#!/usr/bin/python
# -*- coding: utf-8 -*-
import pygame
import sys
class MyBallClass(pygame.sprite.Sprite):
def __init__(self, image_file, speed, location):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
self.speed = speed
def move(self):
global points, score_text
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > screen.get_width():
self.speed[0] = -self.speed[0]
if self.rect.top <= 0:
self.speed[1] = -self.speed[1]
points += 1
score_text = font.render(str(points), 1, (0, 0, 0))
class MyPaddleClass(pygame.sprite.Sprite):
def __init__(self, location=[0, 0]):
pygame.sprite.Sprite.__init__(self)
image_surface = pygame.surface.Surface([100, 20])
image_surface.fill([0, 0, 0])
self.image = image_surface.convert()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
pygame.init()
screen = pygame.display.set_mode([640, 480])
clock = pygame.time.Clock()
ball_speed = [3, 4]
myball = MyBallClass("E:\\python file\\blackball.jpg", ball_speed, [50, 50])
ballgroup = pygame.sprite.Group(myball)
paddle = MyPaddleClass([270, 400])
lives = 3
points = 0
font = pygame.font.Font(None, 50)
score_text = font.render(str(points), 1, (0, 0, 0))
textpos = [10, 10]
done = False
while 1:
clock.tick(30)
screen.fill([255, 255, 255])
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEMOTION:
paddle.rect.centerx = event.pos[0]
if pygame.sprite.spritecollide(paddle, ballgroup, False):
myball.speed[1] = -myball.speed[1]
myball.move()
if not done:
screen.blit(myball.image, myball.rect)
screen.blit(paddle.image, paddle.rect)
screen.blit(score_text, textpos)
for i in range(lives):
width = screen.get_width()
screen.blit(myball.image, [width - 40 * i, 20])
pygame.display.flip()
if myball.rect.top <= screen.get_rect().bottom:
# In get_rect(), you cannot leave out brackets
lives -= 1
if lives == 0:
final_text1 = "Game over!"
final_text2 = 'your final score is' + str(points)
ft1_font = pygame.font.Font(None, 70)
ft2_font = pygame.font.Font(None, 50)
ft1_surface = font.render(final_text1, 1, (0, 0, 0))
ft2_surface = font.render(final_text2, 1, (0, 0, 0))
screen.blit(ft1_surface, [screen.get_width() / 2, 100])
screen.blit(ft2_surface, [screen.get_width() / 2, 200])
pygame.display.flip()
done = True
else:
pygame.time.delay(1000)
myball.rect.topleft = [50, 50]
frame_rate = clock.get_fps()
print(frame_rate)
以下是我的代码的pygame窗口图片:(http://i.stack.imgur.com/SFyBJ.jpg)
每次我跑步时,我都没有时间控制球拍,然后显示比赛已结束。我一直在寻找,但无法找到原因。看起来黑球的移动速度如此之快,以至于游戏在一秒钟左右就结束了。但我已经将速度设定在一个合理的范围内,我很困惑。有人可以帮忙吗?
答案 0 :(得分:1)
我可以重建你的游戏,并修复问题。
在此尝试反向条件
if myball.rect.top >= screen.get_rect().bottom:
它工作正常:我可以用蝙蝠击球,让它反弹,......
我不知道为什么我花了这么长时间才弄明白:如果球从底部掉到屏幕上,你就会输掉比赛。为此,顶部y必须大于窗口底部(计算机屏幕坐标从左上角开始为0,0)