也许是这样的:import pygame
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
pygame.init()
# Set the height and width of the screen
size = [700, 500]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Game Over Example")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Starting position of the rectangle
rect_x = 50
rect_y = 50
# Speed and direction of rectangle
rect_change_x = 5
rect_change_y = 5
# This is a font we use to draw text on the screen (size 36)
font = pygame.font.Font(None, 36)
# Use this boolean variable to trigger if the game is over.
game_over = False
# Main Program Loop -
while not done:
# - Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# We will use a mouse-click to signify when the game is
# over. Replace this, and set game_over to true in your
# own game when you know the game is over. (Like lives==0)
elif event.type == pygame.MOUSEBUTTONDOWN:
game_over = True
# - Game Logic
# Only move and process game logic if the game isn't over.
if not game_over:
# Move the rectangle starting point
rect_x += rect_change_x
rect_y += rect_change_y
# Bounce the ball if needed
if rect_y > 450 or rect_y < 0:
rect_change_y = rect_change_y * -1
if rect_x > 650 or rect_x < 0:
rect_change_x = rect_change_x * -1
# - Draw the frame
# Set the screen background
screen.fill(BLACK)
# Draw the rectangle
pygame.draw.rect(screen, GREEN, [rect_x, rect_y, 50, 50])
if game_over:
# If game over is true, draw game over
text = font.render("Game Over", True, WHITE)
text_rect = text.get_rect()
text_x = screen.get_width() / 2 - text_rect.width / 2
text_y = screen.get_height() / 2 - text_rect.height / 2
screen.blit(text, [text_x, text_y])
else:
# If game isn't over, draw this stuff.
text = font.render("Click to end game", True, WHITE)
text_rect = text.get_rect()
text_x = screen.get_width() / 2 - text_rect.width / 2
text_y = screen.get_height() / 2 - text_rect.height / 2
screen.blit(text, [text_x, text_y])
# Limit frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
pygame.quit()