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python - Pygame玩家 Sprite 没有出现

转载 作者:太空宇宙 更新时间:2023-11-04 00:18:26 29 4
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我一直在为学校计算机课做这个项目,但无法让玩家 Sprite 出现,有人可以帮忙吗?当我运行主游戏循环时,除了玩家 Sprite 外,一切都正确显示。它应该由于箭头输入而在屏幕上移动并受重力影响。当我删除图像并仅使用一个对象类和一个矩形时,该代码也有效。

import os
import random
import pygame

#start pygame
pygame.init()

#set up display
pygame.display.set_caption("Jump to escape!")
width = 720
height = 540
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
img = pygame.image.load('img.jpg')


#PLayer class
class Player(pygame.sprite.Sprite):
#My sprite is going to be a player

def __init__(self):
super().__init__()

self.image = pygame.image.load("player.png").convert_alpha()
self.image.set_colorkey([255,255,255])

self.rect = self.image.get_rect()
#We have added a class variable called self.currentWalls.
#This is blank initially but as soon as the game loop is called it will store the currently displayed walls.
#It's effectively a copy of the walls variable within the game loop itself.
self.currentWalls =[]

def move(self,dx,dy, walls):

#Every time the 'move' function is called, we update self.currentWalls with the walls passed to the function.
self.currentWalls = walls

if dx!=0:
self.move_single_axis(dx,0)
if dy!=0:
self.move_single_axis(0,dy)

def move_single_axis(self, dx, dy):

self.rect.x += dx
self.rect.y += dy

#This is where we actually use self.currentWalls.
#It is used for collision detection.
#The code remains pretty much the same, however it is now referencing self.currentWalls instead of just walls.
for wall in self.currentWalls:
if self.rect.colliderect(wall.rect):
if dx > 0:
self.rect.right = wall.rect.left
if dx < 0:
self.rect.left = wall.rect.right
if dy > 0:
self.rect.bottom = wall.rect.top
if dy < 0:
self.rect.top = wall.rect.bottom




#a new class for walls / blocks to jump onto
class Wall(object):

#Whenever this class is instantiated, an item with a property 'item.rect' is created.
#We append copies of this class to the walls array later in the program.
def __init__(self, wx, wy):
self.rect = pygame.Rect(wx,wy,30,30)

def reset_wall(self):
self.active = False

#Start of the menu implementation.

#Function that, when called will quit pygame.
def quitgame():
pygame.quit()
quit()

#Function that creates a button to the required parameters.
def button(msg,x,y,w,h,ic,ac,action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()

if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(screen, ac,(x,y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(screen, ic,(x,y,w,h))
smallText = pygame.font.SysFont("arialBold",20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
screen.blit(textSurf, textRect)

#Function that creates a text object to the specified parameters.
def text_objects(text, font):
textSurface = font.render(text, True, (0,0,0))
return textSurface, textSurface.get_rect()




#Function that, when called, makes a menu appear.
#It makes use of the above few functions.
def game_intro():

intro = True

while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()

screen.fill((255,255,255))
screen.blit(img,(0,0))
largeText = pygame.font.SysFont("Segoe UI Black",115)
TextSurf, TextRect = text_objects("Pixel Dash", largeText)
TextRect.center = ((width/2),(height/2))
screen.blit(TextSurf, TextRect)


button("GO!",150,450,100,50,(0,150,0),(0,255,0),game_loop)
button("Quit",450,450,100,50,(150,0,0),(255,0,0),False)

pygame.display.update()
clock.tick(60)





#Function that, when called, will run the main game.
#It uses the other functions that the menu system doesn't.
def game_loop():

#Create an empty list called walls.
#At any point during the game this list will store the walls that are currently being displayed.
walls = []

player = Player() #create a player object using the class above
colour = (0,128,255)
wall_colour = (255,255,255)

#In the level, W means wall & E means exit
level = [
"WWWWWWWWWWWWWWWWWWWWWWWW",
"W W",
"W WWW W",
"W W",
"W E W",
"W W WWWWWW W",
"W WW W",
"W WW W",
"W WWWWW W",
"W W",
"W WW WWWW",
"W W",
"W W",
"W WWWWWW W",
"W WWW W",
"W W",
"W W",
"WWWWWWWWWWWWWWWWWWWWWWWW",
]

levels = [[
"WWWWWWWWWWWWWWWWWWWWWWWW",
"W W",
"W W",
"W W",
"W E W",
"W WWWWWW W",
"W W",
"W W",
"W WWWWW W",
"W W",
"W WWWW",
"W W",
"W W",
"W WWWWWW W",
"W W",
"W W",
"W W",
"WWWWWWWWWWWWWWWWWWWWWWWW",
],[
"WWWWWWWWWWWWWWWWWWWWWWWW",
"W W",
"W E W",
"W WWWWW W",
"W WWW W",
"W W",
"W W",
"W WWWWW W",
"W W",
"W W",
"W W",
"W W",
"W W",
"W WWWWWW W",
"W W",
"W W",
"W W",
"WWWWWWWWWWWWWWWWWWWWWWWW",
],[
"WWWWWWWWWWWWWWWWWWWWWWWW",
"W W",
"W W W",
"W WWW W WW",
"W W E WWW",
"W WWWW W",
"W W",
"W WWWWW W",
"W W",
"W W",
"W W W",
"W W",
"W W",
"W WWW W",
"W W",
"W W W",
"W W",
"WWWWWWWWWWWWWWWWWWWWWWWW",
]]


x = y = 0
for row in level:
for col in row:
if col == "W":
#For each wall, create a new instance of the 'Wall' class and append it to the list 'walls'
walls.append(Wall(x, y))
if col == "E":
end_rect = pygame.Rect(x,y,30,30)
x += 30
y += 30
x=0

#start the game play!
running = True

while running:
clock.tick(60)

for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False

if (event.type == pygame.KEYDOWN) and (event.key == pygame.K_SPACE):
if colour == (0,128,255):
colour = (255,100,0)
else:
colour = (0,128,255)


#allow the player to move
user_input = pygame.key.get_pressed()

#Whenever we call the player.move function, we have added another parameter.
#We pass the walls list in to the function so that it keeps the variable player.currentWalls up to date.
if user_input[pygame.K_UP]:
player.move(0,-5, walls)
elif player.rect.y < (height -60):
player.move(0,5, walls)

if user_input[pygame.K_DOWN]:
player.move(0,5, walls)

if user_input[pygame.K_LEFT]:
player.move(-5,0, walls)
if player.rect.x < 0:
player.rect.x= width -1

if user_input[pygame.K_RIGHT]:
player.move(5,0, walls)
if player.rect.x > width:
player.rect.x= -59


if player.rect.colliderect(end_rect):
#Clear the walls array.
#Gets rid of all walls that are currently being drawn.
del walls[:]

level = random.choice(levels)
wall_colour = (random.randint(0,255),random.randint(0,255),random.randint(0,255))
x = y = 0
for row in level:
for col in row:
if col == "W":
#For each wall, create a new instance of the 'Wall' class and append it to the list 'walls'
walls.append(Wall(x, y))
if col == "E":
end_rect = pygame.Rect(x,y,30,30)
x += 30
y += 30
x=0


#draw the screen
screen.fill((0,0,0))
for wall in walls:
pygame.draw.rect(screen,wall_colour,wall.rect)
pygame.draw.rect(screen,(255,0,0),end_rect)
pygame.draw.rect(screen,colour,player.rect)
pygame.display.flip()

game_intro()
game_loop()
pygame.quit()

最佳答案

Player__init__ 方法中,您创建了一个矩形但未设置其坐标,因此它位于默认坐标 (0, 0)。然后你的碰撞检测代码似乎将它推到水平之上并且你无法再次输入它。

将矩形的坐标设置为关卡内的一个点,例如:

self.rect = self.image.get_rect(topleft=(400, 300))
# Or
self.rect.x = 400
self.rect.y = 300
# Or
self.rect.topleft = (400, 300)

您也可以将位置传递给 __init__ 方法,然后将其分配给 rect,或者在级别发生变化时设置它。

关于python - Pygame玩家 Sprite 没有出现,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50049642/

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