#Initialize
import pygame
import random
pygame.init()
#Display
screen = pygame.display.set_mode((1180, 900))
class PaperBoy(pygame.sprite.Sprite):
def __init__(self,startY):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("paperboy.gif")
self.rect = self.image.get_rect()
self.image = self.image.convert()
self.rect.centery = startY
self.dx= 300
self.dy= 300
def update(self):
#adjust x/y to dx/dy
self.rect.centerx = self.rect.centerx+self.dx
self.rect.centery = self.rect.centery+self.dy
#check Boundaries
#Check right
if self.rect.centerx >= 670:
self.rect.centerx =670
#Check left
elif self.rect.centerx <= 220:
self.rect.centerx = 220
#Check Bottom
if self.rect.centery >= 700:
self.rect.centery = 700
#Check Top
elif self.rect.centery <= 200:
self.rect.centery = 200
def moveUp(self):
self.dx=0
self.dy=-5
def moveDown(self):
self.dx =0
self.dy =5
def moveLeft(self):
self.dx =-5
self.dy = 0
def moveRight(self):
self.dx =5
self.dy =0
"""
mousex, mousey = pygame.mouse.get_pos()
self.rect.centery = mousey
#Check X boundary.
if mousex >= 670:
self.rect.right = 670
elif mousex <= 210:
self.rect.left = 210
else:
self.rect.centerx = mousex
#Check Y boundary.
if mousey >= 670:
self.rect.top = 670
elif mousey >= 250:
self.rect.top = 250
if mousex >= 250 and mousey >= 220:
self.rect.left = 250
self.rect.top = 670
else:
self.rect.centery = mousey
"""
class Parcel(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("parcel.png")
self.rect = self.image.get_rect()
self.image = self.image.convert()
def update(self):
self.rect.center = (200,600)
"""(random.randint(300,800)),(random.randint(300,800))"""
"""
================================HUD======================================
"""
#Green Y
class ItemHUD(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("itemhud.png")
self.rect = self.image.get_rect()
self.image = self.image.convert()
def update(self):
self.rect.center = (950,200)
#Red A
class WhereHUD(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("where.png")
self.rect = self.image.get_rect()
self.image = self.image.convert()
def update(self):
self.rect.center = (950, 350)
#Small Green
class TimeHUD(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("timehud.png")
self.rect = self.image.get_rect()
self.image = self.image.convert()
def update(self):
self.rect.center = (915, 850)
#Yellow
class GoldHUD(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("gold.png")
self.rect = self.image.get_rect()
self.image = self.image.convert()
def update(self):
self.rect.center = (915, 700)
"""
=================================HUD OBJECTS==============================
"""
"""
------------------------------------MAIN-----------------------------------
"""
def main():
pygame.display.set_caption("A Link to the Parcel")
background = pygame.image.load('village.png').convert()
allSprites=pygame.sprite.Group()
parcel = Parcel()
#Heads up Display
itemHud = ItemHUD()
timeHud = TimeHUD()
goldHud = GoldHUD()
whereHud = WhereHUD()
#Player
paperboy = PaperBoy(200)
#Sprites added to AllSprites Group
allSprites.add(paperboy)
allSprites.add(parcel)
allSprites.add(itemHud)
allSprites.add(timeHud)
allSprites.add(goldHud)
allSprites.add(whereHud)
font = pygame.font.Font(None, 25)
goldSack = 0
clock = pygame.time.Clock()
keepGoing = True
while keepGoing:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.KEYUP:
if event.key==pygame.K_UP:
paperboy.moveUp()
elif event.key==pygame.K_DOWN:
paperboy.moveDown()
elif event.key==pygame.K_LEFT:
paperboy.moveLeft()
elif event.key==pygame.K_RIGHT:
paperboy.moveRight()
fontTitle = font.render("A Link to the Parcel", True, (255,255,255,))
screen.blit(background, (0, 0))
screen.blit(fontTitle, [925,100])
allSprites.clear(screen, background,)
allSprites.update()
allSprites.draw(screen)
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main()
答案 0 :(得分:1)
如果我明白你的意思,你就有很多Sprite
种类型,你想随意选择一种。要做到这一点,只需将它们全部放在list
中,使用random.choice
选择一个,然后实例化它。像这样:
class OneKindOfParcel(Parcel): # etc.
class AnotherKindOfParcel(Parcel): # etc.
class AThirdKindOfParcel(Parcel): # etc.
parcels = [OneKindOfParcel, AnotherKindOfParcel, AThirdKindOfParcel]
# … later …
parceltype = random.choice(parcels)
parcel = parceltype()
allSprites.add(parcel)
你可能想给它一个位置,并显示一些关于它的名称和位置等等,但我想你知道如何做到这一点。
答案 1 :(得分:0)
Quick and dirty是一个项目列表,然后使用random.choice
模块中的random
。