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python - 在更新我的类和我创建我的 Sprite 的方式后,具有移动功能的函数不再起作用

转载 作者:行者123 更新时间:2023-12-04 08:27:14 29 4
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在我设置了我的子类之后,我用来让它们与其他事物交互的函数不再起作用,我想知道解决这个问题的最佳方法是通过设置一个列表来存储它们的位置或其他方式,尽管我不是确定如何解决这个问题。
类(class)之一:

 class Prey(pygame.sprite.Sprite):
def __init__(Self):
super().__init__()
Self.preyImg=pygame.image.load('Prey.png')
Self.preyX=300
Self.preyY=700
Self.screen= screen


def Render(Self,Img,X,Y):
Self.screen.blit(Img,(X,Y))

def delete(Self):
i.delete()
这是功能:
def Track(AgressorX,DefenderX,AgressorY,DefenderY):
global XMovement#make variables global so it actually works
global YMovement

if AgressorX > DefenderX:#finds whether its position then moves left/righ,up/down depending on its location
XMovement=-0.25

elif AgressorX< DefenderX:
XMovement=0.25

else:
XMovement=0


if AgressorY > DefenderY:
YMovement=-0.25

elif AgressorY < DefenderY:
YMovement=0.25

else:
YMovement=0

我认为这可能是由于我如何设置渲染虽然我不完全确定
完整代码:
  #program to simulate wild life
#imports
import math
import random
import pygame,sys
import random
import pdb
from pygame.locals import *


timmer=1




class Animal(pygame.sprite.Sprite):
def __init__(Self,):
super().__init__()
Self.Image=pygame.image.load('Blank.png').convert_alpha()
Self.rect=Self.Image.get_rect()
Self.Xpos=0
Self.Xpos=0
Self.Screen= screen
#Self.Width=Width
#Self.Height=Height
#Self.Energy=0



def BoundryX(entityX):
if entityX<=0:
entityX=0
elif entityX>=600:
entityX=600

def BoundryY(entityY):
if entityY<=0:
entityY=0
elif entityY>=800:
entityY=800






class Predator(Animal):
def __init__(Self):
super().__init__()
Self.Img=pygame.image.load('Icon.png')
Self.PredatorX=0
Self.PredatorY=0
Self.screen= screen


def Render(Self,Img,X,Y):
Self.screen.blit(Img,(X,Y))






class Prey(pygame.sprite.Sprite):
def __init__(Self):
super().__init__()
Self.preyImg=pygame.image.load('Prey.png')
Self.preyX=300
Self.preyY=700
Self.screen= screen


def Render(Self,Img,X,Y):
Self.screen.blit(Img,(X,Y))

def delete(Self):
i.delete()




CarrotImg=pygame.image.load('carrot.png')
CarrotX=100
CarrotY=300
foodamount=7


def food():
#CarrotX=random.randint(10,950)
#CarrotY=random.randint(10,750)
screen.blit(CarrotImg,(CarrotX,CarrotY))



#setup pygame
pygame.init()

#caption and Icons
pygame.display.set_caption("Game Of Life")

#predator icon

predatorImg=pygame.image.load('Icon.png')
predatorX=900
predatorY=100
predatorX_change=0


#Prey Icon
preyImg=pygame.image.load('Prey.png')
preyX=300
preyY=700
PreyX_change=0



#def delete():
#prey.delete()

preyImg=pygame.image.load('Prey.png')
preyX=300
preyY=700
PreyX_change=0

#def Prey():
#screen.blit(preyImg,(preyX,preyY))


#Finding closest prey
def FindClosestItem(AgressorX,DefenderX,AgressorY,DefenderY):
dist = math.sqrt((AgressorX-DefenderX)**2 + (AgressorY-DefenderY)**2)#finds distance in pixels


#create pop out for game
screen=pygame.display.set_mode((1000,800))





def Track(AgressorX,DefenderX,AgressorY,DefenderY):
global XMovement#make variables global so it actually works
global YMovement

if AgressorX > DefenderX:#finds whether its position then moves left/righ,up/down depending on its location
XMovement=-0.25

elif AgressorX< DefenderX:
XMovement=0.25

else:
XMovement=0


if AgressorY > DefenderY:
YMovement=-0.25

elif AgressorY < DefenderY:
YMovement=0.25

else:
YMovement=0


def EatPrey(predatorX,PreyX,predatorY,preyY):
dist = math.sqrt((predatorX-preyX)**2 + (predatorY-preyY)**2)
if dist < 20:
return True
else:
return False


#setup test

predator=Predator()
prey=Prey()

#Sprite groups
all_sprites_Wolves=pygame.sprite.Group()


all_sprites_Rabbits=pygame.sprite.Group()


all_sprites_Carrots=pygame.sprite.Group()



#game loop
running=True
while running:

#Back ground colour
screen.fill((0,128,0))

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






predator.Render(pygame.image.load('Icon.png'),600,700)
prey.Render(pygame.image.load('Prey.png'),300,700)

ClosestPrey=FindClosestItem(predatorX,preyX,predatorY,preyY)


food()

Track(predatorX,preyX,predatorY,preyY)
predatorX+=XMovement
predatorY+=YMovement
#predatorX=BoundryX(predatorX)
#predatorY=BoundryY(predatorY)


Track(preyX,CarrotX,preyY,CarrotY)
preyX+=XMovement
preyY+=YMovement
#preyX=BoundryX(preyX)
#preyY=BoundryY(preyY)


#Eat=EatPrey(preyX,preyY,predatorX,predatorY)

#if Eat==True:
#delete()
#T=1

#Boundry(prey)
if preyX<=0:
preyX=0
elif preyX>=950:
preyX=950
if preyY<=0:
preyY=0
elif preyY>=750:
preyY=750
#preyY-=1

#Boundry(predator)
if predatorX<=0:
predatorX=0
elif predatorX>=950:
predatorX=950
elif predatorY<=0:
predatorY=0
elif predatorY>=750:
predatorY=750



pygame.display.update()

timmer=timmer+1



最佳答案

您的 Sprite 在固定位置呈现:

predator.Render(pygame.image.load('Icon.png'),600,700)
prey.Render(pygame.image.load('Prey.png'),300,700)

您必须分别在位置(捕食者X,捕食者Y)(猎物X,猎物Y)处渲染 Sprite :
predator.Render(predatorImg, predatorX, predatorY)
prey.Render(preyImg, preyX, preyY)

但是,您根本不需要这些变量。使用类的实例属性:
class Prey(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.img = pygame.image.load('Prey.png')
self.x = 300
self.y = 700
self.screen = screen

def Render(self):
self.screen.blit(self.img, (self.x, self.y))
prey = Prey()

# [...]

running = True
while running:
# [...]

prey.Render()

# [...]

Track(prey.x, CarrotX, prey.y, CarrotY)
prey.x += XMovement
prey.y += YMovement

最小的例子:
import math
import random
import pygame,sys
import random
import pdb
from pygame.locals import *

class Animal(pygame.sprite.Sprite):
def __init__(self, image, x, y):
super().__init__()
self.x = x
self.y = y
self.image = image
self.rect = self.image.get_rect(center = (x, y))
def move(self, mx, my):
self.x += mx
self.y += my
self.rect = self.image.get_rect(center = (self.x, self.y))

class Predator(Animal):
def __init__(self):
image = pygame.image.load('Icon.png')
super().__init__(image, 600, 700)

class Prey(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.x = 300
self.y = 700
self.image = pygame.image.load('Prey.png')
self.rect = self.image.get_rect(center = (self.x, self.y))
def move(self, mx, my):
self.x += mx
self.y += my
self.rect = self.image.get_rect(center = (self.x, self.y))

class Carrot(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.x = 100
self.y = 700
self.image = pygame.image.load('carrot.png')
self.rect = self.image.get_rect(center = (self.x, self.y))
def move(self, mx, my):
self.x += mx
self.y += my
self.rect = self.image.get_rect(center = (self.x, self.y))

def Track(AgressorX,DefenderX,AgressorY,DefenderY):
if AgressorX > DefenderX:
XMovement=-0.25
elif AgressorX< DefenderX:
XMovement=0.25
else:
XMovement=0

if AgressorY > DefenderY:
YMovement=-0.25
elif AgressorY < DefenderY:
YMovement=0.25
else:
YMovement=0
return XMovement, YMovement

pygame.init()
screen = pygame.display.set_mode((1000,800))
clock = pygame.time.Clock()

timmer = 1
predator = Predator()
prey = Prey()
carrot = Carrot()

all_sprites = pygame.sprite.Group()
all_sprites.add(predator)
all_sprites.add(prey)
all_sprites.add(carrot)

running=True
while running:
clock.tick(60)
for event in pygame.event.get():
if event.type==pygame.QUIT:
running=False

mx, my = Track(predator.x, prey.x, predator.y, prey.y)
predator.move(mx, my)

mx, my = Track(prey.x, carrot.x, prey.y, carrot.y)
prey.move(mx, my)

screen.fill((0,128,0))
all_sprites.draw(screen)
pygame.display.update()
timmer=timmer+1

pygame.quit()
exit()

关于python - 在更新我的类和我创建我的 Sprite 的方式后,具有移动功能的函数不再起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/65200716/

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