通常一个游戏启动(start)或结束(game over)时,都会显示一个画面,来引导用户。这节,我们学习如何处理这块逻辑。
其实之前,我们已经预留了2个函数,只要把它实现即可:
代码语言:javascript复制 def show_start_screen(self):
self.screen.fill(BG_COLOR)
self.draw_text(TITLE, 48, WHITE, WIDTH / 2, HEIGHT * 0.4)
self.draw_text("Arrows to move, Space to jump", 22, WHITE, WIDTH / 2, HEIGHT * 0.55)
self.draw_text("Press a key to play", 20, WHITE, WIDTH / 2, HEIGHT * 0.7)
pg.display.update()
self.wait_for_key()
def show_go_screen(self):
self.screen.fill(BG_COLOR)
self.draw_text("GAME OVER", 48, WHITE, WIDTH / 2, HEIGHT * 0.4)
self.draw_text("Score: " str(self.score), 22, WHITE, WIDTH / 2, HEIGHT * 0.55)
self.draw_text("Press a key to play again", 20, WHITE, WIDTH / 2, HEIGHT * 0.7)
pg.display.update()
self.wait_for_key()
其中BG_COLOR,自然还是在settings.py中定义:
代码语言:javascript复制YELLOW = 255, 255, 0
LIGHT_BLUE = 0, 155, 155
BG_COLOR = LIGHT_BLUE
另外有一个细节要注意,通常在启动或结束画面上,需要等待用户下一步操作(比如:点击"开始"或"再来"),所以还需要加一个新的函数:
代码语言:javascript复制 def wait_for_key(self):
waiting = True
while waiting:
self.clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
waiting = False
self.running = False
if event.type == pg.KEYUP:
waiting = False
大意是先来一个循环,让画面卡住,然后等待用户的键盘事件,随便按个键就跳出循环。