我最近尝试使用<center>| Shop: <input type="checkbox" id="myCheck1" onclick="checkBox1()" checked> | Party: <input type="checkbox" id="myCheck2" onclick="checkBox2()" checked> | Dailyquests: <input type="checkbox" id="myCheck3" onclick="checkBox3()" checked> |</center>
<br>
<br>
<div class="shop">TEXT HERE</div>
<br>
<div class="party">TEXT HERE</div>
<br>
<div class="dailyquests">TEXT HERE</div>
和pygame.USEREVENT + 1
使敌人的精灵发射子弹,但是我似乎没有做任何事情使敌人实际射击任何东西。该程序仍在运行,但从敌人的角度来看实际上什么也没发生。
我如何做到使敌人实际上朝任意方向射击,然后最终朝玩家射击?
工作代码如下:
pygame.time.set_timer()
import pygame
from constants import *
from player import Player
from Projectile import Projectile
from pygame.math import Vector2
from enemy import Enemy
pygame.init()
screen = pygame.display.set_mode([500, 500])
pygame.display.set_caption('Labyrinth')
all_sprites_list = pygame.sprite.Group()
projectiles = pygame.sprite.Group()
enemy_sprites = pygame.sprite.Group()
# Spawn player
player = Player(50, 50)
all_sprites_list.add(player)
# Spawn enemy
enemy = Enemy(150, 150)
enemy_sprites.add(enemy)
clock = pygame.time.Clock()
previous_time = pygame.time.get_ticks()
speed = 12
keymap = {
pygame.K_LEFT : Vector2(-speed, 0),
pygame.K_RIGHT: Vector2(speed, 0),
pygame.K_UP: Vector2(0, -speed),
pygame.K_DOWN: Vector2(0, speed)
}
done = False
# ----- Event Loop
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
vel = Vector2(-speed, 0)
elif event.key == pygame.K_RIGHT:
vel = Vector2(speed, 0)
elif event.key == pygame.K_UP:
vel = Vector2(0, -speed)
elif event.key == pygame.K_DOWN:
vel = Vector2(0, speed)
current_time = pygame.time.get_ticks()
pressed = pygame.key.get_pressed()
for key in keymap:
if pressed[key]:
if current_time - previous_time > 500:
previous_time = current_time
projectiles.add(Projectile(player.rect.x, player.rect.y, vel))
# ----- Game Logic
all_sprites_list.update()
projectiles.update()
enemy_sprites.update()
screen.fill(GREEN)
all_sprites_list.draw(screen)
projectiles.draw(screen)
enemy_sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
from constants import *
import pygame
import time
from datetime import datetime, timedelta
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([15, 15])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.fire_rate = 1
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
from constants import *
import pygame
from Projectile import Projectile
from pygame.math import Vector2
CANSHOOT = pygame.USEREVENT + 1
pygame.time.set_timer(CANSHOOT, 2000)
speed = 12
projectiles = pygame.sprite.Group()
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([10, 10])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def can_shoot(self):
for event in pygame.event.get():
if pygame.event.get(CANSHOOT):
vel = Vector2(-speed, 0)
projectiles.add(Projectile(self.rect.x, self.rect.y, vel))
projectiles.update()
projectiles.draw(screen)
答案 0 :(得分:3)
程序中永远不要有两个事件循环(for event in pygame.event.get():
),因为pygame.event.get
将消耗队列中的所有事件,而当您在同一帧中第二次调用它时,它将为空
如果敌人的小精灵应该能够独立开火,则需要给每个小精灵设置自己的计时器。
import pygame
from pygame.math import Vector2
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, projectiles):
super().__init__()
self.image = pygame.Surface([10, 10])
self.image.fill(RED)
self.rect = self.image.get_rect(topleft=(x, y))
# The previous time when the sprite fired.
self.previous_time = pygame.time.get_ticks()
self.shoot_delay = 1000 # milliseconds
self.speed = 12
self.projectiles = projectiles
def update(self):
now = pygame.time.get_ticks()
if now - self.previous_time > self.shoot_delay:
self.previous_time = now
vel = Vector2(self.speed, 0)
# Add the projectile to the group.
self.projectiles.add(Projectile(self.rect.x, self.rect.y, vel))
class Projectile(pygame.sprite.Sprite):
def __init__(self, x, y, vel):
super().__init__()
self.image = BULLET_IMG
self.rect = self.image.get_rect(topleft=(x, y))
self.vel = Vector2(vel)
def update(self):
self.rect.move_ip(self.vel)
pygame.init()
screen = pygame.display.set_mode([500, 500])
RED = pygame.Color('red')
GREEN = pygame.Color(40, 100, 0)
BULLET_IMG = pygame.Surface((4, 4))
BULLET_IMG.fill(RED)
all_sprites_list = pygame.sprite.Group()
projectiles = pygame.sprite.Group()
enemy_sprites = pygame.sprite.Group()
# Pass the projectiles group to the enemy, so that
# we can add the bullets in the update method later.
enemy = Enemy(150, 150, projectiles)
enemy_sprites.add(enemy)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# ----- Game Logic
all_sprites_list.update()
projectiles.update()
enemy_sprites.update()
screen.fill(GREEN)
all_sprites_list.draw(screen)
projectiles.draw(screen)
enemy_sprites.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()