理解&制作无限子弹在Pygame中射击

时间:2017-06-05 23:00:41

标签: python-3.x pygame

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()

1 个答案:

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()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()