我正在学习python和pygame,我想知道为什么子弹没有显示,我很难说screen.update_screen()
可能会干扰但是没有,事实并非如此,我需要帮助详细说明Bullets如何在python中工作,因为很明显我的方法不起作用,我在其他帖子中看到了很多方法,他们使用有限数量的子弹射击(不知道为什么,在我的情况下我想要无限子弹)所以我应该添加什么才能看到子弹,我知道我需要添加一个卸妆器来显示一个“运动”,但我不知道如何,任何帮助都是值得赞赏的。
# -*- coding: utf-8 -*-
import pygame
class Screen(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
pygame.display.set_caption("Space Game")
self.screen_width = 800
self.screen_heigh = 600
self.picture = pygame.image.load("screen.png")
self.screen = pygame.display.set_mode((self.screen_width, self.screen_heigh))
def update_screen(self):
self.screen.blit(self.picture, (0, 0))
def update_obj(self, object):
self.screen.blit(object.picture, object.rect)
def update_shoot(self, object):
for y in range(object.rect.centery, 600, 10):
self.screen.blit(object.picture, (object.rect.centerx, object.rect.centery + y))
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.picture = pygame.image.load("ship.png")
self.rect = self.picture.get_rect()
self.rect.centerx = 400
self.rect.centery = 500
class Bullet(pygame.sprite.Sprite):
def __init__(self, object):
pygame.sprite.Sprite.__init__(self)
self.picture = pygame.image.load("shoot.png")
self.rect = self.picture.get_rect()
self.rect.centerx = object.rect.centerx
self.rect.centery = (object.rect.centery + 25)
def main():
pygame.init()
done = False
clock = pygame.time.Clock()
screen = Screen()
ship = Ship()
bullet = Bullet(ship)
while not done:
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
ship.rect.centerx -= 5
if keys[pygame.K_RIGHT]:
ship.rect.centerx += 5
if keys[pygame.K_UP]:
ship.rect.centery -= 5
if keys[pygame.K_DOWN]:
ship.rect.centery += 5
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
done = True
if event.key == pygame.K_SPACE:
print ("shoot")
#for some weird reason the bullet doesn't display
screen.update_shoot(bullet)
screen.update_screen()
screen.update_obj(ship)
pygame.display.update()
clock.tick(10)
pygame.quit()
if __name__ == "__main__":
main()
答案 0 :(得分:1)
要拍摄项目符号,您通常会创建Bullet
类的实例,并将它们添加到列表pygame.sprite.Group或其他容器中。然后迭代这个容器并调用其位置发生变化的项目符号的update
方法。要对sprite / objects的图像进行blit,然后在容器上再次迭代,只需将图像blit到屏幕上即可。使用精灵组,您只需拨打sprite_group.update()
和sprite_group.draw(screen)
,而不是自己进行迭代。顺便说一句,pygame精灵必须有一个self.image
属性而不是self.picture
才能使用精灵组(有关更多信息,请查看Program Arcade Games)。
我开始修改示例中的一些内容,向您展示如何使用sprite组,但最后将整个Screen
类更改为Game
类(我建议在未来)。
import sys
import pygame
class Game:
def __init__(self):
self.done = False
self.screen_width = 800
self.screen_height = 600
self.image = pygame.Surface((800, 600))
self.image.fill((30, 40, 50))
self.screen = pygame.display.set_mode(
(self.screen_width, self.screen_height))
# all_sprites is used to update and draw all sprites together.
self.all_sprites = pygame.sprite.Group()
# You'll probably need a separate bullet_group
# later for collision detection with enemies.
self.bullet_group = pygame.sprite.Group()
self.ship = Ship()
self.all_sprites.add(self.ship)
bullet = Bullet(self.ship)
self.bullet_group.add(bullet)
self.all_sprites.add(bullet)
def handle_events(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.ship.rect.centerx -= 5
if keys[pygame.K_RIGHT]:
self.ship.rect.centerx += 5
if keys[pygame.K_UP]:
self.ship.rect.centery -= 5
if keys[pygame.K_DOWN]:
self.ship.rect.centery += 5
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.done = True
if event.key == pygame.K_SPACE:
bullet = Bullet(self.ship)
self.bullet_group.add(bullet)
self.all_sprites.add(bullet)
def update(self):
# Calls `update` methods of all contained sprites.
self.all_sprites.update()
def draw(self):
self.screen.blit(self.image, (0, 0))
self.all_sprites.draw(self.screen) # Draw the contained sprites.
pygame.display.update()
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((20, 30))
self.image.fill((50, 170, 230))
# A nicer way to set the start pos with `get_rect`.
self.rect = self.image.get_rect(center=(400, 500))
class Bullet(pygame.sprite.Sprite):
def __init__(self, ship):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((7, 7))
self.image.fill((230, 140, 30))
self.rect = self.image.get_rect()
self.rect.centerx = ship.rect.centerx
self.rect.centery = ship.rect.centery - 25
def update(self):
self.rect.y -= 5 # Move up 5 pixels per frame.
def main():
pygame.init()
pygame.display.set_caption('Space Game')
clock = pygame.time.Clock()
game = Game()
while not game.done:
game.handle_events()
game.update()
game.draw()
clock.tick(30)
if __name__ == '__main__':
main()
pygame.quit()
sys.exit()