随机太平洋 任务是动画5个物体(pac man和4个随机移动的鬼魂,如果pac man与鬼魂相撞,他会反弹,幽灵会相互穿过而且在被pac人击中时不会受到影响。当点击鼠标时模式改变和pac人的鬼魂反弹如果他们碰撞并且pac man不受影响,如果再次点击鼠标它又恢复到原始模式。函数ghost_collision和mode_swich处理这个并且我在结尾处有一个if语句用于鼠标单击.BUG1I无法解决为什么当精灵碰撞有时它们会变得不动(在两种模式下)。我是否可以用列表和for循环替换一些重复的if语句?如果是这样的话?我试过制作所有ghost_boundary变量的列表,然后使用
For sprite in sprite_list():
sprite.left < 0 or sprite.right > WIDTH:
sprite_velocity[1] = -1 * sprite_velocity[1]
然后失败了。
import pygame
from random import *
pygame.init()
def ghost_collision():
# global pacman_up, pacman_right, pacman_velocity why?
SCREAM.play()
pacman_velocity[0] = randint(-1,1)
pacman_velocity[1] = randint(-1,1)
if pacman_velocity[0] < 0:
pacman = pygame.image.load(PACMAN_LEFT).convert()
elif pacman_velocity[0] > 0:
pacman = pygame.image.load(PACMAN_RIGHT).convert()
return pacman_velocity
def mode_switch():
global mode
blue_right, orange_right, pink_right,\
red_right, blue, orange, pink, red
if mode == False:
mode = True
blue = pygame.image.load(GHOST_SCARED).convert()
orange = pygame.image.load(GHOST_SCARED).convert()
pink = pygame.image.load(GHOST_SCARED).convert()
red = pygame.image.load(GHOST_SCARED).convert()
else:
mode = False
if blue_right == True:
blue = pygame.image.load(BLUE_LEFT).convert()
blue_right = False
else:
blue = pygame.image.load(BLUE_RIGHT).convert()
blue_right = True
if orange_right == True:
orange = pygame.image.load(ORANGE_LEFT).convert()
orange_right = False
else:
orange = pygame.image.load(ORANGE_RIGHT).convert()
orange_right = True
if pink_right == True:
pink = pygame.image.load(PINK_LEFT).convert()
pink_right = False
else:
pink = pygame.image.load(PINK_RIGHT).convert()
pink_right = True
if red_right == True:
red = pygame.image.load(RED_LEFT).convert()
red_right = False
else:
red = pygame.image.load(RED_RIGHT).convert()
red_right = True
PACMAN_LEFT = 'pacman-left.png'#import all necessary images and sounds
PACMAN_RIGHT = 'pacman-right.png'
BLUE_LEFT = 'blue-left.png'
BLUE_RIGHT = 'blue-right.png'
ORANGE_LEFT = 'orange-left.png'
ORANGE_RIGHT = 'orange-right.png'
PINK_LEFT = 'pink-left.png'
PINK_RIGHT = 'pink-right.png'
RED_LEFT = 'red-left.png'
RED_RIGHT = 'red-right.png'
GHOST_SCARED = 'vulnerable.png'
BOUNCE_SOUND = 'Thump.wav'
SCREAM_SOUND = 'pacman_death.wav'
GHOST_WAIL = 'pacman_eatfruit.wav'
SOUND = pygame.mixer.Sound(BOUNCE_SOUND)
SCREAM = pygame.mixer.Sound(SCREAM_SOUND)
WAIL = pygame.mixer.Sound(GHOST_WAIL)
WIDTH = 800
HEIGHT = 600
BACKGROUND_COLOUR = 0, 0, 0
CAPTION = 'Random Pacman'
pacman_up = True#define image direction controlling variables
pacman_right = True
blue_right = False
orange_right = True
pink_right = False
red_right = True
mode = False
frame = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption(CAPTION)
pacman = pygame.image.load(PACMAN_RIGHT).convert()#create sprites and define boundaries
pacman_boundary = pacman.get_rect(center = (300,300))
pacman_velocity = [1, 1]
blue = pygame.image.load(BLUE_LEFT).convert()
blue_boundary = pacman.get_rect(center = (300,300))
blue_velocity = [-1, -1]
orange = pygame.image.load(ORANGE_RIGHT).convert()
orange_boundary = pacman.get_rect(center = (300,300))
orange_velocity = [1, -1]
pink = pygame.image.load(PINK_LEFT).convert()
pink_boundary = pacman.get_rect(center = (300,300))
pink_velocity = [-1, 1]
red = pygame.image.load(RED_RIGHT).convert()
red_boundary = pacman.get_rect(center = (300,300))
red_velocity = [1, 1]
finished = False
while not finished:
pygame.event.pump()
for event in pygame.event.get():
if event.type == pygame.QUIT:
finished = True
if event.type == pygame.MOUSEBUTTONUP:
mode_switch()
#####################################################
if pacman_boundary.left < 0 or pacman_boundary.right > WIDTH:#pacman bounce code
SOUND.play()
pacman_velocity[0] = -1 * pacman_velocity[0]
if pacman_velocity[0] < 0:
pacman = pygame.image.load(PACMAN_LEFT).convert()
elif pacman_velocity[0] > 0:
pacman = pygame.image.load(PACMAN_RIGHT).convert()
pacman_velocity[1] = randint(-1,1)
if pacman_boundary.top < 0 or pacman_boundary.bottom > HEIGHT:
SOUND.play()
pacman_velocity[1] = -1 * pacman_velocity[1]
if mode == False:
if pacman_boundary.colliderect(blue_boundary)\
or pacman_boundary.colliderect(orange_boundary)\
or pacman_boundary.colliderect(pink_boundary)\
or pacman_boundary.colliderect(red_boundary):
ghost_collision()
#####################################################
if blue_boundary.left < 0 or blue_boundary.right > WIDTH:#blue bounce code
blue_velocity[0] = -1 * blue_velocity[0]
if mode == False:
if blue_right == True:
blue = pygame.image.load(BLUE_LEFT).convert()
blue_right = False
else:
blue = pygame.image.load(BLUE_RIGHT).convert()
blue_right = True
if blue_boundary.top < 0 or blue_boundary.bottom > HEIGHT:
SOUND.play()
blue_velocity[1] = -1 * blue_velocity[1]
if mode == True:
if pacman_boundary.colliderect(blue_boundary):
blue_velocity[0] = randint(-1,1)
blue_velocity[1] = randint(-1,1)
WAIL.play()
#####################################################
if orange_boundary.left < 0 or orange_boundary.right > WIDTH:#orange bounce code
orange_velocity[0] = -1 * orange_velocity[0]
if mode == False:
if orange_right == True:
orange = pygame.image.load(ORANGE_LEFT).convert()
orange_right = False
else:
orange = pygame.image.load(ORANGE_RIGHT).convert()
orange_right = True
if orange_boundary.top < 0 or orange_boundary.bottom > HEIGHT:
SOUND.play()
orange_velocity[1] = -1 * orange_velocity[1]
if mode == True:
if pacman_boundary.colliderect(orange_boundary):
orange_velocity[0] = randint(-1,1)
orange_velocity[1] = randint(-1,1)
WAIL.play()
#####################################################
if pink_boundary.left < 0 or pink_boundary.right > WIDTH:#pink bounce code
pink_velocity[0] = -1 * pink_velocity[0]
if mode == False:
if pink_right == True:
pink = pygame.image.load(PINK_LEFT).convert()
pink_right = False
else:
pink = pygame.image.load(PINK_RIGHT).convert()
pink_right = True
if pink_boundary.top < 0 or pink_boundary.bottom > HEIGHT:
SOUND.play()
pink_velocity[1] = -1 * pink_velocity[1]
if mode == True:
if pacman_boundary.colliderect(pink_boundary):
pink_velocity[0] = randint(-1,1)
pink_velocity[1] = randint(-1,1)
WAIL.play()
#####################################################
if red_boundary.left < 0 or red_boundary.right > WIDTH:#red bounce code
red_velocity[0] = -1 * red_velocity[0]
if mode == False:
if red_right == True:
red = pygame.image.load(RED_LEFT).convert()
red_right = False
else:
red = pygame.image.load(RED_RIGHT).convert()
red_right = True
if red_boundary.top < 0 or red_boundary.bottom > HEIGHT:
SOUND.play()
red_velocity[1] = -1 * red_velocity[1]
if mode == True:
if pacman_boundary.colliderect(red_boundary):
red_velocity[0] = randint(-1,1)
red_velocity[1] = randint(-1,1)
WAIL.play()
#####################################################
pacman_boundary = pacman_boundary.move(pacman_velocity)
blue_boundary = blue_boundary.move(blue_velocity)
orange_boundary = orange_boundary.move(orange_velocity)
pink_boundary = pink_boundary.move(pink_velocity)
red_boundary = red_boundary.move(red_velocity)
frame.fill(BACKGROUND_COLOUR)
frame.blit(pacman, pacman_boundary)
frame.blit(blue, blue_boundary)
frame.blit(orange, orange_boundary)
frame.blit(pink, pink_boundary)
frame.blit(red, red_boundary)
pygame.display.flip()
pygame.quit()
答案 0 :(得分:0)
精灵在碰撞后有时会变得不动的原因是这里的代码:
pacman_velocity[0] = randint(-1,1)
pacman_velocity[1] = randint(-1,1)
该范围的randint意味着你得到一个-1,0或1的整数值 来自文档:(http://docs.python.org/2/library/random.html)
random.randint(a, b)
Return a random integer N such that a <= N <= b
这意味着(理论上)每次碰撞时,速度的x分量为0的概率为1/3,速度的y分量为1/3的概率为零。如果您只想选择1或-1,请尝试使用random.choice()函数:
pacman_velocity[0] = random.choice((-1, 1))
pacman_velocity[1] = random.choice((-1, 1))
如果您希望将0作为一种可能性,但希望降低频率,则可以通过以下方式实现:
pacman_velocity[0] = random.choice((-1, -1, -1, 0, 1, 1, 1))
pacman_velocity[0] = random.choice((-1, -1, -1, 0, 1, 1, 1))
你试过这个循环的问题:
For sprite in sprite_list():
sprite.left < 0 or sprite.right > WIDTH:
sprite_velocity[1] = -1 * sprite_velocity[1]
是你要检查精灵是否已经通过了屏幕的左边界或右边界,但是然后你正在反转精灵的y分量,而不是反转精灵的速度的y分量。此外,您在条件开头没有if
。试试这个:
For sprite in sprite_list:
if sprite.left < 0 or sprite.right > WIDTH:
sprite_velocity[0] = -1 * sprite_velocity[0]
if sprite.top < 0 or sprite.bottom > HEIGHT:
sprite_velocity[1] = -1 * sprite_velocity[1]