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pythonpygameeventget_Pygame需要pygame.event.get()“为了不撞车

程序像这样工作得很好,但是,我不明白为什么它需要在gameOverwhile语句中使用无用的foreventinpygame.event.get():N

程序像这样工作得很好,但是,我不明白为什么它需要在gameOverwhile语句中使用无用的for event in pygame.event.get(): None在{}内。如果你能找到一种方法来删除它,或者解释为什么它没有它运行,那太好了!在import pygame, time, random

pygame.init()

# SOUND/TEXTURES

icon = pygame.image.load("textures\snakeicon.png")

pygame.display.set_icon(icon)

# VARIABLES

white = (255, 255, 255)

black = (0, 0, 0)

red = (200, 0, 0)

green = (0, 155, 0)

bright_green = (0, 250, 0)

bright_red = (255, 0, 0)

font_size = 50

font = pygame.font.SysFont(None, font_size)

# FUNCTIONS

def text_objects(text, font):

textSurface = font.render(text, True, black)

return textSurface, textSurface.get_rect()

def button(msg, x, y, w, h, ic, ac, action=None):

mouse = pygame.mouse.get_pos()

click = pygame.mouse.get_pressed()

if x + w > mouse[0] > x and y + h > mouse[1] > y:

pygame.draw.rect(gameWindow, ac, (x, y, w, h))

if click[0] == 1 and action != None:

if action == "play":

game_loop()

elif action == "quit":

gameRun = False

gameWindow.fill(white)

message_to_screen("Closing Game...", black, 280, 280)

pygame.display.update()

time.sleep(1)

pygame.quit()

quit()

else:

pygame.draw.rect(gameWindow, ic, (x, y, w, h))

smallText = pygame.font.Font("freesansbold.ttf", 20)

textSurf, textRect = text_objects(msg, smallText)

textRect.center = ((x + (w / 2)), (y + (h / 2)))

gameWindow.blit(textSurf, textRect)

def snake(rect_x, rect_y, block_size):

pygame.draw.rect(gameWindow, green, [rect_x, rect_y, block_size, block_size])

def message_to_screen(msg, color, x, y):

screen_text = font.render(msg, True, color)

gameWindow.blit(screen_text, [x, y])

# WINDOW/SURFACE

display_w = 800

display_h = 600

window_title = "Window"

gameWindow = pygame.display.set_mode((display_w, display_h))

pygame.display.set_caption(window_title)

# FPS/Clock

clock = pygame.time.Clock()

# Game Loop

def game_loop():

# RECT OPTIONS

moveSpeed = 10

block_size = 10

rect_x = display_w / 2

rect_y = display_h / 2

change_x = 0

change_y = 0

randApplex = round(random.randrange(0, display_w - block_size) / 10.0) * 10.0

randAppley = round(random.randrange(0, display_h - block_size) / 10.0) * 10.0

global gameRun, gameOver

gameRun = True

gameOver = False

while gameRun:

while gameOver:

gameRun = False

gameWindow.fill(white)

# button(msg, x, y, w, h, ic, ac, action=None)

message_to_screen("Game Over!", red, 300, 300)

button("Restart", 150, 450, 100, 50, green, bright_green, "play")

button("Quit", 550, 450, 100, 50, red, bright_red, "quit")

pygame.display.update()

# RIGHT HERE!

for event in pygame.event.get():

None

# RIGHT THERE!

for event in pygame.event.get():

if event.type == pygame.QUIT:

gameRun = False

gameOver = False

gameWindow.fill(white)

message_to_screen("Closing Game...", black, 280, 280)

pygame.display.update()

time.sleep(1)

pygame.quit()

quit()

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_w:

change_y = -moveSpeed

change_x = 0

elif event.key == pygame.K_s:

change_y = moveSpeed

change_x = 0

elif event.key == pygame.K_a:

change_x = -moveSpeed

change_y = 0

elif event.key == pygame.K_d:

change_x = moveSpeed

change_y = 0

# BOARDER CRASH

if rect_x >&#61; display_w or rect_x <0 or rect_y >&#61; display_h or rect_y <0:

gameOver &#61; True

# LOGIC

rect_x &#43;&#61; change_x

rect_y &#43;&#61; change_y

if rect_x &#61;&#61; randApplex and rect_y &#61;&#61; randAppley:

randApplex &#61; round(random.randrange(0, display_w - block_size) / 10.0) * 10.0

randAppley &#61; round(random.randrange(0, display_h - block_size) / 10.0) * 10.0

# RENDER

gameWindow.fill(white)

pygame.draw.rect(gameWindow, red, [randApplex, randAppley, block_size, block_size])

snake(rect_x, rect_y, block_size)

pygame.display.update()

clock.tick(15)

message_to_screen("You Lose!", red, 325, 300)

pygame.display.update()

time.sleep(1)

message_to_screen("Closing Game!", black, 280, 350)

pygame.display.update()

time.sleep(1)

# QUIT

pygame.quit()

quit()

game_loop()



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