我的代码无法随机化哥布林的产卵点,基本上,它的工作是随机产生一个哥布林,但没有随机产生多个哥布林,即使我设置了while循环,该循环应该在之后访问一旦。 (请注意,我是一个非常新的程序员,如果我提出的问题应该很明显,我很抱歉)。抱歉,我真的不知道该如何正确放置我的代码,因此所有缩进都弄糟了。
这是代码
import pygame
import random
pygame.init()
win = pygame.display.set_mode((500,480))
pygame.display.set_caption("First Game")
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'),
pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'),
pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')
clock = pygame.time.Clock()
bulletSound = pygame.mixer.Sound('bullet.wav')
hitSound = pygame.mixer.Sound('hit.wav')
stage = 1
printStage = True
music = pygame.mixer.music.load('music.mp3')
pygame.mixer.music.play(-1)
goblinAlive = True
score = 0
class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 10
self.standing = True
self.hitbox = (self.x + 17, self.y + 11, 29, 52)
def draw(self, win):
if self.walkCount + 1 >= 27:
self.walkCount = 0
if not(self.standing):
if self.left:
win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount//3], (self.x,self.y))
self.walkCount +=1
else:
if self.right:
win.blit(walkRight[0], (self.x, self.y))
else:
win.blit(walkLeft[0], (self.x, self.y))
self.hitbox = (self.x + 17, self.y + 11, 29, 52)
#pygame.draw.rect(win, (255,0,0), self.hitbox,2)
def hit(self):
self.x = 60
self.y = 410
self.walkCount = 0
font1 = pygame.font.SysFont('comicsans', 100)
text = font1.render('-5', 1, (255,0,0))
win.blit(text, (250 - (text.get_width()/2),200))
pygame.display.update()
i = 0
while i < 200:
pygame.time.delay(10)
i += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
i = 201
pygame.quit()
class projectile(object):
def __init__(self,x,y,radius,color,facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self,win):
pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)
class enemy(object):
walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'),
pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'),
pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'),
pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'),
pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'),
pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'),
pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.walkCount = 0
self.vel = 3
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
self.health = 10
self.visible = True
def draw(self,win):
self.move()
if self.visible:
if self.walkCount + 1 >= 33:
self.walkCount = 0
if self.vel > 0:
win.blit(self.walkRight[self.walkCount //3], (self.x, self.y))
self.walkCount += 1
else:
win.blit(self.walkLeft[self.walkCount //3], (self.x, self.y))
self.walkCount += 1
pygame.draw.rect(win, (255,0,0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
pygame.draw.rect(win, (0,128,0), (self.hitbox[0], self.hitbox[1] - 20, 50 - (5 * (10 - self.health)), 10))
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
#pygame.draw.rect(win, (255,0,0), self.hitbox,2)
def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
def hit(self):
if self.health > 0:
self.health -= 1
else:
self.visible = False
print('hit')
def redrawGameWindow():
win.blit(bg, (0,0))
text = font.render('You Are On Stage: ' + str(stage), 1, (0,0,0))
win.blit(text, (10, 10))
text = font.render('Score: ' + str(score), 1, (0,0,0))
win.blit(text, (370, 10))
man.draw(win)
goblin.draw(win)
for bullet in bullets:
bullet.draw(win)
pygame.display.update()
#mainloop
font = pygame.font.SysFont('comicsans', 30, True)
printStageFont = pygame.font.SysFont('comicsans', 20, True)
man = player(30, 410, 64,64)
goblin = enemy(random.randint(0, 200), 410, 64, 64, random.randint(201, 490))
shootLoop = 0
numOfGoblins = 1
bullets = []
run = True
while run:
clock.tick(27)
if man.y > 410:
man.y = 410
while numOfGoblins < stage:
goblin = enemy(random.randint(0, 200), 410, 64, 64, random.randint(201, 490))
numOfGoblins += 1
if goblin.visible:
if man.hitbox[1] < goblin.hitbox[1] + goblin.hitbox[3] and man.hitbox[1] + man.hitbox[3] > goblin.hitbox[1]:
if man.hitbox[0] + man.hitbox[2] > goblin.hitbox[0] and man.hitbox[0] < goblin.hitbox[0] + goblin.hitbox[2]:
man.hit()
score -= 5
vel = 5
if shootLoop > 0:
shootLoop += 1
if shootLoop > 15:
shootLoop = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if goblin.visible == True:
if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
hitSound.play()
goblin.hit()
score += 1
bullets.pop(bullets.index(bullet))
if bullet.x < 500 and bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed()
if keys[pygame.K_z] and shootLoop == 0:
bulletSound.play()
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 5:
bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))
shootLoop = 1
if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT]:
if man.x == 500 and goblin.visible == False:
man.x = 30
stage += 1
numOfGoblins = 0
if man.x > 500 - man.width - man.vel and goblin.visible == True:
vel = 0
else:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.walkCount = 0
if not(man.isJump):
if keys[pygame.K_SPACE]:
man.isJump = True
man.right = False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -10:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10
redrawGameWindow()
pygame.quit()
答案 0 :(得分:2)
代码每次都将新的enemy
对象重新分配到goblin
变量中,这将覆盖现有值。因此,只有一个 enemy
:
while numOfGoblins < stage:
goblin = enemy(random.randint(0, 200), 410, 64, 64, random.randint(201, 490)) # <-- HERE
numOfGoblins += 1
也许使用enemy
的列表。 list
-在行为上很像其他编程语言中的array
,是一组有序的项目。因此,尽管普通变量仅存储一个对象或值,但是列表可以存储许多对象或值。
例如,我们可以创建3个敌人的列表:
goblins = [] # a new list, which is empty
goblins.append( enemy( 100, 410, 64, 64, 200 ) ) # Add 1st goblin to list
goblins.append( enemy( 150, 410, 64, 64, 220 ) ) # Add 2nd goblin
goblins.append( enemy( 200, 410, 64, 64, 240 ) ) # Add 3rd goblin
要访问列表goblins
中的项目,该程序使用方括号表示,并带有项目编号,例如:goblins[1]
。不过,这里有一个重要点-列表中的第一项位于[0]
。通常,我们认为第一个项目是项目1,但是在大多数编程语言中,它是数字0。所以goblins[0]
是指列表中的第一个敌人。
因此:
# Put the first goblin in the list onto the screen
goblins[0].draw( window )
但是请注意不要超出列表的末尾:
goblins[3].draw( window ) # <-- ERROR! so-far only elements [0], [1], [2] have been added.
使用列表的真正有用的方面是能够编写简单的循环,对列表中的每个项目执行相同的操作:
# Paint 3 goblins
for i in range( 0, 3 ):
goblins[i].draw( window )
# Paint every goblin in the list (no matter how many):
for i in range( len( goblins ) ):
goblins[i].draw( window )
# Paint every goblin, looping without the numeric counter
# On each loop, the <gob> variable becomes equal to the next-item
for gob in goblins:
gob.draw( window )
将所有enemy
对象保留在一个列表中可以使绘图更加容易,并且检查碰撞是否简单,因为代码可以循环遍历该列表,并对每个对象执行相同的操作。
是时候从列表中删除一个项目了(例如,妖精已经退休了),代码可以使用Python del()
函数,或者也许使用pop()
。
因此将这个想法与您现有的代码合并:
goblins = []
while ( len( goblins ) < stage ):
goblins.append( enemy(random.randint(0, 200), 410, 64, 64, random.randint(201, 490)) )
(也可以在一行代码中完成,但可读性较差)
然后在绘制goblins
时,遍历列表,绘制每一个:
for gobbo in goblins:
gobbo.draw( win )
显然,冲突的处理方式几乎相同-检查goblins
列表中的每个地精。 PyGame sprite class已经具有用于此类操作的代码。