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python - 为 "space invader"制作子弹

转载 作者:行者123 更新时间:2023-12-01 00:14:39 24 4
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我正在尝试在我的太空入侵者版本中为我的飞船制作射弹。我认为现在唯一不起作用的是显示所有射弹,因为我不知道如何,这就是为什么我尝试使用 blit,但不起作用。另外我想延迟每个射弹之间的时间,但我不知道该怎么做。到目前为止,这是我做过的最先进的屏幕相关程序。

import pygame
pygame.init()

class Player():
def __init__(self):
self.originalImage = pygame.image.load("ship.png")
self.image = self.originalImage
self.xposition = 480
self.yposition = 450
self.speed = 1

class Projectile():
def __init__(self):
self.originalImage = pygame.image.load("shot.png")
self.image = self.originalImage
self.xposition = player.xposition
self.yposition = player.yposition
self.speed = 1


size = width, height = 960, 540
screen = pygame.display.set_mode(size)
background = 0, 0, 0
player = Player()
projectile = Projectile()
projectiles = []
keys = pygame.key.get_pressed()

while True:
screen.fill(background)

for projectile in projectiles:
if projectile.yposition < height:
projectile.yposition -= projectile.speed
else:
projectiles.pop(projectiles.index(projectile))

for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()

if (keys[pygame.K_RIGHT] or keys[pygame.K_d]) == True:
player.xposition += player.speed
if (keys[pygame.K_LEFT] or keys[pygame.K_a]) == True:
player.xposition -= player.speed
if (keys[pygame.K_SPACE] or keys[pygame.K_w] or keys[pygame.K_UP]) == True:
projectiles.append(projectile)

for projectile in projectiles:
screen.blit(projectile.image, (projectile.xposition, projectile.yposition))

screen.blit(player.image, ((player.xposition, player.yposition)))
pygame.display.flip()

我在评论后编辑了代码,但仍然没有任何动静...

最佳答案

我建议使用pygame.sprite.Sprite 。从 Sprite 派生 ProjectileSprite 应该具有属性 .image.rect。添加一个移动 Projectilekill() 的方法当它超出界限时。例如:

class Projectile(pygame.sprite.Sprite):

def __init__(self):
super().__init__()
self.originalImage = pygame.image.load("shot.png")
self.image = self.originalImage
self.rect = self.image.get_rect(center = (player.xposition, player.yposition))
self.speed = 1

def move(self):
self.rect.y -= self.speed
if self.rect.y < 0:
self.kill()

创建 pygame.sprite.Group容纳射弹:

projectiles = pygame.sprite.Group()

Group中的 Sprite 可以通过 .draw() 来绘制.

projectiles.draw(screen)

每次玩家发射子弹时,都必须创建一个新的子弹实例并将其添加到子弹组中。我向我们推荐键盘事件:

for event in pygame.event.get():
# [...]

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_w or event.key == pygame.K_UP:
projectiles.add(Projectile())

按键的状态 (keys = pygame.key.get_pressed()) 必须在主应用程序循环中进行评估。应用程序的速度可以通过 pygame.time.Clock() 控制:

import pygame
pygame.init()

class Player(pygame.sprite.Sprite):
def __init__(self):
self.originalImage = pygame.image.load("ship.png")
self.image = self.originalImage
self.rect = self.image.get_rect(center = (480, 450))
self.speed = 1

class Projectile(pygame.sprite.Sprite):

def __init__(self):
super().__init__()
self.originalImage = pygame.image.load("shot.png")
elf.image = self.originalImage
self.rect = self.image.get_rect(center = player.rect.center)
self.speed = 1

def move(self):
self.rect.y -= self.speed
if self.rect.y < 0:
self.kill()


size = width, height = 960, 540
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
background = 0, 0, 0
player = Player()
projectiles = pygame.sprite.Group()

run = True
while run:
clock.tick(120)

for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_w or event.key == pygame.K_UP:
projectiles.add(Projectile())

keys = pygame.key.get_pressed()
if (keys[pygame.K_RIGHT] or keys[pygame.K_d]) == True:
player.rect.x += player.speed
if (keys[pygame.K_LEFT] or keys[pygame.K_a]) == True:
player.rect.x -= player.speed

for projectile in projectiles:
projectile.move()

screen.fill(background)
projectiles.draw(screen)
screen.blit(player.image, player.rect.topleft)
pygame.display.flip()

关于python - 为 "space invader"制作子弹,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59410294/

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