将标题屏幕添加到使用PyGame制作的游戏中

问题描述 投票:0回答:1

我按照教程制作了《太空入侵者》游戏。我想尝试为动作开始前弹出的游戏创建标题屏幕。但是我不知道该怎么做。我一直在搜寻不同的答案,并尝试将其实现到我的代码中,但由于我是一个初学者,因此无法正常工作。

这是我目前的代码:

import math
import random

import pygame
from pygame import mixer

# Intialize the pygame
pygame.init()

# create the screen
screen = pygame.display.set_mode((800, 600))

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

# Background Sound
mixer.music.load('background.wav')
mixer.music.play(-1)

# Caption and Icon
pygame.display.set_caption("Star Wars")
icon = pygame.image.load('ufo.png')
pygame.display.set_icon(icon)

# Player

playerImg = pygame.image.load('player.png')
playerX = 370
playerY = 480
playerX_change = 0

# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6

for i in range(num_of_enemies):
    enemyImg.append(pygame.image.load('bjonemy2.png'))
    enemyX.append(random.randint(0, 736))
    enemyY.append(random.randint(50, 150))
    enemyX_change.append(4)
    enemyY_change.append(40)

# Bullet

# Ready - You can't see the bullet on the screen
# Fire - The bullet is currently moving

bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"

#

score_value = 0
font = pygame.font.Font('starjhol.ttf', 32)

textX = 10
testY = 10

# Game Over text
over_font = pygame.font.Font('starjhol.ttf', 64)


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


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


def player(x, y):
    screen.blit(playerImg, (x, y))


def enemy(x, y, i):
    screen.blit(enemyImg[i], (x, y))


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:

    # RGB = Red, Green, Blue
    screen.fill((0, 0, 0))
    # Background Image
    screen.blit(background, (0, 0))
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        # if keystroke is pressed check whether it's right or left
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                playerX_change = -5
            if event.key == pygame.K_RIGHT:
                playerX_change = 5
            if event.key == pygame.K_SPACE:
                if bullet_state is "ready":
                    bullet_Sound = mixer.Sound('laser.wav')
                    bullet_Sound.play()
                    # Get the current x coordinate of the spaceship
                    bulletX = playerX
                    fire_bullet(bulletX, bulletY)

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                playerX_change = 0

    # 5 = 5 + -0.1 -> 5 = 5 - 0.1
    # 5 = 5 + 0.1

    playerX += playerX_change
    if playerX <= 0:
        playerX = 0
    elif playerX >= 736:
        playerX = 736

    # Enemy Movement

    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[i] += enemyY_change[i]

        # Collision
        collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
        if collision:
            explosion_Sound = mixer.Sound('explosion.wav')
            explosion_Sound.play()
            bulletY = 480
            bullet_state = "ready"
            score_value += 1
            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 is "fire":
        fire_bullet(bulletX, bulletY)
        bulletY -= bulletY_change

    player(playerX, playerY)
    show_score(textX, testY)
    pygame.display.update()
python pygame
1个回答
0
投票

您可以创建使用自己的主循环显示屏幕并获取事件的代码。

当您按下键然后退出第一个主循环并开始运行游戏的代码

import pygame as pg
import sys

RED    = (255, 0, 0)
GREEN  = (0, 255, 0)
BLUE   = (0, 0, 255)

# --- main ---

pg.init()
screen = pg.display.set_mode((600, 400))
clock = pg.time.Clock()

# --- start screen ---

# ... code for start screen ...

running = True
while running:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            pg.quit()
            sys.exit()
        elif event.type == pg.KEYDOWN:
            running = False

    # display start screen

    screen.fill(RED)
    pg.display.flip()
    clock.tick(30)

# --- game ---

# ... code for game ...

running = True
while running:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            pg.quit()
            sys.exit()
        elif event.type == pg.KEYDOWN:
            running = False

    # display game

    screen.fill(GREEN)
    pg.display.flip()
    clock.tick(30)

# --- end screen ---

# ... code for end screen ...
# 
running = True
while running:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            pg.quit()
            sys.exit()
        # Press a key to return the next scene.
        elif event.type == pg.KEYDOWN:
            running = False

    # display end screen

    screen.fill(BLUE)
    pg.display.flip()
    clock.tick(30)

# ---

pg.quit()
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