如何在游戏循环中调用函数的自变量?

时间:2019-12-29 22:55:46

标签: python pygame

我需要在游戏循环内调用我的Level函数“ bgX”变量,然后使用我的text函数将其显示在屏幕上,一旦它们通过某个点,它将导致玩家前进到下一个水平。但是,当我尝试这样做时:

messageDisplay(str(Level(player).bgX))

它不会更新,即使我通过了级别上限,也不会使我前进到下一个级别。有人知道为什么吗?

这是我的代码:

import pygame

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 255, 255)

DISPLAY_WIDTH = 800
DISPLAY_HEIGHT = 600
gameDisplay = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))

def textObjects(text, font):
    textSurface = font.render(text, True, BLACK)
    return textSurface, textSurface.get_rect()
def messageDisplay(text):
    largeText = pygame.font.Font('freesansbold.ttf', 115)
    textSurf, textRect = textObjects(text, largeText)
    textRect.center = ((DISPLAY_WIDTH/2), (DISPLAY_HEIGHT/2))
    gameDisplay.blit(textSurf, textRect)


class Player(pygame.sprite.Sprite):

    def __init__(self):


        super().__init__()


        width = 100
        height = 150
        self.image = pygame.Surface([width, height])
        self.image.fill(RED)


        self.rect = self.image.get_rect()


        self.xVel = 0
        self.yVel = 0


        self.level = None

    def update(self):
        self.calc_grav()


        Level(self).bgX += self.xVel



        correction = 0
        block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        for block in block_hit_list:
            if self.xVel < 0:
                self.friction()
                correction = self.rect.right - block.rect.left
            elif self.xVel > 0:
                self.friction()
                correction = self.rect.left - block.rect.right

        if correction != 0:
            for block in self.level.platform_list:
                block.rect.x += correction


        self.rect.y += self.yVel


        block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        for block in block_hit_list:
            if self.yVel > 0:
                self.rect.bottom = block.rect.top
            if self.yVel < 0:
                self.rect.top = block.rect.bottom


            self.yVel = 0

            if isinstance(block, MovingPlatform):
                Level(self).bgX += block.xVel

    def calc_grav(self):

        if self.yVel == 0:
            self.yVel = 1
        else:
            self.yVel +=0.3

        if self.rect.y >= DISPLAY_HEIGHT - self.rect.height and self.yVel >= 0:
            self.yVel = 0
            self.rect.y = DISPLAY_HEIGHT - self.rect.height


    def jump(self):
        self.rect.y += 2
        platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
        self.rect.y -= 2


        if len(platform_hit_list) > 0 or self.rect.bottom >= DISPLAY_HEIGHT:
            self.yVel = -10

    def moveLeft(self):

        self.xVel = 60

    def moveRight(self):

        self.xVel = -60

    def friction(self):

        self.xVel = 0


class Platform(pygame.sprite.Sprite):

    def __init__(self, width, height):
        super().__init__()

        self.image = pygame.Surface([width, height])
        self.image.fill(GREEN)

        self.rect = self.image.get_rect()


class MovingPlatform(Platform):

    xVel = 0
    yVel = 0

    boundary_top = 0
    boundary_bottom = 0
    boundary_left = 0
    boundary_right = 0

    player = None

    level = None

    def update(self):
        self.rect.x += self.xVel
        correction = 0
        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:
            if self.xVel < 0:
                self.player.friction()
                correction = self.player.rect.right - self.rect.left
            elif self.xVel > 0:
                self.player.friction()
                correction = self.player.rect.left - self.rect.right

        if correction != 0:
            for block in self.level.platform_list:
                block.rect.x += correction

        self.rect.y += self.yVel


        hit = pygame.sprite.collide_rect(self, self.player)
        if hit:

            if self.yVel < 0:
                self.player.rect.bottom = self.rect.top
            else:
                self.player.rect.top = self.rect.bottom

        if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top:
            self.yVel *= -1

        cur_pos = self.rect.x - self.level.bgX
        if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
            self.xVel *= -1


class Level(object):

    def __init__(self, player):
        self.platform_list = pygame.sprite.Group()
        self.enemy_list = pygame.sprite.Group()
        self.player = player

        self.background = None


        self.bgX = 0
        self.level_limit = -1000

    def update(self):
        self.platform_list.update()
        self.enemy_list.update()

    def draw(self, screen):

        screen.fill(BLUE)


        self.platform_list.draw(screen)
        self.enemy_list.draw(screen)

        for platform in self.platform_list:
            platform.rect.x += self.player.xVel

        for enemy in self.enemy_list:
            enemy.rect.x += self.player.xVel

class Level_01(Level):

    def __init__(self, player):


        Level.__init__(self, player)

        self.level_limit = -1500


        level = [[210, 70, 500, 500],
                 [210, 70, 800, 400],
                 [210, 70, 1000, 500],
                 [210, 70, 1120, 280],
                 ]


        for platform in level:
            block = Platform(platform[0], platform[1])
            block.rect.x = platform[2]
            block.rect.y = platform[3]
            block.player = self.player
            self.platform_list.add(block)


        block = MovingPlatform(70, 40)
        block.rect.x = 1350
        block.rect.y = 280
        block.boundary_left = 1350
        block.boundary_right = 1600
        block.xVel = 1
        block.player = self.player
        block.level = self
        self.platform_list.add(block)


class Level_02(Level):

    def __init__(self, player):

        Level.__init__(self, player)

        self.level_limit = -1000


        level = [[210, 70, 500, 550],
                 [210, 70, 800, 400],
                 [210, 70, 1000, 500],
                 [210, 70, 1120, 280],
                 ]


        for platform in level:
            block = Platform(platform[0], platform[1])
            block.rect.x = platform[2]
            block.rect.y = platform[3]
            block.player = self.player
            self.platform_list.add(block)

        block = MovingPlatform(70, 70)
        block.rect.x = 1500
        block.rect.y = 300
        block.boundary_top = 100
        block.boundary_bottom = 550
        block.yVel = -1
        block.player = self.player
        block.level = self
        self.platform_list.add(block)


def main():
    pygame.init()


    size = [DISPLAY_WIDTH, DISPLAY_HEIGHT]
    screen = pygame.display.set_mode(size)

    pygame.display.set_caption("Platformer with moving platforms")

    player = Player()

    level_list = []
    level_list.append(Level_01(player))

    current_level_no = 0
    current_level = level_list[current_level_no]

    active_sprite_list = pygame.sprite.Group()
    player.level = current_level

    player.rect.x = 350
    player.rect.y = DISPLAY_HEIGHT - player.rect.height
    active_sprite_list.add(player)


    done = False


    clock = pygame.time.Clock()

    # -------- Main Program Loop -----------
    while not done:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    player.moveLeft()
                if event.key == pygame.K_RIGHT:
                    player.moveRight()
                if event.key == pygame.K_UP:
                    player.jump()

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT and player.xVel > 0:
                    player.friction()
                if event.key == pygame.K_RIGHT and player.xVel < 0:
                    player.friction()

        active_sprite_list.update()

        current_level.update()


        current_position = current_level.bgX
        if current_position < current_level.level_limit:
            if current_level_no < len(level_list)-1:
                player.rect.x = 350
                current_level_no += 1
                current_level = level_list[current_level_no]
                player.level = current_level
            else:

                done = True


        current_level.draw(screen)
        active_sprite_list.draw(screen)
        messageDisplay(str(Level(player).bgX))


        clock.tick(60)


        pygame.display.flip()

    pygame.quit()

if __name__ == "__main__":
    main()

1 个答案:

答案 0 :(得分:0)

显然是因为我正在调用Level(self),它创建了Level类的新实例,这导致它不断重新定义bgX或其他内容。我只是更改了

if isinstance(block, MovingPlatform):
    Level(self).bgX += block.xVel

在播放器类中为self.level.bgX以及所有其他Level(self).bgX的

信用归Iain Shelvington所有。