我目前正在构建太空入侵者的模型。 我想让用户拍摄东西,入侵者会死(1hit kill),但我似乎无法弄清楚如何做到这一点。我试过画一个小矩形,但后面的背景画了它。谢谢你的帮助!
import pygame, sys, random
from pygame.locals import *
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
windowwidth = 800
windowheight = 700
windowSurface = pygame.display.set_mode((windowwidth, windowheight), 0, 32)
pygame.display.set_caption('Sp@c3 inv@d3r5')
# set up movement variables
moveLeft = False
moveRight = False
moveUp = False
moveDown = False
# set up direction variables
DOWNLEFT = 1
DOWNRIGHT = 3
UPLEFT = 7
UPRIGHT = 9
LEFT = 4
RIGHT = 6
UP = 8
DOWN = 2
MOVESPEED = 10
MOVE = 2
# set up counting
score = 0
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (135, 206, 250)
# set up font
font = pygame.font.SysFont(None, 50)
def makeship(windowwidth): # set up the bouncer and food data structures
user = pygame.Rect(350, 600, 100, 25)
return user
def drawwalls(walls):
for i in range(6):
wall = pygame.Rect(0,i+1,100,25)
pygame.draw.rect(windowSurface,GREEN,wall)
walls.append(wall)
def makeinvaders(invaders):
y = 0
for i in invaders: # each row
x = 0
for j in range(10):
# create invader
invader = pygame.Rect(75+x, 100+y, 40, 25)
# append invader to invaders[row]
i.append(invader)
# increase invader's x attribute by 50
x += 60
# increase invaders y by 35
y += 45
return invaders
def movepaddle(user):
# move the paddle
if moveLeft and user.left > 0:
user.left -= MOVESPEED
if moveRight and user.right < windowwidth:
user.right += MOVESPEED
return user
def moveinvaders(invaders, invdir):
# move the invaders
for row in invaders:
for invader in row:
if invdir == RIGHT and invaders[1][9].right < windowwidth:
invader.right += MOVE
elif invaders[1][9].right > windowwidth:
invader.left -= MOVE
invdir = LEFT
if invdir == LEFT and invaders[0][0].left > 0:
invader.left -= MOVE
elif invaders[0][0].left < 0:
invader.right += MOVE
invdir = RIGHT
return invdir
def shootbullets(windowSurface,blue2):
x = pygame.Rect(400,595,2,5)
pygame.draw.rect(windowSurface,GREEN,x)
def movebullets(bullets):
for bullet in bullets:
pass
def drawstuff(user, invaders):
# draw the user onto the surface
pygame.draw.rect(windowSurface, BLACK, user)
for i in invaders:
for invader in i:
if invader in invaders[0]:
pygame.draw.rect(windowSurface, BLACK, invader)
elif invader in invaders[1]:
pygame.draw.rect(windowSurface, BLACK, invader)
elif invader in invaders[2]:
pygame.draw.rect(windowSurface, BLACK, invader)
elif invader in invaders[3]:
pygame.draw.rect(windowSurface, BLACK, invader)
elif invader in invaders[4]:
pygame.draw.rect(windowSurface, BLACK, invader)
invaders = [[],[],[],[],[]]
invdir = LEFT
walls = []
drawwalls(walls)
# make the figures
user = makeship(windowwidth)
# make invaders
invaders = makeinvaders(invaders)
# run the game loop
while True:
# draw the black background onto the surface
windowSurface.fill(WHITE)
# check for the QUIT event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# change the keyboard variables
if event.key == K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == K_SPACE:
shootbullets(windowSurface,RED)
if event.type == KEYUP:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == K_RIGHT or event.key == ord('d'):
moveRight = False
# draw stuff
drawstuff(user, invaders)
# move invaders
invdir = moveinvaders(invaders, invdir)
# paddle movement
user = movepaddle(user)
# draw the window onto the screen
pygame.display.update()
mainClock.tick(80)
答案 0 :(得分:1)
看一看这个极小的太空入侵者,就像我为另一个问题写的游戏一样:
import pygame
# you'll be able to shoot every 450ms
RELOAD_SPEED = 450
# the foes move every 1000ms sideways and every 3500ms down
MOVE_SIDE = 1000
MOVE_DOWN = 3500
screen = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()
pygame.display.set_caption("Micro Invader")
# create a bunch of events
move_side_event = pygame.USEREVENT + 1
move_down_event = pygame.USEREVENT + 2
reloaded_event = pygame.USEREVENT + 3
move_left, reloaded = True, True
invaders, colors, shots = [], [] ,[]
for x in range(15, 300, 15):
for y in range(10, 100, 15):
invaders.append(pygame.Rect(x, y, 7, 7))
colors.append(((x * 0.7) % 256, (y * 2.4) % 256))
# set timer for the movement events
pygame.time.set_timer(move_side_event, MOVE_SIDE)
pygame.time.set_timer(move_down_event, MOVE_DOWN)
player = pygame.Rect(150, 180, 10, 7)
while True:
clock.tick(40)
if pygame.event.get(pygame.QUIT): break
for e in pygame.event.get():
if e.type == move_side_event:
for invader in invaders:
invader.move_ip((-10 if move_left else 10, 0))
move_left = not move_left
elif e.type == move_down_event:
for invader in invaders:
invader.move_ip(0, 10)
elif e.type == reloaded_event:
# when the reload timer runs out, reset it
reloaded = True
pygame.time.set_timer(reloaded_event, 0)
for shot in shots[:]:
shot.move_ip((0, -4))
if not screen.get_rect().contains(shot):
shots.remove(shot)
else:
hit = False
for invader in invaders[:]:
if invader.colliderect(shot):
hit = True
i = invaders.index(invader)
del colors[i]
del invaders[i]
if hit:
shots.remove(shot)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]: player.move_ip((-4, 0))
if pressed[pygame.K_RIGHT]: player.move_ip((4, 0))
if pressed[pygame.K_SPACE]:
if reloaded:
shots.append(player.copy())
reloaded = False
# when shooting, create a timeout of RELOAD_SPEED
pygame.time.set_timer(reloaded_event, RELOAD_SPEED)
player.clamp_ip(screen.get_rect())
screen.fill((0, 0, 0))
for invader, (a, b) in zip(invaders, colors):
pygame.draw.rect(screen, (150, a, b), invader)
for shot in shots:
pygame.draw.rect(screen, (255, 180, 0), shot)
pygame.draw.rect(screen, (180, 180, 180), player)
pygame.display.flip()
它使用colliderect
来检测您的代码缺失的冲突。
此外,一般的代码,尤其是移动代码比你的简单得多;所以也许它可以作为你的灵感。