我正在尝试写像游戏这样的太空入侵者。我最初编写代码时只提供了1个入侵者,可以给我一些东西。当我开始添加更多入侵者时,我决定创建一个类,在其中可以让入侵者列表循环。
我曾尝试在列表中的方法中更改入侵者的x坐标,但发现它不会更改值,因此将入侵者保留在原位。任何帮助将不胜感激!
这是我正在从事的课程:
import sys, pygame, random
from pygame.locals import *
import itertools
#from bullet import Invader
pygame.init()
screen_height = 600
screen_width = 800
DISPLAYSURF = pygame.display.set_mode((screen_width, screen_height))
FPS = 200
score = 0
pygame.display.set_caption('Testing Pygame')
spaceship = pygame.image.load('spaceship copy.bmp')
spaceship_rect = spaceship.get_rect()
DISPLAYSURF_rect = DISPLAYSURF.get_rect()
FONT = pygame.font.Font('freesansbold.ttf', 32)
text = FONT.render('Score ' + str(score), True, (180, 180, 180))
text_rect = text.get_rect()
text_rect.centerx = DISPLAYSURF_rect.centerx
text_rect.centery = DISPLAYSURF_rect.centery
invader1 = pygame.image.load('invader.bmp')
invader2 = pygame.image.load('invader.bmp')
invader3 = pygame.image.load('invader.bmp')
invader4 = pygame.image.load('invader.bmp')
invader5 = pygame.image.load('invader.bmp')
invader1_rect = invader1.get_rect()
invader2_rect = invader2.get_rect()
invader3_rect = invader3.get_rect()
invader4_rect = invader4.get_rect()
invader5_rect = invader5.get_rect()
invaders = [invader1, invader2, invader3, invader4, invader5]
invaders_rect = [invader1_rect, invader2_rect, invader3_rect, invader4_rect, invader5_rect]
invaders_x = [10, 90, 170, 250, 330]
#invaders_x = [20, 180, 340, 500, 660]
invaders_y = 40
spaceship_rect.centerx = DISPLAYSURF_rect.centerx
spaceship_rect.centery = DISPLAYSURF_rect.bottom - 40
move_right = False
move_left = False
move_rate = 5
invader_right_movement = False
invader_left_movement = True
bullet_firing = False
num = 0
#Testing bullet firing
RED = (240, 0, 0)
x = spaceship_rect.centerx - 3
y = spaceship_rect.top
width = 6
height = 24
bullet = pygame.draw.rect(DISPLAYSURF, RED, (x, y, width, height))
bullet.centerx = spaceship_rect.centerx - 3
bullet.centery = spaceship_rect.top + height
bullet_rect = pygame.draw.rect(DISPLAYSURF, RED, (x, y, width, height))
bullets_fired = []
bullet_fired = False
class Invader():
def __init__(self, invader, invader_x, invader_y, movement):
self.invader = invader
self.x = invader_x
self.y = invader_y
self.invader_right_movement = False
self.invader_left_movement = True
self.movement = movement
def move_invader(self):
#Move invader
if self.invader_right_movement == True:
self.x += self.movement
if self.invader_left_movement == True:
self.x -= self.movement
print(self.x)
#Check if invader has reached boundary
if self.x >= screen_width:
self.invader_left_movement = True
self.invader_right_movement = False
if self.x <= 0:
self.invader_left_movement = False
self.invader_right_movement = True
DISPLAYSURF.blit(self.invader, (self.x, self.y))
while True:
DISPLAYSURF.fill((0, 0, 0))
DISPLAYSURF.blit(spaceship, spaceship_rect)
DISPLAYSURF.blit(text, text_rect)
#get invader to move 1-8 pixels randomly to one side before turning back
num_movements = 1#random.randint(1, 20)
for invader, invader_x in zip(invaders, invaders_x):
Invaderz = Invader(invader, invader_x, invaders_y, num_movements)
Invaderz.move_invader()
FPSCLOCK = pygame.time.Clock()
#movement of bullet
for bullet, invader_rect, invader_x in zip(bullets_fired, invaders_rect, invaders_x):
if y > 0 and not bullet_rect.colliderect(invader_rect):
bullet_fired = True
y -= 14
bullet_rect = pygame.draw.rect(DISPLAYSURF, RED, (x, y, width, height))
else:
if bullet_rect.colliderect(invader_rect):
score += 1
invader_x = DISPLAYSURF_rect.centerx
invader_x = DISPLAYSURF_rect.top + 40
bullets_fired.remove(bullet)
bullet_fired = False
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
#Movement of player
if event.key == K_RIGHT:
move_right = True
elif event.key == K_LEFT:
move_left = True
#Bullet firing
elif event.key == K_SPACE:
if bullet_fired == False:
x = spaceship_rect.centerx - 3
y = spaceship_rect.top
bullets_fired.append(y)
elif event.type == KEYUP:
#Movement of player
if event.key == K_RIGHT:
move_right = False
elif event.key == K_LEFT:
move_left = False
text = FONT.render('Score ' + str(score), True, (180, 180, 180))
if move_right == True and spaceship_rect.right <= screen_width:
spaceship_rect.centerx += move_rate
if move_left == True and spaceship_rect.left >= 0:
spaceship_rect.centerx -= move_rate
pygame.display.update()
FPSCLOCK.tick(FPS)
问题是,您正在每帧调用该类,这会将其值恢复为在__init__
中分配的值。您应该在开始时调用一次该类,然后每帧调用一次方法。这是Link,以了解有关类的更多信息。
要修复您的代码,请执行以下操作:
while True:
#do other stuff
for invader in invaders:
invader.move_invader()
#do other stuff
并且由于所有入侵者都具有相同的图像,因此您可以拥有
invader_image = pygame.image.load('invader.bmp')
invaders = []
for x in invader_x:
invaders.append(Invader(invader_image,x,40,1))
这将使每个入侵者每帧移动1个像素
要获得碰撞的矩形,您可以向该类添加一个矩形
class Invader
def __init__(self, invader, invader_x, invader_y, movement):
self.rect = invader.get_rect()
self.rect.x = invader_x
self.rect.y = invader_y
#rest of code
def move_invader(self):
#if moveing move x
self.rect.x = x
#rest of code
和碰撞
for bullet in range(len(bullets_fired)-1,-1,-1):
for invader in invaders:
if invader.rect.colliderect(bullets_fired[bullet]):
score += 1
invader_x = DISPLAYSURF_rect.centerx
invader_x = DISPLAYSURF_rect.top + 40
del bullets_fired[bullet]
bullet_fired = False
elif bullets_fired[bullet].y > 0:
bullet_fired = True
bullets_fired[bullet].y -= 14
bullet_rect = pygame.draw.rect(DISPLAYSURF, RED, (x, y, width, height))
对于碰撞,我向后循环,因为如果您删除列表中的第二个项目符号,则第三个变为第二个,并且循环转到第三个(即第四个)跳过项目符号。但是,如果向后走,如果删除了项目符号,那么已经检查过的项目符号就会移动,您可以继续检查下一个项目符号。
对于子弹,您拥有bullet和bullet_rect这是同一件事,并且您有子弹列表,就我个人而言,我会摆脱bullet_rect
bullet = pygame.draw.rect(screen,RED,(x,y,w,y))
for
pygame.draw.rect(screen,RED,bullets_fired[bullet]
现在要在哪里添加项目符号,当您按空格键时,不要得到y,而要获得矩形
elif event.key == K_SPACE:
if bullet_fired == False:
rect = spaceship_rect
rect.x = spaceship_rect.centerx - 3
rect.y = spaceship_rect.top
bullets_fired.append(rect)
回到碰撞循环,将y更改为bullets_fired [bullet] .y