我有一个跑步游戏,您可以在其中移动和收集硬币。对于每个硬币,我都有一个if语句:
if cn1+25 < x and cn1 + 50 > x:
cn1 = -1000
if cn1 < -3:
coincount += 1
textObj = INVFONT.render(str(coincount+1), True, WHITE, BLACK)
此if语句不断发生,将数百枚硬币添加到变量coincount
中。稍后在我的代码中,我在屏幕上显示了硬币计数的硬币数量。
有没有办法确保它只能运行一次?
(这是我的其余代码,ut可能会有所帮助)
import pygame,sys,random
pygame.init()
width = 900
height = 300
screenDim = (width,height)
green=(0,255,0)
yellow=(255,255,0)
red=(255,0,0)
WHITE = (0,0,0)
BLACK = (255,255,255)
screen = pygame.display.set_mode(screenDim)
placePlatformX = 0
placePlatformY = 275
coin = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Desktop\\coin.png').convert_alpha()
coin = pygame.transform.scale(coin, (25,25))
background = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Desktop\\background.jpg').convert_alpha()
background = pygame.transform.scale(background, (width,height))
guy = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Desktop\\guy.png').convert_alpha()
guy = pygame.transform.rotate(guy,90)
cloud1 = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Downloads\\cloud.png').convert_alpha()
cloud1 = pygame.transform.scale(cloud1,(156,88))
cloud2 = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Downloads\\cloud.png').convert_alpha()
cloud2 = pygame.transform.scale(cloud1,(131,53))
cloud3 = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Downloads\\cloud.png').convert_alpha()
cloud3 = pygame.transform.scale(cloud1,(200,100))
cloud4 = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Downloads\\cloud.png').convert_alpha()
cloud4 = pygame.transform.scale(cloud1,(39,20))
bplatform = pygame.image.load('C:\\Users\\eliya_s1suf2x\\Desktop\\platform.jpg').convert_alpha()
coincount = 0
x = 450
y = -20
block = 1000
cn1 = 100
cn2 = 100
cn3 = 100
cn4 = 100
cn5 = 100
cloudmove = 20
INVFONT = pygame.font.Font('C:\\Users\\eliya_s1suf2x\\Desktop\\MINECRAFT\\Raleway-ExtraBold.ttf', 18)
textObj = INVFONT.render(str(coincount), True, WHITE, BLACK)
def update():
screen.blit(background,(0,0))
screen.blit(textObj,(860,0))
screen.blit(cloud1,(cloudmove,0))
screen.blit(cloud2,(cloudmove+120,30))
screen.blit(cloud3, (cloudmove+500,10))
screen.blit(cloud4, (cloudmove + 340,20))
screen.blit(bplatform,(placePlatformX,placePlatformY))
screen.blit(bplatform,(placePlatformX+190,placePlatformY))
screen.blit(bplatform,(placePlatformX+380,placePlatformY))
screen.blit(bplatform,(placePlatformX+570,placePlatformY))
screen.blit(bplatform,(placePlatformX+760,placePlatformY))
screen.blit(bplatform,(placePlatformX+1760,placePlatformY+100))
#block list update
screen.blit(bplatform,(block-500,190))
screen.blit(bplatform,(block,100))
screen.blit(bplatform,(block+250,200))
screen.blit(bplatform,(block+500,210))
screen.blit(bplatform,(block+830,190))
screen.blit(bplatform,(block+1000,140))
screen.blit(coin,(cn1 + 40,245))
screen.blit(coin,(cn2 + 80,245))
screen.blit(coin,(cn3 + 120,245))
screen.blit(coin,(cn4+ 160,245))
screen.blit(coin,(cn5 + 200,245))
screen.blit(coin,(830,0))
screen.blit(guy,(x,y))
#pygame.sprite.spritecollide()
standOnBrick = 255
speed = 2
gravity = 3
pygame.display.set_caption("Run")
finished = False
while finished == False:
#processing all the events
for event in pygame.event.get(): # event1, event2,..
if event.type == pygame.QUIT:
finished = True
pygame.quit()
sys.exit()
if y < standOnBrick:
y += gravity
update()
#where the block #where the block
#starts #ends
elif cn1+25 < x and cn1 + 50 > x:
cn1 = -1000
if cn1 < -3:
coincount += 1
textObj = INVFONT.render(str(coincount+1), True, WHITE, BLACK)
#WORK ON THIS
elif cn2 + 50 < x and cn2 + 100 > x:
cn2 = -1025
if cn2 < -3:
coincount += 1
print('coincount',coincount)
textObj = INVFONT.render(str(coincount+1), True, WHITE, BLACK)
elif cn3 + 75 < x and cn3 + 150 > x:
cn3 = -1050
if cn3 < -3:
coincount += 1
print('coincount',coincount)
textObj = INVFONT.render(str(coincount+1), True, WHITE, BLACK)
elif cn4 + 100 < x and cn2 + 200 > x:
cn4 = -1000
if cn4 < -3:
coincount += 1
print('coincount',coincount)
textObj = INVFONT.render(str(coincount+1), True, WHITE, BLACK)
elif cn5 + 125 < x and cn5 + 230 > x:
cn5 = -1000
if cn5 < -3:
coincount += 1
print('coincount',coincount)
print('hello')
textObj = INVFONT.render(str(coincount+1), True, WHITE, BLACK)
elif block-525 < x and block-330 > x:
#how high guy is
standOnBrick = 167
elif block-16 < x and block+180 > x:
standOnBrick = 79
elif block + 230 < x and block + 426 > x:
standOnBrick = 179
elif block + 480 < x and block + 480+196>x:
standOnBrick = 189
elif block + 810 < x and block + 1026 > x:
standOnBrick = 169
elif block + 980 < x and block +1176 > x:
standOnBrick = 119
else:
standOnBrick = 255
pressedKeys = pygame.key.get_pressed()
if pressedKeys[pygame.K_LEFT] == 1:
x -= speed
print(x)
update()
elif pressedKeys[pygame.K_RIGHT] == 1:
block -= 0.5
cn1 -= 0.5
cn2 -= 0.5
cn3 -= 0.5
cn4 -= 0.5
cn5 -= 0.5
cloudmove -= 0.2
update()
if x < 450:
cloudmove += 0.25
x+=speed
cn1 += 0.5
cn2 += 0.5
cn3 += 0.5
cn4 += 0.5
cn5 += 0.5
update()
print(x)
block += 0.5
elif pressedKeys[pygame.K_UP] == 1:
y -= 5
print(y)
update()
#bounderies
if x < 2:
x += 2.1
pygame.display.flip()#Update method/load next frame
#pygame.quit()
答案 0 :(得分:3)
缺少的代码是抽象。
使用列表代替一堆screen.blit
和许多if
语句。
代替包含您需要的所有信息的数据结构(在您的情况下为对象),而不是硬编码的值(例如cn1+25 < x and cn1 + 50 > x
)。
这是一个简单的例子。
比方说,我们有一个美好的世界,云彩在阳光明媚的日子里移动:
import pygame
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
cloud = pygame.Surface((50, 20))
cloud.set_colorkey((11, 12, 13))
cloud.fill((11, 12, 13))
pygame.draw.ellipse(cloud, pygame.Color('white'), cloud.get_rect())
cloudmove = 20
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
quit()
screen.fill(pygame.Color('lightblue'))
screen.blit(cloud, (cloudmove+120,30))
cloudmove += 1
pygame.display.flip()
clock.tick(30)
但是,我们当然希望比单个云更多。我们不想要想要的是重复代码并提高复杂性。我们可以做这样的事情:
import pygame
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
cloud = pygame.Surface((50, 20))
cloud.set_colorkey((11, 12, 13))
cloud.fill((11, 12, 13))
pygame.draw.ellipse(cloud, pygame.Color('white'), cloud.get_rect())
cloud2 = pygame.Surface((50, 20))
cloud2.set_colorkey((11, 12, 13))
cloud2.fill((11, 12, 13))
pygame.draw.ellipse(cloud2, pygame.Color('white'), cloud2.get_rect())
cloud3 = pygame.Surface((50, 20))
cloud3.set_colorkey((11, 12, 13))
cloud3.fill((11, 12, 13))
pygame.draw.ellipse(cloud3, pygame.Color('white'), cloud3.get_rect())
cloudmove = 20
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
quit()
screen.fill(pygame.Color('lightblue'))
screen.blit(cloud, (cloudmove-120,30))
screen.blit(cloud2, (cloudmove-220,40))
screen.blit(cloud3, (cloudmove-170,50))
cloudmove += 1
pygame.display.flip()
clock.tick(30)
如果我们再添加十几个对象,您已经可以看到结束的地方。
因此,让我们尝试在此处使用表示云的对象:
import pygame
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
class Cloud:
def __init__(self, x, y):
self.image = pygame.Surface((50, 20))
self.image.set_colorkey((11, 12, 13))
self.image.fill((11, 12, 13))
pygame.draw.ellipse(self.image, pygame.Color('white'), self.image.get_rect())
self.x = x
self.y = y
def update(self):
self.x += 1
if self.x > 300:
self.x = 0
clouds = [Cloud(0, 30), Cloud(100, 40), Cloud(50, 50)]
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
quit()
screen.fill(pygame.Color('lightblue'))
for cloud in clouds:
screen.blit(cloud.image, (cloud.x, cloud.y))
cloud.update()
pygame.display.flip()
clock.tick(30)
(这里没有新图像,因为它看起来基本相同)
好多了!现在,要添加更多的云,我们只需向Cloud
列表中添加一个新的clouds
实例。了解我们如何不仅在课程中存储云的图像,而且还存储位置。然后,我们将“行为”( )(沿着天空移动,一旦离开屏幕从左边开始)进入类。
但是我们仍然可以做得更好! Pygame提供了一些方便的类和函数供我们使用。看下面的代码:
import pygame
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
class Coin(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((44, 40))
self.image.set_colorkey((11, 12, 13))
self.image.fill((11, 12, 13))
cx, cy = self.image.get_rect().center
pygame.draw.circle(self.image, pygame.Color('grey'), (cx + 2, cy), 20)
pygame.draw.circle(self.image, pygame.Color('orange'), (cx - 2, cy), 20)
self.rect = self.image.get_rect(topleft=(x, y))
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos) and pygame.mouse.get_pressed()[0]:
self.kill()
class Cloud(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((50, 20))
self.image.set_colorkey((11, 12, 13))
self.image.fill((11, 12, 13))
pygame.draw.ellipse(self.image, pygame.Color('white'), self.image.get_rect())
self.rect = self.image.get_rect(topleft=(x, y))
def update(self):
self.rect.move_ip(1, 0)
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.rect.right = 0
stuff = pygame.sprite.Group(Cloud(0, 30), Cloud(100, 40), Cloud(50, 50),
Coin(100, 100), Coin(150, 180), Coin(80, 200))
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
quit()
screen.fill(pygame.Color('lightblue'))
stuff.draw(screen)
stuff.update()
pygame.display.flip()
clock.tick(30)
我们通过使用pygame的Group
和Sprite
类来抽象绘画并更新对象。
看看向我们的小游戏添加新内容有多容易。我添加了可以单击“收集”的硬币,并且硬币的所有行为都位于Coin
类中。单击硬币后,将调用kill
类的Sprite
方法,该方法将对象从其所有组中删除,因此不再位于stuff
组中,并且不再在屏幕上绘制,并有效地从游戏中删除(并回答“仅运行一次if语句”的问题)。
答案 1 :(得分:-1)
也可以使用元组只运行一次if
语句。
通过在switch = [0]
循环的外部创建元组while
,那么这种和平的代码就足够了。
if Your conditions:
if switch[0] == 0:
switch[0] += 1
您需要的所有东西都是可以运行(或可以不运行)的,因为switch[0] = 1
。通过使其只加1,您可以添加类似的和平代码来撤消。