嗨,伙计们,我正在用pygame在蟒蛇里做游戏。我有一段代码可以在太空主题游戏中从飞船上发射激光。以下是代码:
# Laser
laserImg = pygame.image.load('assets/PNG/Lasers/laserBlue01.png')
laserX = 0
laserY = 480
laserX_change = 0
laserY_change = 8
laser_state = "ready"
def fire_laser(x,y):
global laser_state
laser_state = "fire"
screen.blit(laserImg, (x+20,y+9))
screen.blit(laserImg, (x+70,y+9))
running = True
while running:
screen.fill((0, 0, 0))
screen.blit(background,(0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.key == pygame.K_SPACE:
if laser_state is "ready":
laser_sound = mixer.Sound('assets/Bonus/sfx_laser1.ogg')
laser_sound.play()
laserX = playerX
fire_laser(playerX, laserY)
# Bullet movement
if laserY <= 0:
laserY = 475
laser_state = "ready"
if laser_state is "fire":
fire_laser(laserX, laserY)
laserY -= laserY_change这段代码从飞船上发射了两颗激光,

就像这样。
但我不想那样。我想让如果玩家按下空间,一次拍摄左激光,如果玩家再次按下空间,而不是射右激光,当他再次按下空间时,它会再次发射左激光。我希望你能理解。
发布于 2021-01-21 17:34:40
左激光和右激光需要分开的位置和状态。
laserX = [0, 0]
laserY = [480, 480]
laser_state = ["ready", "ready"]您还需要一个变量来指示下一步将发射哪一个激光器。
next_laser = 0在空间被压时发射下一台激光器,并更换下一台激光:
while running:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if laser_state[next_laser] is "ready":
laser_sound = mixer.Sound('assets/Bonus/sfx_laser1.ogg')
laser_sound.play()
laserX[next_laser] = playerX
laser_state[next_laser] = "fire"
next_laser = (next_laser + 1) % 2移动并绘制两种依赖于其状态的激光器
while running:
# [...]
for i in range(2):
if laser_state[i] is "fire":
laserY[i] -= laserY_change
if laserY[i] <= 0:
laserY[i] = 475
laser_state[i] = "ready"
for i in range(2):
if laser_state[i] is "fire":
screen.blit(laserImg, (laserX[i] + 20 + i*50, laserY[i]+9))最起码的例子:

import pygame
pygame.init()
screen = pygame.display.set_mode((400, 400))
laserImg = pygame.Surface((3, 12))
laserImg.fill((255, 255, 255))
laserX_change = 0
laserY_change = 8
laserX = [0, 0]
laserY = [330, 330]
laser_state = ["ready", "ready"]
next_laser = 0
playerX, playerY = 175, 330
clock = pygame.time.Clock()
running = True
while running:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if laser_state[next_laser] is "ready":
laserX[next_laser] = playerX
laser_state[next_laser] = "fire"
next_laser = (next_laser + 1) % 2
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
playerX -= 5
playerX = max(25, playerX)
if keys[pygame.K_RIGHT]:
playerX += 5
playerX = min(375, playerX)
for i in range(2):
if laser_state[i] is "fire":
laserY[i] -= laserY_change
if laserY[i] <= 0:
laserY[i] = 330
laser_state[i] = "ready"
screen.fill(0)
for i in range(2):
if laser_state[i] is "fire":
screen.blit(laserImg, (laserX[i] + i*50, laserY[i]+9))
pygame.draw.rect(screen, (64, 127, 255), (playerX, playerY, 50, 50))
pygame.display.flip()发布于 2021-01-21 17:37:15
你可以用计数器来做:
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and counter == 0:
win.blit(your laser asset (the right one))
counter += 1
if keys[pygame.K_LEFT] and counter == 1:
win.blit(your laser asset (the left one))
counter -= 1https://stackoverflow.com/questions/65832446
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