我正在为学校项目编程目标射击游戏。在游戏中,单击,子弹从玩家精灵飞到光标。我目前已经编程了目标绘图,玩家精灵绘图和项目符号功能,但是我想限制玩家每秒可以射击多少次。这部分是为了避免垃圾邮件射击破坏游戏的性能,并使其比仅在各处迅速离开点击状态更具挑战性。我以为我可以使用'pygame_clock'命令,但是我不确定如何使用。下面是代码:
import pygame
#Setting window dimensions and caption. (Module 1)
pygame.init()
window = pygame.display.set_mode((800, 575))
pygame.display.set_caption("TARGET PRACTICE")
#Colour variables. (Module 1)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (200, 0, 0)
GREEN = (0, 200, 0)
BLUE = (0, 0, 200)
#py_clock tracks framerate of program for other 'pygame.time' commands. (Module 8)
py_clock = pygame.time.Clock()
#Target class created. (Module 5)
class Target:
def __init__(self, x, y, h, w, v):
self.x = x
self.y = y
self.h = h
self.w = w
self.v = v
#Instantiation of targets. (Module 5)
target_1 = Target(0, 80, 60, 40, 0.5)
target_2 = Target(0, 100, 60, 40, 0.5)
target_3 = Target(0, 50, 60, 40, 0.5)
target_4 = Target(0, 75, 60, 40, 0.5)
target_5 = Target(0, 45, 60, 40, 0.5)
target_6 = Target(0, 85, 60, 40, 0.5)
#Declaring variables to be used in the while loop. (Module 5)
clock = 0
target_2_threshold = 500
target_3_threshold = 1000
target_4_threshold = 1500
target_5_threshold = 2000
target_6_threshold = 2500
#Setting player sprite dimension variables. (Module 6)
player_sprite_x = 357.5
player_sprite_y = 450
player_sprite_h = 125
player_sprite_w = 85
#all_bullets list to store bullets made by function inside loop. (Module7)
all_bullets = []
exec = True
while exec:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exec = False
#'IF' statement to trigger the shooting function. (Module 7)
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
dx = event.pos[0] - (player_sprite_x+ player_sprite_w//2)
dy = event.pos[1] - player_sprite_y
direction = pygame.math.Vector2(dx, dy).normalize()
bullet = {'x': player_sprite_x+42, 'y': player_sprite_y, 'direction': direction}
all_bullets.append(bullet)
#Defines movement of targets and sets delay between drawings. (Module 5)
clock += 1
target_1.x += target_1.v
if clock > target_2_threshold:
target_2.x += target_2.v
if clock > target_3_threshold:
target_3.x += target_3.v
if clock > target_4_threshold:
target_4.x += target_4.v
if clock > target_5_threshold:
target_5.x += target_5.v
if clock > target_6_threshold:
target_6.x += target_6.v
#all_bullets_keep list combined with FOR loop retains only bullets in the arena. (Module 7)
all_bullets_keep = []
for item in all_bullets:
item['x'] += item['direction'][0] # item['direction'][0] * 2
item['y'] += item['direction'][1] # item['direction'][1] * 2
if 0 < item['x'] < 800 and 0 < item['y'] < 575:
all_bullets_keep.append(item)
all_bullets = all_bullets_keep
#Fill the background (Module 5)
window.fill(RED)
#Redraw each target in every frame. (Module 5)
pygame.draw.rect(window, BLUE, (target_1.x, target_1.y, target_1.h, target_1.w))
if clock > target_2_threshold:
pygame.draw.rect(window, BLUE, (target_2.x, target_2.y, target_2.h, target_2.w))
if clock > target_3_threshold:
pygame.draw.rect(window, BLUE, (target_3.x, target_3.y, target_3.h, target_3.w))
if clock > target_4_threshold:
pygame.draw.rect(window, BLUE, (target_4.x, target_4.y, target_4.h, target_4.w))
if clock > target_5_threshold:
pygame.draw.rect(window, BLUE, (target_5.x, target_5.y, target_5.h, target_5.w))
if clock > target_6_threshold:
pygame.draw.rect(window, BLUE, (target_6.x, target_6.y, target_6.h, target_6.w))
#Draw the player sprite. (Module 6)
pygame.draw.rect(window, BLUE, (player_sprite_x, player_sprite_y, player_sprite_w, player_sprite_h))
#Draw each item in all_bullets. (Module 7)
for item in all_bullets:
pygame.draw.rect(window, BLUE, (item['x']-5, item['y']-5, 10, 10))
pygame.display.update()
#tick_busy_loop limits number of times the game can refresh per second. (Module 8)
py_clock.tick_busy_loop(120)
pygame.quit()
答案 0 :(得分:1)
一种可能性是限制子弹的数量。例如:
if event.button == 1 and len(all_bullets) < 5:
dx = event.pos[0] - (player_sprite_x+ player_sprite_w//2)
dy = event.pos[1] - player_sprite_y
direction = pygame.math.Vector2(dx, dy).normalize()
bullet = {'x': player_sprite_x+42, 'y': player_sprite_y, 'direction': direction}
all_bullets.append(bullet)
另一个选择是确保两次单击之间经过一定的时间。使用pygame.time.get_ticks()
可以获取当前时间(以毫秒为单位)。生成新的项目符号后,请计算允许生成下一个项目符号的时间。
定义2个项目符号之间的最短产生时间,然后将第一个项目符号的时间点设置为0:
bullet_delay = 500 # 0.5 seconds
next_bullet_time = 0
获取应用程序循环中的当前时间:
current_time = pygame.time.get_ticks()
单击时,验证当前时间是否比next_bullet_time
好。如果满足条件,则生成项目符号并计算下一个项目符号的时间点:
if event.button == 1 and current_time > next_bullet_time:
next_bullet_time = current_time + bullet_delay
例如:
bullet_delay = 500 # 0.5 seconds
next_bullet_time = 0
while exec:
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
exec = False
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1 and current_time > next_bullet_time:
next_bullet_time = current_time + bullet_delay
dx = event.pos[0] - (player_sprite_x+ player_sprite_w//2)
dy = event.pos[1] - player_sprite_y
direction = pygame.math.Vector2(dx, dy).normalize()
bullet = {'x': player_sprite_x+42, 'y': player_sprite_y, 'direction': direction}
all_bullets.append(bullet)