diff --git a/paopao/.idea/.name b/paopao/.idea/.name new file mode 100644 index 0000000..1a88e04 --- /dev/null +++ b/paopao/.idea/.name @@ -0,0 +1 @@ +zhu.py \ No newline at end of file diff --git a/paopao/.idea/vcs.xml b/paopao/.idea/vcs.xml new file mode 100644 index 0000000..6c0b863 --- /dev/null +++ b/paopao/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/paopao/zhu.py b/paopao/zhu.py index a483988..0f145b7 100644 --- a/paopao/zhu.py +++ b/paopao/zhu.py @@ -1,28 +1,29 @@ -import math, pygame, sys,copy,random +import math, pygame, sys, copy, random import pygame.gfxdraw from pygame.locals import * - -FPS = 120 -WINDOWWIDTH = 640 -WINDOWHEIGHT = 480 -TEXTHEIGHT = 20 -BUBBLERADIUS = 20 -BUBBLEWIDTH = BUBBLERADIUS * 2 -BUBBLELAYERS = 5 -BUBBLEYADJUST = 5 -STARTX = WINDOWWIDTH / 2 -STARTY = WINDOWHEIGHT - 27 -ARRAYWIDTH = 16 -ARRAYHEIGHT = 14 - +# 定义游戏的常量 +FPS = 120 #帧率 +WINDOWWIDTH = 640 #窗口宽度 +WINDOWHEIGHT = 480 # 窗口高度 +TEXTHEIGHT = 20 # 文本高度 +BUBBLERADIUS = 20 # 泡泡半径 +BUBBLEWIDTH = BUBBLERADIUS * 2 # 泡泡宽度 +BUBBLELAYERS = 5 # 泡泡层数 +BUBBLEYADJUST = 5 # 泡泡垂直调整 +STARTX = WINDOWWIDTH / 2 # 开始 X 坐标 +STARTY = WINDOWHEIGHT - 27 # 开始 Y 坐标 +ARRAYWIDTH = 16 # 数组宽度 +ARRAYHEIGHT = 14 # 数组高度 +# 定义左右移动的常量 RIGHT = 'right' LEFT = 'left' -BLANK = '.' +BLANK = '.' # 空白符号 ## COLORS ## - -# R G B +# 定义颜色常量 +#RGB +# 每个元组代表一种颜色,格式为 (红, 绿, 蓝) GRAY = (100, 100, 100) NAVYBLUE = (60, 60, 100) WHITE = (255, 255, 255) @@ -36,15 +37,16 @@ CYAN = (0, 255, 255) BLACK = (0, 0, 0) COMBLUE = (233, 232, 255) -BGCOLOR = WHITE -COLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN] +BGCOLOR = WHITE #背景颜色 +COLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN] #泡泡颜色列表 +# 定义泡泡类,继承自pygame.sprite.Sprite class Bubble(pygame.sprite.Sprite): def __init__(self, color, row=0, column=0): pygame.sprite.Sprite.__init__(self) - - self.rect = pygame.Rect(0, 0, 30, 30) + # 初始化泡泡属性 + self.rect = pygame.Rect(0, 0, 30, 30) #创建了一个表示气泡的矩形区域,初始位置在(0, 0),宽和高都是30像素。 self.rect.centerx = STARTX self.rect.centery = STARTY self.speed = 10 @@ -54,8 +56,10 @@ class Bubble(pygame.sprite.Sprite): self.row = row self.column = column + # 更新泡泡位置的方法 def update(self): + global xmove, ymove if self.angle == 90: xmove = 0 ymove = self.speed * -1 @@ -69,53 +73,68 @@ class Bubble(pygame.sprite.Sprite): self.rect.x += xmove self.rect.y += ymove + # 绘制泡泡的方法 def draw(self): pygame.gfxdraw.filled_circle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, self.color) pygame.gfxdraw.aacircle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, GRAY) + # 计算X轴移动距离的方法 def xcalculate(self, angle): radians = math.radians(angle) - xmove = math.cos(radians) * (self.speed) return xmove + # 计算Y轴移动距离的方法 def ycalculate(self, angle): radians = math.radians(angle) - ymove = math.sin(radians) * (self.speed) * -1 return ymove +# 定义箭头类,继承自pygame.sprite.Sprite class Arrow(pygame.sprite.Sprite): + # 初始化箭头属性 def __init__(self): + """ + 初始化箭头对象。 + + 该方法对箭头对象进行初始化,包括加载箭头图像、设置初始角度、确定箭头在屏幕上的初始位置。 + """ + # 调用父类pygame.sprite.Sprite的初始化方法 pygame.sprite.Sprite.__init__(self) - self.angle = 90 + self.angle = 90 # 将箭头的初始角度设置为90度,指向正上方 + # 加载箭头图像并进行透明处理 arrowImage = pygame.image.load('Arrow.png') arrowImage.convert_alpha() + # 获取箭头图像的矩形区域 arrowRect = arrowImage.get_rect() - self.image = arrowImage - self.transformImage = self.image - self.rect = arrowRect + self.image = arrowImage # 将处理后的图像赋值给箭头对象的image属性 + self.transformImage = self.image # 初始化transformImage为箭头的初始图像 + self.rect = arrowRect # 将图像的矩形区域赋值给箭头对象的rect属性 + # 设置箭头在屏幕上的初始位置 self.rect.centerx = STARTX self.rect.centery = STARTY + # 更新箭头方向的方法 def update(self, direction): - if direction == LEFT and self.angle < 180: - self.angle += 2 - elif direction == RIGHT and self.angle > 0: - self.angle -= 2 + if direction == LEFT and self.angle < 176: + self.angle += 2 # 如果按下左箭头键,且当前角度小于180度,则增加角度 + elif direction == RIGHT and self.angle > 4: + self.angle -= 2 # 如果按下右箭头键,且当前角度大于0度,则减少角度 self.transformImage = pygame.transform.rotate(self.image, self.angle) self.rect = self.transformImage.get_rect() - self.rect.centerx = STARTX - self.rect.centery = STARTY + self.rect.centerx = STARTX # 保持箭头在水平中心位置 + self.rect.centery = STARTY # 保持箭头在垂直起始位置 + # 绘制箭头的方法 def draw(self): DISPLAYSURF.blit(self.transformImage, self.rect) +# 定义分数类 class Score(object): def __init__(self): self.total = 0 @@ -125,50 +144,60 @@ class Score(object): self.rect.left = 5 self.rect.bottom = WINDOWHEIGHT - 5 + # 更新分数的方法 def update(self, deleteList): self.total += ((len(deleteList)) * 10) self.render = self.font.render('Score: ' + str(self.total), True, BLACK, WHITE) + # 绘制分数的方法 def draw(self): DISPLAYSURF.blit(self.render, self.rect) +# 主函数 def main(): - global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT - pygame.init() - FPSCLOCK = pygame.time.Clock() - pygame.display.set_caption('泡泡天堂小游戏') - MAINFONT = pygame.font.SysFont('Helvetica', TEXTHEIGHT) - DISPLAYSURF, DISPLAYRECT = makeDisplay() - while True: - score, winorlose = runGame() - endScreen(score, winorlose) + global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT # 引用全局变量 + + pygame.init() # 初始化Pygame + FPSCLOCK = pygame.time.Clock() # 创建一个时钟对象,用于控制游戏帧率 + pygame.display.set_caption('泡泡天堂小游戏') # 设置游戏窗口标题 + MAINFONT = pygame.font.SysFont('Helvetica', TEXTHEIGHT) # 设置游戏使用的默认字体 + DISPLAYSURF, DISPLAYRECT = makeDisplay() # 创建游戏显示的表面和矩形 + while True: # 进入游戏主循环 + score, winorlose = runGame() # 运行游戏,返回得分和游戏结果 + endScreen(score, winorlose) # 显示游戏结束画面 +# 运行游戏的函数 def runGame(): - musicList = ['知更鸟 _ HOYO-MiX _ Chevy - 使一颗心免于哀伤.ogg', '知更鸟 _ HOYO-MiX _ Chevy - 希望有羽毛和翅膀.ogg', '知更鸟 _ HOYO-MiX _ Chevy - 在银河中孤独摇摆.ogg'] + + # 初始化音乐列表 + musicList = ['知更鸟 _ HOYO-MiX _ Chevy - 使一颗心免于哀伤.ogg', '知更鸟 _ HOYO-MiX _ Chevy - 希望有羽毛和翅膀.ogg', + '知更鸟 _ HOYO-MiX _ Chevy - 在银河中孤独摇摆.ogg'] pygame.mixer.music.load(musicList[0]) pygame.mixer.music.play() - track = 0 + track = 0 # 音乐曲目索引 + + # 初始化游戏颜色列表和游戏颜色数组 gameColorList = copy.deepcopy(COLORLIST) - direction = None - launchBubble = False - newBubble = None + direction = None # 玩家控制的方向 + launchBubble = False # 是否发射气泡 + newBubble = None # 将要发射或正在移动的气泡 + # 初始化箭头、游戏面板(气泡数组)和得分 arrow = Arrow() bubbleArray = makeBlankBoard() setBubbles(bubbleArray, gameColorList) - - nextBubble = Bubble(gameColorList[0]) + nextBubble = Bubble(gameColorList[0]) # 下一个要发射的气泡 nextBubble.rect.right = WINDOWWIDTH - 5 nextBubble.rect.bottom = WINDOWHEIGHT - 5 - score = Score() while True: - DISPLAYSURF.fill(BGCOLOR) + DISPLAYSURF.fill(BGCOLOR) # 填充游戏背景 + # 处理事件:退出、按键等 for event in pygame.event.get(): if event.type == QUIT: terminate() @@ -186,6 +215,7 @@ def runGame(): elif event.key == K_ESCAPE: terminate() + # 如果按下发射气泡的按键 if launchBubble == True: if newBubble == None: newBubble = Bubble(nextBubble.color) @@ -194,13 +224,16 @@ def runGame(): newBubble.update() newBubble.draw() + # 反转气泡下落方向 if newBubble.rect.right >= WINDOWWIDTH - 5: newBubble.angle = 180 - newBubble.angle elif newBubble.rect.left <= 5: newBubble.angle = 180 - newBubble.angle + # 处理气泡发射和消除逻辑 launchBubble, newBubble, score = stopBubble(bubbleArray, newBubble, launchBubble, score) + # 检查游戏是否结束 finalBubbleList = [] for row in range(len(bubbleArray)): for column in range(len(bubbleArray[0])): @@ -209,29 +242,34 @@ def runGame(): if bubbleArray[row][column].rect.bottom > (WINDOWHEIGHT - arrow.rect.height - 10): return score.total, 'lose' + # 游戏胜利条件检查 if len(finalBubbleList) < 1: return score.total, 'win' + # 更新游戏颜色列表并随机排序 gameColorList = updateColorList(bubbleArray) random.shuffle(gameColorList) + # 重置下一个要发射的气泡 if launchBubble == False: nextBubble = Bubble(gameColorList[0]) nextBubble.rect.right = WINDOWWIDTH - 5 nextBubble.rect.bottom = WINDOWHEIGHT - 5 + # 绘制游戏元素 nextBubble.draw() if launchBubble == True: - coverNextBubble() + coverNextBubble() # 遮挡下一个气泡 - arrow.update(direction) - arrow.draw() + arrow.update(direction) # 更新箭头方向 + arrow.draw() # 绘制箭头 - setArrayPos(bubbleArray) - drawBubbleArray(bubbleArray) + setArrayPos(bubbleArray) # 更新气泡数组位置 + drawBubbleArray(bubbleArray) # 绘制气泡数组 - score.draw() + score.draw() # 绘制得分 + # 切换音乐 if pygame.mixer.music.get_busy() == False: if track == len(musicList) - 1: track = 0 @@ -242,101 +280,149 @@ def runGame(): pygame.mixer.music.play() pygame.display.update() - FPSCLOCK.tick(FPS) - + FPSCLOCK.tick(FPS) # 控制游戏帧率 +# 创建空白游戏板的函数 def makeBlankBoard(): - array = [] + array = [] # 初始化一个空的一维列表,用于存放棋盘的每一行 + + # 循环创建ARRAYHEIGHT行 for row in range(ARRAYHEIGHT): - column = [] + column = [] # 初始化一个空的一维列表,用于存放当前行的列 + + # 循环创建ARRAYWIDTH列,每列都初始化为BLANK for i in range(ARRAYWIDTH): column.append(BLANK) - array.append(column) - return array + array.append(column) # 将当前行的列添加到棋盘数组中 + + return array # 返回创建好的空棋盘 +# 在游戏板上设置泡泡的函数 def setBubbles(array, gameColorList): - for row in range(BUBBLELAYERS): - for column in range(len(array[row])): - random.shuffle(gameColorList) - newBubble = Bubble(gameColorList[0], row, column) - array[row][column] = newBubble - setArrayPos(array) + for row in range(BUBBLELAYERS): # 遍历气泡层数 + for column in range(len(array[row])): # 遍历每一层的气泡列数 + random.shuffle(gameColorList) # 随机重洗颜色列表 + newBubble = Bubble(gameColorList[0], row, column) # 创建新的气泡对象 + array[row][column] = newBubble # 将新的气泡对象设置到对应的位置 + setArrayPos(array) # 更新气泡数组的位置信息 -def setArrayPos(array): +# 设置游戏板上泡泡位置的函数def setArrayPos(array): + + # 初始化元素位置 for row in range(ARRAYHEIGHT): for column in range(len(array[row])): if array[row][column] != BLANK: array[row][column].rect.x = (BUBBLEWIDTH * column) + 5 array[row][column].rect.y = (BUBBLEWIDTH * row) + 5 + # 调整奇数行元素的 x 坐标 for row in range(1, ARRAYHEIGHT, 2): for column in range(len(array[row])): if array[row][column] != BLANK: array[row][column].rect.x += BUBBLERADIUS + # 调整所有行元素的 y 坐标 for row in range(1, ARRAYHEIGHT): for column in range(len(array[row])): if array[row][column] != BLANK: array[row][column].rect.y -= (BUBBLEYADJUST * row) + # 删除多余气泡 deleteExtraBubbles(array) +#设置游戏板上泡泡位置的函数 +def setArrayPos(array): -def deleteExtraBubbles(array): + # 初始化元素位置 for row in range(ARRAYHEIGHT): for column in range(len(array[row])): if array[row][column] != BLANK: + array[row][column].rect.x = (BUBBLEWIDTH * column) + 5 + array[row][column].rect.y = (BUBBLEWIDTH * row) + 5 + + # 调整奇数行元素的 x 坐标 + for row in range(1, ARRAYHEIGHT, 2): + for column in range(len(array[row])): + if array[row][column] != BLANK: + array[row][column].rect.x += BUBBLERADIUS + + # 调整所有行元素的 y 坐标 + for row in range(1, ARRAYHEIGHT): + for column in range(len(array[row])): + if array[row][column] != BLANK: + array[row][column].rect.y -= (BUBBLEYADJUST * row) + + # 删除多余气泡 + deleteExtraBubbles(array) + +#(删除超出游戏区域的泡泡) +def deleteExtraBubbles(array): + + for row in range(ARRAYHEIGHT): # 遍历每一行 + for column in range(len(array[row])): # 遍历当前行的每个元素 + # 如果当前元素不为空 + if array[row][column] != BLANK: + # 如果气泡的右边界超出窗口宽度 if array[row][column].rect.right > WINDOWWIDTH: + # 将该气泡设置为空 array[row][column] = BLANK - +# 更新颜色列表的函数 def updateColorList(bubbleArray): newColorList = [] + # 遍历气泡数组,将非空气泡的颜色添加到新颜色列表中 for row in range(len(bubbleArray)): for column in range(len(bubbleArray[0])): if bubbleArray[row][column] != BLANK: newColorList.append(bubbleArray[row][column].color) - colorSet = set(newColorList) + colorSet = set(newColorList) # 使用集合去重 + # 如果集合为空,说明气泡数组中没有非空气泡,返回包含白色的列表 if len(colorSet) < 1: colorList = [] colorList.append(WHITE) return colorList else: + return list(colorSet) # 返回去重后的颜色列表 - return list(colorSet) +#(检查孤立泡泡) def checkForFloaters(bubbleArray): + + # 遍历数组第一行,找出非空列的索引,存储到bubbleList中 bubbleList = [column for column in range(len(bubbleArray[0])) if bubbleArray[0][column] != BLANK] newBubbleList = [] + # 筛选出bubbleList中需要处理的列,即数值间隔大于1的列 for i in range(len(bubbleList)): if i == 0: newBubbleList.append(bubbleList[i]) elif bubbleList[i] > bubbleList[i - 1] + 1: newBubbleList.append(bubbleList[i]) + # 深拷贝bubbleArray,以用于后续操作,避免修改原数组 copyOfBoard = copy.deepcopy(bubbleArray) + # 清空原数组中的所有元素,准备进行浮选物处理 for row in range(len(bubbleArray)): for column in range(len(bubbleArray[0])): bubbleArray[row][column] = BLANK + # 对需要处理的列,调用popFloaters函数进行浮选物处理 for column in newBubbleList: popFloaters(bubbleArray, copyOfBoard, column) - def popFloaters(bubbleArray, copyOfBoard, column, row=0): if (row < 0 or row > (len(bubbleArray) - 1) or column < 0 or column > (len(bubbleArray[0]) - 1)): @@ -373,24 +459,33 @@ def popFloaters(bubbleArray, copyOfBoard, column, row=0): popFloaters(bubbleArray, copyOfBoard, column + 1, row - 1) +# 这个函数处理泡泡停止时的逻辑,包括判断泡泡是否到达了发射的终点,以及是否与其它泡泡发生碰撞。 def stopBubble(bubbleArray, newBubble, launchBubble, score): - deleteList = [] - popSound = pygame.mixer.Sound('popcork.ogg') + global newRow, newColumn + deleteList = [] # 用于存储需要消除的气泡位置 + popSound = pygame.mixer.Sound('popcork.ogg') # 播放气泡消除音效 + + # 遍历气泡数组,检查新气泡与现有气泡的碰撞 for row in range(len(bubbleArray)): for column in range(len(bubbleArray[row])): + # 如果当前位置有气泡,并且有新气泡即将落下 if (bubbleArray[row][column] != BLANK and newBubble != None): + # 检查新气泡是否与当前气泡碰撞,或者是否已经越界 if (pygame.sprite.collide_rect(newBubble, bubbleArray[row][column])) or newBubble.rect.top < 0: + # 如果新气泡越界,则把它添加到上方 if newBubble.rect.top < 0: newRow, newColumn = addBubbleToTop(bubbleArray, newBubble) + # 检查新气泡与当前气泡的中心是否在同一垂直线上 elif newBubble.rect.centery >= bubbleArray[row][column].rect.centery: - + # 向上或向下移动新气泡,并考虑奇偶行的规则 if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx: if row == 0 or (row) % 2 == 0: newRow = row + 1 newColumn = column + # 如果目标位置已有气泡,则向上移动一行 if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) @@ -406,6 +501,7 @@ def stopBubble(bubbleArray, newBubble, launchBubble, score): bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn + # 向左或向右移动新气泡,并考虑奇偶行的规则 elif newBubble.rect.centerx < bubbleArray[row][column].rect.centerx: if row == 0 or row % 2 == 0: newRow = row + 1 @@ -426,8 +522,9 @@ def stopBubble(bubbleArray, newBubble, launchBubble, score): bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn - + # 检查新气泡与当前气泡的中心是否在同一水平线上 elif newBubble.rect.centery < bubbleArray[row][column].rect.centery: + # 向上或向下移动新气泡,并考虑奇偶行的规则 if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx: if row == 0 or row % 2 == 0: newRow = row - 1 @@ -446,6 +543,7 @@ def stopBubble(bubbleArray, newBubble, launchBubble, score): bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn + # 向左或向右移动新气泡,并考虑奇偶行的规则 elif newBubble.rect.centerx <= bubbleArray[row][column].rect.centerx: if row == 0 or row % 2 == 0: newRow = row - 1 @@ -465,8 +563,10 @@ def stopBubble(bubbleArray, newBubble, launchBubble, score): bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn + # 消除选中的气泡,并处理连消和得分 popBubbles(bubbleArray, newRow, newColumn, newBubble.color, deleteList) + # 如果消除的气泡数量达到3个或以上,播放音效、更新布局和得分 if len(deleteList) >= 3: for pos in deleteList: popSound.play() @@ -477,54 +577,68 @@ def stopBubble(bubbleArray, newBubble, launchBubble, score): score.update(deleteList) + # 更新发射状态和新气泡为None launchBubble = False newBubble = None return launchBubble, newBubble, score + def addBubbleToTop(bubbleArray, bubble): + + # 获取气泡中心的x坐标,并计算气泡左侧边界的x坐标 posx = bubble.rect.centerx leftSidex = posx - BUBBLERADIUS + # 根据气泡左侧边界的位置计算其所在的列 columnDivision = math.modf(float(leftSidex) / float(BUBBLEWIDTH)) column = int(columnDivision[1]) + # 判断气泡应该添加到当前列还是下一列 if columnDivision[0] < 0.5: bubbleArray[0][column] = copy.copy(bubble) else: column += 1 bubbleArray[0][column] = copy.copy(bubble) + # 设置行索引为0,因为气泡被添加到数组顶部 row = 0 return row, column + +#这个函数递归地查找并消除连接的同色泡泡。 def popBubbles(bubbleArray, row, column, color, deleteList): + # 检查索引是否越界 if row < 0 or column < 0 or row > (len(bubbleArray) - 1) or column > (len(bubbleArray[0]) - 1): return + # 检查当前位置是否为空或颜色不匹配 elif bubbleArray[row][column] == BLANK: return - elif bubbleArray[row][column].color != color: return + # 如果气泡颜色匹配,但已在删除列表中,则不处理 for bubble in deleteList: if bubbleArray[bubble[0]][bubble[1]] == bubbleArray[row][column]: return + # 将当前气泡加入删除列表 deleteList.append((row, column)) + # 递归消除相邻的气泡 + # 处理顶部行或底部行的逻辑 if row == 0: popBubbles(bubbleArray, row, column - 1, color, deleteList) popBubbles(bubbleArray, row, column + 1, color, deleteList) popBubbles(bubbleArray, row + 1, column, color, deleteList) popBubbles(bubbleArray, row + 1, column - 1, color, deleteList) + # 处理中间行的逻辑,奇数行和偶数行处理方式略有不同 elif row % 2 == 0: - popBubbles(bubbleArray, row + 1, column, color, deleteList) popBubbles(bubbleArray, row + 1, column - 1, color, deleteList) popBubbles(bubbleArray, row - 1, column, color, deleteList) @@ -541,6 +655,7 @@ def popBubbles(bubbleArray, row, column, color, deleteList): popBubbles(bubbleArray, row, column - 1, color, deleteList) + def drawBubbleArray(array): for row in range(ARRAYHEIGHT): for column in range(len(array[row])): @@ -549,48 +664,64 @@ def drawBubbleArray(array): def makeDisplay(): + + # 创建显示表面并获取其矩形区域 DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) DISPLAYRECT = DISPLAYSURF.get_rect() + + # 填充显示表面的背景色 DISPLAYSURF.fill(BGCOLOR) + + # 转换显示表面的格式以优化性能 DISPLAYSURF.convert() + + # 更新显示内容 pygame.display.update() return DISPLAYSURF, DISPLAYRECT - +# 退出游戏的函数 def terminate(): pygame.quit() sys.exit() - +# 遮盖下一个泡泡的函数 def coverNextBubble(): + + # 初始化一个白色矩形,位置在窗口的右下角 whiteRect = pygame.Rect(0, 0, BUBBLEWIDTH, BUBBLEWIDTH) whiteRect.bottom = WINDOWHEIGHT whiteRect.right = WINDOWWIDTH + # 在显示表面绘制矩形 pygame.draw.rect(DISPLAYSURF, BGCOLOR, whiteRect) - +# 游戏结束屏幕的函数 def endScreen(score, winorlose): + + # 初始化游戏结束信息的字体和内容 endFont = pygame.font.SysFont('Helvetica', 20) endMessage1 = endFont.render('You ' + winorlose + '! Your Score is ' + str(score) + '. Press Enter to Play Again.', True, BLACK, BGCOLOR) endMessage1Rect = endMessage1.get_rect() - endMessage1Rect.center = DISPLAYRECT.center + endMessage1Rect.center = DISPLAYRECT.center # 将结束信息居中显示 + # 清空显示屏幕并绘制结束信息 DISPLAYSURF.fill(BGCOLOR) DISPLAYSURF.blit(endMessage1, endMessage1Rect) pygame.display.update() + # 等待玩家按键选择重新开始或退出游戏 while True: for event in pygame.event.get(): - if event.type == QUIT: + if event.type == QUIT: # 如果检测到退出事件,则终止游戏 terminate() - elif event.type == KEYUP: - if event.key == K_RETURN: + elif event.type == KEYUP: # 如果检测到按键事件 + if event.key == K_RETURN: # 如果玩家按下回车键,则返回主游戏循环 return - elif event.key == K_ESCAPE: + elif event.key == K_ESCAPE: # 如果玩家按下Esc键,则终止游戏 terminate() + if __name__ == '__main__': - main() \ No newline at end of file + main()