我希望黑色矩形在一个循环中上下移动,但是我不知道该怎么做。 我曾尝试过,但我在MovingRect类上遇到问题。
这是整个代码:
import pygame
import sys
pygame.init()
pygame.display.set_caption("My Game")
screen = pygame.display.set_mode((1200, 600))
clock = pygame.time.Clock()
BLUE = pygame.Color('dodgerblue3')
ORANGE = pygame.Color('sienna3')
BLACK = (0, 0, 0)
WHITE = (255,255,255)
RED = (255, 0, 0)
GREEN = (13, 255, 0)
YELLOW = (0, 255, 20)
BRIGHT_YELLOW = (255, 255, 20)
class MovingRect(pygame.Rect):
def __init__(self, x, y, w, h, vel):
# Calling the __init__ method of the parent class
super().__init__(x, y, w, h)
self.vel = vel
def update(self):
self.x += self.vel # Moving
if self.right > 600 or self.left < 320: # If it's not in this area
self.vel = -self.vel # Inverting the direction
def update2(self):
self.x += self.vel
if self.right > 1180 or self.left < 620:
self.vel = -self.vel
def update3(self):
self.y += self.vel
if self.top > 20 or self.bottom < 400:
self.vel = -self.vel
def quit_game():
pygame.quit()
sys.exit()
def text_objects(text, font):
textSurface = font.render(text, True, BLACK)
return textSurface, textSurface.get_rect()
def button(msg, x, y, w, h, ic, ac, action = None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x + w > mouse[0] > x and y + h > mouse[1] > y:
pygame.draw.rect(screen, ac, (x, y, w, h))
if click[0] == 1 and action is not None:
action()
else:
pygame.draw.rect(screen, ic, (x, y, w, h))
smallText = pygame.font.Font("freesansbold.ttf",50)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ((x+(w/2)), (y+(h/2)))
screen.blit(textSurf, textRect)
def restart():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
screen.fill(BLUE)
button("Restart", 525, 250, 150, 60, BRIGHT_YELLOW, YELLOW, menu)
button("Quit", 525, 350, 150, 60, BRIGHT_YELLOW, YELLOW, quit_game)
pygame.display.update()
pygame.display.flip()
clock.tick(60)
def front_page():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
screen.fill(WHITE)
button("Start", 525, 250, 150, 60, BRIGHT_YELLOW, YELLOW, menu)
button("Quit", 525, 350, 150, 60, BRIGHT_YELLOW, YELLOW, quit_game)
pygame.display.update()
pygame.display.flip()
clock.tick(60)
def menu():
vel = 4
vel_left = 5
vel_right = -5
player = pygame.Rect(40, 45, 30, 30)
walls = [
pygame.Rect(0, 0, 1200, 20), pygame.Rect(0, 0, 20, 600),
pygame.Rect(0, 580, 1200, 20), pygame.Rect(1180, 0, 20, 600),
pygame.Rect(300, 0, 20, 530), pygame.Rect(20, 100, 230, 20),
pygame.Rect(70, 200, 230, 20), pygame.Rect(20, 300, 230, 20),
pygame.Rect(70, 400, 230, 20), pygame.Rect(600, 100, 20, 500)
]
movingrects = [
MovingRect(320, 120, 30, 30, vel_left),
MovingRect(320, 240, 30, 30, vel_left),
MovingRect(320, 360, 30, 30, vel_left),
MovingRect(570, 180, 30, 30, vel_right),
MovingRect(570, 300, 30, 30, vel_right),
MovingRect(570, 420, 30, 30, vel_right)
]
movingrects2 = [
MovingRect(1140, 120, 30, 30, vel_left),
MovingRect(1140, 240, 30, 30, vel_left),
MovingRect(1140, 360, 30, 30, vel_left),
MovingRect(620, 180, 30, 30, vel_right),
MovingRect(620, 300, 30, 30, vel_right),
MovingRect(620, 420, 30, 30, vel_right),
]
movingrects3 = [
MovingRect(700, 20, 30, 30, vel_left),
MovingRect(820, 20, 30, 30, vel_left),
MovingRect(940, 450, 30, 30, vel_right),
MovingRect(1060, 450, 30, 30, vel_right)
]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
keys = pygame.key.get_pressed()
# Player coordinates
if keys[pygame.K_LEFT] and player.x > 0:
player.x -= vel
if keys[pygame.K_RIGHT] and player.x < 1200 - player.width:
player.x += vel
if keys[pygame.K_UP] and player.y > 0:
player.y -= vel
if keys[pygame.K_DOWN] and player.y < 600 - player.height:
player.y += vel
for wall in walls:
# Check if the player rectangle collides with a wall rectangle
if player.colliderect(wall):
print("Game over")
pygame.time.wait(1000)
restart()
for movingrect in movingrects:
movingrect.update() # Movement and bounds checking
if player.colliderect(movingrect):
print("Game over")
# TO DO #
for movingrect2 in movingrects2:
movingrect2.update2()
if player.colliderect(movingrect2):
print("Game over")
for movingrect3 in movingrects3:
movingrect3.update2()
if player.colliderect(movingrect3):
print("Game over")
# Drawing everything
screen.fill(WHITE)
pygame.draw.rect(screen, RED, player)
for wall in walls:
pygame.draw.rect(screen, BLACK, wall)
for movingrect in movingrects:
pygame.draw.rect(screen, GREEN, movingrect)
for movingrect2 in movingrects2:
pygame.draw.rect(screen, GREEN, movingrect2)
for movingrect3 in movingrects3:
pygame.draw.rect(screen, BLACK, movingrect3)
pygame.draw.rect(screen, RED, player)
pygame.display.update()
pygame.display.flip()
clock.tick(60)
def main():
scene = front_page # Set the current scene.
while scene is not None:
# Execute the current scene function. When it's done
# it returns either the next scene or None which we
# assign to the scene variable.
scene = scene()
main()
pygame.quit()
这里是移动矩形的类,黑色矩形位于update3函数中
class MovingRect(pygame.Rect):
def __init__(self, x, y, w, h, vel):
# Calling the __init__ method of the parent class
super().__init__(x, y, w, h)
self.vel = vel
def update(self):
self.x += self.vel # Moving
if self.right > 600 or self.left < 320: # If it's not in this area
self.vel = -self.vel # Inverting the direction
def update2(self):
self.x += self.vel
if self.right > 1180 or self.left < 620:
self.vel = -self.vel
def update3(self):
self.y += self.vel
if self.top > 20 or self.bottom < 400:
self.vel = -self.vel
在这里,当我调用该类时,我遇到了问题,当我写vel.bottom或vel.top时为什么我不知道为什么它不起作用,但是如果我写vel.right或vel.left的话有效
movingrects3 = [
MovingRect(700, 20, 30, 30, vel_left),
MovingRect(820, 20, 30, 30, vel_left),
MovingRect(940, 450, 30, 30, vel_right),
MovingRect(1060, 450, 30, 30, vel_right)
]
答案 0 :(得分:2)
代码的主要问题是,对于MovingRectangle
中的所有movingrects3
,您都是使用update2
方法而不是update3
方法更新它们的。 update2
方法仅增加x
的值,该值将水平移动矩形,而不是垂直移动矩形。但是,update3
方法的确会增加y
的值,这将使矩形垂直移动。
要解决此问题:
首先,我当然将movingrect3.update2()
行更改为movingrect3.update3()
。
然后,我在脚本顶部创建了screen_width
和screen_height
变量,我们可以在update3
方法中将其用于冲突检测。
最后,我更改了碰撞检测代码,以使矩形从底壁和顶壁碰撞。为此,我检查了self.top
是否小于 20(墙壁的高度),或者self.bottom
是否小于 screen_height
减20。请记住,点(0,0)在pygame中位于左上角。
这是固定代码:
import pygame
import sys
pygame.init()
pygame.display.set_caption("My Game")
screen_width, screen_height = 1200, 600
screen = pygame.display.set_mode((screen_width, screen_height))
clock = pygame.time.Clock()
BLUE = pygame.Color('dodgerblue3')
ORANGE = pygame.Color('sienna3')
BLACK = (0, 0, 0)
WHITE = (255,255,255)
RED = (255, 0, 0)
GREEN = (13, 255, 0)
YELLOW = (0, 255, 20)
BRIGHT_YELLOW = (255, 255, 20)
class MovingRect(pygame.Rect):
def __init__(self, x, y, w, h, vel):
# Calling the __init__ method of the parent class
super().__init__(x, y, w, h)
self.vel = vel
def update(self):
self.x += self.vel # Moving
if self.right > 600 or self.left < 320: # If it's not in this area
self.vel = -self.vel # Inverting the direction
def update2(self):
self.x += self.vel
if self.right > 1180 or self.left < 620:
self.vel = -self.vel
def update3(self):
self.y += self.vel
if self.top < 20 or self.bottom > screen_height-20:
self.vel = -self.vel
def quit_game():
pygame.quit()
sys.exit()
def text_objects(text, font):
textSurface = font.render(text, True, BLACK)
return textSurface, textSurface.get_rect()
def button(msg, x, y, w, h, ic, ac, action = None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x + w > mouse[0] > x and y + h > mouse[1] > y:
pygame.draw.rect(screen, ac, (x, y, w, h))
if click[0] == 1 and action is not None:
action()
else:
pygame.draw.rect(screen, ic, (x, y, w, h))
smallText = pygame.font.Font("freesansbold.ttf",50)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ((x+(w/2)), (y+(h/2)))
screen.blit(textSurf, textRect)
def restart():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
screen.fill(BLUE)
button("Restart", 525, 250, 150, 60, BRIGHT_YELLOW, YELLOW, menu)
button("Quit", 525, 350, 150, 60, BRIGHT_YELLOW, YELLOW, quit_game)
pygame.display.update()
pygame.display.flip()
clock.tick(60)
def front_page():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
screen.fill(WHITE)
button("Start", 525, 250, 150, 60, BRIGHT_YELLOW, YELLOW, menu)
button("Quit", 525, 350, 150, 60, BRIGHT_YELLOW, YELLOW, quit_game)
pygame.display.update()
pygame.display.flip()
clock.tick(60)
def menu():
vel = 4
vel_left = 5
vel_right = -5
player = pygame.Rect(40, 45, 30, 30)
walls = [
pygame.Rect(0, 0, 1200, 20), pygame.Rect(0, 0, 20, 600),
pygame.Rect(0, 580, 1200, 20), pygame.Rect(1180, 0, 20, 600),
pygame.Rect(300, 0, 20, 530), pygame.Rect(20, 100, 230, 20),
pygame.Rect(70, 200, 230, 20), pygame.Rect(20, 300, 230, 20),
pygame.Rect(70, 400, 230, 20), pygame.Rect(600, 100, 20, 500)
]
movingrects = [
MovingRect(320, 120, 30, 30, vel_left),
MovingRect(320, 240, 30, 30, vel_left),
MovingRect(320, 360, 30, 30, vel_left),
MovingRect(570, 180, 30, 30, vel_right),
MovingRect(570, 300, 30, 30, vel_right),
MovingRect(570, 420, 30, 30, vel_right)
]
movingrects2 = [
MovingRect(1140, 120, 30, 30, vel_left),
MovingRect(1140, 240, 30, 30, vel_left),
MovingRect(1140, 360, 30, 30, vel_left),
MovingRect(620, 180, 30, 30, vel_right),
MovingRect(620, 300, 30, 30, vel_right),
MovingRect(620, 420, 30, 30, vel_right),
]
movingrects3 = [
MovingRect(700, 20, 30, 30, vel_left),
MovingRect(820, 20, 30, 30, vel_left),
MovingRect(940, 450, 30, 30, vel_right),
MovingRect(1060, 450, 30, 30, vel_right)
]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game()
keys = pygame.key.get_pressed()
# Player coordinates
if keys[pygame.K_LEFT] and player.x > 0:
player.x -= vel
if keys[pygame.K_RIGHT] and player.x < 1200 - player.width:
player.x += vel
if keys[pygame.K_UP] and player.y > 0:
player.y -= vel
if keys[pygame.K_DOWN] and player.y < 600 - player.height:
player.y += vel
for wall in walls:
# Check if the player rectangle collides with a wall rectangle
if player.colliderect(wall):
print("Game over")
pygame.time.wait(1000)
restart()
for movingrect in movingrects:
movingrect.update() # Movement and bounds checking
if player.colliderect(movingrect):
print("Game over")
# TO DO #
for movingrect2 in movingrects2:
movingrect2.update2()
if player.colliderect(movingrect2):
print("Game over")
for movingrect3 in movingrects3:
movingrect3.update3()
if player.colliderect(movingrect3):
print("Game over")
# Drawing everything
screen.fill(WHITE)
pygame.draw.rect(screen, RED, player)
for wall in walls:
pygame.draw.rect(screen, BLACK, wall)
for movingrect in movingrects:
pygame.draw.rect(screen, GREEN, movingrect)
for movingrect2 in movingrects2:
pygame.draw.rect(screen, GREEN, movingrect2)
for movingrect3 in movingrects3:
pygame.draw.rect(screen, RED, movingrect3)
pygame.draw.rect(screen, BLACK, player)
pygame.display.update()
pygame.display.flip()
clock.tick(60)
def main():
scene = front_page # Set the current scene.
while scene is not None:
# Execute the current scene function. When it's done
# it returns either the next scene or None which we
# assign to the scene variable.
scene = scene()
main()
pygame.quit()
当然,您可以根据需要更改这些移动矩形的初始位置,还可以更改速度和碰撞检测。
此外,作为一个附带说明,您可能想更多地研究面向对象的编程。虽然代码可以正常工作,但从面向对象的角度来看,它不是惯用语言。常见的做法是创建一个名为GameRectangle
的超类,而不使用update
方法,然后再创建3个类,可能称为Wall
,GreenRect
和{ {1}}实现了自己的BlackRect
方法。
希望此答案对您有所帮助,如果还有其他问题,请随时在下面留下答案!