如何从文本文件显示文本到pygame屏幕上?
我试图从pygame屏幕中的文本文件显示游戏说明。在这一点上,我已经编码:如何从文本文件显示文本到pygame屏幕上?
def instructions():
screen.fill(TEAL)
with open("pongInstructions.txt", encoding = 'utf-8') as f:
for line in f:
instructText = instructionsFont.render(line, True, WHITE)
screen.blit(instructText, ((400 - (instructText.get_width()/2)),(300 - (instructText.get_height()/2))))
pygame.display.update()
当我呼吁说明功能,什么也没有发生。有人有一个想法,为什么?任何帮助是极大的赞赏!
编辑:
#Imports and Initialize Pygame Screen
import pygame
import sys
import time
import random
import codecs
pygame.init()
screenSize = (800,600)
screen = pygame.display.set_mode((screenSize),0)
pygame.display.set_caption("Tasnim's Pong")
instructionsFile = [line.strip('\n')
for line in open('pongInstructions.txt', 'r', encoding = 'utf-8').readlines()]
font = pygame.font.SysFont("americantypewriter", 16)
def instructions(screen):
screen.fill(TEAL)
for n, line in enumerate(instructionsFile):
text = font.render(line, 1, WHITE)
text_rect = text.get_rect()
text_rect.centerx = screenSize[0]//2
text_rect.centery = n*25 + 50
screen.blit(text, text_rect)
pygame.display.update()
#Define Colours
WHITE = (255,255,255)
BLUE = (0,0,255)
BLACK = (0,0,0)
GRAY = (128, 128, 128)
MAROON = (128, 0, 0)
NAVYBLUE = (0, 0, 128)
OLIVE = (128, 128, 0)
PURPLE = (128, 0, 128)
TEAL = (0,128,128)
PINK = (226,132,164)
MUTEDBLUE = (155,182,203)
PLUM = (221,160,221)
#All Fonts
startscreenTitleFont = pygame.font.SysFont("americantypewriter", 120)
startscreenPlayerChoiceFont = pygame.font.SysFont("americantypewriter", 60)
startscreenQuitFont = ("americantypewriter", 60)
startscreenCreditsFont = ("americantypewriter", 60)
instructionsFont = pygame.font.SysFont("americantypewriter",60)
quitFont = pygame.font.SysFont("americantypewriter",60)
maingameP1ScoreFont = pygame.font.SysFont("americantypewriter",70)
maingameP2ScoreFont = pygame.font.SysFont("americantypewriter",70)
maingamePlayerOneFont = pygame.font.SysFont("americantypewriter",50)
maingamescoreFont = pygame.font.SysFont("americantypewriter",25, bold = True)
winnerFont = pygame.font.SysFont("americantypewriter",25)
instructionsFile = [line.strip('\n')
for line in open('pongInstructions.txt', 'r', encoding = 'utf-8').readlines()]
font = pygame.font.SysFont("americantypewriter", 16)
#Introduction Screen
def startscreen():
go = True
choice = 1
screen.fill(MUTEDBLUE)
pygame.display.update()
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
pygame.display.update()
#Choices for Introduction Screen
while go:
for event in pygame.event.get():
if event.type == pygame.QUIT:
go = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
if choice != 1:
choice = choice - 1
elif event.key == pygame.K_DOWN:
if choice != 4:
choice = choice + 1
elif event.key == pygame.K_RETURN:
if choice == 1:
playTwoPlayer()
elif choice == 2:
playOnePlayer()
elif choice == 3:
instructions()
elif choice == 4:
quitGame()
if choice == 1:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, NAVYBLUE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
elif choice == 2:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, NAVYBLUE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
elif choice == 3:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, NAVYBLUE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, WHITE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
if choice == 4:
screen.fill(MUTEDBLUE)
pongTitle = startscreenTitleFont.render("Pong", True, WHITE)
screen.blit(pongTitle,((400 - (pongTitle.get_width()/2)),0))
playerchoiceTitle = startscreenPlayerChoiceFont.render("Two Player Game", True, WHITE)
screen.blit(playerchoiceTitle, ((400 - (playerchoiceTitle.get_width()/2)),160))
playerchoice2Title = startscreenPlayerChoiceFont.render("One Player Game", True, WHITE)
screen.blit(playerchoice2Title, ((400 - (playerchoice2Title.get_width()/2)),275))
instructionsTitle = instructionsFont.render("How To Play", True, WHITE)
screen.blit(instructionsTitle, ((400 - (instructionsTitle.get_width()/2)),390))
quitgameTitle = quitFont.render("Quit", True, NAVYBLUE)
screen.blit(quitgameTitle, ((400 - (quitgameTitle.get_width()/2)),495))
pygame.display.update()
pygame.display.update()
#Two Player Game
def playTwoPlayer():
screen.fill(MUTEDBLUE)
play = True
startballSPACE = True
#Two Player Game- Set Variables
playeroneScore = 0
playertwoScore = 0
ballx = 400
bally = 350
balldx = 0
balldy = 0
xOne = 775
yOne = 275
xTwo = 0
yTwo = 275
dyOne = 0
dyTwo = 0
heightPaddleoneandtwo = 150
paddleheight = 150
go = True
while go:
if playeroneScore == 3:
winnerPlayerOne()
if playertwoScore == 3:
winnerPlayerTwo()
balldxdir = random.choice([-5,5])
balldydir = random.choice([-5,5])
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
#Controls for player one- Up and Down key
if event.key == pygame.K_UP:
dyOne = -10
directiony = 3
elif event.key == pygame.K_DOWN:
dyOne = 10
directiony = 4
#Controls for player two- W and S key
elif event.key == pygame.K_w:
dyTwo = -10
directionyTWO = 2
elif event.key == pygame.K_s:
dyTwo = 10
directionyTWO = 1
#Controls to quit
elif event.key == pygame.K_q:
startscreen()
#Controls to start game (press space bar)
elif startballSPACE == True:
if event.key == pygame.K_SPACE:
play = True
balldx = balldxdir
balldy = balldydir
startballSPACE = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
dyOne = 0
directiony = 0
elif event.key == pygame.K_w or event.key == pygame.K_s:
dyTwo = 0
directionyTWO = 0
screen.fill(MUTEDBLUE)
#Paddle Positioning
yOne = yOne + dyOne
yTwo =yTwo + dyTwo
#Screen Top and Bottom Collision Check
if yOne > (600 - heightPaddleoneandtwo) and directiony == 4:
dyOne = 0
yOne = (600 - heightPaddleoneandtwo)
if yOne < 100 and directiony == 3:
dyOne = 0
yOne = 100
if yTwo > (600 - heightPaddleoneandtwo) and directionyTWO == 1:
dyTwo = 0
yTwo = (600 - heightPaddleoneandtwo)
if yTwo < 100 and directionyTWO == 2:
dyTwo = 0
yTwo = 100
#Makes Ball Bounce in opposite direction
if play == True:
if ballx == xOne and bally <= (yOne + heightPaddleoneandtwo) and bally >= yOne:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
#Makes Ball Bounce in opposite direction
elif bally >= 580:
balldy = -balldy
elif ballx == (xTwo + 25) and bally <= (yTwo + heightPaddleoneandtwo) and bally >= yTwo:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
elif bally <= 110:
balldy = -balldy
elif ballx<0 or ballx>800:
#Adds score if ball passes paddle
if ballx>800:
playeroneScore = playeroneScore + 1
startballSPACE = True
elif ballx < 0:
startballSPACE = True
playertwoScore = playertwoScore + 1
ballx = 400
bally = 350
balldx = 0
balldy = 0
yOne = 275
y2Two = 275
heightPaddleoneandtwo = 150
play = False
ballx = ballx + balldx
bally = bally - balldy
#Draw all screen components
pygame.draw.rect(screen, WHITE,(xOne, yOne, 25, heightPaddleoneandtwo),0)
pygame.draw.rect(screen, WHITE,(xTwo, yTwo, 25, heightPaddleoneandtwo),0)
pygame.draw.circle (screen, WHITE, (ballx,bally), 10, 0)
textScore = maingamescoreFont.render("Score", True, WHITE)
screen.blit(textScore, (((800/2)-(textScore.get_width()/2),0)))
textPlayeroneScore = maingameP1ScoreFont.render(str(playeroneScore), True, WHITE)
screen.blit(textPlayeroneScore, (0,0))
textPlayertwoScore = maingameP2ScoreFont.render(str(playertwoScore), True, WHITE)
screen.blit(textPlayertwoScore, ((800 - textPlayertwoScore.get_width()),0))
pygame.draw.rect (screen, WHITE, (0,90,800,10),0)
pygame.draw.rect (screen, WHITE, (395,112,10,25),0)
pygame.draw.rect (screen, WHITE, (395,162,10,25),0)
pygame.draw.rect (screen, WHITE, (395,212,10,25),0)
pygame.draw.rect (screen, WHITE, (395,262,10,25),0)
pygame.draw.rect (screen, WHITE, (395,312,10,25),0)
pygame.draw.rect (screen, WHITE, (395,362,10,25),0)
pygame.draw.rect (screen, WHITE, (395,412,10,25),0)
pygame.draw.rect (screen, WHITE, (395,462,10,25),0)
pygame.draw.rect (screen, WHITE, (395,512,10,25),0)
pygame.draw.rect (screen, WHITE, (395,562,10,25),0)
pygame.draw.rect (screen, WHITE, (395,612,10,25),0)
pygame.draw.rect (screen, WHITE, (45,0,3,100),0)
pygame.draw.rect (screen, WHITE, (752,0,3,100),0)
playerOneText = maingamePlayerOneFont.render("Player 1", True, WHITE)
playerTwoText = maingamePlayerOneFont.render("Player 2", True, WHITE)
screen.blit(playerOneText, (70,15))
screen.blit(playerTwoText, (525,15))
pygame.display.update()
def instructions():
screen.fill(TEAL)
for n, line in enumerate(instructionsFile):
text = font.render(line, 1, WHITE)
text_rect = text.get_rect()
text_rect.centerx = screenSize[0]//2
text_rect.centery = n*25 + 50
screen.blit(text, text_rect)
pygame.display.update()
def winnerPlayerOne():
screen.fill(TEAL)
winnerP1Message = winnerFont.render("Congrats Player 1. You Win! Press 'c' to continue", True, WHITE)
screen.blit(winnerP1Message, ((400 - (winnerP1Message.get_width()/2)),(300 - (winnerP1Message.get_height()/2))))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
startscreen()
def winnerPlayerTwo():
screen.fill(TEAL)
winnerP2Message = winnerFont.render("Congrats Player 2. You Win! Press 'c' to continue", True, WHITE)
screen.blit(winnerP2Message, ((400 - (winnerP2Message.get_width()/2)),(300 - (winnerP2Message.get_height()/2))))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
startscreen()
def CPUwinner():
screen.fill(TEAL)
computerWinner = winnerFont.render("Better luck next time... The computer has won! Press 'c' to continue", True, WHITE)
screen.blit(computerWinner, ((400 - (computerWinner.get_width()/2)),(300 - (computerWinner.get_height()/2))))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
startscreen()
def quitGame():
pygame.quit()
sys.exit()
def playOnePlayer():
screen.fill(MUTEDBLUE)
play = True
startballSPACE = True
#One Player Game- Set Variables
playeroneScore = 0
playertwoScore = 0
ballx = 400
bally = 350
balldx = 0
balldy = 0
xOne = 775
yOne = 275
xTwo = 0
yTwo = 275
dyOne = 0
dyTwo = 0
heightPaddleoneandtwo = 150
paddleheight = 150
go = True
while go:
if playeroneScore == 3:
winnerPlayerOne()
if playertwoScore == 3:
CPUwinner()
balldxdir = random.choice([-5,5])
balldydir = random.choice([-5,5])
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
#Controls for player one- Up and Down key
if event.key == pygame.K_UP:
dyTwo = -10
directiony = 3
elif event.key == pygame.K_DOWN:
dyTwo = 10
directiony = 4
#Controls to quit
elif event.key == pygame.K_q:
startscreen()
#Controls to start game (press space bar)
elif startballSPACE == True:
if event.key == pygame.K_SPACE:
play = True
balldx = balldxdir
balldy = balldydir
startballSPACE = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
dyTwo = 0
directionyTWO = 0
screen.fill(MUTEDBLUE)
#Paddle Positioning
yTwo = yTwo + dyTwo
yOne = bally - (heightPaddleoneandtwo/2)
#Screen Top and Bottom Collision Check
if yOne > (600 - heightPaddleoneandtwo):
dyOne = 0
yOne = (600 - heightPaddleoneandtwo)
if yOne < 100:
dyOne = 0
yOne = 100
if yTwo > (600 - heightPaddleoneandtwo) and directiony == 4:
dyTwo = 0
yTwo = (600 - heightPaddleoneandtwo)
if yTwo < 100 and directiony == 3:
dyTwo = 0
yTwo = 100
#Makes Ball Bounce in opposite direction
if play == True:
if ballx == xOne and bally <= (yOne + heightPaddleoneandtwo) and bally >= yOne:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
#Makes Ball Bounce in opposite direction
elif bally >= 580:
balldy = -balldy
elif ballx == (xTwo + 25) and bally <= (yTwo + heightPaddleoneandtwo) and bally >= yTwo:
balldx = -balldx
#Makes Paddle Shorter on collisions with ball (makes game tougher)
if heightPaddleoneandtwo >= 10:
heightPaddleoneandtwo = heightPaddleoneandtwo - 7
else:
heightPaddleoneandtwo = heightPaddleoneandtwo
elif bally <= 110:
balldy = -balldy
elif ballx<0 or ballx>800:
#Adds score if ball passes paddle
if ballx>800:
playeroneScore = playeroneScore + 1
startballSPACE = True
elif ballx < 0:
startballSPACE = True
playertwoScore = playertwoScore + 1
ballx = 400
bally = 350
balldx = 0
balldy = 0
yOne = 275
y2Two = 275
heightPaddleoneandtwo = 150
play = False
ballx = ballx + balldx
bally = bally - balldy
#Draw all screen components
pygame.draw.rect(screen, WHITE,(xOne, yOne, 25, heightPaddleoneandtwo),0)
pygame.draw.rect(screen, WHITE,(xTwo, yTwo, 25, heightPaddleoneandtwo),0)
pygame.draw.circle (screen, WHITE, (ballx,bally), 10, 0)
textScore = maingamescoreFont.render("Score", True, WHITE)
screen.blit(textScore, (((800/2)-(textScore.get_width()/2),0)))
textPlayeroneScore = maingameP1ScoreFont.render(str(playeroneScore), True, WHITE)
screen.blit(textPlayeroneScore, (0,0))
textPlayertwoScore = maingameP2ScoreFont.render(str(playertwoScore), True, WHITE)
screen.blit(textPlayertwoScore, ((800 - textPlayertwoScore.get_width()),0))
pygame.draw.rect (screen, WHITE, (0,90,800,10),0)
pygame.draw.rect (screen, WHITE, (395,112,10,25),0)
pygame.draw.rect (screen, WHITE, (395,162,10,25),0)
pygame.draw.rect (screen, WHITE, (395,212,10,25),0)
pygame.draw.rect (screen, WHITE, (395,262,10,25),0)
pygame.draw.rect (screen, WHITE, (395,312,10,25),0)
pygame.draw.rect (screen, WHITE, (395,362,10,25),0)
pygame.draw.rect (screen, WHITE, (395,412,10,25),0)
pygame.draw.rect (screen, WHITE, (395,462,10,25),0)
pygame.draw.rect (screen, WHITE, (395,512,10,25),0)
pygame.draw.rect (screen, WHITE, (395,562,10,25),0)
pygame.draw.rect (screen, WHITE, (395,612,10,25),0)
pygame.draw.rect (screen, WHITE, (45,0,3,100),0)
pygame.draw.rect (screen, WHITE, (752,0,3,100),0)
playerOneText = maingamePlayerOneFont.render("Player 1", True, WHITE)
playerTwoText = maingamePlayerOneFont.render("CPU", True, WHITE)
screen.blit(playerOneText, (70,15))
screen.blit(playerTwoText, (630,15))
pygame.display.update()
startscreen()
就快,但需要screen.blit矩形对象旁边的textsprite,这个对象是用来定义精灵的大小和位置。此外,您需要给每条线自己设置x或y坐标(否则它们将全部绘制在彼此之上)解决此问题的一种方法是使用for n, line in enumerate(f)
这将为您提供每行的索引值,称为n 。 如果用枚举并删除当前screen.blit发言,并与该块替换它应该工作:
text_rect = instructText.get_rect()
text_rect.centerx = SCREENSIZE[0]//2
text_rect.centery = n*25 + 50
screen.blit(text, text_rect)
在这里您可以通过调用它的get_rect()
方法获取文本精灵一个矩形对象,然后设置其中心x坐标作为屏幕的中心(我使用容器来保持屏幕尺寸),然后将其中心y坐标设置为25 *阵列中的线位置+ 50像素的填充,最后将其绘制到屏幕上,并使用screen.blit(text, text_rect)
我做了一个使用自定义字体的实例,你可以看到它here
在以前的项目,我也做了这样的任务,这个对象,欢迎您使用或复制它,如果你愿意,你可以找到它here
不管怎么说,我希望它的帮助下,快乐编码。
编辑:
刚接手在你的代码,并从我可以看到你的代码,目前什么也不做:) 您在sartscreen()函数定义你想要的行为,但从来没有调用的函数,因此没有发生,这是你的主要思想,幸运的是它是一个简单的解决方案,只需在你的文档底部调用函数就可以了。startscreen(screen)
但是等一下?你会注意到我已经添加了屏幕对象到这个函数调用中,这是因为你需要把你的函数作为屏幕对象的引用,否则它不知道你在说什么“屏幕对象”,你需要用任何使用屏幕对象的函数来做到这一点,但是你也需要告诉你的函数期望一个参数,所以当你定义你的startscreen函数和指令函数时,你也需要像这样添加屏幕对象def startscreen(screen):
和def instructions(screen):
现在你的函数知道你在说什么叫screen.fill(COLOR)
和screen.blit(text, text_rect)
除此之外,它只是一个小的细节问题时什么,但应用这两个更改后您的菜单似乎为我工作的蟒蛇3.5,不过我建议你看看Clock object以及限制你的帧率(否则游戏将在超级计算机上运行速度超快)
我已将你的代码合并到我的主代码中,但它仍然不显示。这可能是我放置代码的地方存在的一个问题 - 就像我在一个单独的文件中运行它时一样完美。你介意检查一下吗?我在原始帖子中添加了一部分代码作为修改。非常感谢你的帮助! – Student
我看了你的代码并编辑了我的初始答案,评论太长了,我试着在应用上述两个修复程序后运行你的代码,现在它似乎正在工作。 – Molex4
Ahah我确实调用了函数,但这只是我的代码的一部分 - 具有指令功能的部分,这就是为什么它看起来不完整但非常感谢。不过,我的整个菜单都起作用,它只是指示部分,而不是。如果您想看到它,我已经添加了我的整个代码,因为它似乎仍然没有提示说明。 – Student