我一直在编写一个简单的平台游戏,用户控制一个正方形并且必须到达窗口的另一侧,而不会与其他正方形碰撞。我希望其他4个方块上下反弹,所以我写了这段代码:
import pygame
import os
import sys
os.environ['SDL_VIDEO_CENTERED'] = "1"
pygame.init()
#Variables:
width = 600
height = width / 16 * 9
running = True
#Colors
PINK = (255, 79, 161)
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
clock = pygame.time.Clock()
#MainRectProperties
mainRectX = 0
mainRectY = height / 2 - 20
mainRectSpeed = 250
#RectOneProperties:
rectOneX = 150
rectOneY = 0
#RectTwoPropeties:
rectTwoX = 250
rectTwoY = height - 20
#RectThreeProperties:
rectThreeX = 350
rectThreeY = 0
#RectFourProperties:
rectFourX = 450
rectFourY = height - 20
#Window:
window = pygame.display.set_mode((width, height))
windowText = pygame.display.set_caption("Pixel Animation")
#Rectangles:
mainRect = pygame.draw.rect(window, PINK, (mainRectX, mainRectY, 20, 20), 0)
obstacleRect1 = pygame.draw.rect(window, BLUE, (rectOneX, rectOneY, 20, 20), 0)
obstacleRect2 = pygame.draw.rect(window, BLUE, (rectTwoX, rectTwoY, 20, 20,), 0)
obstacleRect3 = pygame.draw.rect(window, BLUE, (rectThreeX, rectThreeY, 20, 20), 0)
obstacleRect4 = pygame.draw.rect(window, BLUE, (rectFourX, rectFourY, 20, 20), 0)
pygame.display.flip()
#UpdateMainRectFunction
def updateMainRect(x, y):
window.fill(BLACK)
mainRect = pygame.draw.rect(window, PINK, (mainRectX, mainRectY, 20, 20), 0)
pygame.display.flip()
clock.tick(250)
#GameLoop
while running:
goingDown = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if rectOneY < height - 21 and goingDown:
print "b"
pygame.draw.rect(window, BLACK, (rectOneX, rectOneY, 20, 20), 0)
rectOneY += 1
obstacleRect1 = pygame.draw.rect(window, BLUE, (rectOneX, rectOneY, 20, 20), 0)
pygame.display.flip()
clock.tick(100)
if rectOneY == height - 21:
goingDown = False
else:
goingDown = True
if not goingDown and rectOneY != 0:
print "a"
pygame.draw.rect(window, BLACK, (rectOneX, rectOneY, 20, 20), 0)
rectOneY -= 1
obstacleRect1 = pygame.draw.rect(window, BLUE, (rectOneX, rectOneY, 20, 20), 0)
pygame.display.flip()
clock.tick(100)
goingDown = False
print rectOneY < height - 21 and goingDown
keys = pygame.key.get_pressed()
#MovingRectCommands
if keys[pygame.K_UP]:
mainRectY -= 1
updateMainRect(mainRectX, mainRectY)
if keys[pygame.K_DOWN]:
mainRectY += 1
updateMainRect(mainRectX, mainRectY)
if keys[pygame.K_LEFT]:
mainRectX -= 1
updateMainRect(mainRectX, mainRectY)
if keys[pygame.K_RIGHT]:
mainRectX += 1
updateMainRect(mainRectX, mainRectY)
基本上,矩形从屏幕顶部开始,然后完全击中它的底部。正如预期的那样,它会向控制台输出很多“b”。然后,矩形向上移动一个像素,程序打印一个“a”到控制台,但然后它再次下降,即使“if not down down和rectOneY!= 0”表达式等于True和“if” rectOneY&lt; height - 21 and goingDown“表达式等于False。
我一直试图解决这个问题至少一个小时,我根本无法理解什么是错的,我可以使用一些帮助。
我希望你指出我的代码有什么问题(只有我要问的具体问题,而不是xD之前的数百万个坏代码示例)。
提前致谢。
答案 0 :(得分:1)
while running
循环的第一行是goingDown = True
。这会在循环的每次迭代开始时将变量goingDown设置为true。您需要在循环之前放置行goingDown = True
。
它应该是这样的:
#GameLoop
goingDown = True
while running:
...