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

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。

相关推荐


依赖报错 idea导入项目后依赖报错,解决方案:https://blog.csdn.net/weixin_42420249/article/details/81191861 依赖版本报错:更换其他版本 无法下载依赖可参考:https://blog.csdn.net/weixin_42628809/a
错误1:代码生成器依赖和mybatis依赖冲突 启动项目时报错如下 2021-12-03 13:33:33.927 ERROR 7228 [ main] o.s.b.d.LoggingFailureAnalysisReporter : *************************** APPL
错误1:gradle项目控制台输出为乱码 # 解决方案:https://blog.csdn.net/weixin_43501566/article/details/112482302 # 在gradle-wrapper.properties 添加以下内容 org.gradle.jvmargs=-Df
错误还原:在查询的过程中,传入的workType为0时,该条件不起作用 &lt;select id=&quot;xxx&quot;&gt; SELECT di.id, di.name, di.work_type, di.updated... &lt;where&gt; &lt;if test=&qu
报错如下,gcc版本太低 ^ server.c:5346:31: 错误:‘struct redisServer’没有名为‘server_cpulist’的成员 redisSetCpuAffinity(server.server_cpulist); ^ server.c: 在函数‘hasActiveC
解决方案1 1、改项目中.idea/workspace.xml配置文件,增加dynamic.classpath参数 2、搜索PropertiesComponent,添加如下 &lt;property name=&quot;dynamic.classpath&quot; value=&quot;tru
删除根组件app.vue中的默认代码后报错:Module Error (from ./node_modules/eslint-loader/index.js): 解决方案:关闭ESlint代码检测,在项目根目录创建vue.config.js,在文件中添加 module.exports = { lin
查看spark默认的python版本 [root@master day27]# pyspark /home/software/spark-2.3.4-bin-hadoop2.7/conf/spark-env.sh: line 2: /usr/local/hadoop/bin/hadoop: No s
使用本地python环境可以成功执行 import pandas as pd import matplotlib.pyplot as plt # 设置字体 plt.rcParams[&#39;font.sans-serif&#39;] = [&#39;SimHei&#39;] # 能正确显示负号 p
错误1:Request method ‘DELETE‘ not supported 错误还原:controller层有一个接口,访问该接口时报错:Request method ‘DELETE‘ not supported 错误原因:没有接收到前端传入的参数,修改为如下 参考 错误2:cannot r
错误1:启动docker镜像时报错:Error response from daemon: driver failed programming external connectivity on endpoint quirky_allen 解决方法:重启docker -&gt; systemctl r
错误1:private field ‘xxx‘ is never assigned 按Altʾnter快捷键,选择第2项 参考:https://blog.csdn.net/shi_hong_fei_hei/article/details/88814070 错误2:启动时报错,不能找到主启动类 #
报错如下,通过源不能下载,最后警告pip需升级版本 Requirement already satisfied: pip in c:\users\ychen\appdata\local\programs\python\python310\lib\site-packages (22.0.4) Coll
错误1:maven打包报错 错误还原:使用maven打包项目时报错如下 [ERROR] Failed to execute goal org.apache.maven.plugins:maven-resources-plugin:3.2.0:resources (default-resources)
错误1:服务调用时报错 服务消费者模块assess通过openFeign调用服务提供者模块hires 如下为服务提供者模块hires的控制层接口 @RestController @RequestMapping(&quot;/hires&quot;) public class FeignControl
错误1:运行项目后报如下错误 解决方案 报错2:Failed to execute goal org.apache.maven.plugins:maven-compiler-plugin:3.8.1:compile (default-compile) on project sb 解决方案:在pom.
参考 错误原因 过滤器或拦截器在生效时,redisTemplate还没有注入 解决方案:在注入容器时就生效 @Component //项目运行时就注入Spring容器 public class RedisBean { @Resource private RedisTemplate&lt;String
使用vite构建项目报错 C:\Users\ychen\work&gt;npm init @vitejs/app @vitejs/create-app is deprecated, use npm init vite instead C:\Users\ychen\AppData\Local\npm-