用pygame模式制作弹跳pacman改变了问题

时间:2013-04-12 08:24:45

标签: loops pygame pacman

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()

1 个答案:

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]