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python - Sprite 没有向下 move

转载 作者:太空宇宙 更新时间:2023-11-03 17:58:04 25 4
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我不知道如何通过鼠标单击创建新的 Sprite 并向所有新 Sprite 添加运动。

我创建了一个简单的游戏:

  • 钻石:用 K_LEFTK_RIGHT 向左/右 move
  • Pad:用鼠标左/右 move

如果您单击鼠标,则会根据鼠标单击次数添加心形并绘制 Sprite heart0、heart1 等。

如果你点击鼠标,你会画一个 Sprite 心,它会落在钻石所在的地方,心应该向下 move ......

问题:心脏没有向下 move 。我无法画出多颗心。目前我只能在钻石所在的地方画一个心并附加心。

您知道我的代码有什么问题,所以我无法获得所需的功能吗?

import pygame, sys
from pygame.locals import *

pygame.init()
pygame.mouse.set_visible(1)
clock = pygame.time.Clock()

screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))

myfont = pygame.font.SysFont("Arial", 15)

hearts = []
clicks = []

class HeartSprite(object):

def __init__(self, pozx, pozy):

self.image = pygame.image.load("heart.png")
self.posx = pozx
self.posy = pozy
self.rect = self.image.get_rect()
self.going_down = True
self.next_update_time = 0

def update(self, current_time, bottom):
if self.next_update_time < current_time:
### bounce back
#if self.rect.bottom >= bottom - 1:
# self.going_down = False
### kill it
if self.posy > screen_height:
del hearts[0]
elif self.posy <= 85:
self.going_down = True
if self.going_down:
self.posy += 2
else:
self.posy -= 2
self.next_update_time = current_time + 10

def draw(self, surface):
surface.blit(self.image, (self.posx, self.posy))

class Diamond(object):
def __init__(self):
self.image = pygame.image.load("diamond.png").convert()
self.rect = self.image.get_rect()

def handle_keys(self):
key = pygame.key.get_pressed()
dist = 3
if key[pygame.K_LEFT]:
self.rect[0] -= dist
elif key[pygame.K_RIGHT]:
self.rect[0] += dist

def draw(self, surface):
surface.blit(self.image, (self.rect[0], self.rect[1]+18))

class Pad(object):
def __init__(self):
self.image = pygame.image.load("pad.png")
self.rect = self.image.get_rect()
self.top = screen.get_height() - self.rect[1]
self.shoot_y = 0
self.shoot_x = 0
def draw(self, surface, posx, posy):
surface.blit(self.image, (posx, posy))

class DisplayText(object):
def __init__(self):
self.myfont = pygame.font.SysFont("Tahoma", 15)
self.heartsleft = 10 - len(hearts)
self.label = self.myfont.render("hearts left : %d" % self.heartsleft, 1, (0,0,0))

def draw(self, surface):
surface.blit(self.label, (3, 1))

def main():

diamond = Diamond()
pad = Pad()

while True:

white = (255, 255, 255)
screen.fill(white)
time = pygame.time.get_ticks()

x, y = pygame.mouse.get_pos()
pad.draw(screen, x - pad.rect[2]/2, screen_height - pad.rect[2]/2 )

for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
diamondy = diamond.rect[1]+18
diamondx = diamond.rect[0]
count = "clicks"
clicks.append(count)
myvar = len(clicks)
for i in range(myvar):
ii = "heart" + str(i)
hearts.append(ii)

for myfigure in hearts:
myfigure = HeartSprite(diamondx , diamondy)
myfigure.update(time, 480)
myfigure.draw(screen)

diamond.draw(screen)
diamond.handle_keys()

displaytext = DisplayText()
displaytext.draw(screen)

pygame.display.update()
clock.tick(100)
pygame.quit()
main()

最佳答案

问题是这个循环:

for myfigure in hearts:
myfigure = HeartSprite(diamondx , diamondy)
myfigure.update(time, 480)
myfigure.draw(screen)

停下来想想这个循环到底做了什么。它为心中的每个元素创建一个带有 diamondxdiamondyHeartSprite 实例;每次运行循环时。

您真正想做的是在单击屏幕后创建 HeartSprite 实例,并将这些实例保留在列表中(以便每颗心保持其状态):

...
elif event.type == MOUSEBUTTONDOWN:
diamondy = diamond.rect[1]+18
diamondx = diamond.rect[0]
hearts.append(diamondx, diamondy)
...
for myfigure in hearts:
myfigure.update(time, 480)
myfigure.draw(screen)
...
<小时/>

此代码还有一些问题,但这超出了本答案的范围。

关于python - Sprite 没有向下 move ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28202860/

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