Python 如何在游戏结束后重放游戏,而不关闭程序并在PYGAME中再次运行它?
我用python制作了一个乒乓球游戏:Pygame。它运行得很好,我决定修补它的一些漏洞。在游戏结束时,当屏幕上显示游戏时,我必须关闭游戏,然后返回主源代码并再次运行它。因此,我决定添加一条消息“按一个键播放”,并且我还添加了一个检查按键的功能。信息会显示,但一旦按下一个键,它就无法检测到。 这是Python 如何在游戏结束后重放游戏,而不关闭程序并在PYGAME中再次运行它?,python,pygame,Python,Pygame,我用python制作了一个乒乓球游戏:Pygame。它运行得很好,我决定修补它的一些漏洞。在游戏结束时,当屏幕上显示游戏时,我必须关闭游戏,然后返回主源代码并再次运行它。因此,我决定添加一条消息“按一个键播放”,并且我还添加了一个检查按键的功能。信息会显示,但一旦按下一个键,它就无法检测到。 这是checkForKeyPress():code: def checkForKeyPress(): keys = pygame.key.get_pressed() if not any(k
checkForKeyPress():
code:
def checkForKeyPress():
keys = pygame.key.get_pressed()
if not any(keys): return False
if keys[pygame.K_ESCAPE]:
exit()
return True
这是我的源代码:
import pygame
import sys
import random
from math import *
pygame.init()
width = 600
height = 400
display = pygame.display.set_mode((width, height))
pygame.display.set_caption("Ping Pong!")
clock = pygame.time.Clock()
BASICFONT = pygame.font.SysFont('freesansbold.ttf', 22)
print("Use the arrow up key to slide or arrow down key to slide down. Thanks for playing! Nishita Thakur.")
background = (27, 38, 49)
white = (236, 240, 241)
red = (203, 67, 53)
blue = (52, 152, 219)
yellow = (244, 208, 63)
DARKGRAY = (90, 90, 90)
top = white
bottom = white
left = white
right = white
margin = 4
scoreLeft = 0
scoreRight = 0
maxScore = 1
font = pygame.font.SysFont("Small Fonts", 30)
largeFont = pygame.font.SysFont("Small Fonts", 60)
# Draw the Boundary of Board
def boundary():
global top, bottom, left, right
pygame.draw.rect(display, left, (0, 0, margin, height))
pygame.draw.rect(display, top, (0, 0, width, margin))
pygame.draw.rect(display, right, (width-margin, 0, margin, height))
pygame.draw.rect(display, bottom, (0, height - margin, width, margin))
l = 25
pygame.draw.rect(display, white, (width/2-margin/2, 10, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 60, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 110, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 160, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 210, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 260, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 310, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 360, margin, l))
# Paddle Class
class Paddle:
def __init__(self, position):
self.w = 10
self.h = self.w*8
self.paddleSpeed = 6
if position == -1:
self.x = 1.5*margin
else:
self.x = width - 1.5*margin - self.w
self.y = height/2 - self.h/2
# Show the Paddle
def show(self):
pygame.draw.rect(display, white, (self.x, self.y, self.w, self.h))
# Move the Paddle
def move(self, ydir):
self.y += self.paddleSpeed*ydir
if self.y < 0:
self.y -= self.paddleSpeed*ydir
elif self.y + self.h> height:
self.y -= self.paddleSpeed*ydir
leftPaddle = Paddle(-1)
rightPaddle = Paddle(1)
# Ball Class
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (width - 142, height - 25)
display.blit(pressKeySurf, pressKeyRect)
checkForKeyPress()
def checkForKeyPress():
keys = pygame.key.get_pressed()
if not any(keys): return False
if keys[pygame.K_ESCAPE]:
exit()
return True
class Ball:
def __init__(self, color):
self.r = 20
self.x = width/2 - self.r/2
self.y = height/2 -self.r/2
self.color = color
self.angle = random.randint(-75, 75)
if random.randint(0, 1):
self.angle += 180
self.speed = 8
# Show the Ball
def show(self):
pygame.draw.ellipse(display, self.color, (self.x, self.y, self.r, self.r))
# Move the Ball
def move(self):
global scoreLeft, scoreRight
self.x += self.speed*cos(radians(self.angle))
self.y += self.speed*sin(radians(self.angle))
if self.x + self.r > width - margin:
scoreLeft += 1
self.angle = 180 - self.angle
if self.x < margin:
scoreRight += 1
self.angle = 180 - self.angle
if self.y < margin:
self.angle = - self.angle
if self.y + self.r >=height - margin:
self.angle = - self.angle
# Check and Reflect the Ball when it hits the padddle
def checkForPaddle(self):
if self.x < width/2:
if leftPaddle.x < self.x < leftPaddle.x + leftPaddle.w:
if leftPaddle.y < self.y < leftPaddle.y + 10 or leftPaddle.y < self.y + self.r< leftPaddle.y + 10:
self.angle = -45
if leftPaddle.y + 10 < self.y < leftPaddle.y + 20 or leftPaddle.y + 10 < self.y + self.r< leftPaddle.y + 20:
self.angle = -30
if leftPaddle.y + 20 < self.y < leftPaddle.y + 30 or leftPaddle.y + 20 < self.y + self.r< leftPaddle.y + 30:
self.angle = -15
if leftPaddle.y + 30 < self.y < leftPaddle.y + 40 or leftPaddle.y + 30 < self.y + self.r< leftPaddle.y + 40:
self.angle = -10
if leftPaddle.y + 40 < self.y < leftPaddle.y + 50 or leftPaddle.y + 40 < self.y + self.r< leftPaddle.y + 50:
self.angle = 10
if leftPaddle.y + 50 < self.y < leftPaddle.y + 60 or leftPaddle.y + 50 < self.y + self.r< leftPaddle.y + 60:
self.angle = 15
if leftPaddle.y + 60 < self.y < leftPaddle.y + 70 or leftPaddle.y + 60 < self.y + self.r< leftPaddle.y + 70:
self.angle = 30
if leftPaddle.y + 70 < self.y < leftPaddle.y + 80 or leftPaddle.y + 70 < self.y + self.r< leftPaddle.y + 80:
self.angle = 45
else:
if rightPaddle.x + rightPaddle.w > self.x + self.r > rightPaddle.x:
if rightPaddle.y < self.y < leftPaddle.y + 10 or leftPaddle.y < self.y + self.r< leftPaddle.y + 10:
self.angle = -135
if rightPaddle.y + 10 < self.y < rightPaddle.y + 20 or rightPaddle.y + 10 < self.y + self.r< rightPaddle.y + 20:
self.angle = -150
if rightPaddle.y + 20 < self.y < rightPaddle.y + 30 or rightPaddle.y + 20 < self.y + self.r< rightPaddle.y + 30:
self.angle = -165
if rightPaddle.y + 30 < self.y < rightPaddle.y + 40 or rightPaddle.y + 30 < self.y + self.r< rightPaddle.y + 40:
self.angle = 170
if rightPaddle.y + 40 < self.y < rightPaddle.y + 50 or rightPaddle.y + 40 < self.y + self.r< rightPaddle.y + 50:
self.angle = 190
if rightPaddle.y + 50 < self.y < rightPaddle.y + 60 or rightPaddle.y + 50 < self.y + self.r< rightPaddle.y + 60:
self.angle = 165
if rightPaddle.y + 60 < self.y < rightPaddle.y + 70 or rightPaddle.y + 60 < self.y + self.r< rightPaddle.y + 70:
self.angle = 150
if rightPaddle.y + 70 < self.y < rightPaddle.y + 80 or rightPaddle.y + 70 < self.y + self.r< rightPaddle.y + 80:
self.angle = 135
# Show the Score
def showScore():
leftScoreText = font.render("Score : " + str(scoreLeft), True, red)
rightScoreText = font.render("Score : " + str(scoreRight), True, blue)
display.blit(leftScoreText, (3*margin, 3*margin))
display.blit(rightScoreText, (width/2 + 3*margin, 3*margin))
# Game Over
def gameOver():
if scoreLeft == maxScore or scoreRight == maxScore:
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
close()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
close()
if event.key == pygame.K_r:
reset()
if scoreLeft == maxScore:
playerWins = largeFont.render("Left Player Wins!", True, red)
elif scoreRight == maxScore:
playerWins = largeFont.render("Right Player Wins!", True, blue)
drawPressKeyMsg()
checkForKeyPress()
#isGameOver = False # determines whether game is lose
#gameStatus = True # game is still running
#score = 0 # score for the game.
display.blit(playerWins, (width/2 - 185, height/2-35))
pygame.display.update()
def reset():
global scoreLeft, scoreRight
scoreLeft = 0
scoreRight = 0
board()
def close():
pygame.quit()
sys.exit()
def board():
loop = True
leftChange = 0
rightChange = 0
ball = Ball(yellow)
while loop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
close()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
close()
if event.key == pygame.K_SPACE or event.key == pygame.K_p:
Pause()
if event.key == pygame.K_r:
reset()
if event.key == pygame.K_w:
leftChange = -1
if event.key == pygame.K_s:
leftChange = 1
if event.key == pygame.K_UP:
rightChange = -1
if event.key == pygame.K_DOWN:
rightChange = 1
if event.type == pygame.KEYUP:
leftChange = 0
rightChange = 0
leftPaddle.move(leftChange)
rightPaddle.move(rightChange)
ball.move()
ball.checkForPaddle()
display.fill(background)
showScore()
ball.show()
leftPaddle.show()
rightPaddle.show()
boundary()
gameOver()
pygame.display.update()
clock.tick(60)
board()
导入pygame
导入系统
随机输入
从数学导入*
pygame.init()
宽度=600
高度=400
display=pygame.display.set_模式((宽度、高度))
pygame.display.set_标题(“乒乓球!”)
clock=pygame.time.clock()
BASICFONT=pygame.font.SysFont('freesansbold.ttf',22)
打印(“使用向上箭头键滑动或向下箭头键滑动。感谢播放!Nishita Thakur。”)
背景=(27,38,49)
白色=(236240241)
红色=(203、67、53)
蓝色=(52152219)
黄色=(244200863)
暗光线=(90,90,90)
顶部=白色
底部=白色
左=白色
右=白色
保证金=4
分数左=0
scoreRight=0
maxScore=1
font=pygame.font.SysFont(“小字体”,30)
largeFont=pygame.font.SysFont(“小字体”,60)
#画板的边界
定义边界():
全局上、下、左、右
pygame.draw.rect(显示,左,(0,0,边距,高度))
pygame.draw.rect(显示,顶部,(0,0,宽度,边距))
pygame.draw.rect(显示,右侧,(宽度边距,0,边距,高度))
pygame.draw.rect(显示,底部,(0,高度-边距,宽度,边距))
l=25
pygame.draw.rect(显示,白色,(宽度/2-边距/2,10,边距,l))
pygame.draw.rect(显示,白色,(宽度/2-边距/2,60,边距,l))
pygame.draw.rect(显示,白色,(宽度/2边距/2110边距,l))
pygame.draw.rect(显示,白色,(宽度/2-边距/2160,边距,l))
pygame.draw.rect(显示,白色,(宽度/2边距/2210边距,l))
pygame.draw.rect(显示,白色,(宽度/2边距/2260边距,l))
pygame.draw.rect(显示,白色,(宽度/2边距/2310边距,l))
pygame.draw.rect(显示,白色,(宽度/2-边距/2360,边距,l))
#划桨类
班级桨:
定义初始(自身,位置):
自我保护,w=10
self.h=self.w*8
自身速度=6
如果位置==-1:
self.x=1.5*裕度
其他:
self.x=宽度-1.5*边距-self.w
self.y=高度/2-self.h/2
#划桨
def显示(自我):
pygame.draw.rect(显示,白色,(self.x,self.y,self.w,self.h))
#划桨
def移动(自身,ydir):
self.y+=自桨速度*ydir
如果self.y<0:
self.y-=自桨速度*ydir
elif self.y+self.h>高度:
self.y-=自桨速度*ydir
左桨=桨(-1)
右桨=桨(1)
#球类
def drawPressKeyMsg():
pressKeySurf=BASICFONT.render('按一个键播放'),True,DARKGRAY)
pressKeyRect=pressKeySurf.get_rect()
按KeyRect.topleft=(宽度-142,高度-25)
显示.blit(按快捷键URF,按快捷键RECT)
checkForKeyPress()
def checkForKeyPress():
keys=pygame.key.get_pressed()
如果没有(键):返回False
如果键[pygame.K_ESCAPE]:
退出()
返回真值
班级舞会:
定义初始化(自身,颜色):
自相关系数r=20
self.x=宽度/2-self.r/2
self.y=高度/2-self.r/2
self.color=颜色
self.angle=random.randint(-75,75)
如果为random.randint(0,1):
自转角+=180
自身速度=8
#带球
def显示(自我):
pygame.draw.ellipse(显示,self.color,(self.x,self.y,self.r,self.r))
#移动球
def移动(自我):
全局分数左,分数右
自x+=自速度*cos(弧度(自角度))
self.y+=自速度*sin(弧度(自角度))
如果self.x+self.r>宽度-边距:
分数左+=1
自转角=180-自转角
如果self.x<边距:
scoreRight+=1
自转角=180-自转角
如果self.y<边距:
self.angle=-self.angle
如果self.y+self.r>=高度-边距:
self.angle=-self.angle
#当球碰到垫子时,检查并反射球
def检查拨杆(自身):
如果self.xself.x+self.r>
import pygame
import sys
import random
from math import *
pygame.init()
width = 600
height = 400
display = pygame.display.set_mode((width, height))
pygame.display.set_caption("Ping Pong!")
clock = pygame.time.Clock()
BASICFONT = pygame.font.SysFont('freesansbold.ttf', 22)
print("Use the arrow up key to slide or arrow down key to slide down. Thanks for playing! Nishita Thakur.")
background = (27, 38, 49)
white = (236, 240, 241)
red = (203, 67, 53)
blue = (52, 152, 219)
yellow = (244, 208, 63)
DARKGRAY = (90, 90, 90)
top = white
bottom = white
left = white
right = white
margin = 4
scoreLeft = 0
scoreRight = 0
maxScore = 20
font = pygame.font.SysFont("Small Fonts", 30)
largeFont = pygame.font.SysFont("Small Fonts", 60)
# Draw the Boundary of Board
def boundary():
global top, bottom, left, right
pygame.draw.rect(display, left, (0, 0, margin, height))
pygame.draw.rect(display, top, (0, 0, width, margin))
pygame.draw.rect(display, right, (width-margin, 0, margin, height))
pygame.draw.rect(display, bottom, (0, height - margin, width, margin))
l = 25
pygame.draw.rect(display, white, (width/2-margin/2, 10, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 60, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 110, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 160, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 210, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 260, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 310, margin, l))
pygame.draw.rect(display, white, (width/2-margin/2, 360, margin, l))
# Paddle Class
class Paddle:
def __init__(self, position):
self.w = 10
self.h = self.w*8
self.paddleSpeed = 6
if position == -1:
self.x = 1.5*margin
else:
self.x = width - 1.5*margin - self.w
self.y = height/2 - self.h/2
# Show the Paddle
def show(self):
pygame.draw.rect(display, white, (self.x, self.y, self.w, self.h))
# Move the Paddle
def move(self, ydir):
self.y += self.paddleSpeed*ydir
if self.y < 0:
self.y -= self.paddleSpeed*ydir
elif self.y + self.h> height:
self.y -= self.paddleSpeed*ydir
# Ball Class
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, DARKGRAY)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (width - 142, height - 25)
display.blit(pressKeySurf, pressKeyRect)
checkForKeyPress()
def checkForKeyPress():
keys = pygame.key.get_pressed()
if not any(keys): return False
if keys[pygame.K_ESCAPE]:
exit()
return initGame()
class Ball:
def __init__(self, color):
self.r = 20
self.x = width/2 - self.r/2
self.y = height/2 -self.r/2
self.color = color
self.angle = random.randint(-75, 75)
if random.randint(0, 1):
self.angle += 180
self.speed = 8
# Show the Ball
def show(self):
pygame.draw.ellipse(display, self.color, (self.x, self.y, self.r, self.r))
# Move the Ball
def move(self):
global scoreLeft, scoreRight
self.x += self.speed*cos(radians(self.angle))
self.y += self.speed*sin(radians(self.angle))
if self.x + self.r > width - margin:
scoreLeft += 1
self.angle = 180 - self.angle
if self.x < margin:
scoreRight += 1
self.angle = 180 - self.angle
if self.y < margin:
self.angle = - self.angle
if self.y + self.r >=height - margin:
self.angle = - self.angle
# Check and Reflect the Ball when it hits the padddle
def checkForPaddle(self):
if self.x < width/2:
if leftPaddle.x < self.x < leftPaddle.x + leftPaddle.w:
if leftPaddle.y < self.y < leftPaddle.y + 10 or leftPaddle.y < self.y + self.r< leftPaddle.y + 10:
self.angle = -45
if leftPaddle.y + 10 < self.y < leftPaddle.y + 20 or leftPaddle.y + 10 < self.y + self.r< leftPaddle.y + 20:
self.angle = -30
if leftPaddle.y + 20 < self.y < leftPaddle.y + 30 or leftPaddle.y + 20 < self.y + self.r< leftPaddle.y + 30:
self.angle = -15
if leftPaddle.y + 30 < self.y < leftPaddle.y + 40 or leftPaddle.y + 30 < self.y + self.r< leftPaddle.y + 40:
self.angle = -10
if leftPaddle.y + 40 < self.y < leftPaddle.y + 50 or leftPaddle.y + 40 < self.y + self.r< leftPaddle.y + 50:
self.angle = 10
if leftPaddle.y + 50 < self.y < leftPaddle.y + 60 or leftPaddle.y + 50 < self.y + self.r< leftPaddle.y + 60:
self.angle = 15
if leftPaddle.y + 60 < self.y < leftPaddle.y + 70 or leftPaddle.y + 60 < self.y + self.r< leftPaddle.y + 70:
self.angle = 30
if leftPaddle.y + 70 < self.y < leftPaddle.y + 80 or leftPaddle.y + 70 < self.y + self.r< leftPaddle.y + 80:
self.angle = 45
else:
if rightPaddle.x + rightPaddle.w > self.x + self.r > rightPaddle.x:
if rightPaddle.y < self.y < leftPaddle.y + 10 or leftPaddle.y < self.y + self.r< leftPaddle.y + 10:
self.angle = -135
if rightPaddle.y + 10 < self.y < rightPaddle.y + 20 or rightPaddle.y + 10 < self.y + self.r< rightPaddle.y + 20:
self.angle = -150
if rightPaddle.y + 20 < self.y < rightPaddle.y + 30 or rightPaddle.y + 20 < self.y + self.r< rightPaddle.y + 30:
self.angle = -165
if rightPaddle.y + 30 < self.y < rightPaddle.y + 40 or rightPaddle.y + 30 < self.y + self.r< rightPaddle.y + 40:
self.angle = 170
if rightPaddle.y + 40 < self.y < rightPaddle.y + 50 or rightPaddle.y + 40 < self.y + self.r< rightPaddle.y + 50:
self.angle = 190
if rightPaddle.y + 50 < self.y < rightPaddle.y + 60 or rightPaddle.y + 50 < self.y + self.r< rightPaddle.y + 60:
self.angle = 165
if rightPaddle.y + 60 < self.y < rightPaddle.y + 70 or rightPaddle.y + 60 < self.y + self.r< rightPaddle.y + 70:
self.angle = 150
if rightPaddle.y + 70 < self.y < rightPaddle.y + 80 or rightPaddle.y + 70 < self.y + self.r< rightPaddle.y + 80:
self.angle = 135
# Show the Score
def showScore():
leftScoreText = font.render("Score : " + str(scoreLeft), True, red)
rightScoreText = font.render("Score : " + str(scoreRight), True, blue)
display.blit(leftScoreText, (3*margin, 3*margin))
display.blit(rightScoreText, (width/2 + 3*margin, 3*margin))
# Game Over
def gameOver():
while scoreLeft == maxScore or scoreRight == maxScore:
for event in pygame.event.get():
if event.type == pygame.QUIT:
close()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
close()
if event.key == pygame.K_r:
reset()
if scoreLeft == maxScore:
playerWins = largeFont.render("Left Player Wins!", True, red)
drawPressKeyMsg()
checkForKeyPress()
elif scoreRight == maxScore:
playerWins = largeFont.render("Right Player Wins!", True, blue)
drawPressKeyMsg()
checkForKeyPress()
#isGameOver = False # determines whether game is lose
#gameStatus = True # game is still running
#score = 0 # score for the game.
display.blit(playerWins, (width/2 - 185, height/2-35))
pygame.display.update()
def reset():
initGame()
def initGame():
global scoreLeft, scoreRight
global leftPaddle, rightPaddle
global ball
scoreLeft = 0
scoreRight = 0
leftPaddle = Paddle(-1)
rightPaddle = Paddle(1)
ball = Ball(yellow)
def close():
pygame.quit()
sys.exit()
def board():
loop = True
leftChange = 0
rightChange = 0
while loop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
close()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
close()
if event.key == pygame.K_SPACE or event.key == pygame.K_p:
Pause()
if event.key == pygame.K_r:
reset()
if event.key == pygame.K_w:
leftChange = -1
if event.key == pygame.K_s:
leftChange = 1
if event.key == pygame.K_UP:
rightChange = -1
if event.key == pygame.K_DOWN:
rightChange = 1
if event.type == pygame.KEYUP:
leftChange = 0
rightChange = 0
leftPaddle.move(leftChange)
rightPaddle.move(rightChange)
ball.move()
ball.checkForPaddle()
display.fill(background)
showScore()
ball.show()
leftPaddle.show()
rightPaddle.show()
boundary()
gameOver()
pygame.display.update()
clock.tick(60)
initGame()
board()
def checkForKeyPress():
keys = pygame.key.get_pressed()
if not any(keys): return False
if keys[pygame.K_ESCAPE]:
exit()
return initGame()