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python - 当我的播放器类与我的平台类之一发生碰撞时,如何制作和结束屏幕?

转载 作者:行者123 更新时间:2023-12-05 07:03:27 27 4
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所以我一直在尝试制作片尾画面,但我知道怎么做,我看过一些教程,但对我来说没有一个真正有意义。我也尝试过使用我的开始屏幕,但将其调高一点并将其放在不同的位置,但它不起作用。我正在尝试在我的播放器与我的其中一个平台发生碰撞时显示结束屏幕,但我不知道如何制作结束屏幕。

I do not know what to really put here but this is my start screen code 
##############################################
#START MENUE

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()
#print(click)
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(window, ac,(x,y,w,h))

if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(window, ic,(x,y,w,h))

smallText = pygame.font.SysFont("comicsansms",20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
window.blit(textSurf, textRect)

def quitgame():
pygame.quit()

def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

window.fill((255,255,255))
largeText = pygame.font.Font('freesansbold.ttf',115)
TextSurf, TextRect = text_objects("Jump", largeText)
TextRect.center = ((500/2),(500/2))
window.blit(TextSurf, TextRect)

button("GO!",100,350,100,50,green,darkgreen,main_loop)
button("Quit",300,350,100,50,orange,darkred,quitgame)

pygame.display.update()
clock.tick(15)

############################################


my Full code




import pygame
import time
import random
pygame.init()

#this is screem height
window = pygame.display.set_mode((500,500))

#know we put screem name
pygame.display.set_caption("Noobs first Game")





bg = pygame.image.load("New.png")

gg = pygame.image.load("lol.png")

Rule2 = pygame.image.load("one1.png")

Rule1 = pygame.image.load("two2.png")

Rule3 = pygame.image.load("three3.png")

Rule4 = pygame.image.load("four4.png")

Rule5 = pygame.image.load("five5.png")

Rule6 = pygame.image.load("six6.png")

#player class
class player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.isJump = False
self.JumpCount = 10
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.rect)

class platform:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
self.ss1 = pygame.image.load("Rock.png")
self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//2,self.ss1.get_height()//2))
self.hitbox = (self.x + 20 , self.y,58,60)
def draw(self):
self.rect.topleft=(self.x,self.y)

player_rect = self.ss1.get_rect(center = self.rect.center)
player_rect.centerx += 70
player_rect.centery += 88
window.blit(self.ss1,player_rect)
self.hitbox = (self.x + 20 , self.y,58,60)

class item:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
self.ss1 = pygame.image.load("H6.png")
self.ss1 = pygame.transform.scale(self.ss1,(self.ss1.get_width()//2,self.ss1.get_height()//2))
def draw(self):
self.rect.topleft = (self.x,self.y)
window.blit(self.ss1,self.rect)


class wall:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.rect = pygame.Rect(x,y,height,width)
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.rect)


#draw player
white = (255,255,255)
player1 = player(255,400,30,30,white)

darkred = (200,0,0)

darkgreen = (0,200,0)

black = (0,0,0)
item1 = item(200,-500,50,50,white)
item2 = item(250,250,50,50,white)
item3 = item(330,-1030,50,50,white)
item4 = item(400,-2290,50,50,white)
item5 = item(300,-1600,50,50,white)
item6 = item(200,130,50,50,white)
item7 = item(230,-1830,50,50,white)
item8 = item(300,0,50,50,white)
item9 = item(330,-1440,50,50,white)
item10 = item(20,-160,50,50,white)

items = [item1,item2,item3,item4,item5,item6,item7,item8,item9,item10]

green = (0,255,0)
orange = (255,0,0)
platform1 = platform(100,300,10,60,orange)
platform2 = platform(5,200,10,60,orange)
platform3 = platform(5,400,10,60,orange)
platform4 = platform(100,100,10,60,orange)
platform5 = platform(5,-50,10,60,orange)
platform6 = platform(100,-200,10,60,orange)
platform7 = platform(5,400,60,600,orange)
platform8 = platform(300,-2430,10,60,orange)
platform9 = platform (350,-340,10,60,orange)
platform10 = platform (100,-470,10,60,orange)

platform13 = platform(330,-600,10,60,orange)
platform14 = platform(100,-790,10,60,orange)
platform15 = platform(330,-990,10,60,orange)
platform16 = platform(70,-1130,10,60,orange)
platform17 = platform(200,-1340,10,60,orange)
platform18 = platform(400,-1500,10,60,orange)
platform19 = platform(300,-1700,10,60,orange)
platform20 = platform(100,-1950,10,60,orange)
platform21 = platform (350,-2140,10,60,orange)
platform22 = platform (100,-2270,10,60,orange)
platform23 = platform(0,-2500,60,500,green)


#walls
platform11 = wall (485,-9600,10000,10,orange)
platform12 = wall (0,-9600,10000,10,orange)
wall1 = wall (0,400,60,500,orange)
wall2 = wall (0,-2500,60,500,green)
wall3 = wall (485,-9600,10000,10,orange)
wall4 = wall (0,-9600,10000,10,orange)


walls = [wall1,wall2]



platforms = (platform1,platform2,platform3,platform4,platform5,platform6,platform7,platform8,platform9,platform10,platform13,platform14,platform15,platform16,platform17,platform18,platform19,platform20,platform21,platform22,platform23)



fps = (60)
clock = pygame.time.Clock()








##############################################
#START MENUE

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()
#print(click)
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(window, ac,(x,y,w,h))

if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(window, ic,(x,y,w,h))

smallText = pygame.font.SysFont("comicsansms",20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
window.blit(textSurf, textRect)

def quitgame():
pygame.quit()

def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

window.fill((255,255,255))
largeText = pygame.font.Font('freesansbold.ttf',115)
TextSurf, TextRect = text_objects("Jump", largeText)
TextRect.center = ((500/2),(500/2))
window.blit(TextSurf, TextRect)

button("GO!",100,350,100,50,green,darkgreen,main_loop)
button("Quit",300,350,100,50,orange,darkred,quitgame)

pygame.display.update()
clock.tick(15)

############################################



def main_loop():

#window
def redrawwindow():
window.fill((0,0,0))

window.blit(bg,(0,0))


#draw plyer
player1.draw()
platform11.draw()
platform12.draw()
wall3.draw()
wall4.draw()
for platform in platforms:
platform.draw()
for wall in walls:
wall.draw()




# the score draw it on the screen
window.blit(text,textRect)

for item in items:
item.draw()


font = pygame.font.Font("freesansbold.ttf",30)
score = 0
text = font.render("Coins = "+str(score),True,(255,255,255))
textRect = text.get_rect()
textRect.center = ((100,40))


run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False


#walls
if player1.rect.colliderect(platform11) and player1.rect.colliderect(platform12):
player1.x = 40

# this makes you scroll up
if player1.y < 250:
player1.y += 1
#platforms
for platform in platforms:
platform.y += player1.speed

for item in items:
item.y += player1.speed

for wall in walls:
wall.y += player1.speed
#walls
platform11.y += player1.speed
platform12.y += player1.speed

# this makes you scroll down
if player1.y > 450:
player1.y -= player1.fall
for platform in platforms:
platform.y -= player1.fall
platform11.y -= player1.fall
platform12.y -= player1.fall


for item in items:
item.y -= player1.fall

for wall in walls:
wall.y -= player1.fall





# coin collisions
for item in items:
for one in range(len(items)-1,-1,-1):
if player1.rect.colliderect(items[one].rect):
del items[one]
score += 1
text = font.render("Coins = "+str(score),True,(255,255,255))
textRect.center = ((100,40))




keys = pygame.key.get_pressed()

if keys[pygame.K_a]and player1.x > player1.speed:
player1.x -= player1.speed

if keys[pygame.K_d]and player1.x <500 - player1.height - player1.speed:
player1.x += player1.speed

if keys[pygame.K_w]and player1.y > player1.speed:
player1.y -= player1.speed

if keys[pygame.K_s]and player1.y <500 - player1.width - player1.speed:
player1.y += player1.speed

if not player1.isJump:
player1.y += player1.fall
player1.fall += 1
player1.isJump = False

collide = False
# this part lets you jump on platform
for platform in platforms:
if player1.rect.colliderect(platform.rect):
collide = True
player1.isJump = False
player1.y = platform.rect.top - player1.height + 1
if player1.rect.right > platform.rect.left and player1.rect.left < platform.rect.left - player1.width:
player1.x = platform.rect.left - player1.width
if player1.rect.left < platform.rect.right and player1.rect.right > platform.rect.right + player1.width:
player1.x = platform.rect.right




if player1.rect.bottom >= 500:
collide = True
player1.isJump = False
player1.JumpCount = 10
player1.y = 500 - player1.height

if collide:
if keys[pygame.K_SPACE]:
player1.isJump = True
player1.fall = 0


else:
if player1.JumpCount >= 0:
player1.y -= (player1.JumpCount*abs(player1.JumpCount))*0.3
player1.JumpCount -= 1
else:
player1.JumpCount = 10
player1.isJump = False


redrawwindow()

if player1.rect.colliderect(platform6):
window.blit(Rule3,(-150,-80))

if player1.rect.colliderect(platform2.rect):
window.blit(Rule1,(-30,0))

if player1.rect.colliderect(platform23.rect):
window.blit(gg,(100,100))

if player1.rect.colliderect(platform7.rect):
window.blit(Rule2,(-70,0))

if player1.rect.colliderect(platform1.rect):
window.blit(Rule4,(-40,100))

if player1.rect.colliderect(platform14.rect):
window.blit(Rule5,(-50,0))

if player1.rect.colliderect(platform17.rect):
window.blit(Rule6,(-50,0))


pygame.display.update()
pygame.quit()
game_intro()
main_loop()

最佳答案

这是一个可能会帮助您的框架。与上面的评论相同。您需要一个 bool 变量来跟踪何时显示结束屏幕(发生了不好的事情),然后使用它来决定在主循环中绘制哪个屏幕...

def redrawwindow():
# basically what you have now...

def draw_end_screen():
# make this new function such that it shows your end-screen


run=True
end_condition=False # a new boolean variable to keep track if collision (or something else happened)

while run:
# basically what you have now....

# check for collision (in pseudo-code) check for game-ending events
if player1.collides_with_death...:
end_condition=True
if player1.falls_into_pit()...:
end_condition=True

# use the boolean variable to decide what to do next, and in next loop
if end_condition:
draw_end_screen()
else:
redrawwindow()

pygame.display.update()

关于python - 当我的播放器类与我的平台类之一发生碰撞时,如何制作和结束屏幕?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63210196/

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