我正在制作游戏,我想添加一个随机产生的弹药盒。到目前为止,盒子按预期生成,如果你移动它,它将被删除并给你200+弹药。但是,它只能给出50 ammo。然后在游戏后期,当玩家回到那个位置时,他们会继续获得更多弹药。如果我只是坐在那里,我最终会获得1000+弹药。
这是我的弹药课程:
class Ammo(pygame.sprite.Sprite):
def __init__(self, color, x, y, player = None):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20, 20])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
pass
这是游戏循环:
class Game():
def __init__(self):
pygame.init()
screen_width = 850
screen_height = 640
place_ammo = False
self.screen = pygame.display.set_mode( (screen_width,screen_height) )
pygame.mouse.set_visible(False)
#-----
self.all_sprites_list = pygame.sprite.Group()
self.block_list = pygame.sprite.Group()
self.bullet_list = pygame.sprite.Group()
self.blitwave = 1
# --- create sprites ---
self.background = Background()
self.player = Player(self.screen.get_rect(), 0, 370)
self.all_sprites_list.add(self.player)
self.ammo = Ammo(self.screen.get_rect(),random.randrange(10,screen_width),random.randint(10,screen_height - 10))
self.all_sprites_list.add(self.ammo)
self.ammo_amount = 10
self.on_screen = 1
self.score = 0
self.crosshair = Crosshair()
def bullet_create(self, start_pos, mouse_pos):
bullet = Bullet(start_pos, mouse_pos)
self.all_sprites_list.add(bullet)
self.bullet_list.add(bullet)
def bullets_update(self):
for bullet in self.bullet_list:
block_hit_list = pygame.sprite.spritecollide(bullet, self.block_list, True)
screen_width = 850
screen_height = 640
for block in block_hit_list:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
self.score += 1
self.on_screen -= 1
self.ammo_chance = self.ammo_amount * 5
if self.ammo_chance > 0:
self.drop = random.randint(1, self.ammo_chance)
print(self.drop)
if self.drop > 0 and self.drop < 2:
print('ammo drop')
self.ammo = Ammo(self.screen.get_rect(),random.randrange(10,screen_width),random.randint(10,screen_height - 10))
self.all_sprites_list.add(self.ammo)
if bullet.rect.y < -10:
self.bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
# -------- Main Program Loop -----------
def run(self):
screen_width = 850
screen_height = 640
#wave
self.wave = 1
self.wave_no = 2
self.wave_running = True
block = Block(BLUE, random.randrange(100, screen_width), random.randrange(10, screen_height-10), self.player)
self.block_list.add(block)
self.all_sprites_list.add(block)
clock = pygame.time.Clock()
self.cash = 1
self.health = 100
self.ammo_amount = 10
RUNNING = True
PAUSED = False
while RUNNING:
# --- events ---
if self.player.health <= 0:
RUNNING = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = PAUSED
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
PAUSED = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
PAUSED = not PAUSED
elif event.type == pygame.MOUSEBUTTONDOWN and self.ammo_amount > 0:
self.bullet_create(self.player, event.pos)
self.ammo_amount -= 1
self.cash = self.score * 5
if self.on_screen == 0:
for i in range(self.wave_no):
block = Block(BLUE, random.randrange(100, screen_width), random.randrange(10, screen_height-10), self.player)
self.block_list.add(block)
self.all_sprites_list.add(block)
self.on_screen += 1
self.wave_div = int(self.wave_no / 2)
self.wave_no += self.wave_div
self.wave += 1
#wave font
font = pygame.font.SysFont("", 34)
self.text_pause = font.render("WAVE " + str(self.wave) * self.blitwave, -1, RED)
self.text_pause_rect = self.text_pause.get_rect(center=self.screen.get_rect().center) # center text
#health font
self.text_health = font.render("|" * self.player.health, -1, RED)
#score font
self.text_score = font.render("SCORE " + str(self.score), -1, BLACK)
#cash font
self.text_cash = font.render("CASH " + str(self.cash), -1, GREEN)
#ammo font
self.text_ammo = font.render("AMMO " + str(self.ammo_amount), -1, RED)
# send event to player
self.player.event_handler(event)
if not PAUSED:
self.all_sprites_list.update()
self.bullets_update()
player_rect = pygame.Rect(self.player.rect.x, self.player.rect.y, 20, 20)
block_rect = pygame.Rect(block.rect.x, block.rect.y, 20, 20)
if player_rect.colliderect(block_rect):
self.player.health = self.player.health - 3
if player_rect.colliderect(self.ammo.rect):
self.ammo_amount += 50
self.all_sprites_list.remove(self.ammo)
self.crosshair.update()
# --- draws ---
self.background.draw(self.screen)
self.all_sprites_list.draw(self.screen)
#must be last
self.screen.blit(self.text_pause, (10, 610))
self.screen.blit(self.text_score, (700, 585))
self.screen.blit(self.text_cash, (700, 560))
self.screen.blit(self.text_ammo, (700, 610))
self.screen.blit(self.text_health, (10, 10))
self.crosshair.draw(self.screen)
pygame.display.update() # use flip() OR update()
# --- FPS ---
clock.tick(70)
# --- quit ---
pygame.quit()
#----------------------------------------------------------------------
Game().run()
答案 0 :(得分:4)
确实删除了精灵,但是即使在删除精灵后调用碰撞的self.ammo仍然有效。这就是我要做的事情:
if self.ammo and player_rect.colliderect(self.ammo.rect):
self.ammo_amount += 50
self.all_sprites_list.remove(self.ammo)
self.ammo = None