在最终能够在游戏中制造多个敌人之后,我面对着有史以来最恼人的错误。我有多个敌人,一艘太空船,我甚至可以发射子弹,但就在我把敌人加入游戏,按照与这段视频完全相同的步骤之后,背景就消失了,是什么让玩家的角色、敌人和子弹的速度变得疯狂了。另外,精灵们在复制自己,不会离开,而我唯一能想到的就是“我到底做错了什么?”因为我觉得自己甚至不能按照步骤复制视频中的代码(顺便说一句,我没有收到任何错误消息)。总之,这是完整的游戏代码。
import pygame
import random
import math
# Initiate pygame
pygame.init()
# Display the game window
screen = pygame.display.set_mode((800, 600))
# Title and Icon
pygame.display.set_caption('Space Invaders')
icon = pygame.image.load('icon.png')
pygame.display.set_icon(icon)
# Background
background = pygame.image.load('background.png')
# Player
playerSprite = pygame.image.load('player.png')
playerX = 370
playerY = 480
playerX_change = 0
# Enemies
enemySprite = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemySprite.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(50, 150))
enemyX_change.append(4)
enemyY_change.append(40)
# Bullet
bulletSprite = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletY_change = 10
# When bullet_state = 'ready', you can't see the bullet on the screen
# When bullet_state = 'fire', the bullet is currently moving
bullet_state = 'ready'
score = 0
def player(x, y):
screen.blit(playerSprite, (x, y))
def enemy(x, y, i):
screen.blit(enemySprite[i], (x, y))
def fire_bullet(x, y):
global bullet_state
bullet_state = 'fire'
screen.blit(bulletSprite, (x + 16, y + 10))
def isCollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt((math.pow(enemyX - bulletX, 2)) + (math.pow(enemyY - bulletY, 2)))
if distance < 27:
return True
else:
return False
# Game Loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If a key is pressed, check if it's the right or left arrow key
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -5
if event.key == pygame.K_RIGHT:
playerX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state == 'ready':
bulletX = playerX
fire_bullet(playerX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
# Player movement
playerX += playerX_change
# Prevents the player from going off the border
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Enemies movement
for i in range(num_of_enemies):
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 4
enemyY[i] += enemyX_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -4
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
bulletY = 480
bullet_state = 'ready'
score += 1
print(score)
enemyX[i] = random.randint(0, 736)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
# Bullet movement
if bulletY <= 0:
bulletY = 480
bullet_state = 'ready'
if bullet_state == 'fire':
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
player(playerX, playerY)
pygame.display.update()发布于 2020-04-13 20:03:18
因为某种原因背景消失了
当然,因为background从来不是blit to screen。
精灵们在复制自己,不会离开,
那是因为你不画背景。
在绘制场景对象之前,在主应用程序循环中blit background:
while running:
# [...]
screen.blit(background, (0, 0))
# Enemies movement
for i in range(num_of_enemies):
# [...]玩家角色的速度,敌人的速度和子弹的速度都像疯了一样。
使用pygame.time.Clock()来控制每秒的帧。
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
# [...]在本教程中可能使用的另一种(不太复杂的)可能性是使用pygame.time.delay()
running = True
while running:
pygame.time.delay(10)
# [...]https://stackoverflow.com/questions/61195699
复制相似问题