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python - 两个 Pygame Sprite 的 "Bullets"镜头组合成一条长线

转载 作者:太空狗 更新时间:2023-10-30 01:10:58 24 4
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我有一个发射子弹的 Sprite 。有时子弹也会从隐形射手中射出。

程序中途从对手到射击者的切换有效,但是当我希望子弹以某种方式射击时,每次射击之间都有延迟,子弹似乎变成了一条线(图像中的紫色东西是子弹):

Screenshot with long purple line starting from circle

该机制在对手射击时有效,但在隐形方 block 时无效。

为什么会这样?是否有我需要修复的小错误?

这是我的代码:

import pygame
import time
import itertools
import os

pygame.init()
SCREENWIDTH = 1000
SCREENHEIGHT = 650
screen = pygame.display.set_mode([SCREENWIDTH, SCREENHEIGHT])
screen.fill((255, 123, 67))
pygame.draw.rect(screen, (230, 179, 204), (0, 50, 1000, 650), 0)

background = screen.copy()
clock = pygame.time.Clock()
stageon = True

class Spell:

def __init__(self, bullet, pattern, speed, loop, tick_delay):
self.bullet = bullet
self.pattern = pattern
self.speed = speed
self.loop = loop
self.tick_delay = tick_delay

class Shooter(pygame.sprite.Sprite):

def __init__(self, spell, pos, *groups):
super().__init__(*groups)
self.image = pygame.image.load("Sprites/transparent.jpg")
self.rect = self.image.get_rect(topleft=(pos))
self.pos = pygame.Vector2(pos)
self.start_time = pygame.time.get_ticks()
self.currentspell = spell
self.speed = 3
self.ticks = 1000

def update(self):
time_gone = pygame.time.get_ticks() - self.start_time
if self.currentspell is not None and time_gone > self.currentspell.tick_delay:
self.start_time = pygame.time.get_ticks()
for bullet in self.currentspell.pattern:
if bullet[0] <= time_gone:
Bullet(self.rect.center, bullet[1], self.currentspell.bullet, sprites, bullets)

self.currentspell.loop -= 1
if self.currentspell.loop <= 0:
self.currentspell = None
self.kill()

class Opponent(pygame.sprite.Sprite):

def __init__(self, sprite, sequence, *groups):
super().__init__(*groups)
self.image = sprite
self.rect = self.image.get_rect(topleft=(425, 30))
self.pos = pygame.Vector2(self.rect.topleft)
self.start_time = pygame.time.get_ticks()
self.sequence = sequence
self.spellno = 0
self.currentspell = sequence[self.spellno]
self.speed = 3
self.ticks = 1000
self.shooters = 0
def update(self):
time_gone = pygame.time.get_ticks() - self.start_time
if type(self.currentspell) != Spell:
Shooter(self.currentspell[0], self.currentspell[1], sprites)
self.shooters += 1
if self.shooters != 0:
return
else:
if self.currentspell is not None and time_gone > self.currentspell.tick_delay:
self.start_time = pygame.time.get_ticks()
for bullet in self.currentspell.pattern:
if bullet[0] <= time_gone:
Bullet(self.rect.center, bullet[1], self.currentspell.bullet, sprites, bullets)

self.currentspell.loop -= 1
if self.currentspell.loop <= 0:
self.spellno += 1
if self.spellno >= len(self.sequence):
self.currentspell = None
else:
self.currentspell = self.sequence[self.spellno]

sprites = pygame.sprite.Group()

class Bullet(pygame.sprite.Sprite):

def __init__(self, pos, direction, image, *groups):
super().__init__(*groups)
self.image = image
self.rect = self.image.get_rect(topleft=pos)
self.direction = direction
self.pos = pygame.Vector2(self.rect.topleft)


def update(self):
self.pos += self.direction
self.rect.topleft = (self.pos.x, self.pos.y)
if not screen.get_rect().colliderect(self.rect):
self.kill()

bullets = pygame.sprite.Group()

opponentgroup = pygame.sprite.Group()

img4 = pygame.image.load("Sprites/utd.png")

ut1 = Spell(pygame.image.load("Sprites/purple-glowey.png"),((0, pygame.Vector2(-1, 1) * 4),
(0, pygame.Vector2(-0.5, 1) * 4.5),
(0, pygame.Vector2(0, 1) * 5),
(0, pygame.Vector2(0.5, 1) * 4.5),
(0, pygame.Vector2(1, 1) * 4),),4, 1, 400)

ut2 = Spell(pygame.image.load("Sprites/purple-glowey.png"),((0, pygame.Vector2(1, 0) * 5),),4, 8, 400)

op_spells = [ut1, (ut2, (10, 395))]

OP = Opponent(img4, op_spells, opponentgroup)
sprites.add(OP)



def main():
while stageon:
for events in pygame.event.get():
if events.type == pygame.QUIT or stageon == False:
time.sleep(1)
pygame.quit()
return
sprites.update()
screen.blit(background, (0, 0))
sprites.draw(screen)
pygame.display.update()

clock.tick(100)
if stageon == False:
return
if __name__ == '__main__':
main()

最佳答案

你的问题是update Opponent 的功能类:

def update(self):
time_gone = pygame.time.get_ticks() - self.start_time
if type(self.currentspell) != Spell:
Shooter(self.currentspell[0], self.currentspell[1], sprites)
self.shooters += 1
...

您使用列表 op_spells = [ut1, (ut2, (10, 395))] , 如您所见,第二个元素不是 Spell 的实例.所以 if条件 if type(self.currentspell) != Spell将是 True和一个新的 Shooter将创建实例。

但是创建了Shooter instace 每帧都会发生,所以你创建了无限数量的 Shooter实例,进而创建无限数量的 Bullet实例。

您可以更改您的 update对此的作用:

def update(self):
time_gone = pygame.time.get_ticks() - self.start_time

if self.currentspell is not None:
spell = self.currentspell if type(self.currentspell) == Spell else self.currentspell[0]
shooterpos = None if type(self.currentspell) == Spell else self.currentspell[1]
if time_gone > spell.tick_delay:
if shooterpos:
# we have a position, so create a shooter
Shooter(spell, shooterpos, sprites)
else:
# we don't have a position, so create the Bullets ourself
self.start_time = pygame.time.get_ticks()
for bullet in spell.pattern:
if bullet[0] <= time_gone:
Bullet(self.rect.center, bullet[1], spell.bullet, sprites, bullets)
spell.loop -= 1

# if we have a position or the spell loop is done, go to the next spell
if shooterpos or spell.loop <= 0:
self.spellno += 1
if self.spellno >= len(self.sequence):
self.currentspell = None
else:
self.currentspell = self.sequence[self.spellno]

关于python - 两个 Pygame Sprite 的 "Bullets"镜头组合成一条长线,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54736361/

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