我知道有几个主题,但是我仍然不知道如何使我的机器人发射多发子弹...我想按我的太空按钮并发射多发子弹,但是我仍然只能发射一发子弹。我知道我的代码很乱,很抱歉。感谢您的帮助!
https://github.com/20nicolas/Game.git
这是我的代码:
import matplotlib.pyplot as plt
from numba import jit
import math
@jit
def weird_increment_loop(n):
i = 1
j = 0
iterations = 0
while i <= n:
j = n // (n // i)
i = j + 1
iterations = iterations + 1
return iterations
iterations = []
func_2sqrt = []
domain = range(0,1000000001,1000000)
for n in domain:
iterations.append(weird_increment_loop(n))
func_2sqrt.append(math.sqrt(n)*2)
plt.plot(domain,iterations)
plt.plot(domain,func_2sqrt)
plt.xlabel("n")
plt.ylabel("iterations(n) and 2*sqrt(n)")
plt.show()
这是主循环:
import pygame as py
import os
py.init ()
screen = py.display.set_mode ((800,600))
bg = py.image.load('game-assets-game-background-sidescroller.png')
clock = py.time.Clock ()
idle = [py.image.load(os.path.join('player','Idle (1).png')),py.image.load(os.path.join('player','Idle (2).png')),py.image.load(os.path.join('player','Idle (3).png')),py.image.load(os.path.join('player','Idle (4).png')),py.image.load(os.path.join('player','Idle (5).png')),py.image.load(os.path.join('player','Idle (6).png')),py.image.load(os.path.join('player','Idle (7).png')),py.image.load(os.path.join('player','Idle (8).png')),py.image.load(os.path.join('player','Idle (9).png')),py.image.load(os.path.join('player','Idle (10).png'))]
run_right = [py.image.load(os.path.join('player','Run (1).png')),py.image.load(os.path.join('player','Run (2).png')),py.image.load(os.path.join('player','Run (3).png')),py.image.load(os.path.join('player','Run (4).png')),py.image.load(os.path.join('player','Run (5).png')),py.image.load(os.path.join('player','Run (6).png')),py.image.load(os.path.join('player','Run (7).png')),py.image.load(os.path.join('player','Run (8).png'))]
jump = [py.image.load(os.path.join('player','Jump (1).png')),py.image.load(os.path.join('player','Jump (2).png')),py.image.load(os.path.join('player','Jump (3).png')),py.image.load(os.path.join('player','Jump (4).png')),py.image.load(os.path.join('player','Jump (5).png')),py.image.load(os.path.join('player','Jump (6).png')),py.image.load(os.path.join('player','Jump (7).png')),py.image.load(os.path.join('player','Jump (8).png')),py.image.load(os.path.join('player','Jump (9).png')),py.image.load(os.path.join('player','Jump (10).png'))]
shoot_idle = [py.image.load(os.path.join('player','Shoot (1).png')),py.image.load(os.path.join('player','Shoot (2).png')),py.image.load(os.path.join('player','Shoot (3).png')),py.image.load(os.path.join('player','Shoot (4).png'))]
class player(object):
def __init__(self,x,y,width,lenght):
self.x = x
self.y = y
self.width = width
self.lenght = lenght
self.vel = 5
self.right = False
self.left = False
self.standing = True
self.idlecount = 0
self.runcount = 0
self.jumping = False
self.jumpcount = 14
self.direction = 1
self.jumpingcount = 0
self.shooting = False
self.shootingcount = 0
def draw (self,screen):
if self.idlecount + 1 >= 30:
self.idlecount = 0
if self.runcount + 1 >= 24:
self.runcount = 0
if self.jumpingcount + 1 >= 30:
self.jumpingcount = 0
if self.shootingcount + 1 >= 9:
self.shootingcount = 0
if not (self.jumping):
if not (self.standing):
if self.right:
screen.blit (run_right[self.runcount//3],(self.x,self.y))
self.runcount += 1
elif self.left:
screen.blit (run_left[self.runcount//3],(self.x,self.y))
self.runcount += 1
else:
if self.shooting:
if self.direction == 1:
screen.blit (shoot_idle[self.shootingcount//2],(self.x,self.y))
self.shootingcount += 1
elif self.direction == -1:
screen.blit (shoot_idle2[self.shootingcount//2],(self.x,self.y))
self.shootingcount += 1
elif self.direction == 1:
screen.blit (idle[self.idlecount//3],(self.x,self.y))
self.idlecount += 1
elif self.direction == -1:
screen.blit (idle2[self.idlecount//3],(self.x,self.y))
self.idlecount += 1
else:
if self.direction == 1:
screen.blit (jump[self.jumpingcount//3],(self.x,self.y))
self.jumpingcount += 1
self.runcount = 0
elif self.direction == -1:
screen.blit (jump2[self.jumpingcount//3],(self.x,self.y))
self.jumpingcount += 1
self.runcount = 0
pows = [py.image.load(os.path.join('player','Bullet_000.png')),py.image.load(os.path.join('player','Bullet_001.png')),py.image.load(os.path.join('player','Bullet_002.png')),py.image.load(os.path.join('player','Bullet_003.png')),py.image.load(os.path.join('player','Bullet_004.png'))]
class bullets (object):
def __init__ (self,width,lenght):
self.x = 0
self.y = 0
self.lenght = lenght
self.width = width
self.vel = 10
self.shoot = False
self.shootcount = 0
def draw (self,screen):
if self.shootcount + 1 >= 15:
self.shootcount = 0
if man.direction == 1:
if self.shoot:
screen.blit (pows[self.shootcount//3],(self.x,self.y))
self.shootcount += 1
self.x += self.vel
elif man.direction == -1:
if self.shoot:
screen.blit (pows2[self.shootcount//3],(self.x,self.y))
self.shootcount += 1
self.x -= self.vel
def drawGameScreen ():
screen.blit(bg,(0,0))
man.draw (screen)
bullet.draw (screen)
py.display.update ()
答案 0 :(得分:0)
好吧,在没有任何图像的情况下运行该代码将很困难,但是从外观上看,您需要一种更好的跟踪和更新项目符号的方法。例如,播放器类可能具有:
self.bullets = []
然后,每次按空格键时,您都会添加一个新的项目符号:
new_bullet = Bullet()
# Set up x and y of bullet and such (could add them to the constructor)
man.bullets.append(Bullet())
然后在任何时候需要更新项目符号或绘制项目符号时:
for each bullet in man.bullets:
bullet.x += .....
bulett.y += .....
# any additional updates and drawing and such