Pygame:添加主菜单功能后无法移动播放器



我还在用Pygame做游戏。我已经有了游戏玩法,我只想制作一个主菜单功能,这样当按下按钮时,游戏就会开始。

当我在主菜单中添加并编辑游戏循环时,我无法移动玩家精灵,并且当我按下"X out"按钮时游戏不会关闭(它没有响应(这以前没有发生过))。

这最初并没有发生。

而且没有回头路。

这是我的代码:

import pygame
import time
import itertools
import os
pygame.init()
SCREENWIDTH = 1000
SCREENHEIGHT = 650
screen = pygame.display.set_mode([SCREENWIDTH, SCREENHEIGHT])
screen.fill((255, 123, 67))
screen.blit(pygame.image.load("Backgrounds/mainmenu.png"), (0, 0))
background = screen.copy()
clock = pygame.time.Clock()
mi_level = False
class Player(pygame.sprite.Sprite):
    sprite = pygame.image.load("Sprites/lee.png")
    def __init__(self, *groups):
        super().__init__(*groups)
        self.image = Player.sprite
        self.rect = self.image.get_rect(topleft=(445, 550))
        self.pos = pygame.Vector2(self.rect.center)
        self.lives = 50
        self.score = 0
        self.hitbox = self.rect.inflate(-20, -30)
    def update(self):
        self.pos = self.rect.center
        key = pygame.key.get_pressed()
        dist = 3
        if key[pygame.K_DOWN]:
            self.rect.y += dist
            self.hitbox.y += dist
        elif key[pygame.K_UP]:
            self.rect.y -= dist
            self.hitbox.y -= dist
        if key[pygame.K_RIGHT]:
            self.rect.x += dist
            self.hitbox.x += dist
        elif key[pygame.K_LEFT]:
            self.rect.x -= dist
            self.hitbox.x -= dist
        if self.rect.right > SCREENWIDTH:
            self.rect.right = SCREENWIDTH
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.bottom > SCREENHEIGHT:
            self.rect.bottom = SCREENHEIGHT
        if self.rect.top < 50:
            self.rect.top = 50
        self.hitbox.center = self.pos
        if self.lives <= 0:
            screen.blit(pygame.image.load("gameover.png"), (0,0))
            pygame.display.flip()
            time.sleep(5)
            os._exit(0)
            pygame.quit()
            stageon = False
sprites = pygame.sprite.Group()
player = Player(sprites)
def main():
    running = True
    mi_level = False
    screen.blit(pygame.image.load("Backgrounds/mainmenu.png"), (0, 0))
    pygame.display.update()
    while True:
        for events in pygame.event.get():
            if events.type == pygame.QUIT or running == False:
                time.sleep(1)
                running = False
                pygame.quit()
                return
        pygame.draw.rect(screen, (255, 204, 204), (690, 110, 700, 135), 0)
        if pygame.mouse.get_pressed()[0] and pygame.Rect(690, 110, 880, 165).collidepoint(pygame.mouse.get_pos()):
            screen.fill((255, 123, 67))
            screen.blit(pygame.image.load("Backgrounds/mi_level.png"), (0, 50))
            pygame.display.flip
            background = screen.copy()
            mi_level = True
        pygame.display.update()            
        while mi_level:
            sprites.update()
            screen.blit(background, (0, 0))
            sprites.draw(screen)
            pygame.display.update()
            clock.tick(100)
            if mi_level == False:
                return
            if events.type == pygame.QUIT or running == False:
                time.sleep(1)
                running = False
                pygame.quit()
                return

if __name__ == '__main__':
    main()

想知道我这次犯了什么业余错误......

任何帮助将不胜感激。谢谢:)

已经有一个游戏循环。不需要任何"嵌套"游戏循环:

while mi_level:

一个简单的if语句,用于评估游戏是否启动就足够了:

if mi_level:
    # []...]

请注意,在内部循环的代码中,尚未计算事件,因为缺少pygame.event.get()。这会导致不再处理pygame.QUIT事件,并且窗口未关闭并按预期做出反应。

查看对主循环的更改:

def main():
    running = True
    mi_level = False
    screen.blit(pygame.image.load("Backgrounds/mainmenu.png"), (0, 0))
    pygame.display.update()
    while True:
        for events in pygame.event.get():
            if events.type == pygame.QUIT or running == False:
                time.sleep(1)
                running = False
                pygame.quit()
                return
        pygame.draw.rect(screen, (255, 204, 204), (690, 110, 700, 135), 0)
        if pygame.mouse.get_pressed()[0] and pygame.Rect(690, 110, 880, 165).collidepoint(pygame.mouse.get_pos()):
            screen.fill((255, 123, 67))
            screen.blit(pygame.image.load("Backgrounds/mi_level.png"), (0, 50))
            pygame.display.flip()
            background = screen.copy()
            mi_level = True
        if mi_level:
            sprites.update()
            screen.blit(background, (0, 0))
            sprites.draw(screen)
            pygame.display.update()
        clock.tick(100)
        pygame.display.update()

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