我正在为python(tutorial)做一个http://programarcadegames.com/,我被困在实验室14:Sprite Moving。
链接页面有步骤,我坚持第5步。具体来说,我认为我的 GoodBlock 类有问题。我认为我从我的Block类中继承了错误,我也按照说明进行了操作。我正在使用Python 2.7,我很确定我使用了超级功能,但我不确定。当我运行我的代码时,我想通过我的箭头键显示绿色,红色和蓝色精灵。使用 GoodBlock 类,假设覆盖更新方法(我认为?)并且还添加好(绿色)精灵的随机移动。
然而,当我用GoodBlock()替换Block()类的所有实例时,我只会显示我的播放器精灵,并且它似乎正在应用来自GoodBlock()的update()函数
这是我的所有代码。这里是prorgam在此步骤之前工作的一个例子。这是精灵和声音文件的link。
#********************************************
# Latest working version of collect block game with sprite graphics
#Seperated into multiple files. block_library is my class
#
#lab14v1.py
#********************************************
import pygame
import random
#from block_library import *
import block_library
import goodblock_library
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
RED = ( 255, 0, 0)
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Collect Blocks")
#drawing text on the screen, selecting font to use
font = pygame.font.SysFont('Calibri', 25, True, False)
# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'Group.'
block_list = pygame.sprite.Group()
# This is a list of every sprite. All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()
bad_block_list = pygame.sprite.Group()
for i in range(50):
# This represents a block
block = block_library.Block("goodBlk.png")
#block = goodblock_library.GoodBlock("goodBlk.png")
# Set a random location for the block
block.rect.x = random.randrange(screen_width)
block.rect.y = random.randrange(screen_height)
badBlock = block_library.Block("badBlk.png")
#badBlock = goodblock_library.GoodBlock("badBlk.png")
badBlock.rect.x = random.randrange(screen_width)
badBlock.rect.y = random.randrange(screen_height)
# Add the block to the list of objects
block_list.add(block)
all_sprites_list.add(block)
bad_block_list.add(badBlock) #adds badBlock to list of blocks for collision
all_sprites_list.add(badBlock) #adds badBlocks to list of all blocks
# Create a RED player block
player = block_library.Block("playerBlk.png" )
#player = goodblock_library.GoodBlock("playerBlk.png")
all_sprites_list.add(player)
#Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
score = 0
#for sound:
good_sound = pygame.mixer.Sound("good_blockSnd.wav")
bad_sound = pygame.mixer.Sound("bad_blockSnd.wav")
#col_sound = pygame.mixer.Sound("bumpSnd.wav")
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# --- Game logic should go here
# Set the speed based on the key pressed
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 3)
# Reset speed when key goes up (if not included it goes off in one direction)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -3)
# Clear the screen
screen.fill(WHITE)
# See if the player block has collided with anything.
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
blocks_hit_list2 = pygame.sprite.spritecollide(player, bad_block_list, True)
# Check the list of collisions.
for block in blocks_hit_list:
score += 1
#print( score )
good_sound.play()
for block in blocks_hit_list2:
score = score - 1
bad_sound.play()
#print(score) #this will print to console,
# Note: This line creates an image of the letters,
# but does not put it on the screen yet.
#to display score on screen:
# Note: This line creates an image of the letters,
# but does not put it on the screen yet.
text = font.render("Score:" + str(score), True,BLACK)
# Put the image of the text on the screen at 250x250
screen.blit(text, [250, 250])
# Draw all the spites using the Group class method draw, to loop through each sprite in list (all_sprite_list) and call draw
all_sprites_list.draw(screen)
#update sprites speed
all_sprites_list.update()
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
pygame.quit()
。 。
# -*- coding: utf-8 -*-
"""
Block class for sprites. block_library.py
"""
import pygame
import pygame.mixer
import random
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
RED = ( 255, 0, 0)
#initizlize mixer for sound
pygame.mixer.init(44100, -16, 2, 2048)
#define sound for wall coll
col_sound = pygame.mixer.Sound("bumpSnd.wav")
# This class represents the ball
# It derives from the "Sprite" class in Pygame
class Block(pygame.sprite.Sprite):
# READ BEFORE USING:
# This constructor lets you use any graphic:
# my_sprite = Block("any_graphic.png")
# But if you DON'T want any graphic, use the following instead:
def __init__(self, filename):
# Call the parent class (Sprite) constructor
#super().__init__()
super(Block, self).__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self.image = pygame.image.load(filename).convert()
# Set background color to be transparent. Adjust to WHITE if your
# background is WHITE.
self.image.set_colorkey(BLACK)
# Fetch the rectangle object that has the dimensions of the image
# image.
# Update the position of this object by setting the values
# of rect.x and rect.y
self.rect = self.image.get_rect()
self.change_x = 0
self.change_y = 0
#class method to have speed/position for block
def changespeed(self, x, y):
self.change_x = self.change_x + x
self.change_y = self.change_y + y
#update rectangle object with position/speed of block
def update(self):
self.rect.x = self.change_x + self.rect.x
self.rect.y = self.change_y + self.rect.y
#boundry check, plays sound when colides at screen.
if self.rect.x > 670:
self.rect.x = 670
col_sound.play()
if self.rect.x < 0:
self.rect.x = 0
col_sound.play()
if self.rect.y < 0:
self.rect.y = 0
col_sound.play()
if self.rect.y > 370:
self.rect.y = 370
col_sound.play()
。 。
#GoodBlock class , goodblock_library.py
import block_library
import random
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
RED = ( 255, 0, 0)
class GoodBlock(block_library.Block):
def __init__(self, filename):
super(GoodBlock, self).__init__(filename)
# Call the parent/super class constructor first
# READ BEFORE USING:
# This constructor lets you use any graphic:
# my_sprite = Block("any_graphic.png")
# But if you DON'T want any graphic, use the following instead:
def changespeed(self, x, y):
super(GoodBlock,self).changespeed(x,y)
#update rectangle object with position/speed of block
def update(self):
#self.rect.x = self.change_x + self.rect.x
#self.rect.y = self.change_y + self.rect.y
super(GoodBlock, self).update()
self.rect.x = random.randrange(-3, 3)
self.rect.y = random.randrange(-3, 3)
答案 0 :(得分:1)
您可以在GoodBlock
方法中将每个帧的update
s的位置设置为-3到3之间的新随机值(不包括)。
self.rect.x = random.randrange(-3, 3)
self.rect.y = random.randrange(-3, 3)
这意味着他们被放置在立即收集他们的玩家身上。
如果你想让块摇晃,你可以增加x和y坐标:
self.rect.x += random.randrange(-3, 4)
self.rect.y += random.randrange(-3, 4)
为了让它们移动得更好,我会实现一个计时器(在这个例子中只是一个帧计数器)并在达到时间限制后改变精灵的速度:
class GoodBlock(Block):
def __init__(self, image):
super(GoodBlock, self).__init__(image)
self.velocity_x = random.randrange(-1, 2)
self.velocity_y = random.randrange(-1, 2)
self.counter = 0
def update(self):
super(GoodBlock, self).update()
self.counter += 1
if self.counter >= 60: # Every 60 frames.
self.counter = 0
# Change the velocity.
self.velocity_x = random.randrange(-1, 2)
self.velocity_y = random.randrange(-1, 2)
self.rect.x += self.velocity_x
self.rect.y += self.velocity_y
实际上,我会使用vectors来获得更好的动作。 pygame.Rect
坐标只能用整数递增。