HEI-128:
self.y1 = SCR_HEI-128
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
self.p3 -= self.speed
elif keys[pygame.K_d]:
self.p3 += self.speed
if self.p3 <= 0:
self.p3 = 0
elif self.p3 >= SCR_WID-128:
self.p3 = SCR_WID-128
keys1 = pygame.key.get_pressed()
if keys1[pygame.K_LEFT]:
self.p5 -= self.speed
elif keys1[pygame.K_RIGHT]:
self.p5 += self.speed
if self.p5 <= 0:
self.p5 = 0
elif self.p5 >= SCR_WID-128:
self.p5 = SCR_WID-128
def draw(self):
pygame.draw.rect(screen, (0,0,0), (self.x, self.y, self.padWid, self.padHei))
pygame.draw.rect(screen, (0,0,0), (self.x1, self.y1, self.padWid, self.padHei))
pygame.draw.rect(screen, (0,0,0), (self.p3, self.p4, self.padWid3, self.padHei4))
pygame.draw.rect(screen, (0,0,0), (self.p5, self.p6, self.padWid3, self.padHei4))
class Ball():
def __init__(self):
self.x, self.y = SCR_WID/2, SCR_HEI/2
self.x1, self.y1 = SCR_WID/2, SCR_HEI/2
self.p3, self.p4 = SCR_WID/2, SCR_HEI/2
self.p5, self.p6 = SCR_WID/2, SCR_HEI/2
self.speed_x = -2
self.speed_y = 2
self.size = 12
def movement(self, player, enemy):
self.x += self.speed_x
self.y += self.speed_y
if self.y <= 0:
self.speed_y *= -1
elif self.y >= SCR_HEI-self.size:
self.speed_y *= -1
if self.x <= 0:
self.__init__()
enemy.score += 1
if musicPlaying:
hit.play()
elif self.x >= SCR_WID-self.size:
self.__init__()
self.speed_x = 3
player.score += 1
if musicPlaying:
hit.play()
for n in range(-self.size, player.padHei):
if self.y == player.y + n:
if self.x <= player.x + player.padWid:
self.speed_x *= -1
break
n += 1
self.x1 += self.speed_x
self.y1 += self.speed_y
if self.y1 <= 0:
self.speed_y *= -1
elif self.y1 >= SCR_HEI-self.size:
self.speed_y *= -1
if self.x1 <= 0:
self.__init__()
enemy.score += 1
if musicPlaying:
hit.play()
elif self.x1 >= SCR_WID-self.size:
self.__init__()
self.speed_x = 3
player.score += 1
if musicPlaying:
hit.play()
for n in range(-self.size, enemy.padHei):
if self.y1 == enemy.y1 + n:
if self.x1 >= enemy.x1 - enemy.padWid:
self.speed_x *= -1
break
n += 1
self.p3 += self.speed_x
self.p4 += self.speed_y
if self.p4 <= 0:
self.speed_x *= -1
elif self.p4 >= SCR_HEI-self.size:
self.speed_x *= -1
if self.p3 <= 0:
self.__init__()
enemy.score += 1
elif self.p3 >= SCR_WID-self.size:
self.__init__()
self.speed_y = 3
player.score += 1
for n in range(-self.size, enemy.padHei4):
if self.p4 == enemy.p4 + n:
if self.p3 >= enemy.p3 - enemy.padWid3:
self.speed_y *= -1
break
n += 1
self.p5 += self.speed_x
self.p6 += self.speed_y
if self.p6 <= 0:
self.speed_x *= -1
elif self.p6 >= SCR_HEI-self.size:
self.speed_x *= -1
if self.p5 <= 0:
self.__init__()
enemy.score += 1
elif self.p5 >= SCR_WID-self.size:
self.__init__()
self.speed_y = 3
player.score += 1
for n in range(-self.size, enemy.padHei4):
if self.p6 == enemy.p6 + n:
if self.p5 >= enemy.p5 - enemy.padWid3:
self.speed_y *= -1
break
n += 1
def draw(self):
pygame.draw.rect(screen, (112,138,144), (self.x, self.y, 12, 12))
screen = pygame.display.set_mode((SCR_WID, SCR_HEI))
player = Player()
ball = Ball()
enemy = Player()
##level = level(score)
def main():
## player.music()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
print ("Game exited by user")
sys.exit()
else:
False
pygame.font.init()
backgroundimage = pygame.image.load("background.png")
pygame.display.set_caption("Justin's pong")
player.level(player, enemy, ball)
ball.movement(player, enemy)
player.movement()
enemy.movement()
position = (0,0)
screen.fill((0, 0, 0))
screen.blit(backgroundimage, position)
ball.draw()
player.draw()
player.scoring()
enemy.draw()
enemy.scoring1()
pygame.display.flip()
clock = pygame.time.Clock()
FPS = 60
clock.tick(FPS)
player.music()
main()
import pygame,sys
从pygame.locals导入*
pygame.init()
SCR_WID,SCR_HEI=640480
级别=1
hit=pygame.mixer.Sound('pickup.wav'))
pygame.mixer.music.load('play.wav')
pygame.mixer.music.play(-1,0.0)
音乐播放=真
类播放器():
定义初始化(自):
self.p3,self.p4=SCR_WID/2,16
self.p5,self.p6=SCR_WID/2464
自身速度=3
self.padWid,self.padHei=8128
self.padWid3,self.padHei4=128,8
self.score=0
self.scoreFont=pygame.font.font(“想象一下”字体.ttf),64)
def音乐(自我):
全球打击
hit=pygame.mixer.Sound('pickup.wav'))
pygame.mixer.music.load('play.wav')
pygame.mixer.music.play(-1,0.0)
全球音乐广播
音乐播放=真
def评分(自我):
scoreBlit=self.scoreFont.render(str(self.score),1,(0,0,0))
屏幕光点(scoreBlit,(32,16))
如果self.score==15:
打印(“玩家1获胜!”)
退出()
def烧焦1(自):
scoreBlit=self.scoreFont.render(str(self.score),1,(0,0,0))
屏幕光点(记分光点(SCR_HEI+92,16))
如果self.score==15:
打印(“玩家2获胜!”)
退出()
***def等待(自我):
尽管如此:
对于pygame.event.get()中的事件:
如果event.type==退出:
pygame.quit()
sys.exit()
如果event.type==KEYDOWN:
如果event.key==K_转义:
pygame.quit()
sys.exit()
如果event.type==KEYDOWN:
玩家等级(玩家、敌人、球)
返回
def等级(自身、球员、敌人、球):
当水平<4时:
font=pygame.font.SysFont(“带标记的绘图”,48)
text=font.render(“Pong”,1,(255,100,100))
text1=font.render(“按键开始”,1,(255,100,100))
屏幕。blit(文本,(250190))
屏幕显示(文本1,(133270))
pygame.display.flip()
player.等等()
如果级别==1:
self.x,self.y=16,SCR_HEI/2
self.x1,self.y1=SCR_WID-16,SCR_HEI/2***
def移动(自):
keys=pygame.key.get_pressed()
如果键[pygame.K_w]:
self.y-=自速度
elif keys[pygame.K_s]:
self.y+=自速度
如果self.y=SCR\u HEI-128:
self.y=SCR_HEI-128
keys1=pygame.key.get_pressed()
如果键1[pygame.K_UP]:
self.y1-=自速度
elif键1[pygame.K_DOWN]:
self.y1+=自速度
如果self.y1=SCR\u HEI-128:
self.y1=SCR\u HEI-128
keys=pygame.key.get_pressed()
如果键[pygame.K_a]:
self.p3-=自速度
elif keys[pygame.K_d]:
self.p3+=自速度
如果self.p3=SCR_WID-128:
self.p3=SCR\U WID-128
keys1=pygame.key.get_pressed()
如果键1[pygame.K_左]:
self.p5-=self.speed
elif键1[pygame.K_RIGHT]:
self.p5+=self.speed
如果self.p5=SCR_WID-128:
self.p5=SCR_WID-128
def牵引(自):
pygame.draw.rect(屏幕,(0,0,0),(self.x,self.y,self.padWid,self.padHei))
pygame.draw.rect(屏幕,(0,0,0),(self.x1,self.y1,self.padWid,self.padHei))
pygame.draw.rect(屏幕,(0,0,0),(self.p3,self.p4,self.padWid3,self.padHei4))
pygame.draw.rect(屏幕,(0,0,0),(self.p5,self.p6,self.padWid3,self.padHei4))
类Ball():
定义初始化(自):
self.x,self.y=SCR\u WID/2,SCR\u HEI/2
self.x1,self.y1=SCR_WID/2,SCR_HEI/2
self.p3,self.p4=SCR\u WID/2,SCR\u HEI/2
self.p5,self.p6=SCR_WID/2,SCR_HEI/2
self.speed_x=-2
自速度_y=2
自我尺寸=12
def移动(自身、玩家、敌人):
self.x+=self.speed\u x
self.y+=self.speed\u y
如果self.y=SCR\u HEI-self.size:
自速度_y*=-1
如果self.x=SCR\u WID-self.size:
self.\uuuu init\uuuuu()
自速度_x=3
player.score+=1
如果音乐播放:
hit.play()
对于范围内的n(-自身大小,玩家padHei):
如果self.y==player.y+n:
如果self.x=敌方.x1-敌方.padWid:
自速度_x*=-1
打破
n+=1
self.p3+=self.speed_x
self.p4+=self.speed_y
如果self.p4=SCR\u HEI-self.size:
自速度_x*=-1
如果self.p3=SCR\u WID-self.size:
self.\uuuu init\uuuuu()
自速度_y=3
player.score+=1
对于范围内的n(-自身尺寸,敌人尺寸4):
如果self.p4==敌方.p4+n:
如果self.p3>=敌方.p3-敌方.padWid3:
自速度_y*=-1
打破
n+=1
self.p5+=self.speed_x
self.p6+=self.speed_y
如果self.p6=SCR\U HEI-self.size:
自速度_x*=-1
如果self.p5=SCR_WID-self.size:
self.\uuuu init\uuuuu()
自速度_y=3
player.score+=1
对于ra中的n
def intro():
smallfont = pygame.font.SysFont(None, 30)
while intro == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
intro = False
gameDisplay.fill(white)
text = smallfont.render("press any key to continue",True , (0, 0, 0))
gameDisplay.blit(text, [320,240])
pygame.display.update()
clock.tick(15)
intro()
main()