在gameloop中处理不同对象的优雅方式?

时间:2018-12-13 01:51:00

标签: python python-3.x pygame

我是一个半新手编程,我正在使用python和pygame进行游戏。 基本思想是,玩家在一个大的tilemap上四处走动并执行操作。 因此,会有各种各样的对象在做事情。 NPC移动,草长,灌木丛长,吃草的动物等。

我以游戏的模拟版为例。

import pygame

class Plant():

    def __init__(self,name,location,size,edible):
        self.name = name
        self.location = location
        self.size = size
        self.edible = edible

class Person():

    def __init__(self,location,name):
        self.location = location
        self.name = name

class Game():

    def __init__(self):
        pygame.init()
        self.mainScreen = pygame.display.set_mode(200,200)
        self.objects = []
        self.running = False # start stopped

    def launch(self):
        self.running=True
        self.running_loop()

    def running_loop(self):
        while self.running:
            self.mainScreen.fill((255,255,255))
            # main game loop

            for object in self.objects:

                if type(object) == Person:
                    #do code related to persons
                    pass
                elif type(object) == Plant:
                    # do code related to persons
                    pass

            for object in self.objects:
                pygame.draw(self.mainScreen,object)


           # event handling
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()


#create game instance
game = Game()

#create things in the game
person1 = Person((0,0),"Player")
plant1 = Plant("Bush",(1,1),2,False)
plant2 = Plant("Strawberries",(2,3),1,True)
game.objects.append(person1)
game.objects.append(plant1)
game.objects.append(plant2)


game.launch()

所以我的问题是关于这部分的:

def running_loop(self):
            while self.running:

                # main game loop

                for object in self.objects:

                    if type(object) == Person:
                        #do code related to persons
                        pass
                    elif type(object) == Plant:
                        # do code related to persons
                        pass

                for object in self.objects:
                    pygame.draw(self.mainScreen,object)

列表中会有很多不同的对象,可以容纳游戏中的所有对象。但是,并非所有方法都具有相同的方法,因此不是if type(object)。我一直在想,还有一种更优雅的方式可以做到这一点。我可以做多态并只编写一个在每个实例中调用其他方法的更新方法吗?该解决方案的问题在于,我可能还需要导入pygame的Rect之类的类。由于这是一个项目,可能会变得非常混乱,我想从一开始就尝试这样做。

1 个答案:

答案 0 :(得分:1)

在pygame中,通常建议从pygame.sprite.Sprite继承并将实例放入sprite groupsSprite类具有一个update方法,该方法应该被特定子画面对象的相关逻辑所覆盖。您可以通过调用子图形组的update方法来更新子图形组中的所有子图形,子方法随后将调用所有包含的子图形的update方法,还可以使用sprite_group.draw(display_surface)绘制子图形。

如果小精灵应该以预定的顺序出现,则还有layered groups的顺序。

这是introduction to sprites and groups,这是我的pygame模板之一:

import pygame as pg


class Player(pg.sprite.Sprite):

    def __init__(self, pos, key_left, key_right, key_up, key_down):
        super().__init__()
        self.image = pg.Surface((30, 50))
        self.image.fill(pg.Color('dodgerblue'))
        self.rect = self.image.get_rect(topleft=pos)
        self.vel = pg.math.Vector2(0, 0)
        self.pos = pg.math.Vector2(self.rect.topleft)
        self.speed = 5
        self.key_left = key_left
        self.key_right = key_right
        self.key_up = key_up
        self.key_down = key_down

    def update(self):
        self.pos += self.vel
        self.rect.center = self.pos

    def handle_event(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == self.key_left:
                self.vel.x = -self.speed
            elif event.key == self.key_right:
                self.vel.x = self.speed
            elif event.key == self.key_up:
                self.vel.y = -self.speed
            elif event.key == self.key_down:
                self.vel.y = self.speed
        elif event.type == pg.KEYUP:
            if event.key == self.key_left and self.vel.x < 0:
                self.vel.x = 0
            elif event.key == self.key_right and self.vel.x > 0:
                self.vel.x = 0
            elif event.key == self.key_up and self.vel.y < 0:
                self.vel.y = 0
            elif event.key == self.key_down and self.vel.y > 0:
                self.vel.y = 0


class Game:

    def __init__(self):
        pg.init()
        self.fps = 60
        self.done = False
        self.clock = pg.time.Clock()
        self.screen = pg.display.set_mode((800, 600))
        self.player1 = Player((100, 100), pg.K_a, pg.K_d, pg.K_w, pg.K_s)
        self.player2 = Player((200, 200), pg.K_j, pg.K_l, pg.K_i, pg.K_k)
        self.all_sprites = pg.sprite.Group(self.player1, self.player2)
        self.background_color = pg.Color('gray12')

    def run(self):
        while not self.done:
            self.dt = self.clock.tick(self.fps) / 1000
            self.handle_events()
            self.run_logic()
            self.draw()

    def handle_events(self):
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.done = True
            for sprite in self.all_sprites:
                sprite.handle_event(event)

    def run_logic(self):
        self.all_sprites.update()

    def draw(self):
        self.screen.fill(self.background_color)
        self.all_sprites.draw(self.screen)
        pg.display.flip()


if __name__ == '__main__':
    Game().run()
    pg.quit()