我知道有几个主题,但我仍然无法弄清楚如何使我的船射击子弹..我想添加到我的MOUSEBUTTONDOWN子弹射击从船上发出的声音效果。谢谢你的帮助!
import sys, pygame, pygame.mixer
from pygame.locals import *
pygame.init()
size = width, height = 800, 600
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
background = pygame.image.load("bg.png")
ship = pygame.image.load("ship.png")
ship = pygame.transform.scale(ship,(64,64))
shot = pygame.mixer.Sound("shot.wav")
soundin = pygame.mixer.Sound("sound.wav")
soundin.play()
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
shot.play()
clock.tick(60)
mx,my = pygame.mouse.get_pos()
screen.blit(background,(0,0))
screen.blit(ship,(mx-32,500))
pygame.display.flip()
答案 0 :(得分:8)
要完成此操作,您需要执行几个步骤。您将需要一张子弹的图片,一种存储子弹位置的方法,一种制作子弹的方法,一种渲染子弹的方法以及一种更新子弹的方法。您似乎已经知道如何导入图片,因此我将跳过该部分。
您可以通过多种方式存储信息。我将使用子弹左上角的列表。使用bullets = []
在最终循环之前的任意位置创建列表。
要创建项目符号,您需要使用鼠标的位置。在bullets.append([event.pos[0]-32, 500])
之后添加shot.play()
,缩进相同数量。
要渲染项目符号,您将在游戏循环中添加for循环。在行screen.blit(background, (0, 0))
之后,添加以下代码:
for bullet in bullets:
screen.blit(bulletpicture, pygame.Rect(bullet[0], bullet[1], 0, 0)
要更新项目符号,您需要在游戏循环中的某处放置一些内容,如下所示:
for b in range(len(bullets)):
bullets[b][0] -= 10
最后,您需要在子弹到达屏幕顶部时将其删除。在刚刚创建的for循环之后添加此项(迭代切片副本,因为在迭代期间不应修改列表):
for bullet in bullets[:]:
if bullet[0] < 0:
bullets.remove(bullet)
将所有内容放入您的代码之后,它看起来应该是这样的:
import sys, pygame, pygame.mixer
from pygame.locals import *
pygame.init()
size = width, height = 800, 600
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
bullets = []
background = pygame.image.load("bg.png").convert()
ship = pygame.image.load("ship.png").convert_alpha()
ship = pygame.transform.scale(ship, (64, 64))
bulletpicture = pygame.image.load("You know what to do").convert_alpha()
shot = pygame.mixer.Sound("shot.wav")
soundin = pygame.mixer.Sound("sound.wav")
soundin.play()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
shot.play()
bullets.append([event.pos[0]-32, 500])
clock.tick(60)
mx, my = pygame.mouse.get_pos()
for b in range(len(bullets)):
bullets[b][0] -= 10
# Iterate over a slice copy if you want to mutate a list.
for bullet in bullets[:]:
if bullet[0] < 0:
bullets.remove(bullet)
screen.blit(background, (0, 0))
for bullet in bullets:
screen.blit(bulletpicture, pygame.Rect(bullet[0], bullet[1], 0, 0))
screen.blit(ship, (mx-32, 500))
pygame.display.flip()
如果你和我都做了正确的事情,这应该会给你带来有效的子弹。如果您不了解正在发生的事情或者某些事情不起作用,请不要犹豫,问我任何问题。
请注意,应使用convert
或convert_alpha
方法转换images / pygame.Surfaces以提高性能。
答案 1 :(得分:3)
以下是一个示例,演示了pygame.sprite.Sprite
和pygame.sprite.Group
如何用于创建项目符号。它还显示了如何在计时器变量和dt
返回的clock.tick
(增量时间)的帮助下连续拍摄。
pygame.sprite.groupcollide
用于子弹和enemies
精灵组之间的碰撞检测。我遍历hits
dict中的项目以减少敌人的健康点。
import random
import pygame as pg
pg.init()
BG_COLOR = pg.Color('gray12')
PLAYER_IMG = pg.Surface((30, 50), pg.SRCALPHA)
pg.draw.polygon(PLAYER_IMG, pg.Color('dodgerblue'), [(0, 50), (15, 0), (30, 50)])
ENEMY_IMG = pg.Surface((50, 30))
ENEMY_IMG.fill(pg.Color('darkorange1'))
BULLET_IMG = pg.Surface((9, 15))
BULLET_IMG.fill(pg.Color('aquamarine2'))
class Player(pg.sprite.Sprite):
def __init__(self, pos, all_sprites, bullets):
super().__init__()
self.image = PLAYER_IMG
self.rect = self.image.get_rect(center=pos)
self.all_sprites = all_sprites
self.add(self.all_sprites)
self.bullets = bullets
self.bullet_timer = .1
def update(self, dt):
self.rect.center = pg.mouse.get_pos()
mouse_pressed = pg.mouse.get_pressed()
self.bullet_timer -= dt # Subtract the time since the last tick.
if self.bullet_timer <= 0:
self.bullet_timer = 0 # Bullet ready.
if mouse_pressed[0]: # Left mouse button.
# Create a new bullet instance and add it to the groups.
Bullet(pg.mouse.get_pos(), self.all_sprites, self.bullets)
self.bullet_timer = .1 # Reset the timer.
class Enemy(pg.sprite.Sprite):
def __init__(self, pos, *sprite_groups):
super().__init__(*sprite_groups)
self.image = ENEMY_IMG
self.rect = self.image.get_rect(center=pos)
self.health = 30
def update(self, dt):
if self.health <= 0:
self.kill()
class Bullet(pg.sprite.Sprite):
def __init__(self, pos, *sprite_groups):
super().__init__(*sprite_groups)
self.image = BULLET_IMG
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, -450)
self.damage = 10
def update(self, dt):
# Add the velocity to the position vector to move the sprite.
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0:
self.kill()
class Game:
def __init__(self):
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((800, 600))
self.all_sprites = pg.sprite.Group()
self.enemies = pg.sprite.Group()
self.bullets = pg.sprite.Group()
self.player = Player((0, 0), self.all_sprites, self.bullets)
for i in range(15):
pos = (random.randrange(30, 750), random.randrange(500))
Enemy(pos, self.all_sprites, self.enemies)
self.done = False
def run(self):
while not self.done:
# dt = time since last tick in milliseconds.
dt = self.clock.tick(60) / 1000
self.handle_events()
self.run_logic(dt)
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
def run_logic(self, dt):
self.all_sprites.update(dt)
# hits is a dict. The enemies are the keys and bullets the values.
hits = pg.sprite.groupcollide(self.enemies, self.bullets, False, True)
for enemy, bullet_list in hits.items():
for bullet in bullet_list:
enemy.health -= bullet.damage
def draw(self):
self.screen.fill(BG_COLOR)
self.all_sprites.draw(self.screen)
pg.display.flip()
if __name__ == '__main__':
Game().run()
pg.quit()