why won't this game start, it's looping [c

2019-03-06 10:14发布

i have gone over every inch of this code i can not find out what is causing it to go into a loop. once i press key to start it plays the start noise and then it goes to the end screen and says press key to play again and i press it and it goes to start the game and plays the soung and one tick of the game and says game over.

import pygame, random, sys
from pygame.locals import *

WINDOWWIDTH = 600
WINDOWHEIGHT = 600
TEXTCOLOR = (255, 255, 255)
BGC = (0, 0, 0)
FPS = 80
PLAYERMOVERATE = 5
countBy = 10

def terminate():
    pygame.quit()
    sys.exit()

def waitForPlayerToPressKey():
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    terminate()
                return

def playerHasHitShoot(playerRect, shoot):
    if playerRect.colliderect(shoot):
        return True
    return False

def baddieHasHitShoot(baddieRect, shoot):
    if baddieRect.colliderect(shoot):
        return True
    return False

def drawText(text, font, surface, x, y):
    textobj = font.render(text, 1, TEXTCOLOR)
    textrect = textobj.get_rect()
    textrect.topleft = (x, y)
    surface.blit(textobj, textrect)

def fire(shoot):
    shootRect.topleft = ((playerRect / 2), 101)
    shootRect.move_ip(5, 1)

pygame.init()
pygame.font.init()
font = pygame.font.SysFont(None,48)
mainClock = pygame.time.Clock()
screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Mothers Day')
pygame.mouse.set_visible(True)
pygame.display.set_icon(pygame.image.load('gameicon.gif'))

gameStartSound = pygame.mixer.Sound('gamestart.wav')
gameOverSound = pygame.mixer.Sound('gamestart.wav')
pygame.mixer.music.load('background.wav')

playerImage = pygame.image.load('starship.bmp')
playerRect = playerImage.get_rect()
baddieImage = pygame.image.load('enemy.bmp')
baddieRect = baddieImage.get_rect()
shootImage = pygame.image.load('shoot.bmp')
shootRect = shootImage.get_rect()


drawText('Star Trek', font, screen, (WINDOWWIDTH / 2.5), (WINDOWHEIGHT / 3))
drawText('Press a key to start.', font, screen, (WINDOWWIDTH / 3.75) - 30, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
waitForPlayerToPressKey()


topScore = 10000
while True:

    score = 10000
    playerRect.topleft = (0, 100)
    baddieRect.topright = (600, 100)
    moveUp = moveDown = False
    pygame.mixer.music.play(-1, 0.0)

    while True:
        score -= countBy
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()

            if event.type == KEYDOWN:
                if event.key == K_UP:
                    moveDown = False
                    moveUp = True
                if event.key == ord(' '):
                    fire
                if event.key == K_DOWN:
                    moveUp = False
                    moveDown = True

            if event.type == KEYUP:
                if event.key == ord(' '):
                    fire
                if event.key == K_ESCAPE:
                        terminate()
                if event.key == K_UP or event.key == ord('w'):
                    moveUp = False
                if event.key == K_DOWN or event.key == ord('s'):
                    moveDown = False


        if moveUp and playerRect.top > 0:
            playerRect.move_ip(0, -1 * PLAYERMOVERATE)
        if moveDown and playerRect.bottom < WINDOWHEIGHT:
            playerRect.move_ip(0, PLAYERMOVERATE)


        drawText('Score: %s' % (score), font, screen, 10, 0)
        drawText('Top Score: %s' % (topScore), font, screen, 10, 40)

        screen.blit(playerImage, playerRect)
        screen.blit(shootImage, shootRect)
        screen.blit(baddieImage, baddieRect)
        pygame.display.update()


        if playerHasHitShoot(playerRect, baddieRect):
            score = 0 
        break

        if baddieHasHitShoot(baddieRect, shoot):
            if score > topScore:
                score = topscore
            break
        mainClock.tick(FPS)

    sb = pygame.image.load('sb.png')
    screen.blit(sb, (600, 600))
    screen.fill(BGC)        
    pygame.mixer.music.stop()
    gameOverSound.play()
    drawText('GAME OVER', font, screen, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
    drawText('Press a key to play again.', font, screen, (WINDOWWIDTH / 3) - 80, (WINDOWHEIGHT / 3) + 50)
    pygame.display.update()
    waitForPlayerToPressKey()
    gameOverSound.stop()

1条回答
对你真心纯属浪费
2楼-- · 2019-03-06 10:41
if playerHasHitShoot(playerRect, baddieRect):
    score = 0 
break

That break will be hit every frame, and immediately go to the 'Game Over' section at the end. I'm guessing you only intended this to happen if playerHasHitShoot returned true? If so:

if playerHasHitShoot(playerRect, baddieRect):
    score = 0 
    break

It's less clear what the following bit (that's currently never running) is meant to do, but you should check and make sure all your conditional paths are correct:

if baddieHasHitShoot(baddieRect, shoot):
    if score > topScore:
        score = topscore
    break
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