我正在尝试在pygame屏幕中显示来自文本文件的游戏说明。在这一点上,我编写了这个代码:
def instructions():
screen.fill(TEAL)
with open("pongInstructions.txt", encoding = 'utf-8') as f:
for line in f:
instructText = instructionsFont.render(line, True, WHITE)
screen.blit(instructText, ((400 - (instructText.get_width()/2)),(300 - (instructText.get_height()/2))))
pygame.display.update()
当我调用指令功能时,根本没有任何反应。有没有人知道为什么?非常感谢任何帮助!
编辑:
#Imports and Initialize Pygame Screen
import pygame
import sys
import time
import random
import codecs
pygame.init()
screenSize = (800,600)
screen = pygame.display.set_mode((screenSize),0)
pygame.display.set_caption("Tasnim's Pong")
instructionsFile = [line.strip('\n')
for line in open('pongInstructions.txt', 'r', encoding = 'utf-8').readlines()]
font = pygame.font.SysFont("americantypewriter", 16)
def instructions(screen):
screen.fill(TEAL)
for n, line in enumerate(instructionsFile):
text = font.render(line, 1, WHITE)
text_rect = text.get_rect()
text_rect.centerx = screenSize[0]//2
text_rect.centery = n*25 + 50
screen.blit(text, text_rect)
pygame.display.update()
#Define Colours
WHITE = (255,255,255)
BLUE = (0,0,255)
BLACK = (0,0,0)
GRAY = (128, 128, 128)
MAROON = (128, 0, 0)
NAVYBLUE = (0, 0, 128)
OLIVE = (128, 128, 0)
PURPLE = (128, 0, 128)
TEAL = (0,128,128)
PINK = (226,132,164)
MUTEDBLUE = (155,182,203)
PLUM = (221,160,221)
#All Fonts
startscreenTitleFont = pygame.font.SysFont("americantypewriter", 120)
startscreenPlayerChoiceFont = pygame.font.SysFont("americantypewriter", 60)
startscreenQuitFont = ("americantypewriter", 60)
startscreenCreditsFont = ("americantypewriter", 60)
instructionsFont = pygame.font.SysFont("americantypewriter",60)
quitFont = pygame.font.SysFont("americantypewriter",60)
maingameP1ScoreFont = pygame.font.SysFont("americantypewriter",70)
maingameP2ScoreFont = pygame.font.SysFont("americantypewriter",70)
maingamePlayerOneFont = pygame.font.SysFont("americantypewriter",50)
maingamescoreFont = pygame.font.SysFont("americantypewriter",25, bold = True)
winnerFont = pygame.font.SysFont("americantypewriter",25)
instructionsFile = [line.strip('\n')
for line in open('pongInstructions.txt', 'r', encoding = 'utf-8').readlines()]
font = pygame.font.SysFont("americantypewriter", 16)
#Introduction Screen
def startscreen():
go = True
choice = 1
screen.fill(MUTEDBLUE)
pygame.display.update()
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
pygame.display.update()
#Choices for Introduction Screen
while go:
for event in pygame.event.get():
if event.type == pygame.QUIT:
go = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
if choice != 1:
choice = choice - 1
elif event.key == pygame.K_DOWN:
if choice != 4:
choice = choice + 1
elif event.key == pygame.K_RETURN:
if choice == 1:
playTwoPlayer()
elif choice == 2:
playOnePlayer()
elif choice == 3:
instructions()
elif choice == 4:
quitGame()
if choice == 1:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, NAVYBLUE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
elif choice == 2:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, NAVYBLUE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
elif choice == 3:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, NAVYBLUE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
if choice == 4:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, NAVYBLUE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
pygame.display.update()
pygame.display.update()
#Two Player Game
def playTwoPlayer():
screen.fill(MUTEDBLUE)
play = True
startballSPACE = True
#Two Player Game- Set Variables
playeroneScore = 0
playertwoScore = 0
ballx = 400
bally = 350
balldx = 0
balldy = 0
xOne = 775
yOne = 275
xTwo = 0
yTwo = 275
dyOne = 0
dyTwo = 0
heightPaddleoneandtwo = 150
paddleheight = 150
go = True
while go:
if playeroneScore == 3:
winnerPlayerOne()
if playertwoScore == 3:
winnerPlayerTwo()
balldxdir = random.choice([-5,5])
balldydir = random.choice([-5,5])
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
#Controls for player one- Up and Down key
if event.key == pygame.K_UP:
dyOne = -10
directiony = 3
elif event.key == pygame.K_DOWN:
dyOne = 10
directiony = 4
#Controls for player two- W and S key
elif event.key == pygame.K_w:
dyTwo = -10
directionyTWO = 2
elif event.key == pygame.K_s:
dyTwo = 10
directionyTWO = 1
#Controls to quit
elif event.key == pygame.K_q:
startscreen()
#Controls to start game (press space bar)
elif startballSPACE == True:
if event.key == pygame.K_SPACE:
play = True
balldx = balldxdir
balldy = balldydir
startballSPACE = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
dyOne = 0
directiony = 0
elif event.key == pygame.K_w or event.key == pygame.K_s:
dyTwo = 0
directionyTWO = 0
screen.fill(MUTEDBLUE)
#Paddle Positioning
yOne = yOne + dyOne
yTwo =yTwo + dyTwo
#Screen Top and Bottom Collision Check
if yOne > (600 - heightPaddleoneandtwo) and directiony == 4:
dyOne = 0
yOne = (600 - heightPaddleoneandtwo)
if yOne < 100 and directiony == 3:
dyOne = 0
yOne = 100
if yTwo > (600 - heightPaddleoneandtwo) and directionyTWO == 1:
dyTwo = 0
yTwo = (600 - heightPaddleoneandtwo)
if yTwo < 100 and directionyTWO == 2:
dyTwo = 0
yTwo = 100
#Makes Ball Bounce in opposite direction
if play == True:
if ballx == xOne and bally <= (yOne + heightPaddleoneandtwo) and bally >= yOne:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
#Makes Ball Bounce in opposite direction
elif bally >= 580:
balldy = -balldy
elif ballx == (xTwo + 25) and bally <= (yTwo + heightPaddleoneandtwo) and bally >= yTwo:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
elif bally <= 110:
balldy = -balldy
elif ballx<0 or ballx>800:
#Adds score if ball passes paddle
if ballx>800:
playeroneScore = playeroneScore + 1
startballSPACE = True
elif ballx < 0:
startballSPACE = True
playertwoScore = playertwoScore + 1
ballx = 400
bally = 350
balldx = 0
balldy = 0
yOne = 275
y2Two = 275
heightPaddleoneandtwo = 150
play = False
ballx = ballx + balldx
bally = bally - balldy
#Draw all screen components
pygame.draw.rect(screen, WHITE,(xOne, yOne, 25, heightPaddleoneandtwo),0)
pygame.draw.rect(screen, WHITE,(xTwo, yTwo, 25, heightPaddleoneandtwo),0)
pygame.draw.circle (screen, WHITE, (ballx,bally), 10, 0)
textScore = maingamescoreFont.render("Score", True, WHITE)
screen.blit(textScore, (((800/2)-(textScore.get_width()/2),0)))
textPlayeroneScore = maingameP1ScoreFont.render(str(playeroneScore), True, WHITE)
screen.blit(textPlayeroneScore, (0,0))
textPlayertwoScore = maingameP2ScoreFont.render(str(playertwoScore), True, WHITE)
screen.blit(textPlayertwoScore, ((800 - textPlayertwoScore.get_width()),0))
pygame.draw.rect (screen, WHITE, (0,90,800,10),0)
pygame.draw.rect (screen, WHITE, (395,112,10,25),0)
pygame.draw.rect (screen, WHITE, (395,162,10,25),0)
pygame.draw.rect (screen, WHITE, (395,212,10,25),0)
pygame.draw.rect (screen, WHITE, (395,262,10,25),0)
pygame.draw.rect (screen, WHITE, (395,312,10,25),0)
pygame.draw.rect (screen, WHITE, (395,362,10,25),0)
pygame.draw.rect (screen, WHITE, (395,412,10,25),0)
pygame.draw.rect (screen, WHITE, (395,462,10,25),0)
pygame.draw.rect (screen, WHITE, (395,512,10,25),0)
pygame.draw.rect (screen, WHITE, (395,562,10,25),0)
pygame.draw.rect (screen, WHITE, (395,612,10,25),0)
pygame.draw.rect (screen, WHITE, (45,0,3,100),0)
pygame.draw.rect (screen, WHITE, (752,0,3,100),0)
playerOneText = maingamePlayerOneFont.render("Player 1", True, WHITE)
playerTwoText = maingamePlayerOneFont.render("Player 2", True, WHITE)
screen.blit(playerOneText, (70,15))
screen.blit(playerTwoText, (525,15))
pygame.display.update()
def instructions():
screen.fill(TEAL)
for n, line in enumerate(instructionsFile):
text = font.render(line, 1, WHITE)
text_rect = text.get_rect()
text_rect.centerx = screenSize[0]//2
text_rect.centery = n*25 + 50
screen.blit(text, text_rect)
pygame.display.update()
def winnerPlayerOne():
screen.fill(TEAL)
winnerP1Message = winnerFont.render("Congrats Player 1. You Win! Press 'c' to continue", True, WHITE)
screen.blit(winnerP1Message, ((400 - (winnerP1Message.get_width()/2)),(300 - (winnerP1Message.get_height()/2))))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
startscreen()
def winnerPlayerTwo():
screen.fill(TEAL)
winnerP2Message = winnerFont.render("Congrats Player 2. You Win! Press 'c' to continue", True, WHITE)
screen.blit(winnerP2Message, ((400 - (winnerP2Message.get_width()/2)),(300 - (winnerP2Message.get_height()/2))))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
startscreen()
def CPUwinner():
screen.fill(TEAL)
computerWinner = winnerFont.render("Better luck next time... The computer has won! Press 'c' to continue", True, WHITE)
screen.blit(computerWinner, ((400 - (computerWinner.get_width()/2)),(300 - (computerWinner.get_height()/2))))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
startscreen()
def quitGame():
pygame.quit()
sys.exit()
def playOnePlayer():
screen.fill(MUTEDBLUE)
play = True
startballSPACE = True
#One Player Game- Set Variables
playeroneScore = 0
playertwoScore = 0
ballx = 400
bally = 350
balldx = 0
balldy = 0
xOne = 775
yOne = 275
xTwo = 0
yTwo = 275
dyOne = 0
dyTwo = 0
heightPaddleoneandtwo = 150
paddleheight = 150
go = True
while go:
if playeroneScore == 3:
winnerPlayerOne()
if playertwoScore == 3:
CPUwinner()
balldxdir = random.choice([-5,5])
balldydir = random.choice([-5,5])
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
#Controls for player one- Up and Down key
if event.key == pygame.K_UP:
dyTwo = -10
directiony = 3
elif event.key == pygame.K_DOWN:
dyTwo = 10
directiony = 4
#Controls to quit
elif event.key == pygame.K_q:
startscreen()
#Controls to start game (press space bar)
elif startballSPACE == True:
if event.key == pygame.K_SPACE:
play = True
balldx = balldxdir
balldy = balldydir
startballSPACE = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
dyTwo = 0
directionyTWO = 0
screen.fill(MUTEDBLUE)
#Paddle Positioning
yTwo = yTwo + dyTwo
yOne = bally - (heightPaddleoneandtwo/2)
#Screen Top and Bottom Collision Check
if yOne > (600 - heightPaddleoneandtwo):
dyOne = 0
yOne = (600 - heightPaddleoneandtwo)
if yOne < 100:
dyOne = 0
yOne = 100
if yTwo > (600 - heightPaddleoneandtwo) and directiony == 4:
dyTwo = 0
yTwo = (600 - heightPaddleoneandtwo)
if yTwo < 100 and directiony == 3:
dyTwo = 0
yTwo = 100
#Makes Ball Bounce in opposite direction
if play == True:
if ballx == xOne and bally <= (yOne + heightPaddleoneandtwo) and bally >= yOne:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
#Makes Ball Bounce in opposite direction
elif bally >= 580:
balldy = -balldy
elif ballx == (xTwo + 25) and bally <= (yTwo + heightPaddleoneandtwo) and bally >= yTwo:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
elif bally <= 110:
balldy = -balldy
elif ballx<0 or ballx>800:
#Adds score if ball passes paddle
if ballx>800:
playeroneScore = playeroneScore + 1
startballSPACE = True
elif ballx < 0:
startballSPACE = True
playertwoScore = playertwoScore + 1
ballx = 400
bally = 350
balldx = 0
balldy = 0
yOne = 275
y2Two = 275
heightPaddleoneandtwo = 150
play = False
ballx = ballx + balldx
bally = bally - balldy
#Draw all screen components
pygame.draw.rect(screen, WHITE,(xOne, yOne, 25, heightPaddleoneandtwo),0)
pygame.draw.rect(screen, WHITE,(xTwo, yTwo, 25, heightPaddleoneandtwo),0)
pygame.draw.circle (screen, WHITE, (ballx,bally), 10, 0)
textScore = maingamescoreFont.render("Score", True, WHITE)
screen.blit(textScore, (((800/2)-(textScore.get_width()/2),0)))
textPlayeroneScore = maingameP1ScoreFont.render(str(playeroneScore), True, WHITE)
screen.blit(textPlayeroneScore, (0,0))
textPlayertwoScore = maingameP2ScoreFont.render(str(playertwoScore), True, WHITE)
screen.blit(textPlayertwoScore, ((800 - textPlayertwoScore.get_width()),0))
pygame.draw.rect (screen, WHITE, (0,90,800,10),0)
pygame.draw.rect (screen, WHITE, (395,112,10,25),0)
pygame.draw.rect (screen, WHITE, (395,162,10,25),0)
pygame.draw.rect (screen, WHITE, (395,212,10,25),0)
pygame.draw.rect (screen, WHITE, (395,262,10,25),0)
pygame.draw.rect (screen, WHITE, (395,312,10,25),0)
pygame.draw.rect (screen, WHITE, (395,362,10,25),0)
pygame.draw.rect (screen, WHITE, (395,412,10,25),0)
pygame.draw.rect (screen, WHITE, (395,462,10,25),0)
pygame.draw.rect (screen, WHITE, (395,512,10,25),0)
pygame.draw.rect (screen, WHITE, (395,562,10,25),0)
pygame.draw.rect (screen, WHITE, (395,612,10,25),0)
pygame.draw.rect (screen, WHITE, (45,0,3,100),0)
pygame.draw.rect (screen, WHITE, (752,0,3,100),0)
playerOneText = maingamePlayerOneFont.render("Player 1", True, WHITE)
playerTwoText = maingamePlayerOneFont.render("CPU", True, WHITE)
screen.blit(playerOneText, (70,15))
screen.blit(playerTwoText, (630,15))
pygame.display.update()
startscreen()
答案 0 :(得分:1)
你几乎就在那里,但是screen.blit需要一个矩形对象和textprite,这个对象用于定义精灵的大小和位置。此外,你需要为每一行提供它自己的x或y坐标(否则它们都将被绘制在彼此之上)解决这个问题的一种方法是使用for n, line in enumerate(f)
这将给你一个索引值线,称为n。
如果使用枚举并删除当前的screen.blit语句并将其替换为此块,它应该可以工作:
text_rect = instructText.get_rect()
text_rect.centerx = SCREENSIZE[0]//2
text_rect.centery = n*25 + 50
screen.blit(text, text_rect)
这里你通过调用它的get_rect()
方法得到文本精灵的矩形对象,然后将它的中心x坐标设置为屏幕的中心(我用一个容器来保持屏幕大小),然后设置它中心y坐标为25 *数组中的行放置+ 50个像素的填充,最后使用screen.blit(text, text_rect)
我使用自定义字体制作了一个工作示例,您可以看到它here
在之前的项目中,我也为这样的任务创建了一个对象,欢迎您使用,或者根据需要复制它,您可以找到它here
无论如何,我希望它有所帮助,编码很快。
编辑:
刚刚接受了你的代码,从我可以看到你的代码目前什么也没做:)
你可以在sartscreen()函数中定义你想要的行为但是从不调用函数,因此没有任何反应,这是你的主要问题,幸运的是它很容易解决,只需调用文档底部的函数就像这样startscreen(screen)
但等等?您会注意到我已经将屏幕对象添加到此函数调用中,这是因为您需要将您的函数作为屏幕对象的引用,否则它不知道您谈论的“哪个”屏幕对象,您需要使用任何使用屏幕对象的函数执行此操作,但是您还需要告诉函数期望参数,因此当您定义startcreen函数和指令函数时,还需要添加屏幕对象,如此def startscreen(screen):
和def instructions(screen):
现在,您的函数在调用screen.fill(COLOR)
和screen.blit(text, text_rect)
除此之外,这只是一个小细节的问题,但在应用这两个更改后,您的菜单似乎对我在python 3.5上工作,但是我建议你看看Clock object以及限制你的帧率(否则游戏将在快速计算机上超快速运行)