我遇到了pygame的问题。
我正在做一个小游戏,如果我死了,我想删除敌人的精灵,并在我重生后重新加载它们。
我成功地从他们的小组中删除了他们,但是当我重新生成时他们仍然在屏幕上。但是碰撞不再起作用了。我想从屏幕上删除旧版。
以下是该示例的最小代码:
from pygame import *
import random
import sys
import pygame
WIDTH = 600
HEIGHT = 750
FPS = 60
SPEEDX = 5
SPEEDY = 3
# define colors
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
# initialize pygame and create window
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((40, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.y = HEIGHT
def update(self):
self.SPEEDX = 0
self.SPEEDY = 1
keystate = pygame.key.get_pressed()
#Move right
if keystate[pygame.K_d]:
self.SPEEDX = SPEEDX
#Move left
if keystate[pygame.K_a]:
self.SPEEDX = - SPEEDX
#Make the runner run
if keystate[pygame.K_w]:
self.SPEEDY = - SPEEDY
#Close the game
if keystate[pygame.K_LCTRL] and keystate[pygame.K_z]:
sys.exit()
#Make the character moving
self.rect.x += self.SPEEDX
self.rect.y -= self.SPEEDY
#Do not cross screen border
#Left side
if self.rect.left < 0:
self.rect.left = 0
#Right side
if self.rect.right > WIDTH:
self.rect.right = WIDTH
#Bottom side
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
#Top side
if self.rect.top < 0 :
self.rect.top = 0
# if player reaches top 1/4 of screen
if self.rect.top <= HEIGHT / 4:
self.rect.centerx = WIDTH / 2
self.rect.y = HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
def Death():
player.rect.centerx = WIDTH / 2
player.rect.y = HEIGHT
all_enemies.remove(all_enemies)
player = Player()
enemy = Enemy()
all_sprites = pygame.sprite.Group()
all_enemies = pygame.sprite.Group()
all_sprites.add(player)
for i in range(10):
enemies = Enemy()
all_sprites.add(enemies)
all_enemies.add(enemies)
# Game loop
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if sprite.spritecollide(player, all_enemies, False):
Death()
# Update
all_sprites.update()
# Draw / render
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
答案 0 :(得分:1)
您要从all_enemies
删除精灵,而不是从all_sprites
删除精灵。您需要从他们所在的所有群组中手动删除它们,这可以通过两种方式完成:
kill()
。您在迭代时无法修改组,因此您必须调用sprites()
来获取所有精灵的列表并迭代它。
for sprite in all_enemies.sprites():
sprite.kill()
在所有精灵组上使用remove()
。
all_sprites.remove(all_enemies)
all_enemies.empty() # The same as all_enemies.remove(all_enemies)