我再一次在一个学校项目上工作,我很难过,我觉得应该很容易......
我有代码工作;它没有崩溃,但它也没有blitting。我创造了第一人称射击游戏风格的游戏,使用Sprites作为" Zombie目标"我在Zombie Class中有更新来移动图像,但我知道我有多个问题..
一如既往,我只是在寻求一些方向。
非常感谢!
import pygame, random, glob
pygame.init()
screen = pygame.display.set_mode((640, 480))
class Circle(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 50))
self.image.fill((255, 255, 255))
self.image.set_colorkey(255)
pygame.draw.circle(self.image, (255, 0, 0), (25, 25), 25, 1)
self.image.set_alpha(75)
pygame.draw.circle(self.image, (255,0, 0), (25,25), 3, 0)
self.rect = self.image.get_rect()
def update(self):
self.rect.center = pygame.mouse.get_pos()
class Zombie(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50,50))
self.image.fill((255,255,255))
self.rect = self.image.get_rect()
pos = pygame.mouse.get_pos()
self.x = random.randrange(0,screen.get_width())
self.y = random.randrange(0, screen.get_height())
self.ani_speed_init = 8
self.ani_speed = self.ani_speed_init
self.ani = glob.glob("zombie_walk_r*.png")
self.ani.sort()
self.ani_pos = 0
self.ani_max = len(self.ani) - 1
self.img = pygame.image.load(self.ani[1])
def update(self, pos):
screen.blit(self.img, (self.x, self.y))
def shoot(killShotSpot):
killshotbullet = pygame.mixer.Sound("bullet.wav")
killshotbullet.play()
print "record point" + str(killShotSpot)
def main():
pygame.display.set_caption("Zombie Be GONE")
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))
screen.blit(background, (0, 0))
circle = Circle()
zombie = Zombie()
allSprites = pygame.sprite.Group(circle, zombie)
#hide mouse
pygame.mouse.set_visible(False)
clock = pygame.time.Clock()
keepGoing = True
while keepGoing:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
if event.type == pygame.MOUSEBUTTONDOWN:
killShotSpot = pygame.mouse.get_pos()
shoot(killShotSpot)
pygame.draw.circle(background,(255,0,0),killShotSpot,3,0)
allSprites.clear(screen, background)
allSprites.update()
allSprites.draw(screen)
pygame.display.flip()
pygame.display.flip()
#return mouse
pygame.mouse.set_visible(True)
if __name__ == "__main__":
main()
答案 0 :(得分:0)
请参见pygame.sprite.Group.draw()
:
将包含的Sprite绘制到Surface参数。这会将
Sprite.image
属性用于源曲面,并将Sprite.rect
用于位置。
您根本不需要类self.x
中的属性self.y
,slef.img
,Zombie
。将位置存储在.rect
属性中,将图像存储在.image
属性中:
class Zombie(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.ani_speed_init = 8
self.ani_speed = self.ani_speed_init
self.ani = glob.glob("zombie_walk_r*.png")
self.ani.sort()
self.ani_pos = 0
self.ani_max = len(self.ani) - 1
self.image = pygame.image.load(self.ani[1])
x = random.randrange(0, screen.get_width())
y = random.randrange(0, screen.get_height())
self.rect = self.image.get_rect(center = (x, y))
def update(self, pos):
pass
此外,这是Indentation的问题。您需要在应用程序循环中 而不是在应用程序循环后 绘制场景并更新显示:
def main():
# [...]
while keepGoing:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
if event.type == pygame.MOUSEBUTTONDOWN:
killShotSpot = pygame.mouse.get_pos()
shoot(killShotSpot)
pygame.draw.circle(background,(255,0,0),killShotSpot,3,0)
#-->| INDENTATION
allSprites.clear(screen, background)
allSprites.update()
allSprites.draw(screen)
pygame.display.flip()