我正在编写带有移动盒子的游戏。我已经完成了所有工作,让它可以运行并显示,但是这些框不能超出屏幕范围。我认为这与小精灵或其中的东西有关。我的错误在哪里,如何使它们移动?
screen = pygame.display.set_mode( (640, 480) )
pygame.display.set_caption("Wahoo")
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill( (204,204,255) )
box1 = pygame.Surface((100,100))
box1 = box1.convert()
labelBox(box1, (153, 255, 255), "1")
box1X = 0 # The starting location for this box
box1Y = 0
moveBox1 = False # If True, this is the box that moves
box2 = pygame.Surface((100,100))
box2 = box2.convert()
labelBox(box2, (255, 255,153), "2")
box2X = 540 # The starting location for this box
box2Y = 0
moveBox2 = False # If True, this is the box that moves
box3 = pygame.Surface((100,100))
box3 = box3.convert()
labelBox(box3, (153, 255, 153), "3")
box3X = 540 # The starting location for this box
box3Y = 380
moveBox3 = False # If True, this is the box that moves
box4 = pygame.Surface((100,100))
box4 = box4.convert()
labelBox(box4, (255, 153, 204), "4")
box4X = 0 # The starting location for this box
box4Y = 380
moveBox4 = False # If True, this is the box that moves
clock = pygame.time.Clock()
keepGoing = True
clock.tick(30) # Maintain 30 frame per second refresh.
for event in pygame.event.get() :
if event.type == pygame.QUIT :
keepGoing = False
elif event.type == pygame.MOUSEBUTTONDOWN :
box1X=0
box1Y=0
box2X=540
box2Y=0
box3X=540
box3Y=380
box4X=0
box4Y=380
elif event.type == pygame.KEYDOWN :
if event.key == pygame.K_ESCAPE :
keepGoing = False
elif event.key == pygame.K_1 :
moveBox1==True
moveBox2==False
moveBox3==False
moveBox4==False
elif event.key == pygame.K_2 :
moveBox2==True
moveBox3==False
moveBox4==False
moveBox1==False
elif event.key == pygame.K_3 :
moveBox3==True
moveBox4==False
moveBox2==False
moveBox1==False
elif event.key == pygame.K_4:
moveBox4==True
moveBox1==False
moveBox2==False
moveBox3==False
elif event.key == pygame.K_LEFT :
if moveBox1==True and box1X>=30:
box1X=box1X-30
elif box2==True and box2X>=30:
box2=box2X-30
elif box3==True and box3X>=30:
box3=box3X-30
elif box4==True and box4X>=30:
box4=box4X-30
elif event.key == pygame.K_RIGHT :
if moveBox2==True and box2X<=540:
box2X=box2X+540
elif box3==True and box3X<=540:
box3=Box3X+540
elif box4==True and box4X<=540:
box4=box4X+540
elif box1==True and box1X<=540:
box1=box1X+540
elif event.key == pygame.K_UP :
if moveBox3==True and box3Y<=580:
box3Y==box3Y+580
elif box4==True and box4Y>=580:
box4=box4Y+580
elif box2==True and box2Y>=580:
box2=box2Y+580
elif box1==True and box1Y>=580:
box1=box1Y+580
elif event.key == pygame.K_DOWN :
if moveBox4==True and box4Y>=380:
box4Y=box4Y-380
elif box1==True and box1Y>=580:
box1=box1Y-380
elif box2==True and box2Y>=580:
box2=box2Y-380
elif box3==True and box3Y>=580:
box3=box3Y-380
screen.blit(background, (0,0))
screen.blit(box1, (box1X, box1Y))
screen.blit(box2, (box2X, box2Y))
screen.blit(box3, (box3X, box3Y))
screen.blit(box4, (box4X, box4Y))
pygame.display.flip()
答案 0 :(得分:1)
变量名称,赋值和逻辑存在多个(很多)问题。
问题的核心在于运动代码。 Box
是表面box1
,并具有坐标box1X
和box1Y
。布尔值moveBox1
确定键盘输入是否用于选定的框(键:1、2、3、4)。
控制移动的代码为:
elif event.key == pygame.K_LEFT :
if moveBox1==True and box1X>=30: # <-- this clause is OK
box1X=box1X-30
elif box2==True and box2X>=30: # <-- WRONG, not "box2", use "moveBox2=="
box2=box2X-30 # <-- WRONG, not "box2", use "box2X="
elif box3==True and box3X>=30:
box3=box3X-30
elif box4==True and box4X>=30:
box4=box4X-30
因此,如果用户试图移动box2
,则不可能,并且会损坏存储在box2
中的表面,编号为box2X-30
。同样,所有其他移动代码也存在问题。
在K_RIGHT
运动子句中:
box2X = box2X + 540
哪个将框移动到屏幕的另一侧?
我将代码修补到可以box1
一次左右移动10个像素的位置:
import pygame
pygame.init()
screen = pygame.display.set_mode( (640, 480) )
pygame.display.set_caption("Wahoo")
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill( (204,204,255) )
# Not supplied by OP
def labelBox( surface, colour, label ):
surface.fill( colour )
box1 = pygame.Surface((100,100))
#box1 = box1.convert()
labelBox(box1, (153, 255, 255), "1")
box1X = 0 # The starting location for this box
box1Y = 0
moveBox1 = False # If True, this is the box that moves
box2 = pygame.Surface((100,100))
box2 = box2.convert()
labelBox(box2, (255, 255,153), "2")
box2X = 540 # The starting location for this box
box2Y = 0
moveBox2 = False # If True, this is the box that moves
box3 = pygame.Surface((100,100))
box3 = box3.convert()
labelBox(box3, (153, 255, 153), "3")
box3X = 540 # The starting location for this box
box3Y = 380
moveBox3 = False # If True, this is the box that moves
box4 = pygame.Surface((100,100))
box4 = box4.convert()
labelBox(box4, (255, 153, 204), "4")
box4X = 0 # The starting location for this box
box4Y = 380
moveBox4 = False # If True, this is the box that moves
clock = pygame.time.Clock()
keepGoing = True
while ( keepGoing == True ):
clock.tick(30) # Maintain 30 frame per second refresh.
for event in pygame.event.get() :
if event.type == pygame.QUIT :
keepGoing = False
elif event.type == pygame.MOUSEBUTTONDOWN :
box1X=0
box1Y=0
box2X=540
box2Y=0
box3X=540
box3Y=380
box4X=0
box4Y=380
elif event.type == pygame.KEYDOWN :
print("KEY...")
if event.key == pygame.K_ESCAPE :
keepGoing = False
elif event.key == pygame.K_1 :
moveBox1=True
moveBox2=False
moveBox3=False
moveBox4=False
elif event.key == pygame.K_2 :
moveBox2=True
moveBox3=False
moveBox4=False
moveBox1=False
elif event.key == pygame.K_3 :
moveBox3=True
moveBox4=False
moveBox2=False
moveBox1=False
elif event.key == pygame.K_4:
moveBox4=True
moveBox1=False
moveBox2=False
moveBox3=False
elif event.key == pygame.K_LEFT :
print("LEFT")
if moveBox1==True and box1X>=30:
box1X -= 10
print("MOVE 1 LEFT, box1X=%d" % (box1X))
elif moveBox2==True and box2X>=30:
box2X -= 10
elif moveBox3==True and box3X>=30:
box3X -= 10
elif moveBox4==True and box4X>=30:
box4X -= 10
elif event.key == pygame.K_RIGHT :
print("RIGHT")
if moveBox1==True and box1X<=540:
box1X += 10
print("MOVE 1 RIGHT, box1X=%d" % (box1X))
elif moveBox2==True and box2X<=540:
box2X += 10
elif moveBox3==True and box3X<=540:
box3X += 10
elif moveBox4==True and box4X<=540:
box4X += 10
elif event.key == pygame.K_UP :
if moveBox3==True and box3Y<=580:
box3Y==box3Y+580
elif moveBox4==True and box4Y>=580:
box4Y=box4Y+580
elif moveBox2==True and box2Y>=580:
box2Y=box2Y+580
elif moveBox1==True and box1Y>=580:
box1Y=box1Y+580
elif event.key == pygame.K_DOWN :
if moveBox4==True and box4Y>=380:
box4Y=box4Y-380
elif moveBox1==True and box1Y>=580:
box1Y=box1Y-380
elif moveBox2==True and box2Y>=580:
box2Y=box2Y-380
elif moveBox3==True and box3Y>=580:
box3Y=box3Y-380
screen.blit(background, (0,0))
screen.blit(box1, (box1X, box1Y))
screen.blit(box2, (box2X, box2Y))
screen.blit(box3, (box3X, box3Y))
screen.blit(box4, (box4X, box4Y))
pygame.display.flip()
我不想听起来很刺耳-因为我们都是初学者,但是这段代码很好地说明了为什么数据结构和类(尽管最初工作更多)却使编码很多更加容易且更快。
OP的box
可轻松存储在列表中,例如:
box1 = [ "Box1", Surface(100,100), (0,0), True ]
box2 = [ "Box2", Surface(100,100), (500,0), False ]
...
box_list = [ box1, box2, ... ] # for N boxes
然后遍历列表,进行处理:
#... LEFT key pressed
for box in box_list:
label, surface, coord, selected = box
if ( selected == True ):
... do stuff to move box
这消除了拥有大量相似名称的位置变量的麻烦。拥有这么多的人,很容易对他们的来来往往感到困惑。
因此,更好的是,将有关Box的所有内容都放在一个类中,将其放在一起,并提供更有意义的“可读”代码:
class Box:
def __init__( self, label, size, position, colour ):
self.surface = pygame.Surface( ( size, size ) )
self.rect = self.surface.get_rect()
self.rect.x = position[0]
self.rect.y = position[1]
self.selected = False
self.surface.fill( colour )
# TODO: put label on box
def moveLeft( self ):
self.rect.x -= 30
def paint( self, window ):
window.blit( self.surface, ( self.rect.x, self.rect.y ) )
...
#... LEFT key pressed
for box in box_list:
if ( box.selected == True ):
box.moveLeft()