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Python Pygame直接使用command或调用Class中的def会导致不同的效果,为什么?

转载 作者:行者123 更新时间:2023-12-01 06:51:17 24 4
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在某人的帮助下,现在我可以在 Pygame 中按键射击子弹,但我遇到了另一个新问题。我在类 Bullet 中定义了它:

def move(self):
self.y -= self.speed
self.bullet.y=self.y
def draw(self,setting):
p.draw.rect(setting.screen,self.color,self.bullet)
def bullet_blit(self,bullets,setting):
for bullet in bullets.sprites():
p.draw.rect(setting.screen,self.color,self.bullet)
self.y -= self.speed
self.bullet.y=self.y

最后当我使用代码bullet.bullet_blit(bullets,setting)时当我按下该键时,它只会发出一颗子弹。相反,我使用

for bullet in bullets.sprites():
bullet.draw(setting)
bullet.move()

它工作正常。我不知道为什么。它们是相同的,但效果并不相同。代码如下:

#! /usr/bin/python
import pygame as p
import sys

class Setting():
def __init__(self,width,height):
self.w=width
self.h=height
self.flag=p.RESIZABLE
self.color=(255,255,255)
self.speed=1
self.screen=p.display.set_mode((self.w,self.h),self.flag)
p.display.set_caption("Bullet")
self.bullet_s=1
self.bullet_w=5
self.bullet_h=30
self.bullet_c=(0,0,0)

class Bullet(p.sprite.Sprite):
def __init__(self,setting):
super().__init__()
self.screen_rect=setting.screen.get_rect()
self.screen_center=self.screen_rect.center
self.bullet=p.Rect((0,0),(setting.bullet_w,setting.bullet_h))
self.bullet.center=self.screen_center
self.bullet.bottom=self.screen_rect.bottom
self.color=setting.bullet_c
self.speed=setting.bullet_s
self.y=float(self.bullet.centery)
def bullet_check(self,bullets,setting):
for event in p.event.get():
if event.type == p.QUIT:
sys.exit()
elif event.type == p.KEYDOWN:
if event.key ==p.K_SPACE:
bullets.add(Bullet(setting))
def move(self):
self.y -= self.speed
self.bullet.y=self.y
def draw(self,setting):
p.draw.rect(setting.screen,self.color,self.bullet)
def bullet_blit(self,bullets,setting):
for bullet in bullets.sprites():
p.draw.rect(setting.screen,self.color,self.bullet)
self.y -= self.speed
self.bullet.y=self.y



def game():
p.init()
setting=Setting(1200,800)
bullet=Bullet(setting)
bullets=p.sprite.Group()

while True:
bullet.bullet_check(bullets,setting)
setting.screen.fill((255,0,0))
bullet.bullet_blit(bullets,setting) <—--this cant create many bullets,only one bullet
# for bullet in bullets.sprites():
# bullet.draw(setting)
# bullet.move()
p.display.flip()
game()

最佳答案

问题在于实例方法

class Bullet(p.sprite.Sprite):

# [...]
def bullet_blit(self,bullets,setting):
for bullet in bullets.sprites():
p.draw.rect(setting.screen,self.color,self.bullet)
self.y -= self.speed
self.bullet.y=self.y

您想要迭代所有项目符号并移动和blit每个项目符号,但您只使用实例的属性 (self),而不是来自列出项目符号

bullet_blit 转换为类方法:

class Bullet(p.sprite.Sprite):   

def bullet_blit(bullets,setting):
for bullet in bullets.sprites():
p.draw.rect(setting.screen,bullet.color,bullet.bullet)
bullet.y -= bullet.speed
bullet.bullet.y=bullet.y

并调用它:

while True:

# [...]

Bullet.bullet_blit(bullets,setting)
<小时/>

pygame.event.get()获取所有消息并将它们从队列中删除。因此,这个函数应该在主应用程序循环中每帧调用一次。

bullet_check 转换为类方法并将事件列表传递给该方法:

class Bullet(p.sprite.Sprite):

# [...]

def bullet_check(events, bullets, setting):
for event in events:
if event.type == p.KEYDOWN:
if event.key ==p.K_SPACE:
bullets.add(Bullet(setting))

获取主应用程序循环中的事件并将其传递给函数:

def game():
p.init()
setting=Setting(1200,800)
bullets=p.sprite.Group()

while True:
events = p.event.get()
for event in events:
if event.type == p.QUIT:
sys.exit()

Bullet.bullet_check(events, bullets, setting)
setting.screen.fill((255,0,0))
Bullet.bullet_blit(bullets,setting)
p.display.flip()
<小时/>

另一个选择是创建一个 BulletsGroup 类,派生自 pygame.sprite.Group :

import pygame as p
import sys

class Setting():
def __init__(self,width,height):
self.w=width
self.h=height
self.flag=p.RESIZABLE
self.color=(255,255,255)
self.speed=1
self.screen=p.display.set_mode((self.w,self.h),self.flag)
p.display.set_caption("Bullet")
self.bullet_s=1
self.bullet_w=5
self.bullet_h=30
self.bullet_c=(0,0,0)

class BulletsGroup(p.sprite.Group):
def __init__(self):
super().__init__()
def move_bullets(self):
for bullet in self:
bullet.move()
def draw_bullets(self, setting):
for bullet in self:
bullet.draw(setting)
def bullet_check(self, events, setting):
for event in events:
if event.type == p.KEYDOWN:
if event.key ==p.K_SPACE:
self.add(Bullet(setting))

class Bullet(p.sprite.Sprite):
def __init__(self,setting):
super().__init__()
self.screen_rect=setting.screen.get_rect()
self.screen_center=self.screen_rect.center
self.bullet=p.Rect((0,0),(setting.bullet_w,setting.bullet_h))
self.bullet.center=self.screen_center
self.bullet.bottom=self.screen_rect.bottom
self.color=setting.bullet_c
self.speed=setting.bullet_s
self.y=float(self.bullet.centery)
def move(self):
self.y -= self.speed
self.bullet.y=self.y
def draw(self, setting):
p.draw.rect(setting.screen,self.color,self.bullet)

def game():
p.init()
setting = Setting(1200,800)
bullets = BulletsGroup()

while True:
events = p.event.get()
for event in events:
if event.type == p.QUIT:
sys.exit()

bullets.bullet_check(events, setting)
bullets.move_bullets()

setting.screen.fill((255,0,0))
bullets.draw_bullets(setting)
p.display.flip()
game()

关于Python Pygame直接使用command或调用Class中的def会导致不同的效果,为什么?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58992037/

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