pycharm 如何轻松地更改代码的功能?

w8f9ii69  于 2023-03-12  发布在  PyCharm
关注(0)|答案(1)|浏览(221)

我想让我的游戏“回到”主菜单,我想知道我是否可以使用GameWindow功能“内部”它自己,以便它会创建一个“重置”。基本上,如果我的精灵碰撞,它说“游戏结束”我想按下“返回”按钮,如果我再次按下播放它会显示一个“重置”游戏,其中“计时器”,“小行星”,“船”,回到开头就好像我又在玩一个新游戏。
我也在想,现在给我的错误是否对我的问题有任何意义?
代码/游戏大部分是工作的,只是没有“重置”的目的。
以下是错误:

"C:\Users\user\AppData\Local\Programs\Python\Python38-32\python.exe" "B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py"
B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py:261: SyntaxWarning: "is" with a literal. Did you mean "=="?
  if bullet_state is "fire":
B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py:322: SyntaxWarning: "is" with a literal. Did you mean "=="?
  if bullet_state is "ready":
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py:171: DeprecationWarning: an integer is required (got type float).  Implicit conversion to integers using __int__ is deprecated, and may be removed in a future version of Python.
  display.blit(ammoboximg,(x,y))
Traceback (most recent call last):
  File "B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py", line 374, in <module>
    gamewindow()
  File "B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py", line 315, in gamewindow
    gamewindow()
  File "B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py", line 315, in gamewindow
    gamewindow()
  File "B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py", line 315, in gamewindow
    gamewindow()
  File "B:/PROGRAMMING RELATED/PYTHON PROJECTS/FINAL.py", line 330, in gamewindow
    keys = pygame.key.get_pressed()
pygame.error: video system not initialized

Process finished with exit code 1

下面是完整的代码:

# initialization of pygame
import pygame
import random
import math

pygame.init()
# creating the display
display = pygame.display.set_mode((500, 500))

# title & icon
spaceship = pygame.image.load("Space Blitz Sprites/spaceship.png")
pygame.display.set_icon(spaceship)
pygame.display.set_caption("SpaceBlitz")

# main menu sprites
spaceblitz = pygame.image.load("Space Blitz Sprites/spaceblitz.png")
play = pygame.image.load("Space Blitz Sprites/play.png")
howtoplay = pygame.image.load("Space Blitz Sprites/howtoplay.png")
about = pygame.image.load("Space Blitz Sprites/about.png")
quit = pygame.image.load("Space Blitz Sprites/quit.png")

# inside main menu
instruction = pygame.image.load("Space Blitz Sprites/instruction.png")
back = pygame.image.load("Space Blitz Sprites/back.png")
aboutdev = pygame.image.load("Space Blitz Sprites/aboutdev.png")

# main menu music
music = pygame.mixer.music.load("Space Blitz Sprites/mountaintrails.mp3")

# PlayerSpriteMovement
playerimg = pygame.image.load("Space Blitz Sprites/spaceship.png")
playerX = 250
playerY = 400
velocity = 3
clock = pygame.time.Clock()

# Bullet
bulletimg = pygame.image.load("Space Blitz Sprites/bullet.png")
bulletX = 0
bulletY = playerY
bulletx_change = 0
bulletY_change = 8
bullet_state = "ready"
bullet_ammo = 5
bulletfont = pygame.font.Font('freesansbold.ttf', 16)
# Ammo Box
ammoboximg = pygame.image.load('Space Blitz Sprites/ammo.png')
ammoboxX = random.randint(0,468)
ammoboxY = random.randint(-1000,-800)
ammoboxY_change = -1.5

# Asteroid
asteroidimg = []
asteroidX = []
asteroidY = []
asteroidX_change = []
asteroidY_change = []
no_of_enemies = 40

def mainmenu():
    global menuselect
    global spaceblitz
    menu = True
    pygame.mixer.music.play(50)
    pygame.mixer.music.set_volume(0.2)
    while menu:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    pos = pygame.mouse.get_pos()
                    if start.collidepoint(pos):
                        menu = False
                        menuselect = 1
                        pygame.mixer.music.stop()
                    if controls.collidepoint(pos):
                        menu = False
                        menuselect = 2
                        pygame.mixer.music.stop()
                    if developer.collidepoint(pos):
                        menu = False
                        menuselect = 3
                        pygame.mixer.music.stop()
                    if exit.collidepoint(pos):
                        menu = False
                        menuselect = 4

        display.fill((0, 0, 0))
        display.blit(spaceblitz, (170,150))
        start = display.blit(play, (170,250))
        controls = display.blit(howtoplay, (170,300))
        developer = display.blit(about, (170,350))
        exit = display.blit(quit, (170,400))
        pygame.display.flip()
        pygame.display.update()

def controls():
    global menuselect
    global menu
    controls = True
    while controls:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    pos = pygame.mouse.get_pos()
                    if balik.collidepoint(pos):
                        controls = False
                        menu = True
                        menuselect = 0
        balik = display.blit(back, (0,450))
        display.blit(instruction, (0,0))
        pygame.display.flip()
        pygame.display.update()
        display.fill((0, 0, 0))

def developers():
    global menuselect
    global menu
    dev = True
    while dev:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    pos = pygame.mouse.get_pos()
                    if balik.collidepoint(pos):
                        dev = False
                        menu = True
                        menuselect = 0
        balik = display.blit(back, (0, 450))
        display.blit(aboutdev, (0, 0))
        pygame.display.flip()
        pygame.display.update()
        display.fill((0, 0, 0))

# Asteroid
for r in range(no_of_enemies):
    asteroidimg.append(pygame.image.load("Space Blitz Sprites/asteroid.png"))
    asteroidX.append(random.randint(-100, 500))
    asteroidY.append(random.randint(-300, -30))
    asteroidX_change.append(0)
    asteroidY_change.append(2)



# Game Over Text
overfont = pygame.font.Font('freesansbold.ttf',32)

# Sprite image
def player(x, y):
    display.blit(playerimg, (x, y))

def fire_bullet(x, y):
    global bullet_state
    if bullet_ammo > -1:
        bullet_state = "fire"
        display.blit(bulletimg, (x + 9, y + -7))
    else:
        bullet_state = "ready"

def ammobox(x,y):
    display.blit(ammoboximg,(x,y))

def AmBoxCollision(ammoboxX,ammoboxY,playerX,playerY):
    ammoboxdistance = math.sqrt((math.pow(ammoboxX - playerX, 2)) + (math.pow(ammoboxY - playerY, 2)))
    if ammoboxdistance < 27:
        return True
    else:
        return False

def ammo():
    global bullet_ammo
    global ammo_decrease
    ammo_decrease = 1
    bullet_ammo -= ammo_decrease


def asteroid(x, y, r):
    display.blit(asteroidimg[r], (x, y))



def BulCollision(asteroidX, asteroidY, bulletX, bulletY):
    buldistance = math.sqrt((math.pow(bulletX - asteroidX, 2)) + (math.pow(bulletY - asteroidY, 2)))
    if buldistance < 27:
        return True
    else:
        return False
def PlayCollision(asteroidX, asteroidY, playerX, playerY):
    playdistance = math.sqrt((math.pow(playerX - asteroidX, 2)) + (math.pow(playerY - asteroidY, 2)))
    if playdistance < 27:
        return True
    else:
        return False
def gameover_screen():
    overtext = overfont.render("GAME OVER",True,(255,255,255))
    display.blit(overtext, (150,250))

# mainloop
def gamewindow():
    global menuselect
    global playerX
    global playerY
    global velocity
    global clock
    global bulletX
    global bulletY
    global bulletY_change
    global bullet_state
    global asteroidX
    global asteroidY
    global asteroidY_change
    global no_of_enemies
    global ammoboxX
    global ammoboxY
    global ammoboxY_change
    global dev
    global menu
    global bullet_ammo
    global ammo_decrease
    global passed_time
    font = pygame.font.Font(None, 54)
    font_color = pygame.Color('white')
    start_time = pygame.time.get_ticks()
    run_timer = True
    running = True

    while running:
        clock.tick(60)
        display.fill((0, 0, 0))
        AmmoBoxCollision = AmBoxCollision(ammoboxX,ammoboxY,playerX,playerY)
        if AmmoBoxCollision:
            ammoboxY = random.randint(-1000, -800)
            ammoboxX = random.randint(0, 468)
            if bullet_ammo <= 4 and bullet_ammo > -1:
                bullet_ammo += 1
            if bullet_ammo == -1:
                bullet_ammo +=2

        if bullet_ammo == -1 or bullet_ammo == 0:
            bullet_text = bulletfont.render("Ammo:%d" % bullet_ammo, True, (0, 0, 0))
            display.blit(bullet_text, (10, 468))
            noammo = bulletfont.render("NO AMMO",True,(255,255,255))
            display.blit(noammo,(10,468))
        else:
            bullet_text = bulletfont.render("Ammo:%d" % bullet_ammo, True, (255, 255, 255))
            display.blit(bullet_text, (10, 468))

        if bullet_state is "fire":
            fire_bullet(bulletX, bulletY)
            bulletY -= bulletY_change

        if bulletY <= 0:
            bulletY = playerY
            bullet_state = "ready"

        for r in range(no_of_enemies):
            asteroid(asteroidX[r], asteroidY[r], r)
            asteroidY[r] += asteroidY_change[r]
            if asteroidY[r] >= 500:
                asteroidY[r] = random.randint(-300, -30)
                asteroidX[r] = random.randint(-100, 500)

            Bulletcollision = BulCollision(asteroidX[r], asteroidY[r], bulletX, bulletY)
            if Bulletcollision:
                bulletY = playerY
                bullet_state = "ready"
                asteroidX[r] = random.randint(-100, 500)
                asteroidY[r] = random.randint(-300, -30)

            # Game over
            PlayerCollision = PlayCollision(asteroidX[r], asteroidY[r], playerX, playerY)

            if PlayerCollision:
                for j in range(no_of_enemies):
                    asteroidY_change[j] = 0
                    asteroidY[j] = random.randint(-300, -30)
                    asteroidX[j] = random.randint(-100, 500)
                    asteroidY_change[j] = 2

                velocity = 0
                bulletY_change = 0
                bulletY = 600
                ammoboxY_change = 0
                run_timer = False
                gameover_screen()
                playerX = 250
                playerY = 400
                velocity = 3

        # movement
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    pos = pygame.mouse.get_pos()
                    if balik.collidepoint(pos):
                        running = False
                        menu = True
                        menuselect = 0

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    if bullet_ammo <= 5 and bullet_ammo > -1:
                        if bullet_state is "ready":
                            bulletX = playerX
                            bulletY = playerY
                            fire_bullet(bulletX, bulletY)
                            ammo()

        # player movement
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            playerX -= velocity

        if keys[pygame.K_RIGHT]:
            playerX += velocity

        if keys[pygame.K_DOWN]:
            playerY += velocity

        if keys[pygame.K_UP]:
            playerY -= velocity

        # Border
        if playerX <= 0:
            playerX = 0
        elif playerX >= 468:
            playerX = 468
        if playerY <= 0:
            playerY = 0
        elif playerY >= 468:
            playerY = 468

        if ammoboxY > 500:
            ammoboxY = random.randint(-1000,-800)
            ammoboxX = random.randint(0,468)
        ammobox(ammoboxX,ammoboxY)
        ammoboxY -= ammoboxY_change

        if run_timer:
            current_time = pygame.time.get_ticks()
            passed_time = current_time - start_time

        text = font.render(str(passed_time / 1000), True, font_color)
        display.blit(text, (50, 50))
        balik = display.blit(back, (350, 450))
        player(playerX, playerY)
        pygame.display.update()

mainmenu()
while True:
        if menuselect == 0:
            mainmenu()
        elif menuselect == 1:
            gamewindow()
        elif menuselect == 2:
            controls()
        elif menuselect == 3:
            developers()
        elif menuselect == 4:
            pygame.quit()

这里是我想把我的重置按钮(在PlayerCollision或balik.collidepoint(pos))

if PlayerCollision:
            for j in range(no_of_enemies):
                asteroidY_change[j] = 0
                asteroidY[j] = random.randint(-300, -30)
                asteroidX[j] = random.randint(-100, 500)
                asteroidY_change[j] = 2

            velocity = 0
            bulletY_change = 0
            bulletY = 600
            ammoboxY_change = 0
            run_timer = False
            gameover_screen()
            playerX = 250
            playerY = 400
            velocity = 3

    # movement
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()

        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:
                pos = pygame.mouse.get_pos()
                if balik.collidepoint(pos):
                    running = False
                    menu = True
                    menuselect = 0

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                if bullet_ammo <= 5 and bullet_ammo > -1:
                    if bullet_state is "ready":
                        bulletX = playerX
                        bulletY = playerY
                        fire_bullet(bulletX, bulletY)
                        ammo()

如果我问了很多问题,我很抱歉。这是我第一次用python编写代码(或者一般的编程),所以我真的不知道大部分的东西是如何工作的。这个代码是我的代码和我的组员的代码的混合,所以这个程序中有一半的代码我不熟悉。提示未来的编码实践是高度赞赏,但我只是想完成我的游戏现在,所以我想完成当前(和最后)的问题,我遇到的。

cnwbcb6i

cnwbcb6i1#

正如你所说,你才刚刚开始学习。非常好!你刚刚遇到了一个问题,你可以从中学到很多东西:添加新功能。一般来说,这个问题更适合code review stack exchange,但我认为它也适合这里。
那么到底是什么问题呢?你说你想让你的游戏“回到”主菜单。你提出了一个(我发现)难以遵循的实现,并用一堆代码来遵循,我相信这是工作,但很难(对我来说)阅读。我真的觉得你能写多少东西给人留下了深刻的印象,特别是因为这是你第一次编码!
在我看来,你真实的的问题不是如何“回到过去”,而是如何使你的代码可修复/可更新。这是一个很好的教训。有两个原因导致你当前的代码很难更新:

  • 您的所有代码都在一个文件中,因此很难导航
  • 您有全局变量,这些变量可能很难跟踪
  • 您使用了许多难以更改/跟踪的硬编码值

为什么这是一个问题?如果你想改变一些东西,你找不到在哪里改变什么,因为你找不到任何东西,因为到处都是代码。然后,一旦你找到了,你不可能真正知道所有的东西是什么,因为全局变量。最后,硬编码的值使你不可能知道是否已经修复了所有的东西,或者忘记了一个数字导致了bug(例如,你想把屏幕做两倍大,改变所有的图片大小,但忘记更新速度)。
那么,如何改变这种情况呢?
好吧,首先试着把你的代码分开,这样更容易找到东西。我喜欢把东西放在这样的文件夹里:

my_project/
    main.py
    .gitignore
    core/
        game_mechanics/
            player.py
            bullet.py
            asteroid.py
        game_setup/
            main_menu.py
            run_game.py
    config/
        config.yaml
    utils/
        read_config.py
    tests/
        test1.py
        test2.py

这可能看起来令人生畏,所以让我们跳过一切:

主文件夹.py:你运行的主文件。它看起来像这样:

from example_file import example_function

def main(config):
    while True:
        settings = main_menu()
        play_game(settings)

if __name__ == '__main__':
    config = load_config()
    main(config)

当你运行main.py时,它会加载配置,然后运行主要组件。这个文件应该很短,这样就很容易理解发生了什么。例如,在这里,你从运行main_menu()中获得设置,然后使用这些设置玩游戏。当游戏退出时,主菜单会再次显示。
接下来是**.gitignore文件,如果你使用git的话,你会用到它。如果你不知道这是什么,或者你应该谷歌一下,它会让你的生活更轻松。
在你的
core文件夹中,你有游戏的所有主要功能。这是你放置大部分代码的地方。把它分成逻辑文件是很重要的,这样你就可以很容易地找到什么放在哪里。
utils文件夹中,有一些实用程序函数可以在项目之间共享。
在你的
config**文件夹里你可以保存设置,它应该包含你使用的所有“数字或字母值”,这样你就不用手动修改代码中的数字(或者忘记一个),而是把它传递沿着。
这解决了你必须找到什么在哪里的问题。所有的东西都排列得很好,你可以很容易地找到它。如果你想改变大的功能(如添加一个新的菜单),你可以在主文件中完成,这很容易做到。
下一个问题是全局变量的使用。你有相当多的全局变量,这使得跟踪哪个值是什么变得很困难。你可能很清楚,但是想象一下,当你在一年后回来,值“随机”变化,你如何找到哪里发生了变化?
相反,尝试像这样将内容传递给函数:

def square_n(n):
    return n * n 

a = 5
a_squared = square_n(a)

这使得阅读在哪里发生的事情变得容易得多。
最后,如前所述,硬编码的值使所有内容都很难更新。以屏幕尺寸加倍为例。您将所有内容都加倍,但忘记了加倍一个速度组件(因为你忽略了它)。这可能是一个“奇怪的bug”,需要一些时间来修复。相反,尝试将所有这些值保存在你的配置中,然后像上面那样传递它们。看起来像这样:

def print_hello_world_n_times(n):
    for i in range(n):
        print("hello world")

config = load_config()
# config = {'a': 5, 'b': 10}
a = config['a']
print_hello_world_n_times(a)

很抱歉,我不会给你一个复制粘贴的解决方案来解决你的问题。我认为对你来说,自己重新构造你的代码,然后看看改变它的功能是多么容易,这会更有用。
成功!

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