如何解决我想添加一个屏幕,说要用10秒的计时器进行升级,然后继续游戏
在我制作的游戏中清除4级之后,我想添加一个计时器。计时器应为10秒,其中应显示“正在升级”,然后继续到5级。我该如何做?我在这方面遇到麻烦,希望得到您的帮助。我尝试了许多不同的方法,但没有一个起作用。请帮助,因为我需要在8月25日之前提交此项目。
我当前的代码:
import random
import pygame
from pygame import mixer
pygame.font.init()
pygame.init()
# THE SCREEN SIZE
WIDTH,HEIGHT = 800,600
WIN = pygame.display.set_mode((WIDTH,HEIGHT))
# THE GAME NAME
pygame.display.set_caption("The Space Walker")
# ENEMIES
REDEX = pygame.image.load("REDEX.png")
GENEX = pygame.image.load("GENEX.png")
BREX = pygame.image.load("BREX.png")
BOSS = pygame.image.load("Boss.png")
# THE PLAYER
player = pygame.image.load("BLShip.png")
THESPACEWALKER = pygame.image.load("SPACEWALKER.png")
# ENEMY LASERS
REDEXASER = pygame.image.load("REDEXASER.png")
GENEXASER = pygame.image.load("GENEXASER.png")
BREXASER = pygame.image.load("BREXASER.png")
BOSSXASER = pygame.image.load("BOSSXASER.png")
# PLAYER LASER
LAME = pygame.image.load("SPACEXASER.png")
NEOXASER = pygame.image.load("NEOXASER.png")
# GAME BACKGROUND
BG = pygame.transform.scale(pygame.image.load("background.png"),(WIDTH,HEIGHT))
# GAME MUSIC
music = pygame.mixer.music.load('background.mp3')
pygame.mixer.music.play(-1)
# FUNCTIONS BEING USED IN THE GAME
# PAUSE FUNCTION
def pause():
paused = True
while paused:
pause_font = pygame.font.SysFont("freesansbold.ttf",80)
con_font = pygame.font.SysFont("freesansbold.ttf",80)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
pause_label = pause_font.render("Paused",1,(255,255,255))
WIN.blit(pause_label,(WIDTH / 2 - pause_label.get_width() / 2,250))
con_label = con_font.render("C to Continue",255))
WIN.blit(con_label,(WIDTH / 2 - con_label.get_width() / 2,300))
pygame.display.update()
pygame.mixer.pause()
pygame.time.Clock()
class Laser:
def __init__(self,x,y,img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self,window):
window.blit(self.img,(self.x,self.y))
def move(self,vel):
self.y += vel
def off_screen(self,height):
return not (height >= self.y >= 0)
def collision(self,obj):
return collide(self,obj)
class Ship:
COOLDOWN = 30
def __init__(self,health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self,window):
window.blit(self.ship_img,self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self,vel,obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 10
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 17,self.y,self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
lsound = mixer.Sound('Lfire.wav')
lsound.play()
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self,health=100):
super().__init__(x,health)
self.ship_img = player
self.laser_img = LAME
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self,objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
colli = mixer.Sound('coll.wav')
colli.play()
obj.health -= 10
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self,window):
super().draw(window)
self.healthbar(window)
def healthbar(self,window):
pygame.draw.rect(window,0),self.y + self.ship_img.get_height() + 10,self.ship_img.get_width(),10))
pygame.draw.rect(window,(0,(
self.x,self.ship_img.get_width() * (self.health / self.max_health),10))
class Enemy(Ship):
COLOR_MAP = {
"red": (REDEX,REDEXASER),"green": (GENEX,GENEXASER),"blue": (BREX,BREXASER),"black": (BOSS,BOSSXASER)
}
def __init__(self,color,health=10):
super().__init__(x,health)
self.ship_img,self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self,vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 20,self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
if self.y > 0:
lsound = mixer.Sound('Lfire.wav')
lsound.play()
def collide(obj1,obj2):
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask,(offset_x,offset_y)) is not None
def text_objects(text,font):
textSurface = font.render(text,True,0))
return textSurface,textSurface.get_rect()
def main():
run = True
FPS = 60
level = 3
lives = 3
crashed = 0
main_font = pygame.font.SysFont("freesansbold.ttf",50)
winc_font = pygame.font.SysFont("freesansbold.ttf",70)
lost_font = pygame.font.SysFont("freesansbold.ttf",70)
enemies = []
wave_length = 5
enemy_vel = 1
player_vel = 5
laser_vel = 3
player = Player(400 - 30,500)
clock = pygame.time.Clock()
lost = False
lost_count = 0
winc = False
winc_count = 0
def redraw_window():
WIN.blit(BG,0))
# draw text
lives_label = main_font.render(f"Lives: {lives}",255))
level_label = main_font.render(f"Level: {level}",255))
crashed_label = main_font.render(f"Crashed: {crashed}",255))
WIN.blit(lives_label,(10,10))
WIN.blit(level_label,(WIDTH - level_label.get_width() - 10,10))
WIN.blit(crashed_label,(20,550))
for enemy in enemies:
enemy.draw(WIN)
player.draw(WIN)
if lost:
lost_label = lost_font.render("GAME OVER",255))
WIN.blit(lost_label,(WIDTH / 2 - lost_label.get_width() / 2,250))
crashed_label = main_font.render(f"You crashed: {crashed} times",60,60))
WIN.blit(crashed_label,(WIDTH / 2 - crashed_label.get_width() / 2,305))
credit_label = main_font.render(f"Game by (Aaditya & Aaryan) Sharma",0))
WIN.blit(credit_label,(WIDTH / 2 - credit_label.get_width() / 2,345))
credit1_label = main_font.render(f"Thank you for playing The Space Walker!",128,0))
WIN.blit(credit1_label,(WIDTH / 2 - credit1_label.get_width() / 2,385))
pygame.mixer.music.pause()
LoseSound = mixer.Sound('LoseSound.wav')
LoseSound.play()
if winc:
winc_label = winc_font.render("You Win!",255))
WIN.blit(winc_label,(WIDTH / 2 - winc_label.get_width() / 2,385))
pygame.mixer.music.pause()
WinSound = mixer.Sound('WinSound.wav')
WinSound.play()
pygame.display.update()
while run:
clock.tick(FPS)
redraw_window()
if lives <= 0 or player.health <= 0:
lost = True
lost_count += 1
if lost:
if lost_count > FPS * 9:
run = False
else:
continue
if level < 6:
if len(enemies) == 0:
level += 1
wave_length += 3
for i in range(wave_length):
if level == 1:
enemy = Enemy(random.randrange(25,WIDTH - 80),random.randrange(-1200,-100),random.choice(["blue"]))
enemies.append(enemy)
if level == 2:
enemy = Enemy(random.randrange(25,random.choice(["red"]))
enemies.append(enemy)
if level == 3:
enemy = Enemy(random.randrange(25,random.choice(["green"]))
enemies.append(enemy)
if level == 4:
enemy = Enemy(random.randrange(12,random.choice(["red","green","blue"]))
enemies.append(enemy)
wave_length += 1
for i in range(wave_length):
if level == 5:
FPS = 60
player.health = 30
player.ship_img = THESPACEWALKER
player.laser_img = NEOXASER
enemy = Enemy(random.randrange(0,WIDTH - 86),random.randrange(-40,-10),random.choice(["black"]))
enemies.append(enemy)
if level > 5:
winc = True
winc_count += 1
if winc:
if winc_count > FPS * 9:
run = False
else:
continue
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x - player_vel > 0: # left
player.x -= player_vel
if keys[pygame.K_RIGHT] and player.x + player_vel + player.get_width() < WIDTH: # right
player.x += player_vel
if keys[pygame.K_SPACE]:
player.shoot()
if keys[pygame.K_p]:
pause()
for enemy in enemies[:]:
enemy.move(enemy_vel)
enemy.move_lasers(laser_vel,player)
if enemy.health == 0:
enemies.remove(enemy)
if random.randrange(0,2 * 60) == 1:
enemy.shoot()
if collide(enemy,player):
player.health -= 10
enemies.remove(enemy)
crashed += 1
elif enemy.y + enemy.get_height() > HEIGHT:
lives -= 1
enemies.remove(enemy)
player.move_lasers(-laser_vel,enemies)
pygame.display.update()
def butt():
mouse = pygame.mouse.get_pos()
if WIDTH / 2 - 75 + 150 > mouse[0] > WIDTH / 2 - 75 and 250 + 50 > mouse[1] > 250:
pygame.draw.rect(WIN,(100,100,100),(WIDTH / 2 - 75,250,150,50))
else:
pygame.draw.rect(WIN,255),50))
smallText = pygame.font.Font("freesansbold.ttf",20)
textSurf,textRect = text_objects("Start",smallText)
textRect.center = ((WIDTH / 2),(250 + (50 / 2)))
WIN.blit(textSurf,textRect)
for event in pygame.event.get():
if WIDTH / 2 - 75 + 150 > mouse[0] > WIDTH / 2 - 75 and 250 + 50 > mouse[1] > 250:
if event.type == pygame.MOUSEBUTTONDOWN:
main()
def start_screen():
run = True
while run:
WIN.blit(BG,0))
butt()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
start_screen()
解决方法
也许您可以执行以下操作:
import pygame
import time
pygame.init()
D = pygame.display.set_mode((500,500))
font = pygame.font.Font(pygame.font.get_default_font(),20)
start = time.time()
def display(waittime):
now = time.time()
surf = font.render("UPGRADING",True,(0,255,0))
usurf = font.render("UPGRADED",0))
timer = now - start
if timer < waittime:
pygame.draw.rect(D,0),(100,20,timer * 20,50))
D.blit(surf,(150,150))
else:
D.blit(usurf,150))
while True:
D.fill((255,255))
pygame.event.get()
display(10)
pygame.display.flip()
,
pause_time = 0
def count(level):
time_left = 10
if level == 4:
if trig == 1
time = int(pygame.time.get_ticks()/1000)
trig = 2
while time_left != 0:
time_left=(10-(int(pygame.time.get_ticks()/1000) - time))
myfont = pygame.font.Font(yourpreferedfont,yourpreferedsize)
time_left_text = myfont.render(time_left,(255,255))
WIN.blit(time_left_text,(x,y))
在应有的位置插入代码,如果它不起作用,我也无法测试它,因为我没有您的图像,这会给我一个错误。
版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。