python怎么退出游戏,Pygame退出gameOver屏幕

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()

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