我想在我的射击游戏中添加一个弹药夹子的东西,它非常简单我所做的就是blit我*弹药的数量,但我希望有三条线来显示这样的剪辑:
IIIIIIIIIIIIIIIIIIIIII
IIIIIIIIIIIIIIIIIIIIII
IIIIIIIIIIIIIIIIIIIIII
每一行都有35个弹药符号,但如果玩家的弹药数量超过95,我希望它能弹出那个弹药夹旁边的数字,但无论我有多少弹药,它都不会闪现数字,无论如何我开始时有多少弹药,它在开始时不会比这更多,直到我收集一个弹药箱:
IIIIIIIIII
我真的无法找出它为什么会这样做,我试图改变它的数量以及许多其他东西,但似乎没有任何效果,所以听到我的代码:
#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
texthealth = int(self.health / 10)
#health font
self.text_health = font.render("o" * texthealth, -1, RED)
#score font
self.text_score = font.render("SCORE " + str(self.score), -1, BLACK)
#cash font
self.text_cash = font.render(str(self.cash), -1, GREEN)
#ammo font
self.text_ammoS = font.render("I" * 35, -1, RED)
self.text_ammo = font.render("I" * self.ammo_amount, -1, RED)
self.text_ammoW = font.render("I" * (self.ammo_amount - 35), -1, RED)
self.text_ammoE = font.render("I" * (self.ammo_amount - 70), -1, RED)
self.text_ammoN = font.render(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)
我以为我可以制作一个跟随块的矩形,如果那个矩形与他的玩家发生碰撞他们死了,几乎使用与弹药相同的系统,因为它立即起作用
if pygame.sprite.collide_rect(self.player, block):
self.player.health =- 00.0000000003
print('hit')
if self.ammo and player_rect.colliderect(self.ammo.rect):
self.ammo_amount += 70
self.all_sprites_list.remove(self.ammo)
self.ammo = None
#if self.Bomb and player_rect.colliderect(self.ammo.rect):
#print('nuke')
#self.all_sprites_list.remove(self.ammo)
#self.Bomb = None
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, 10))
self.screen.blit(self.text_cash, (740, 500))
#self.screen.blit(self.text_ammo, (450, 610))
if self.ammo_amount > 0 and self.ammo_amount < 36:
self.screen.blit(self.text_ammo, (600, 540))
if self.ammo_amount > 35 and self.ammo_amount < 71:
self.screen.blit(self.text_ammoS, (600, 540))
self.screen.blit(self.text_ammoW, (600, 560))
if self.ammo_amount > 70 and self.ammo_amount < 96:
self.screen.blit(self.text_ammoS, (600, 540))
self.screen.blit(self.text_ammoS, (600, 560))
self.screen.blit(self.text_ammoE, (600, 580))
if self.ammo_amount > 95:
self.screen.blit(self.text_ammoS, (600, 540))
self.screen.blit(self.text_ammoS, (600, 560))
self.screen.blit(self.text_ammoS, (600, 580))
self.screen.blit(self.text_ammoN, (550, 580))
self.screen.blit(self.text_health, (5, 5))
self.crosshair.draw(self.screen)
pygame.display.update() # use flip() OR update()
# --- FPS ---
clock.tick(70)
# --- quit ---
pygame.quit()
#----------------------------------------------------------------------
Game().run()
这是重要的部分,但如果你想在这里看到整个代码,那就是:
import pygame
from pygame import *
import sys
import math
import random
import cmath
#----------------------------------------------------------------------
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
GREEN = (154 ,205, 50)
#images
IMAGE_GRASS = "grass_shit.png"
IMAGE_PLAYER = "shithead.png"
IMAGE_ALI = "shit_head2.png"
IMAGE_DEAD_SCREEN = "dead_shit.png"
IMAGE_CROSSHAIR = "crosshair.png"
IMAGE_PLAYBUTTON = "playbutton.png"
IMAGE_AMMO = "ammoshit.png"
#----------------------------------------------------------------------
class Block(pygame.sprite.Sprite):
def __init__(self, color, x, y, player = None):
pygame.sprite.Sprite.__init__(self)
self.player = player
self.image = pygame.Surface([20, 20])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.move_x = self.move_y = 0
def update(self):
if self.player:
player_x, player_y = self.player.rect.center
if self.rect.x < player_x:
self.rect.x += 1
elif self.rect.x > player_x:
self.rect.x -= 1
if self.rect.y < player_y:
self.rect.y += 1
elif self.rect.y > player_y:
self.rect.y -= 1
#----------------------------------------------------------------------
class Player(pygame.sprite.Sprite):
def __init__(self, screen_rect, x=0, y=0):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([20,20])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.min_x = screen_rect.left
self.min_y = screen_rect.top
self.max_x = screen_rect.right
self.max_y = screen_rect.bottom
self.move_x = self.move_y = 0
self.health = 138
def update(self):
pos = pygame.mouse.get_pos()
self.rect.x += self.move_x
self.rect.y += self.move_y
if self.rect.top < self.min_x:
self.rect.top = self.min_x
elif self.rect.bottom > self.max_y:
self.rect.bottom = self.max_y
if self.rect.left < self.min_x:
self.rect.left = self.min_x
elif self.rect.right > self.max_x:
self.rect.right = self.max_x
def event_handler(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
self.move_x = -8
elif event.key == pygame.K_d:
self.move_x = +8
elif event.key == pygame.K_w:
self.move_y = -8
elif event.key == pygame.K_s:
self.move_y = +8
if event.type == pygame.KEYUP:
if event.key in (pygame.K_a, pygame.K_d):
self.move_x = 0
elif event.key in (pygame.K_w, pygame.K_s):
self.move_y = 0
#----------------------------------------------------------------------
class Bullet(pygame.sprite.Sprite):
def __init__(self, start_pos, mouse_pos):
pygame.sprite.Sprite.__init__(self)
self.start_rect = start_pos.rect.copy()
self.mouse_x, self.mouse_y = mouse_pos # mouse[0], mouse[1]
self.image = pygame.Surface([5, 5])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = self.start_rect.centerx
self.rect.centery = self.start_rect.centery
self.speed = 20
self.max_range = 100
self.current_range = 0
distance_x = self.mouse_x - self.start_rect.centerx
distance_y = self.mouse_y - self.start_rect.centery
norm = math.sqrt(distance_x ** 2 + distance_y ** 2)
direction_x = distance_x / norm
direction_y = distance_y / norm
self.bullet_vector_x = direction_x * self.speed
self.bullet_vector_y = direction_y * self.speed
def update(self):
self.current_range += 1
if self.current_range < self.max_range:
#print self.start_rect.centerx + (self.bullet_vector_x*self.current_range),
#print self.rect.centerx + self.bullet_vector_x,
#self.rect.centerx += self.bullet_vector_x
self.rect.centerx = self.start_rect.centerx + (self.bullet_vector_x*self.current_range)
#print self.rect.centerx
#self.rect.centery += self.bullet_vector_y
self.rect.centery = self.start_rect.centery + (self.bullet_vector_y*self.current_range)
else:
self.kill()
#----------------------------------------------------------------------
class Crosshair(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(IMAGE_CROSSHAIR).convert_alpha()
self.rect = self.image.get_rect()
def update(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
self.rect.centerx = mouse_x
self.rect.centery = mouse_y
def draw(self, screen):
screen.blit(self.image,self.rect.topleft)
#----------------------------------------------------------------------
class Background(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(IMAGE_GRASS).convert_alpha()
self.rect = self.image.get_rect()
def draw(self, screen):
screen.fill((128,128,128))
screen.blit(self.image,(0,0))
#----------------------------------------------------------------------
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
class Bomb(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
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, 750),random.randint(10,600 - 10))
self.all_sprites_list.add(self.ammo)
self.ammo_amount = 100
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
texthealth = int(self.health / 10)
#health font
self.text_health = font.render("o" * texthealth, -1, RED)
#score font
self.text_score = font.render("SCORE " + str(self.score), -1, BLACK)
#cash font
self.text_cash = font.render(str(self.cash), -1, GREEN)
#ammo font
self.text_ammoS = font.render("I" * 35, -1, RED)
self.text_ammo = font.render("I" * self.ammo_amount, -1, RED)
self.text_ammoW = font.render("I" * (self.ammo_amount - 35), -1, RED)
self.text_ammoE = font.render("I" * (self.ammo_amount - 70), -1, RED)
self.text_ammoN = font.render(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)
#I thought i could make a rect that follows the blocks and if that rect collides witht he player they die, pretty much using the same system as the ammo, coz that works instantly
if pygame.sprite.collide_rect(self.player, block):
self.player.health =- 00.0000000003
print('hit')
if self.ammo and player_rect.colliderect(self.ammo.rect):
self.ammo_amount += 70
self.all_sprites_list.remove(self.ammo)
self.ammo = None
#if self.Bomb and player_rect.colliderect(self.ammo.rect):
#print('nuke')
#self.all_sprites_list.remove(self.ammo)
#self.Bomb = None
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, 10))
self.screen.blit(self.text_cash, (740, 500))
#self.screen.blit(self.text_ammo, (450, 610))
if self.ammo_amount > 0 and self.ammo_amount < 36:
self.screen.blit(self.text_ammo, (600, 540))
if self.ammo_amount > 35 and self.ammo_amount < 71:
self.screen.blit(self.text_ammoS, (600, 540))
self.screen.blit(self.text_ammoW, (600, 560))
if self.ammo_amount > 70 and self.ammo_amount < 96:
self.screen.blit(self.text_ammoS, (600, 540))
self.screen.blit(self.text_ammoS, (600, 560))
self.screen.blit(self.text_ammoE, (600, 580))
if self.ammo_amount > 95:
self.screen.blit(self.text_ammoS, (600, 540))
self.screen.blit(self.text_ammoS, (600, 560))
self.screen.blit(self.text_ammoS, (600, 580))
self.screen.blit(self.text_ammoN, (550, 580))
self.screen.blit(self.text_health, (5, 5))
self.crosshair.draw(self.screen)
pygame.display.update() # use flip() OR update()
# --- FPS ---
clock.tick(70)
# --- quit ---
pygame.quit()
#----------------------------------------------------------------------
Game().run()
非常感谢您的时间和帮助。
答案 0 :(得分:1)
你没有弹出弹药号码 - 请参阅#
排队:
#self.screen.blit(self.text_ammo, (450, 610))
必须是text_ammoN
而不是text_ammo
顺便说一下:
你需要在主循环中使用很多代码 - 将一些代码放在诸如update_wave_text(),update_ammo_text()等函数中,blit_wave_text(),blit_ammo_tex()等等。
在self.
设置
__init__
:.
self.screen_width = 850
self.screen_height = 640
而不是使用self.screen_width
,self.screen_height
,您将不必重复
screen_width = 850
screen_height = 640