好吧所以我做了一个pacman任务(在bascialy pacman之前发布,鬼魂在屏幕上移动而pacman从他们身上反弹,但是当点击鼠标时鬼魂反弹并改为“害怕图像”并且到目前为止因为我可以告诉我已经解决了我的本地错误等。但是现在我的代码似乎根本没有显示任何精灵。当我将框架和边界代码移动到顶部时,它们会显示在屏幕的一个点上没有动静。有什么建议吗?
import pygame
from random import *
#Core values/images for game
pygame.init()
#define ghost collisons in orignal mode to alter pacmans movement
def ghost_collision():
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
#define mode 2 as ghosts changing to scared and bouncing off pacman
def mode_switch():
global blue_right, orange_right, pink_right,\
red_right, blue, orange, pink, red
global mode
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'
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'
SOUND = pygame.mixer.Sound(BOUNCE_SOUND)
WIDTH = 1200
HEIGHT = 800
BACKGROUND_COLOUR = 0, 0, 0
CAPTION = 'Pacman'
pacman_left = True
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()
#Sprites and defined 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()
#####################################################
# Boundary sets for all sprite's (could use list but lack skill and time)
if pacman_boundary.left < 0 or pacman_boundary.right > WIDTH:
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_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)
#####################################################
if orange_boundary.left < 0 or orange_boundary.right > WIDTH:
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)
#####################################################
if pink_boundary.left < 0 or pink_boundary.right > WIDTH:#
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)
#####################################################
if red_boundary.left < 0 or red_boundary.right > WIDTH:
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)
#####################################################
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:2)
除非您的帖子格式化已关闭,否则您的所有游戏循环逻辑现在都在循环之外。请记住,Python对缩进很敏感,因此所有代码都以:
开头if pacman_boundary.left < 0 or pacman_boundary.right > WIDTH:
不在循环内部:
finished = False
while not finished:
你在游戏循环后发生的所有绘图代码,所以在当前形式中,它只会被渲染一次,就在调用pygame.quit()
之前。