我目前正在参加一个A级计算机科学课程,在其中,我必须为一个项目创建一个游戏。我知道这段代码可能效率不高,但我试图让它与我自己的工作保持一致,我想要一只有两位的手,而我的手有点卡住了。
这段代码目前从一个介绍性屏幕开始,一旦进入游戏,就会在玩家从屏幕上掉下来时向左滚动、向右滚动并移除生命。当所有的生命丧失时,屏幕上就会显示一个游戏。
我想知道是否有办法对滚动屏幕设置一个限制,以便当玩家离开时,它停止在某个点滚动,并停止在屏幕边缘的球员,以阻止他们从屏幕上掉下来。我想把最左边的底部平台设为边缘,这就迫使玩家往右走。
另一个小问题是,如果有任何方法可以减少滞后。
如果有更多的信息需要帮助
import pygame as pg
import time
import random
pg.init()#initiates pygame
display_height = 690#Creates width and height of screen
display_width = 1024
#Colours
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
grass = (24,85,36)
yellow = (255,255,0)
lightGrey = (184,184,184)
grey = (73,71,65)
Robot_height = 99#Height of robot
Robot_width = 112#Width of robot
Bullet_Fired = False
PowerUp_Active = False
Robot_acc = 0.3 #Robot Acceleration
vec = pg.math.Vector2
gameDisplay = pg.display.set_mode((display_width,display_height)) #Sets display properties of window
pg.display.set_caption ("Game") #Title on window
clock = pg.time.Clock()
robotImg = pg.image.load("robot1.png") #Loads robots image
lifeImg = pg.image.load("Life.png")#Loads image from folder
lifeImg = pg.transform.scale(lifeImg, (80, 80))#Sets dimensions of image
backgroundImg = pg.image.load("Background.png")#Loads background image
backgroundImg = pg.transform.scale(backgroundImg, (display_width, display_height))#Sets dimensions of background to fit the screen
inBackgroundImg = pg.image.load("IntroBackground1.png")#Loads intro background
controlsImg = pg.image.load("controls.png")#Loads controls screen background
controlsImg = pg.transform.scale(controlsImg, (display_width, display_height))#Sets dimensions to fit screen
largeText = pg.font.Font("Font.ttf",77)#Large text set
smallText = pg.font.Font("Font.ttf",32)#Small text set
#Class for platforms
class Platform(pg.sprite.Sprite):
def __init__(self, x,y,w,h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w,h))#sets width and height of platform
self.image.fill(grass)#Fills rectangle with blue
self.rect = self.image.get_rect()#Rectangle set
self.rect.x = x#x position
self.rect.y = y#y position
#List of platforms
PLATFORM_LIST = [[0,display_height - 40,display_width,40],
[display_width + 300,display_height - 40,display_width,40],
[display_width /2 - 50,display_height * 3/4,100,20],
[display_width -10,display_height * 3/4,100,20]]
#Platform group
platforms = pg.sprite.Group()
#Checks through "PLATFORM_LIST" and adds all the platforms the the grounp "platforms"
for plat in PLATFORM_LIST:
p = Platform(*plat)
platforms.add(p)
#Draws platforms to the screen
def draw():
for plat in platforms:
pg.draw.rect(gameDisplay, grass, plat)
#Class for robot
class RobotClass(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((Robot_width,Robot_height))#Height and width of the robot
self.rect = self.image.get_rect()#Gets rectangle of robot
self.rect.center = (display_width / 2, display_height / 2)#Location of center of robot
self.RobotPos = vec(display_width / 2, display_height / 2)#Position of robot as vector
self.bottom = (0,0)#Bottom of robot
self.vel = vec(0, 0)#Robots velocity
self.acc = vec(0, 0.3)#Robots Acceleration
startX = display_width/2
startY = display_height/2
#Creates Robot
Robot = RobotClass()
#Jump function
def jump():
#Checks pixel below robot to see if there is a collision
Robot.rect.x = Robot.rect.x +1
hits = pg.sprite.spritecollide(Robot , platforms, False)
Robot.rect.x = Robot.rect.x -1
if hits:
#Gives robot velocity of 5 upwards
Robot.vel.y = -10
#Settings for text
def text_objects(text, font):
textSurface = font.render(text, True, white)
return textSurface, textSurface.get_rect()
#Displays lives of Robot
def display_lives(lives):
global lifeImg
TextSurf, TextRect = text_objects("Lives:", smallText)#Sets text and font
TextRect.topleft = (1,16)#Places text in top left of screen
gameDisplay.blit(TextSurf, TextRect) #displays text
if lives == 3:#Displays 3 spanners
gameDisplay.blit(lifeImg,(110,0))
gameDisplay.blit(lifeImg,(160,0))
gameDisplay.blit(lifeImg,(210,0))
if lives == 2:#Displays 2 spanners
gameDisplay.blit(lifeImg,(110,0))
gameDisplay.blit(lifeImg,(160,0))
if lives == 1:#Displays 1 spanners
gameDisplay.blit(lifeImg,(110,0))
if lives == 0:#Should end game when all lives are lost
game_over()
#Function for button that takes parameters (message,x,y,height,width,active colour,inactive colour,text size,action)
def button(msg,x,y,w,h,i,a,t,action=None):
mouse = pg.mouse.get_pos() #Gets (x,y) position of mouse
Text = pg.font.Font("Font.ttf",t) #Lets text size be input
click = pg.mouse.get_pressed() #Gets whenther mouse has been clicked (mouse1,middle mouse,mouse2)
if x+w > mouse[0] > x and y+50 > mouse[1] > y:#Checks to see if mouse is within boundaries of button
pg.draw.rect(gameDisplay, a,(x,y,w,h),5)#Changes color of box when being hovered over
if click[0] == 1 and action != None:#If mouse1 is clicked and there is an action to be performed it will be run
action()#action is parameter and the () is used to initiate function
else:
pg.draw.rect(gameDisplay, i,(x,y,w,h),5)#Sets default button
TextSurf, TextRect = text_objects(msg, Text)#Runs text_objects with inputted parameter of the message
TextRect.center = ((x+(w/2)),(y+(h/2)))#Places text inside the button
gameDisplay.blit(TextSurf, TextRect)#Displays text
def Exit():#Used for button on intro screen to exit
pg.quit()
quit()
#What happens when player runs out of lives
def game_over():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(inBackgroundImg, (0, 0))
TextSurf, TextRect = text_objects(("Game"), largeText)#Places large text on screen
TextRect.center = ((display_width/2+10),(180))#location of text
gameDisplay.blit(TextSurf, TextRect)
TextSurf, TextRect = text_objects(("Over"), largeText)
TextRect.center = ((display_width/2+10),(280))
gameDisplay.blit(TextSurf, TextRect)
pg.draw.rect(gameDisplay, yellow,(290,125,445,220),5)#Puts yellow box over game over
button("Retry",410,600,207,70,yellow,lightGrey,45,game_loop)
button("Quit",display_width-105,display_height-55,100,50,yellow,lightGrey,33,Exit)
pg.display.update()#updates screen
clock.tick(15)
#Function for control screen
def controls():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(controlsImg, (0, 0))#Places controlsImg on screen
button("Back",5,display_height-55,100,50,black,grey,30,game_intro)#places back button in bottom left corner
pg.display.update()#updates screen
clock.tick(15)#sets clock rate
#Function to gun the intro screen
def game_intro():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(inBackgroundImg, (0, 0))#Places background image
TextSurf, TextRect = text_objects(("Lost on planet X"), largeText)#Places large text on screen
TextRect.center = ((display_width/2),(200))#location of text
gameDisplay.blit(TextSurf, TextRect)#displays text
pg.draw.rect(gameDisplay, yellow,(65,130,900,150),5)#Puts yellow box over title
button("Play",412,550,200,50,yellow,lightGrey,36,game_loop) #Play button at middle bottom
button("Controls",412,450,200,50,yellow,lightGrey,32,controls) #Controls button in middle of screen
button("Quit",display_width-105,display_height-55,100,50,yellow,lightGrey,33,Exit) #Quit button in bottom right
pg.display.update()#updates screen
clock.tick(15)#sets clock rate
#game loop
def game_loop():
global PLATFORM_LIST
global startX
global startY
global backgroundImg
Robot.RobotPos = (startX,startY)
lives = 3 #Robot Lives
Robot_friction = -0.3 #Friction value
vec = pg.math.Vector2 #Setting vec as vector quantity
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit
quit()
#Starts acceleration when key is pressed
if event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
Robot.acc.x = -Robot_acc
elif event.key == pg.K_RIGHT:
Robot.acc.x = Robot_acc
elif event.key == pg.K_UP:
jump()
#Adds friction to accleration to slow robot down when key is not being pressed
if event.type == pg.KEYUP:
if event.key == pg.K_LEFT or event.key == pg.K_RIGHT:
Robot.acc.x = Robot.acc.x * Robot_friction
#Adjusts velocity of robot by adding the acceleration on each cycle
Robot.vel = Robot.vel+ Robot.acc
#gameDisplay.fill(sky)
gameDisplay.blit(backgroundImg,(0,0))
#Draws the platforms to the screen and adds them to platform group
draw()
#Changes Robot position according to its velocity,acceleration and the friction
Robot.RobotPos = Robot.RobotPos + Robot.vel + 0.5 * Robot.acc
#Loads robot onto screen
gameDisplay.blit(robotImg,(Robot.rect))
#pg.draw.rect(gameDisplay, red, Robot.rect, 2
display_lives(lives)#lives
pg.display.update()#Updates display
clock.tick(60)
#Sets bottom of robot to its position
Robot.rect.midbottom = Robot.RobotPos
#Collision detection
if Robot.vel.y > 0:
hits = pg.sprite.spritecollide(Robot , platforms, False)
if hits:
#Puts Robot on top of platform
Robot.RobotPos.y = hits[0].rect.top + 1
Robot.vel.y = 0
#Scrolling
if Robot.rect.left < display_width/4:
Robot.RobotPos.x = Robot.RobotPos.x + abs(Robot.vel.x)
startX = startX + abs(Robot.vel.x)
for plat in platforms:
plat.rect.x = plat.rect.x + int(abs(Robot.vel.x))
draw()
if Robot.rect.right > (display_width-display_width/4):
Robot.RobotPos.x = Robot.RobotPos.x - abs(Robot.vel.x)
startX = startX - abs(Robot.vel.x)
for plat in platforms:
plat.rect.x = plat.rect.x - int(abs(Robot.vel.x))
draw()
#Losing a life
if Robot.rect.top > display_height:
lives = lives - 1
Robot.RobotPos.y = Robot.RobotPos.y - (40+Robot_height)
Robot.RobotPos.x = Robot.RobotPos.x - 200
Robot.vel.x = 0
#Sets top velocity of robot
if Robot.vel.x > 6:
Robot.vel.x = 6
if Robot.vel.x < -6:
Robot.vel.x = -6
#Makes robot velocity = 0 when it is close to 0
if Robot.vel.x < 0.05 and Robot.vel.x > -0.05:
Robot.acc.x = 0
Robot.vel.x = 0
game_intro()
pg.quit()
quit()发布于 2017-04-30 18:47:22
我自己设法完成了这个问题,所以我会简要地解释一下我做了什么。
我添加了一个名为off的变量,它跟踪滚动屏幕离原始位置有多远。
offset = 0然后,我将这个变量添加到滚动代码中。
if Robot.rect.left < display_width/4:
Robot.RobotPos.x = Robot.RobotPos.x + abs(Robot.vel.x)
startX = startX + int(abs(Robot.vel.x))
offset = offset + int(abs(Robot.vel.x))
for plat in platforms:
plat.rect.x = plat.rect.x + int(abs(Robot.vel.x))
for coin in coins:
coin.rect.x = coin.rect.x + int(abs(Robot.vel.x))
if Robot.rect.right > (display_width-display_width/4):
Robot.RobotPos.x = Robot.RobotPos.x - abs(Robot.vel.x)
startX = startX - int(abs(Robot.vel.x))
offset = offset - int(abs(Robot.vel.x))
for plat in platforms:
plat.rect.x = plat.rect.x - int(abs(Robot.vel.x))
for coin in coins:
coin.rect.x = coin.rect.x - int(abs(Robot.vel.x))然后,我在这个函数中添加了一个额外的if。这只在偏移量小于零时才从代码中运行滚动部分。任何大于零的值都表示屏幕已向左偏移。因此,这段代码只允许在不处于屏幕边缘的时候滚动。
if offset > 0:
pass
elif Robot.rect.left < display_width/4:
Robot.RobotPos.x = Robot.RobotPos.x + abs(Robot.vel.x)
startX = startX + int(abs(Robot.vel.x))
offset = offset + int(abs(Robot.vel.x))
for plat in platforms:
plat.rect.x = plat.rect.x + int(abs(Robot.vel.x))
for coin in coins:
coin.rect.x = coin.rect.x + int(abs(Robot.vel.x))为了防止精灵从屏幕上掉下来,我使用我的平台函数在边缘添加了一堵墙,并将其添加到一个组中,以防以后需要使用更多的墙壁。
w1 = Platform(0,0,10,display_height)
wall = pg.sprite.Group()
wall.add(w1)在此之后,我创建了一个使用spritecollide检查雪碧是否接触到墙壁的条件。
hit = pg.sprite.spritecollide(Robot , wall,False)
if hit:
Robot.vel.x = 0
Robot.acc.x = 0虽然这起作用,但出现了一个问题,即精灵很难离开墙壁,因为它的速度一直被设置为0,所以我添加了另一个变量,以检查左箭头是否被按下。
hit = pg.sprite.spritecollide(Robot , wall,False)
if hit:
if left == True:
Robot.vel.x = 0
Robot.acc.x = 0这样,只有当您试图向左移动时,才会重置值。
if event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
Robot.acc.x = -Robot_acc
left = True
elif event.key == pg.K_RIGHT:
Robot.acc.x = Robot_acc
elif event.key == pg.K_UP:
jump()
elif Robot.acc.x < 0:
left = True
else:
left = False 下面是我所有的代码,以防我遗漏了任何东西,或者有不同的部分需要查看。
*编辑此代码当前不滚动或显示墙壁。滚动并不重要,因为当机器人滚动时,它应该在屏幕的中央,所以墙壁仍然在那里,但是没有办法与它相撞,它是看不见的,所以你看不到它。
如果我没有很好地解释一个部分,或者你只是想要一些更多的信息,那就随便问吧。
import pygame as pg
import time
import random
pg.init()#initiates pygame
display_height = 690#Creates width and height of screen
display_width = 1024
#Colours
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
grass = (24,85,36)
yellow = (255,255,0)
lightGrey = (184,184,184)
grey = (73,71,65)
brown = (66, 40, 13)
Robot_height = 99#Height of robot
Robot_width = 112#Width of robot
Bullet_Fired = False
PowerUp_Active = False
Robot_acc = 0.3 #Robot Acceleration
vec = pg.math.Vector2
gameDisplay = pg.display.set_mode((display_width,display_height)) #Sets display properties of window
pg.display.set_caption ("Game") #Title on window
clock = pg.time.Clock()
robotImg = pg.image.load("robot1.png") #Loads robots image
lifeImg = pg.image.load("Life.png")#Loads image from folder
lifeImg = pg.transform.scale(lifeImg, (80, 80))#Sets dimensions of image
backgroundImg = pg.image.load("Background.png")#Loads background image
backgroundImg = pg.transform.scale(backgroundImg, (display_width, display_height))#Sets dimensions of background to fit the screen
inBackgroundImg = pg.image.load("IntroBackground1.png")#Loads intro background
controlsImg = pg.image.load("controls.png")#Loads controls screen background
controlsImg = pg.transform.scale(controlsImg, (display_width, display_height))#Sets dimensions to fit screen
largeText = pg.font.Font("Font.ttf",77)#Large text set
smallText = pg.font.Font("Font.ttf",32)#Small text set
#Class for platforms
class Platform(pg.sprite.Sprite):
def __init__(self, x,y,w,h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w,h))#sets width and height of platform
self.image.fill(grass)#Fills rectangle with blue
self.rect = self.image.get_rect()#Rectangle set
self.rect.x = x#x position
self.rect.y = y#y position
#List of platforms x , y , width , height
PLATFORM_LIST = [[-5,display_height - 40,2005,40],
[2300,display_height - 40,1000,40],
[1100,display_height - 190,300,20],
]
#Platform group
platforms = pg.sprite.Group()
w1 = Platform(0,0,10,display_height)
wall = pg.sprite.Group()
wall.add(w1)
#Checks through "PLATFORM_LIST" and adds all the platforms the the grounp "platforms"
for plat in PLATFORM_LIST:
p = Platform(*plat)
platforms.add(p)
#Draws platforms to the screen
def draw():
for plat in platforms:
pg.draw.rect(gameDisplay, grass, plat)
#Class for robot
class RobotClass(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((Robot_width,Robot_height))#Height and width of the robot
self.rect = self.image.get_rect()#Gets rectangle of robot
self.rect.center = (display_width / 2, display_height / 2)#Location of center of robot
self.RobotPos = vec(display_width / 2, display_height / 2)#Position of robot as vector
self.bottom = (0,0)#Bottom of robot
self.vel = vec(0, 0)#Robots velocity
self.acc = vec(0, 0.3)#Robots Acceleration
startX = display_width/2
startY = display_height/2
#Creates Robot
Robot = RobotClass()
#Jump function
def jump():
#Checks pixel below robot to see if there is a collision
Robot.rect.x = Robot.rect.x +1
hits = pg.sprite.spritecollide(Robot , platforms, False)
Robot.rect.x = Robot.rect.x -1
if hits:
#Gives robot velocity of 5 upwards
Robot.vel.y = -10
#Settings for text
def text_objects(text, font):
textSurface = font.render(text, True, white)
return textSurface, textSurface.get_rect()
#Displays lives of Robot
def display_lives(lives):
global lifeImg
TextSurf, TextRect = text_objects("Lives:", smallText)#Sets text and font
TextRect.topleft = (1,16)#Places text in top left of screen
gameDisplay.blit(TextSurf, TextRect) #displays text
if lives == 3:#Displays 3 spanners
gameDisplay.blit(lifeImg,(110,0))
gameDisplay.blit(lifeImg,(160,0))
gameDisplay.blit(lifeImg,(210,0))
if lives == 2:#Displays 2 spanners
gameDisplay.blit(lifeImg,(110,0))
gameDisplay.blit(lifeImg,(160,0))
if lives == 1:#Displays 1 spanners
gameDisplay.blit(lifeImg,(110,0))
if lives == 0:#Should end game when all lives are lost
game_over()
#Displays score in top right of screen and takes in parameter score
def display_score(score):
#Displays the score itself
TextSurf, TextRect = text_objects(str(score), smallText)#Sets text and font
TextRect.topleft = (display_width-120,16)#Places text in top left of screen
gameDisplay.blit(TextSurf, TextRect)
#Displays the text "score" infront of the score
TextSurf, TextRect = text_objects("Score:", smallText)#Sets text and font
TextRect.topleft = (display_width-255,16)#Places text in top left of screen
gameDisplay.blit(TextSurf, TextRect)
#Function for button that takes parameters (message,x,y,height,width,active colour,inactive colour,text size,action)
def button(msg,x,y,w,h,i,a,t,action=None):
mouse = pg.mouse.get_pos() #Gets (x,y) position of mouse
Text = pg.font.Font("Font.ttf",t) #Lets text size be input
click = pg.mouse.get_pressed() #Gets whenther mouse has been clicked (mouse1,middle mouse,mouse2)
if x+w > mouse[0] > x and y+50 > mouse[1] > y:#Checks to see if mouse is within boundaries of button
pg.draw.rect(gameDisplay, a,(x,y,w,h),5)#Changes color of box when being hovered over
if click[0] == 1 and action != None:#If mouse1 is clicked and there is an action to be performed it will be run
action()#action is parameter and the () is used to initiate function
else:
pg.draw.rect(gameDisplay, i,(x,y,w,h),5)#Sets default button
TextSurf, TextRect = text_objects(msg, Text)#Runs text_objects with inputted parameter of the message
TextRect.center = ((x+(w/2)),(y+(h/2)))#Places text inside the button
gameDisplay.blit(TextSurf, TextRect)#Displays text
def Exit():#Used for button on intro screen to exit
pg.quit()
quit()
#What happens when player runs out of lives
def game_over():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(inBackgroundImg, (0, 0))
TextSurf, TextRect = text_objects(("Game"), largeText)#Places large text on screen
TextRect.center = ((display_width/2+10),(180))#location of text
gameDisplay.blit(TextSurf, TextRect)
TextSurf, TextRect = text_objects(("Over"), largeText)
TextRect.center = ((display_width/2+10),(280))
gameDisplay.blit(TextSurf, TextRect)
pg.draw.rect(gameDisplay, yellow,(290,125,445,220),5)#Puts yellow box over game over
button("Retry",410,600,207,70,yellow,lightGrey,45,game_loop)
button("Quit",display_width-105,display_height-55,100,50,yellow,lightGrey,33,Exit)
pg.display.update()#updates screen
clock.tick(15)
#Function for control screen
def controls():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(controlsImg, (0, 0))#Places controlsImg on screen
button("Back",5,display_height-55,100,50,black,grey,30,game_intro)#places back button in bottom left corner
pg.display.update()#updates screen
clock.tick(15)#sets clock rate
#Function to gun the intro screen
def game_intro():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(inBackgroundImg, (0, 0))#Places background image
TextSurf, TextRect = text_objects(("Lost on planet X"), largeText)#Places large text on screen
TextRect.center = ((display_width/2),(200))#location of text
gameDisplay.blit(TextSurf, TextRect)#displays text
pg.draw.rect(gameDisplay, yellow,(65,130,900,150),5)#Puts yellow box over title
button("Play",412,550,200,50,yellow,lightGrey,36,game_loop) #Play button at middle bottom
button("Controls",412,450,200,50,yellow,lightGrey,32,controls) #Controls button in middle of screen
button("Quit",display_width-105,display_height-55,100,50,yellow,lightGrey,33,Exit) #Quit button in bottom right
pg.display.update()#updates screen
clock.tick(15)#sets clock rate
#game loop
def game_loop():
left = False
offset = 0
global PLATFORM_LIST
global startX
global startY
global backgroundImg
Robot.RobotPos = (startX,startY)
score = 0 #Score
lives = 3 #Robot Lives
Robot_friction = -0.3 #Friction value
vec = pg.math.Vector2 #Setting vec as vector quantity
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit
quit()
#Starts acceleration when key is pressed
if event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
Robot.acc.x = -Robot_acc
left = True
elif event.key == pg.K_RIGHT:
Robot.acc.x = Robot_acc
elif event.key == pg.K_UP:
jump()
elif Robot.acc.x < 0:
left = True
else:
left = False
print(left)
#Adds friction to accleration to slow robot down when key is not being pressed
if event.type == pg.KEYUP:
if event.key == pg.K_LEFT or event.key == pg.K_RIGHT:
Robot.acc.x = Robot.acc.x * Robot_friction
#Adjusts velocity of robot by adding the acceleration on each cycle
Robot.vel = Robot.vel+ Robot.acc
#gameDisplay.fill(sky)
gameDisplay.blit(backgroundImg,(0,0))
#Changes Robot position according to its velocity,acceleration and the friction
Robot.RobotPos = Robot.RobotPos + Robot.vel + 0.5 * Robot.acc
#Loads robot onto screen
gameDisplay.blit(robotImg,(Robot.rect))
#pg.draw.rect(gameDisplay, red, Robot.rect, 2
display_lives(lives)
display_score(score)#lives
#Sets bottom of robot to its position
Robot.rect.midbottom = Robot.RobotPos
#Collision detection
if Robot.vel.y > 0:
hits = pg.sprite.spritecollide(Robot , platforms, False)
if hits:
if Robot.RobotPos.y < hits[0].rect.bottom:
#Puts Robot on top of platform
Robot.RobotPos.y = hits[0].rect.top + 1
Robot.vel.y = 0
hit = pg.sprite.spritecollide(Robot , wall,False)
if hit:
if left == True:
Robot.vel.x = 0
Robot.acc.x = 0
else:
pass
#Scrolling
if offset > 0:
pass
elif Robot.rect.left < display_width/4:
Robot.RobotPos.x = Robot.RobotPos.x + abs(Robot.vel.x)
startX = startX + int(abs(Robot.vel.x))
offset = offset + int(abs(Robot.vel.x))
for plat in platforms:
plat.rect.x = plat.rect.x + int(abs(Robot.vel.x))
if Robot.rect.right > (display_width-display_width/4):
Robot.RobotPos.x = Robot.RobotPos.x - abs(Robot.vel.x)
startX = startX - int(abs(Robot.vel.x))
offset = offset - int(abs(Robot.vel.x))
for plat in platforms:
plat.rect.x = plat.rect.x - int(abs(Robot.vel.x))
draw()
#Losing a life
if Robot.rect.top > display_height:
lives = lives - 1
Robot.RobotPos.y = Robot.RobotPos.y - (40+Robot_height)
Robot.RobotPos.x = Robot.RobotPos.x - 200
Robot.vel.x = 0
#Sets top velocity of robot
if Robot.vel.x > 6:
Robot.vel.x = 6
if Robot.vel.x < -6:
Robot.vel.x = -6
#Makes robot velocity = 0 when it is close to 0
if Robot.vel.x < 0.05 and Robot.vel.x > -0.05:
Robot.acc.x = 0
Robot.vel.x = 0
pg.display.update()#Updates display
clock.tick(60)
game_intro()
pg.quit()
quit()https://stackoverflow.com/questions/43596453
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