我被看似很简单的东西所困扰,但是我不确定如何实现它。 我有一个计分器,每杀死一个敌人,分数就会增加1。但是这个游戏是线性的,我想通过增加敌人的速度和/或增加敌人的难度来增加一点难度。敌人产生的速度(因此增加了敌人数量)
我尝试过的一个示例(我将其放在主循环中)
if score >= 10:
e = EnemyY()
e.velocity += Vector2(3, 0)
此语句在这里不会引发任何错误,但是没有达到预期的效果。
我的代码:
from random import randint
import pygame
from pygame.math import Vector2
pygame.init()
pygame.font.init()
screen = pygame.display.set_mode((600, 600))
screen_width = 600
screen_height = 600
black = (0, 0, 0)
white = (255, 255, 255)
pygame.display.set_caption("gang")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.polygon(self.image, pygame.Color('steelblue2'), [(0, 0), (50, 15), (0, 30)])
self.original_image = self.image
self.rect = self.image.get_rect(center=pos)
self.pos = Vector2(pos)
self.velocityx = Vector2(6, 0)
self.velocityy = Vector2(0, 6)
self.angle = 0
def update(self):
self.rect.center = (int(self.pos.x), int(self.pos.y))
clamp_rect = self.rect.clamp(screen.get_rect())
if clamp_rect != self.rect:
self.rect = clamp_rect
self.pos.x, self.pos.y = self.rect.center
self.rotate()
def rotate(self):
direction = pygame.mouse.get_pos() - self.pos
self.radius, self.angle = direction.as_polar()
self.image = pygame.transform.rotate(self.original_image, -self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
class EnemyX(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((50, 50))
self.image.fill((randint(0, 255), randint(0, 255), randint(0, 255)))
self.rect = self.image.get_rect()
self.pos = Vector2(randint(-500, 0), randint(50, 550))
self.velocity = Vector2(3, 0)
def update(self):
self.pos += self.velocity
self.rect.center = self.pos
if Vector2.length(self.pos) > Vector2.length(Vector2(800, 0)):
self.pos = Vector2(randint(-500, 0), randint(50, 550))
class EnemyY(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((50, 50))
self.image.fill((randint(0, 255), randint(0, 255), randint(0, 255)))
self.rect = self.image.get_rect()
self.pos = Vector2(randint(50, 550), randint(-500, 0))
self.velocity = Vector2(0, 3)
def update(self):
self.pos += self.velocity
self.rect.center = self.pos
if Vector2.length(self.pos) > Vector2.length(Vector2(800, 0)):
self.pos = Vector2(randint(50, 550), randint(-500, 0))
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos, angle):
super().__init__()
self.image = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.circle(self.image, (255, 255, 255), (25, 15), 4)
self.original_image = self.image
self.rect = self.image.get_rect(center=pos)
self.pos = Vector2(pos)
self.velocity = Vector2(9, 0).rotate(angle)
self.angle = 0
def update(self):
self.pos += self.velocity
self.rect.center = self.pos
clamp_rect = self.rect.clamp(screen.get_rect())
if clamp_rect != self.rect:
self.rect.clamp_ip(screen.get_rect())
if screen.get_rect().contains(self.rect):
self.kill()
def rotate(self):
direction = pygame.mouse.get_pos() - self.pos
self.radius, self.angle = direction.as_polar()
self.image = pygame.transform.rotate(self.original_image, -self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def xor(a, b):
if bool(a) != bool(b):
return True
else:
return False
def score_display(surface, text, size, x, y):
font = pygame.font.Font('freesansbold.ttf', size)
text_surface = font.render(text, True, white)
text_rect = text_surface.get_rect()
text_rect.topleft = (x, y)
surface.blit(text_surface, text_rect)
player = Player((300, 300))
bullets = pygame.sprite.Group()
enemies_listX = pygame.sprite.Group()
enemies_listY = pygame.sprite.Group()
all_sprites = pygame.sprite.Group(player)
for i in range(5): # number of enemies spawned (x)
enemyX = EnemyX()
enemies_listX.add(enemyX)
all_sprites.add(enemyX)
for i in range(5): # number of enemies spawned (y)
enemyY = EnemyY()
enemies_listY.add(enemyY)
all_sprites.add(enemyY)
def drawing_text(surface, text, size, x, y):
font = pygame.font.Font('freesansbold.ttf', size)
text_surface = font.render(text, False, white)
text_rect = text_surface.get_rect()
text_rect.center = (x, y)
surface.blit(text_surface, text_rect)
def main():
screen_rect = screen.get_rect()
score = 0
drawing_text(screen, "Welcome to the game!", 32, 300, 150)
drawing_text(screen, "Press any key to start", 32, 300, 300)
pygame.display.flip()
run = True
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
waiting = False
run = False
if event.type == pygame.KEYUP:
waiting = False
while run:
clock.tick(60)
keys = pygame.key.get_pressed()
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
quit()
run = False
if keys[pygame.K_SPACE]:
if len(bullets) < 1: # number of bullets on screen
projectile = Bullet(player.pos, player.angle)
bullets.add(projectile)
all_sprites.add(projectile)
if xor(keys[pygame.K_a], keys[pygame.K_k]):
player.pos -= player.velocityx
elif xor(keys[pygame.K_d], keys[pygame.K_SEMICOLON]):
player.pos += player.velocityx
elif xor(keys[pygame.K_w], keys[pygame.K_o]):
player.pos -= player.velocityy
elif xor(keys[pygame.K_s], keys[pygame.K_l]):
player.pos += player.velocityy
player.rect.clamp_ip(screen_rect)
collide_list_x = pygame.sprite.spritecollide(player, enemies_listX, False)
collide_list_y = pygame.sprite.spritecollide(player, enemies_listY, False)
if collide_list_x or collide_list_y:
all_sprites.remove(player)
screen.fill((30, 30, 30))
drawing_text(screen, "Game Over",32, 300, 150)
drawing_text(screen, "Score: " + str(score), 32, 300, 300)
drawing_text(screen, "Press any key to restart", 32, 300, 450)
bullet_collide_x = pygame.sprite.groupcollide(bullets, enemies_listX, True, True)
if bullet_collide_x:
for collisions in bullet_collide_x:
enemyX = EnemyX()
enemies_listX.add(enemyX)
all_sprites.add(enemyX)
score += 1
bullet_collide_y = pygame.sprite.groupcollide(bullets, enemies_listY, True, True)
if bullet_collide_y:
for collisions_y in bullet_collide_y:
enemyY = EnemyY()
enemies_listY.add(enemyY)
all_sprites.add(enemyY)
score += 1
screen.fill((30, 30, 30))
all_sprites.update()
all_sprites.draw(screen)
bullets.update()
bullets.draw(screen)
score_display(screen, "Score: " + str(score), 18, 0, 0)
pygame.display.update()
main()
总之,如果问题不清楚,有人可以帮我提高达到特定分数限制时敌人的生成速度和/或速度吗?
谢谢:)
答案 0 :(得分:2)
这种方法我可以每5点添加一个新敌人
在检查冲突之前,我将score
保留为previous_score
检查冲突后,我可以将score
与previous_score
进行比较
但是我将score//5
与previous_score//5
进行比较,因此当我得到5、10、15等得分时,它们会有所不同。
previuos_score = score
bullet_collide_x = pygame.sprite.groupcollide(bullets, enemies_listX, True, True)
if bullet_collide_x:
for collisions in bullet_collide_x:
enemyX = EnemyX()
enemies_listX.add(enemyX)
all_sprites.add(enemyX)
score += 1
bullet_collide_y = pygame.sprite.groupcollide(bullets, enemies_listY, True, True)
if bullet_collide_y:
for collisions_y in bullet_collide_y:
enemyY = EnemyY()
enemies_listY.add(enemyY)
all_sprites.add(enemyY)
score += 1
if (previuos_score//5) < (score//5):
print('add more', previuos_score//5, score//5)
enemyY = EnemyY()
enemies_listY.add(enemyY)
all_sprites.add(enemyY)
enemyX = EnemyX()
enemies_listX.add(enemyX)
all_sprites.add(enemyX)
我可以将其保留为level
level = (score//5) + 1
并在屏幕上将其显示为“水平”
或者我可以用它来改变敌人的速度
enemyx.velocity = level * Vector(3,0)
我还可以使用level_speed
每10点更改速度,仍然每5点添加新敌人
level_speed = (score//10) + 1
enemyx.velocity = level_speed * Vector(3,0)