我正在尝试使用Python和Pygame设计我的第一款游戏,以提高我的编码技能。
基本上,玩家有4个圆圈,目标是通过使用键盘箭头杀死魔方来阻止魔方(或敌人)到达屏幕中间。
游戏运行良好:圆圈完美移动,随着级别的提高,立方体的速度更快,计分系统还可以,等等...
我不知道的最后一步是使“多维数据集”随机掉落一些,否则太容易了。当前,当一个立方体被杀死时,它会立即重新出现在屏幕的四个边缘之一上。我想出了如何随机放置立方体的方法,但是计时不起作用。
我尝试了Python睡眠,但是它冻结了屏幕。我尝试添加一行以指定“ delay = random.random()”的延迟,并在if语句中添加“ delay <0.1” if条件。我的最后一个想法是使用一个等于clock.tick()的计时器,并在if语句中添加一个条件:timecounter> 3000。所有这些尝试都不适合我。
有什么主意吗?到目前为止,这是我的代码:
# ---------- Packages and Inits ----------
import pygame, random, math, sys
pygame.init()
# ---------- Settings ----------
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 600
FPS = 60
SPEED = 1
CIRCLE_RADIUS = 50
ENEMY_SIZE = 40
# Colors
RED = (255,000,000)
BLUE = (000,000,255)
YELLOW = (255,255,000)
GREEN = (000,128,000)
BLACK = (000,000,000)
# ---------- Classes ----------
class Enemies:
def __init__( self, x, y, size=ENEMY_SIZE, thick=5, color=BLUE, speed=1, position="top"):
self.rect = pygame.Rect(0, 0, size, size)
if ( x == 0 and y == 0 ):
self.randomise()
self.rect.centerx = x
self.rect.centery = y
self.size = size
self.thick = thick
self.color = color
self.speed = speed
self.calcDirection()
self.position = position
def calcDirection( self ):
self.x_float = 1.0 * self.rect.centerx
self.y_float = 1.0 * self.rect.centery
# Determine direction vector from (x,y) to the centre of the screen
self.position_vector = pygame.math.Vector2( self.x_float, self.y_float )
self.velocity_vector = pygame.math.Vector2( SCREEN_WIDTH/2 - self.x_float, SCREEN_HEIGHT/2 - self.y_float )
self.velocity_vector = self.velocity_vector.normalize()
def update( self ):
x_delta = self.speed * self.velocity_vector[0]
y_delta = self.speed * self.velocity_vector[1]
self.x_float += x_delta
self.y_float += y_delta
self.rect.centerx = int( self.x_float )
self.rect.centery = int( self.y_float )
def draw( self, screen):
pygame.draw.rect(screen, self.color, self.rect )
def reachedPoint( self, x, y ):
return self.rect.collidepoint( x, y )
def randomise( self ):
self.rect.centerx = SCREEN_WIDTH//2
self.rect.centery = SCREEN_HEIGHT//2
side = random.randint( 0, 4 )
if ( side == 0 ):
self.rect.centery = SCREEN_HEIGHT
self.color = GREEN
self.position= "bot"
elif ( side == 1 ):
self.rect.centery = 0
self.color = YELLOW
self.position= "top"
elif ( side == 2 ):
self.rect.centerx = 0
self.color = BLUE
self.position= "left"
else:
self.rect.centerx = SCREEN_WIDTH
self.color = RED
self.position= "right"
self.calcDirection()
def set_speed( self, score):
if score < 25 : self.speed = 0.5
elif score < 50 : self.speed = 0.75
elif score < 100: self.speed = 1
elif score < 250: self.speed = 1.25
elif score < 500: self.speed = 1.5
else: self.speed = 2
return self.speed
class Circle:
def __init__(self, x, y, radius=CIRCLE_RADIUS, thick=5, color=BLUE, speed=SPEED, position="top"):
self.rect = pygame.Rect(0, 0, 2*radius, 2*radius)
self.rect.centerx = x
self.rect.centery = y
self.radius = radius
self.thick = thick
self.color = color
self.speed = speed
self.position = position
if speed >= 0:
self.directionX = 'right'
self.direction = 'up'
else:
self.directionX = 'left'
self.direction = 'down'
def draw(self, screen):
pygame.draw.circle(screen, self.color, self.rect.center, self.radius, self.thick)
def swing(self):
if self.position == "top":
self.rect.y -= self.speed
if self.rect.top <= 0 and self.direction == 'up':
self.direction = 'down'
self.speed = -self.speed
elif self.rect.bottom > int(SCREEN_HEIGHT/2) - self.radius and self.direction == 'down':
self.direction = 'up'
self.speed = -self.speed
if self.position == "bot":
self.rect.y -= self.speed
if self.rect.top < int(SCREEN_HEIGHT/2) + self.radius and self.direction == 'up':
self.direction = 'down'
self.speed = -self.speed
elif self.rect.bottom >= SCREEN_HEIGHT and self.direction == 'down':
self.direction = 'up'
self.speed = -self.speed
if self.position == "left":
self.rect.x -= self.speed
if self.rect.right > int(SCREEN_WIDTH/2) - self.radius and self.directionX == 'left':
self.directionX = 'right'
self.speed = -self.speed
elif self.rect.left <= 0 and self.directionX == 'right':
self.directionX = 'left'
self.speed = -self.speed
if self.position == "right":
self.rect.x -= self.speed
if self.rect.left < int(SCREEN_WIDTH/2) + self.radius and self.directionX == 'right':
self.directionX = 'left'
self.speed = -self.speed
elif self.rect.right >= SCREEN_WIDTH and self.directionX == 'left':
self.directionX = 'right'
self.speed = -self.speed
def isCollision(self, enemyX, enemyY, circleX, circleY):
distance = math.sqrt((math.pow(enemyX-circleX,2))+(math.pow(enemyY-circleY,2)))
if distance < 65:
return True
else:
return False
# ---------- Other Functions ----------
def set_number_of_enemies(score):
if score < 25 : number_of_enemies = 3
elif score < 50 : number_of_enemies = 4
elif score < 100: number_of_enemies = 5
elif score < 250: number_of_enemies = 6
elif score < 500: number_of_enemies = 7
else: number_of_enemies = 8
return number_of_enemies
# ---------- Main ----------
def main():
# Settings
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
screen_rect = screen.get_rect()
myFont = pygame.font.SysFont("monospace", 25)
clock = pygame.time.Clock()
game_over = False
# Variables
lifes = 5
score = 0
number_of_enemies = 3
# We create an empty list of enemies, as we want them to drop randomly
all_enemies = []
# Start with 4 circles
all_circles = [
Circle ( screen_rect.centerx , screen_rect.centery - 2*CIRCLE_RADIUS , position = "top" ),
Circle ( screen_rect.centerx , screen_rect.centery + 2*CIRCLE_RADIUS , position = "bot" ),
Circle ( screen_rect.centerx + 2*CIRCLE_RADIUS , screen_rect.centery , position = "right"),
Circle ( screen_rect.centerx - 2*CIRCLE_RADIUS , screen_rect.centery , position = "left" )]
while not game_over:
screen.fill(BLACK) # This has to be inside the while not game_over loop
time_counter = clock.tick()
print(time_counter)
# Circles
for c in all_circles:
c.draw(screen) # Place circles on the screen
c.swing() # Move circles from center to edges, and from edges to center, back and forth
# Set number of enemies
number_of_enemies = set_number_of_enemies(score) # Get the number of enemies we want, based on the score
if len(all_enemies) < number_of_enemies and time_counter > 3000: # Add if necessary
all_enemies.append(Enemies(int(SCREEN_WIDTH/2), 0, color = YELLOW, position = "top")) # We add a top enemy, but we randomise it right after
for e in all_enemies:
e.randomise()
time_counter = 0
# Enemies
for e in all_enemies:
e.draw(screen) # Place enemies on the screen
e.set_speed(score) # Set speed difficulty for enemies
e.update() # Move enemies from the edges of the screen towards the center
if ( e.reachedPoint( SCREEN_WIDTH//2, SCREEN_HEIGHT//2 ) ): # If the enemy reaches the middle, you lose a lifepoint and a new enemy is generated
lifes -=1
e.randomise()
# Scoring and lifepoints systems
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
for c in all_circles:
if event.type == pygame.KEYDOWN:
# LEFT
if event.key == pygame.K_LEFT and c.position == "left":
hits = [e for e in all_enemies if c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)]
if not hits:
lifes -=1
for e in hits:
if len(hits) == 1:
score +=1
if len(hits) == 2:
score +=5/len(hits)
if len(hits) == 3:
score +=10/len(hits)
e.randomise()
# RIGHT
if event.key == pygame.K_RIGHT and c.position == "right":
hits = [e for e in all_enemies if c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)]
if not hits:
lifes -=1
for e in hits:
if len(hits) == 1:
score +=1
if len(hits) == 2:
score +=5/len(hits)
if len(hits) == 3:
score +=10/len(hits)
e.randomise()
# TOP
if event.key == pygame.K_UP and c.position == "top":
hits = [e for e in all_enemies if c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)]
if not hits:
lifes -=1
for e in hits:
if len(hits) == 1:
score +=1
if len(hits) == 2:
score +=5/len(hits)
if len(hits) == 3:
score +=10/len(hits)
e.randomise()
# BOT
if event.key == pygame.K_DOWN and c.position == "bot":
hits = [e for e in all_enemies if c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)]
if not hits:
lifes -=1
for e in hits:
if len(hits) == 1:
score +=1
if len(hits) == 2:
score +=5/len(hits)
if len(hits) == 3:
score +=10/len(hits)
e.randomise()
# Game Over condition
if lifes == 0:
game_over = True
# Score / Lifes / Number of Enemies
print_lifes = myFont.render("Lifes:" + str(round(lifes)), 1, RED)
screen.blit(print_lifes, (10, SCREEN_HEIGHT-50))
print_score = myFont.render("Score:" + str(round(score)), 1, RED)
screen.blit(print_score, (10, 10))
print_enemies = myFont.render("# of Enemies:" + str(round(number_of_enemies)), 1, RED)
screen.blit(print_enemies, (10, 60))
pygame.display.update()
clock.tick(FPS)
main()
pygame.quit()
答案 0 :(得分:1)
我建议使用计时器事件。使用pygame.time.set_timer()
重复创建USEREVENT
。例如:
milliseconds_delay = 3000
enemy_spawn_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_spawn_event, milliseconds_delay)
注意,在pygame中可以定义客户事件。每个事件都需要一个唯一的ID。用户事件的ID必须以pygame.USEREVENT
开头。在这种情况下,pygame.USEREVENT+1
是计时器事件的事件ID,它会产生敌人。
在事件循环中发生事件时创建新敌人:
milliseconds_delay = 3000
enemy_spawn_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_spawn_event, milliseconds_delay)
while not game_over:
# [...]
# Scoring and lifepoints systems
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == enemy_spawn_event and len(all_enemies) < number_of_enemies:
all_enemies.append(Enemies(int(SCREEN_WIDTH/2), 0, color = YELLOW, position = "top"))
for e in all_enemies:
e.randomise()
time_counter = 0