在图书馆Pygame中,我正在尝试编写游戏。在游戏中,如果您与目标矩形发生碰撞,则会进入新的水平。一切正常但是当你与目标矩形发生碰撞时,它会在旧级别的顶层上绘制新级别。我希望它清除屏幕,然后绘制水平。我该怎么做?这是我的代码:
import os, random, pygame, eztext
from time import *
speed = 1
gravityNum = 1
gravity = True
keyDown = True
rightNum = 0
running = True
pygame.init()
white = (255, 255, 255)
screen = pygame.display.set_mode((880, 400))
class Player(object):
def __init__(self):
self.rect = pygame.Rect(16, 368, 16, 16)
self.level = 1
def move(self, dx, dy):
if dx != 0:
self.move2(dx, 0)
if dy != 0:
self.move2(0, dy)
def move2(self, dx, dy):
self.rect.x += dx
self.rect.y += dy
for wall in walls:
if self.rect.colliderect(wall.rect):
if dx > 0:
self.rect.right = wall.rect.left
if dx < 0:
self.rect.left = wall.rect.right
if dy > 0:
self.rect.bottom = wall.rect.top
if dy < 0:
self.rect.top = wall.rect.bottom
for enemy in enemies:
if self.rect.colliderect(enemy.rect):
player.move(-(self.rect.x - 16), -(self.rect.y - 368))
for goal in goals:
if self.rect.colliderect(goal.rect):
player.move(-(self.rect.x - 16), -(self.rect.y - 368))
self.level += 1
self.levelCheck()
def drawLevel1(self):
x = 0
y = 0
for z in level:
for col in z:
if col == "W":
Wall((x, y))
if col == "E":
Enemy((x, y))
if col == "G":
Goal((x, y))
x += 16
y += 16
x = 0
def drawLevel2(self):
x = 0
y = 0
for z in levelTwo:
for col in z:
if col == "W":
Wall((x, y))
if col == "E":
Enemy((x, y))
if col == "G":
Goal((x, y))
x += 16
y += 16
x = 0
def drawLevel3(self):
x = 0
y = 0
for z in levelThree:
for col in z:
if col == "W":
Wall((x, y))
if col == "E":
Enemy((x, y))
if col == "G":
Goal((x, y))
x += 16
y += 16
x = 0
def drawLevel4(self):
x = 0
y = 0
for z in levelFour:
for col in z:
if col == "W":
Wall((x, y))
if col == "E":
Enemy((x, y))
if col == "G":
Goal((x, y))
x += 16
y += 16
x = 0
def levelCheck(self):
if self.level == 1:
self.drawLevel1()
if self.level == 2:
pygame.display.flip()
self.drawLevel2()
if self.level == 3:
self.drawLevel3()
if self.level == 4:
self.drawLevel4()
class Wall(object):
def __init__(self, pos):
walls.append(self)
self.rect = pygame.Rect(pos[0], pos[1], 16, 16)
class Enemy(object):
def __init__(self, pos):
enemies.append(self)
self.rect = pygame.Rect(pos[0], pos[1], 16, 16)
class Goal(object):
def __init__(self, pos):
goals.append(self)
self.rect = pygame.Rect(pos[0], pos[1], 16, 16)
pygame.display.set_caption("Game")
display = pygame.Surface((880, 400))
goals = []
walls = []
levelNumber = 1
enemies = []
player = Player()
level = [
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
"W GGGGW",
"W GGGGW",
"W GGGGW",
"W EEE W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W WWW WWW W",
"W WWW WWW W",
"WWWWWWWW WWW WWW W",
"W W WWW WWW W",
"W W W",
"E W W WWW WWW W",
"E W W W",
"E W W W",
"WW W W W",
"WWW W WW W",
"WWWW WW W W",
"WWWWW W W W",
"W G W W",
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
]
levelTwo = [
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
"W GGGGW",
"W GGGGW",
"W GGGGW",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
]
levelThree = [
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
"W GGGGW",
"W GGGGW",
"W GGGGW",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
]
levelFour = [
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
"W GGGGW",
"W GGGGW",
"W GGGGW",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W W",
"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
]
player.levelCheck()
while running:
player.move(rightNum, 0)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
gravityNum = 1
if event.key == pygame.K_UP:
gravityNum = -1
if event.key == pygame.K_RIGHT:
rightNum = 1
if event.key == pygame.K_LEFT:
rightNum = -1
if gravity == True:
player.move(0, gravityNum)
elif gravity == False:
player.move(0, -gravityNum)
screen.fill((255, 255, 255))
for wall in walls:
pygame.draw.rect(screen, (0, 0, 0), wall.rect)
pygame.draw.rect(screen, (255, 200, 0), player.rect)
for enemy in enemies:
pygame.draw.rect(screen, (255, 0, 0), enemy.rect)
for goal in goals:
pygame.draw.rect(screen, (0, 0, 255), goal.rect)
pygame.display.flip()
答案 0 :(得分:0)
当你击败关卡时,重置你的墙壁,敌人和目标列表。 换句话说,在将所有新级别数据附加到它们之前使它们= []