如何在游戏中添加回放按钮



我正试图为我的游戏制作一个重播按钮,当你死亡时,游戏会暂停,直到你按下空格键重置游戏,这样你就可以再次玩了。我在pygame中使用python。如果你能解决这个问题,请照做!这将是我的一天。如果可能的话,请包括修复的代码以及将其放在哪里,因为我是python的新手。下面的源代码是我正在开发的游戏。

import pygame
import random
import sys
import time
pygame.init()
WIDTH = 800
HEIGHT = 600
TRASH = (110, 110, 110)
RED = (135, 56, 47)
player_pos = [400, 475]
player_size = 50
screen = pygame.display.set_mode((WIDTH, HEIGHT))
enemy_size = 50
SPEED = 11
FPS = 120
enemy_pos = [random.randint(0, WIDTH - enemy_size), 0]
enemy_list = [enemy_pos]
game_over = False
score = 0
clock = pygame.time.Clock()
myFont = pygame.font.SysFont("monospace", 35)
pygame.display.set_caption('Crab Dodge,  By: ChanceMeteor515')
pygame.mouse.set_visible(0)

def drop_enemies(enemy_list):
if len(enemy_list) < 9:
x_pos = random.randint(0, WIDTH - enemy_size)
y_pos = 10
enemy_list.append([x_pos, y_pos])

def draw_enemies(enemy_list):
for enemy_pos in enemy_list:
pygame.draw.rect(screen, TRASH, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))

def update_enemies_pos(enemy_list, score):
for idx, enemy_pos in enumerate(enemy_list):
if enemy_pos[1] >= 0 and enemy_pos[1] < HEIGHT:
enemy_pos[1] += SPEED
else:
enemy_list.pop(idx)
score += 1
return score

def collision_check(enemy_list, player_pos):
for enemy_pos in enemy_list:
if detect_collision(enemy_pos, player_pos):
return True
return False

def edge_detection1(player_pos):
if player_pos[0] > 750:
return True
return False

def edge_detection2(player_pos):
if player_pos[0] < 0:
return True
return False

def detect_collision(player_pos, enemy_pos):
p_x = player_pos[0]
p_y = player_pos[1]
e_x = enemy_pos[0]
e_y = enemy_pos[1]
if (e_x >= p_x and e_x < (p_x + player_size)) or (p_x >= e_x and p_x < (e_x + enemy_size)):
if (e_y >= p_y and e_y < (p_y + player_size)) or (p_y >= e_y and p_y < (e_y + enemy_size)):
return True
return False
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
x = player_pos[0]
y = player_pos[1]
if event.key == pygame.K_LEFT:
x -= player_size
elif event.key == pygame.K_RIGHT:
x += player_size
elif event.key == pygame.K_a:
x -= player_size
elif event.key == pygame.K_d:
x += player_size
elif event.key == pygame.K_q:
x -= player_size
elif event.key == pygame.K_ESCAPE:
sys.exit()
player_pos = [x, y]
screen.fill((194, 178, 128))
drop_enemies(enemy_list)
score = update_enemies_pos(enemy_list, score)
text = "Score:" + str(score)
label = myFont.render(text, 1, (0, 0, 0))
screen.blit(label, (WIDTH - 200, HEIGHT - 40))
if edge_detection1(player_pos):
player_pos[0] = 0
if edge_detection2(player_pos):
player_pos[0] = 750
if collision_check(enemy_list, player_pos):
time.sleep(1.4)
game_over = True
draw_enemies(enemy_list)
pygame.draw.rect(screen, RED, (player_pos[0], player_pos[1], player_size, player_size))
clock.tick(FPS)
pygame.display.update()

好吧,我已经完成了你想要的,但这需要Tkinter,因为我有点懒。

import pygame
import random
import sys
import time
import os
from tkinter import *
from tkinter import messagebox
print(os.getcwd())
pygame.init()

def game():
WIDTH = 800
HEIGHT = 600
TRASH = (110, 110, 110)
RED = (135, 56, 47)
player_pos = [400, 475]
player_size = 50
game_over = False
screen = pygame.display.set_mode((WIDTH, HEIGHT))
enemy_size = 50
SPEED = 11
FPS = 120
enemy_pos = [random.randint(0, WIDTH - enemy_size), 0]
enemy_list = [enemy_pos]

score = 0
clock = pygame.time.Clock()
myFont = pygame.font.SysFont("monospace", 35)
pygame.display.set_caption('Crab Dodge,  By: ChanceMeteor515')
pygame.mouse.set_visible(0)

def drop_enemies(enemy_list):
if len(enemy_list) < 9:
x_pos = random.randint(0, WIDTH - enemy_size)
y_pos = 10
enemy_list.append([x_pos, y_pos])

def draw_enemies(enemy_list):
for enemy_pos in enemy_list:
pygame.draw.rect(screen, TRASH, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))

def update_enemies_pos(enemy_list, score):
for idx, enemy_pos in enumerate(enemy_list):
if enemy_pos[1] >= 0 and enemy_pos[1] < HEIGHT:
enemy_pos[1] += SPEED
else:
enemy_list.pop(idx)
score += 1
return score

def collision_check(enemy_list, player_pos):
for enemy_pos in enemy_list:
if detect_collision(enemy_pos, player_pos):
return True
return False

def edge_detection1(player_pos):
if player_pos[0] > 750:
return True
return False


def edge_detection2(player_pos):
if player_pos[0] < 0:
return True
return False

def detect_collision(player_pos, enemy_pos):
p_x = player_pos[0]
p_y = player_pos[1]

e_x = enemy_pos[0]
e_y = enemy_pos[1]

if (e_x >= p_x and e_x < (p_x + player_size)) or (p_x >= e_x and p_x < (e_x + enemy_size)):
if (e_y >= p_y and e_y < (p_y + player_size)) or (p_y >= e_y and p_y < (e_y + enemy_size)):
return True
return False

while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
x = player_pos[0]
y = player_pos[1]
if event.key == pygame.K_LEFT:
x -= player_size
elif event.key == pygame.K_RIGHT:
x += player_size
elif event.key == pygame.K_a:
x -= player_size
elif event.key == pygame.K_d:
x += player_size
elif event.key == pygame.K_q:
x -= player_size
elif event.key == pygame.K_ESCAPE:
sys.exit()
player_pos = [x, y]
screen.fill((194, 178, 128))
drop_enemies(enemy_list)
score = update_enemies_pos(enemy_list, score)
text = "Score:" + str(score)
label = myFont.render(text, 1, (0, 0, 0))
screen.blit(label, (WIDTH - 200, HEIGHT - 40))

if edge_detection1(player_pos):
player_pos[0] = 0

if edge_detection2(player_pos):
player_pos[0] = 750
if collision_check(enemy_list, player_pos):
time.sleep(1.4)
Tk().wm_withdraw() #to hide the main window
game_over = True
draw_enemies(enemy_list)
pygame.draw.rect(screen, RED, (player_pos[0], player_pos[1], player_size, player_size))
clock.tick(FPS)
pygame.display.update()
ans = messagebox.askretrycancel("askretrycancel", "Try again?")
root=Tk()
root.destroy()
return ans
while True:
if game() == True:
pass
else:
break

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