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python - 如何在pygame中存储对象先前的x位置(坐标)?

转载 作者:行者123 更新时间:2023-12-01 00:35:06 27 4
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如何在 pygame 中存储对象的先前坐标?我的问题可能有点难以解释,但我会尽力,如果您自己尝试我的代码以理解我的意思可能会有所帮助。

这就是我的游戏的内容。我希望这能让我的问题更容易理解。

我正在创建一个pygame,你在底部有一个角色向朝他飞来的小行星射击。小行星每 1 秒出现一次。当小行星向玩家移动时,我希望它们沿直线向下移动,但我的 x 位置变量对于每个小行星都是随机的。

但是,前一颗小行星的 x 位置会更新为新小行星。这意味着之前的小行星移动到与新小行星相同的 x 位置。如何防止这种情况发生?

这就是问题所在(向下滚动查看完整代码)

while run:
last = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == my_event_id:
x = random.randrange(screen_width - 64 * 2) # right here
index = random.choice(number)
asteroids_on_screen.append(Enemy(rock.y, rock.width, rock.height))

for a in asteroids_on_screen:
if -141 < a.y < 500:
a.y += a.vel
else:
asteroids_on_screen.pop(asteroids_on_screen.index(a))

我提供了完整的代码,供任何人尝试以澄清我的问题。

import pygame

import random

pygame.init()

screen_width = 500
screen_height = 500
win = pygame.display.set_mode((screen_width, screen_height))
walk_left = [pygame.image.load('sprite_5.png'), pygame.image.load('sprite_6.png')]
walk_right = [pygame.image.load('sprite_3.png'), pygame.image.load('sprite_4.png')]
standing = [pygame.image.load('sprite_0.png'), pygame.image.load('sprite_1.png'), pygame.image.load('sprite_2.png')]


class Player:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 4
self.left = False
self.right = False
self.standing = True
self.walk_count = 0
self.hitbox = (self.x + 2, self.y + 26, 123, 45)

def draw(self, win):
if self.walk_count + 1 >= 12:
self.walk_count = 0

if not self.standing:
if self.left:
win.blit(walk_left[self.walk_count // 6], (self.x, self.y))
self.walk_count += 1
elif self.right:
win.blit(walk_right[self.walk_count // 6], (self.x, self.y))
self.walk_count += 1
else:
win.blit(standing[self.walk_count // 4], (self.x, self.y))
self.walk_count += 1
self.hitbox = (self.x + 2, self.y + 31, 123, 40)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)


def move():
if keys[pygame.K_LEFT] and man.x > man.vel or keys[pygame.K_a] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False

elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.left = False
man.right = True
man.standing = False

else:
man.standing = True


class Enemy:
def __init__(self, y, width, height):
self.width = width
self.height = height
self.vel = 1.5
self.y = y
x = random.randrange(screen_width - 64 * 2)
self.hitbox = (x, self.y, self.width, self.height)

def draw(self, win):
win.blit(asteroids[index], (x, self.y))
if index == 0:
self.hitbox = (x + 68, self.y + 68, self.width - 10, self.height - 14)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif index == 1:
self.hitbox = (x + 38, self.y + 47, self.width + 20, self.height - 5)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif index == 2:
self.hitbox = (x + 18, self.y + 12, self.width + 32, self.height + 30)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif index == 3:
self.hitbox = (x + 20, self.y + 32, self.width + 16, self.height + 5)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
else:
self.hitbox = (x + 4, self.y + 7, self.width - 24, self.height - 31)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)


my_event_id = pygame.USEREVENT + 1
pygame.time.set_timer(my_event_id, 1000)


class Projectile:
def __init__(self, x, y, width, height, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.vel = 5

def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.height, self. width))


class Unit:
def __init__(self):
self.last = pygame.time.get_ticks()
self.cooldown = 200

def fire(self):
now = pygame.time.get_ticks()
if now - self.last >= self.cooldown:
self.last = now
spawn_bullet()


def spawn_bullet():
if keys[pygame.K_SPACE]:
bullets.append(Projectile((man.x + 126 // 2), (man.y + 5), 7, 3, (255, 0, 0)))


def re_draw():
win.fill((0, 0, 0))
man.draw(win)
for bullet in bullets:
bullet.draw(win)
for a in asteroids_on_screen:
a.draw(win)
pygame.display.update()


asteroids = [pygame.image.load('rock0.png'), pygame.image.load('rock1.png'), pygame.image.load('rock2.png'),
pygame.image.load('rock3.png'), pygame.image.load('rock4.png')]

number = [0, 1, 2, 3, 4]

delay = Unit()
man = Player(186, 400, 128, 128)
bullets = []
asteroids_on_screen = []
rock = Enemy(-140, 64, 64)

run = True
clock = pygame.time.Clock()
while run:
last = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == my_event_id:
x = random.randrange(screen_width - 64 * 2)
index = random.choice(number)
asteroids_on_screen.append(Enemy(rock.y, rock.width, rock.height))

for a in asteroids_on_screen:
if -141 < a.y < 500:
a.y += a.vel
else:
asteroids_on_screen.pop(asteroids_on_screen.index(a))

for bullet in bullets:
if 0 < bullet.y < 500:
bullet.y -= bullet.vel
else:
bullets.pop(bullets.index(bullet))

keys = pygame.key.get_pressed()
move()
delay.fire()
clock.tick(60)
re_draw()

pygame.quit()

如果有人想要使用框架/ Sprite ,请告诉我

最佳答案

您必须将x设为Enemy类的实例变量(属性)。因此每个敌人都会获得它“自己的”x 坐标。
这意味着,用 self.x 替换 x:

class Enemy:
def __init__(self, y, width, height):
self.width = width
self.height = height
self.vel = 1.5
self.y = y
self.x = random.randrange(screen_width - 64 * 2)
self.hitbox = (self.x, self.y, self.width, self.height)

def draw(self, win):
win.blit(asteroids[index], (self.x, self.y))
if index == 0:
self.hitbox = (self.x + 68, self.y + 68, self.width - 10, self.height - 14)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif index == 1:
self.hitbox = (self.x + 38, self.y + 47, self.width + 20, self.height - 5)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif index == 2:
self.hitbox = (self.x + 18, self.y + 12, self.width + 32, self.height + 30)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif index == 3:
self.hitbox = (self.x + 20, self.y + 32, self.width + 16, self.height + 5)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
else:
self.hitbox = (self.x + 4, self.y + 7, self.width - 24, self.height - 31)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)

关于python - 如何在pygame中存储对象先前的x位置(坐标)?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/57856330/

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