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<p>我有一个问题,找到一个方法,在正确的时间点游戏结束屏幕。我在pygame上制作了一个平台,我希望在我的角色死亡动画发生后,当敌人有他的攻击动画时,游戏会出现在屏幕上。现在它绕过任何动画,只要精灵之间的碰撞检测是真的,它就说游戏结束了。有什么想法吗?在</p>
<p>谢谢</p>
<pre><code>def GameOver():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
screen.blit(pygame.image.load("background0.jpg").convert(), (0,0))
largeText = pygame.font.SysFont("elephant",60)
TextSurf, TextRect = text_objects("GameOver", largeText)
TextRect.center = ((screen_width/2),(screen_height/2))
screen.blit(TextSurf, TextRect)
pygame.display.update()
clock.tick(15)
class Enemy:
def __init__(self,x,y):
self.x=x
self.y=y
self.width=40
self.height = 40
self.speed=1
self.s0 = pygame.image.load("Images/Enemy/s0.png")
self.s1 = pygame.image.load("Images/Enemy/s1.png")
self.s2 = pygame.image.load("Images/Enemy/s2.png")
self.s3 = pygame.image.load("Images/Enemy/s3.png")
self.attack = pygame.image.load("attack.png")
self.RotatedAttack = pygame.transform.flip(self.attack ,True,False)
self.rotateds0 = pygame.transform.flip(self.s0 ,True, False)
self.rotateds1 = pygame.transform.flip(self.s1 ,True, False)
self.rotateds2 = pygame.transform.flip(self.s2 ,True, False)
self.rotateds3 = pygame.transform.flip(self.s3 ,True, False)
self.collision = False
self.collision1 = False
self.TimeTarget=10
self.TimeNum=0
self.currentImage=0
def move(self,player):
if self.x > player.x:
self.x -= self.speed
if self.currentImage > 3:
self.currentImage = 0
if self.collision == True:
if self.currentImage < 4:
#image of him attacking
self.currentImage = 8
SpearAttack.play(loops = 0, maxtime = 10)
elif self.x < player.x:
self.x += self.speed
if self.currentImage < 4:
self.currentImage = 4
if self.collision == True:
if player.y > 487:
if self.currentImage == 4 or 5 or 6 or 7:
#image of him attacking flipped
self.currentImage = 9
SpearAttack.play(loops = 0, maxtime = 10)
#Tried putting gameover here but it skips the animation
if self.x < player.x:
if self.x > player.x:
if self.currentImage > 3:
self.currentImage = 0
def update(self,CollisionDetect,player,enemy2):
self.TimeNum+=1
if self.TimeNum == self.TimeTarget:
if self.currentImage ==0:
self.currentImage=1
elif self.currentImage ==1:
self.currentImage=2
elif self.currentImage == 2:
self.currentImage=3
elif self.currentImage ==3:
self.currentImage =0
elif self.currentImage ==4:
self.currentImage=5
elif self.currentImage ==5:
self.currentImage=6
elif self.currentImage == 6:
self.currentImage=7
elif self.currentImage ==7:
self.currentImage = 4
self.TimeNum=0
if self.currentImage==0:
screen.blit(self.s0, (self.x,self.y))
elif self.currentImage==1:
screen.blit(self.s1, (self.x,self.y))
elif self.currentImage==2:
screen.blit(self.s2, (self.x,self.y))
elif self.currentImage ==3:
screen.blit(self.s3, (self.x,self.y))
elif self.currentImage==4:
screen.blit(self.rotateds0, (self.x,self.y))
elif self.currentImage==5:
screen.blit(self.rotateds1, (self.x,self.y))
elif self.currentImage==6:
screen.blit(self.rotateds2, (self.x,self.y))
elif self.currentImage ==7:
screen.blit(self.rotateds3, (self.x,self.y))
elif self.currentImage ==8:
screen.blit(self.attack, (self.x,self.y))
#tried putting GameOver() here but it skips the blit.
elif self.currentImage ==9:
screen.blit(self.RotatedAttack, (self.x,self.y))
self.collision = CollisionDetect(self.x,self.y,self.width,self.height,player.x,player.y,player.width,player.height)
</code></pre>