我目前正在开发一款 pygame 游戏,其中恐龙会像几何冲刺一样移动到屏幕的另一侧。我没有使用课程,我是 pygame 的初学者,这是我的第一个项目。我没有使用课程。 代码如下 ->
import pygame
import random
from sys import exit
import time
pygame.init()
screen = pygame.display.set_mode((800, 700))
pygame.display.set_caption("Don't Get Sliced!")
clock = pygame.time.Clock()
test_font = pygame.font.Font('Pixeltype.ttf')
game_active = False
start_time = 0
#play again screen
dinosaur_image = pygame.image.load('Dinosaur/dinosaur.png')
dinosaur_image_enlarged = pygame.transform.scale(dinosaur_image, (245,301))
dinosaur_image_rect = dinosaur_image_enlarged.get_rect(center = (400,350))
text_1 = test_font.render("Don't Get Sliced!", False, 'Black')
text_1_surf = pygame.transform.scale_by(text_1, (9,9))
text_1_rect = text_1_surf.get_rect(center = (400,100))
text_2 = test_font.render('Press Any Key To Start', False, 'Black')
text_2_surf = pygame.transform.scale_by(text_2, (6,6))
text_2_rect = text_2_surf.get_rect(center = (400,600))
score_present = 0
butcher_knife_rect_speed_inc = 2
knife_rect_speed_inc = 2
# score = test_font.render('Score: ', False, 'Black')
# score_surf = pygame.transform.scale_by(score, (5,5))
# score_rect = score_surf.get_rect(center = (400,50))
background = pygame.image.load('metalbackground2.png')
background_surf = pygame.transform.scale(background, (1200,800))
side_wall_1 = pygame.image.load('metalwall2.png')
side_wall_1_surf = pygame.transform.scale(side_wall_1, (120,700))
side_wall_2 = pygame.image.load('metalwall2.png')
side_wall_2_flipped = pygame.transform.flip(side_wall_2, True, False)
side_wall_2_surf = pygame.transform.scale(side_wall_2_flipped, (120,700))
butcher_knife = pygame.image.load('Weapons/butcherknife.png')
butcher_knife_surf = pygame.transform.scale(butcher_knife, (228,80))
butcher_knife_rect = butcher_knife_surf.get_rect(topleft=(40,170))
butcher_knife_y_pos = 570
knife = pygame.image.load('Weapons/knife.png').convert_alpha()
knife_boy = pygame.transform.scale(knife, (220,40)).convert_alpha()
knife_surf = pygame.transform.flip(knife_boy, True, False)
knife_rect = knife_surf.get_rect(topleft=(520,600))
knife_y_pos = 570
dinosaur = pygame.image.load('Dinosaur/dinosaur.png')
dinosaur_enlarged = pygame.transform.scale(dinosaur, (87.5,107.5))
dinosaur_rotation = 270
dinosaur_flipped = False
dinosaur_rotated = pygame.transform.rotate(dinosaur_enlarged, dinosaur_rotation)
dinosaur_rect = dinosaur_rotated.get_rect(topleft=(500,-400))
dinosaur_x = 120
dinosaur_y = 300
dinosaur_direction = 1
dinosaur_position = "left"
#energy cube
energycube = pygame.image.load('energycube/energycube.png')
energycube_enlarged = pygame.transform.scale(energycube,(64,64))
energycube_rect = energycube_enlarged.get_rect(topleft = (120,350))
energy_y = 500
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_active:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if dinosaur_position == "left":
dinosaur_x = 570
dinosaur_position = "right"
else:
dinosaur_x = 120
dinosaur_position = "left"
dinosaur_rotation = 270
dinosaur_flipped = not dinosaur_flipped
else:
if event.type == pygame.KEYDOWN:
game_active = True
butcher_knife_rect.top = 170
knife_rect.top = 600
start_time = int(pygame.time.get_ticks() / 1500)
if game_active:
screen.blit(background, (-400,-50))
screen.blit(side_wall_1_surf, (0,0))
screen.blit(side_wall_2_surf, (680,0))
butcher_knife_rect.y -= butcher_knife_rect_speed_inc
butcher_knife_rect_speed_inc +=0.0005
if butcher_knife_rect.y <= 0:
butcher_knife_rect.y = 700
screen.blit(butcher_knife_surf, butcher_knife_rect)
knife_rect.y -= knife_rect_speed_inc
knife_rect_speed_inc +=0.0005
if knife_rect.y <= 0:
knife_rect.y = 700
screen.blit(knife_surf, knife_rect)
dinosaur_rect = pygame.transform.rotate(dinosaur_enlarged, dinosaur_rotation)
dinosaur_image_flipped = pygame.transform.flip(dinosaur_rect, dinosaur_flipped, False)
dinosaur_rect_2 = dinosaur_image_flipped.get_rect(topleft = (dinosaur_x, dinosaur_y))
screen.blit(dinosaur_image_flipped, dinosaur_rect_2)
current_time = int(pygame.time.get_ticks() / 1500) - start_time
score_surf = test_font.render(f'{current_time}', False, (255,255,255))
score_enlarged = pygame.transform.scale_by(score_surf, (5,5))
score_rect = score_enlarged.get_rect(center = (400,50))
screen.blit(score_enlarged,score_rect)
if current_time % 10 == 0 and current_time != 0:
energycube_rect_2 = energycube_enlarged.get_rect(topleft = (120,350))
screen.blit(energycube_enlarged,energycube_rect_2)
energycuberandom = random.randint(0,5)
energycubelist = [1,1,2,2,3,4]
energycubevalue = energycubelist[energycuberandom]
energycollide = pygame.Rect.colliderect(dinosaur_rect_2, energycube_rect_2)
if energycollide:
energycubevalue = energycubelist[energycuberandom]
if energycubevalue == 1:
print('1')
elif energycubevalue == 2:
print('2')
elif energycubevalue == 3:
print('3')
elif energycubevalue == 4:
print('4')
else:
print('error')
#screen.blit(score_surf, score_rect)
current_time = int(pygame.time.get_ticks() / 1500) - start_time
score_surf = test_font.render(f'{current_time}', False, (255,255,255))
score_enlarged = pygame.transform.scale_by(score_surf, (5,5))
score_rect = score_enlarged.get_rect(center = (400,50))
screen.blit(score_enlarged,score_rect)
#energy cube in loop
#collision
collidewithknife = pygame.Rect.colliderect(dinosaur_rect_2, butcher_knife_rect) or pygame.Rect.colliderect(dinosaur_rect_2, knife_rect)
if collidewithknife:
score_present = current_time
game_active = False
else:
screen.blit(background,(-400,-50))
screen.blit(dinosaur_image_enlarged,dinosaur_image_rect)
screen.blit(text_1_surf, text_1_rect)
screen.blit(text_2_surf, text_2_rect)
score_present_surf = test_font.render(f"Score: {score_present}", False, "Black")
score_present_s = pygame.transform.scale_by(score_present_surf, (5,5))
score_present_rect = score_present_s.get_rect(center = (400,150))
screen.blit(score_present_s, score_present_rect)
butcher_knife_rect_speed_inc = 2
knife_rect_speed_inc = 2
energy_y = 500
#mouse_pos = pygame.mouse.get_pos()
#print(mouse_pos)
pygame.display.update()
clock.tick(60) # limits FPS to
这里的问题是,在代码的一部分中,有一个 if 语句,说明如果分数模数 10 等于 0,则创建一个新矩形(能量立方体矩形 2)并将其屏幕.blit 到屏幕。然后我使用列表和随机从列表中获取随机数。然后我检查主角(恐龙)是否与能量立方体碰撞。然后我检查从列表中取出的值。我稍后会将 if 条件下的内容从打印更改为能量立方体提供的加电。我正在使用打印来测试。问题是,由于处于游戏所必需的 while 循环中,因此它被打印了多次。我希望它打印一次或获取一次值,这样我就只能激活一次电源。 这是我正在谈论的部分 -
if current_time % 10 == 0 and current_time != 0:
energycube_rect_2 = energycube_enlarged.get_rect(topleft = (120,350))
screen.blit(energycube_enlarged,energycube_rect_2)
energycuberandom = random.randint(0,5)
energycubelist = [1,1,2,2,3,4]
energycubevalue = energycubelist[energycuberandom]
energycollide = pygame.Rect.colliderect(dinosaur_rect_2, energycube_rect_2)
if energycollide:
energycubevalue = energycubelist[energycuberandom]
if energycubevalue == 1:
print('1')
elif energycubevalue == 2:
print('2')
elif energycubevalue == 3:
print('3')
elif energycubevalue == 4:
print('4')
else:
print('error')
仅供参考,这是 game_active if 条件和 while True 循环的一部分
我尝试了很多方法,例如为值创建另一个列表,但它不起作用。
问题可以简化为以下问题:“当 pygame 检测到碰撞时,如何仅打印一次文本?”。要在 pygame 中检测到碰撞时仅打印一次文本,您可以使用布尔标志来跟踪碰撞是否发生在前一帧中。仅当检测到碰撞但在前一帧中未检测到碰撞时才输出文本:
collision_detected = False
while True:
# [...]
energycollide = pygame.Rect.colliderect(dinosaur_rect_2, energycube_rect_2)
if energycollide:
if not collision_detected
collision_detected = True
energycubevalue = energycubelist[energycuberandom]
if energycubevalue == 1:
print('1')
# [...]
else:
collision_detected = False
# [...]