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python - 在 pygame 中设置 Sprite 旅行限制

转载 作者:行者123 更新时间:2023-12-04 09:21:49 25 4
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在我的代码中,我的 Sprite 可以在 x 轴上左右移动。但是,它可以从屏幕上消失。我想防止它超出屏幕。我不知道该怎么做,我试过写:

if event.key == pygame.K_LEFT and player.rect.x > 0:
#player moves left
但它没有成功。播放器 Sprite 刚从屏幕上消失,我无法让它回来。我愿意接受所有建议。提前致谢!我将代码分成三个不同的文件 --> main.py :
import pygame
import os
import sys
import time
from pygame import mixer
from Sprite1 import *
from settings import *

'''
Setup
'''
pygame.init()

clock = pygame.time.Clock()

all_sprites = pygame.sprite.Group()
player = Player(all_sprites)
player.rect.x = 100
player.rect.y = 500

enemy_list = pygame.sprite.Group() # create enemy group
enemy = Enemy(enemy_list)# spawn enemy
enemy.rect.x = 400
enemy.rect.y = 470


showStartScreen(surface)
x = 0
'''
Main loop
'''

main = True

while main == True:
background = pygame.image.load(os.path.join('images', 'Bg.png')).convert()

font = pygame.font.Font('freesansbold.ttf', 32)
text = font.render('Health:', True, BLACK, surface)
textRect = text.get_rect()
textRect.center = (60, 30)

rel_x = x % background.get_rect().width
surface.blit(background, (rel_x - background.get_rect().width, 0))
if rel_x < width:
surface.blit(background, (rel_x, 0))

if player.rect.x >= 560:
x -= 10
elif player.rect.x <= 400:
x += 10

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

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_LEFT:
player.control(-steps,0)

if event.key == pygame.K_RIGHT:
player.control(steps,0)

if event.type == pygame.KEYUP:

if event.key == pygame.K_LEFT:
player.control(steps,0)

if event.key == pygame.K_RIGHT:
player.control(-steps,0)

keys = pygame.key.get_pressed()
if not(isJump):
if keys[pygame.K_UP]:
isJump = True
else:
if jumpCount >= -10:
player.rect.y -= (jumpCount * abs(jumpCount)) * 1
jumpCount -= 2
else:
jumpCount = 10
isJump = False

if player.rect.y > width:
go_screen(surface)

surface.blit(text, textRect)
# dt = time since last tick in milliseconds.
dt = clock.tick(60) / 1000
all_sprites.update(dt, enemy_list)
player.update(dt, enemy_list)
enemy_list.update(dt, all_sprites)
all_sprites.draw(surface) #refresh player position
enemy_list.draw(surface)
for e in enemy_list:
e.move()
pygame.display.flip()

设置.py :
import pygame
isJump = False
jumpCount = 10
width = 960
height = 720
FONT_NAME = 'arial'
fps = 40 # frame rate
pygame.display.set_caption('B.S.G.')
surface = pygame.display.set_mode((width, height))
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
PLAYER_GRAV = 0.8
PLAYER_JUMP = 20
PLAYER_LAYER = 2
PLATFORM_LAYER = 1
BLACK = (0, 0, 0)
steps = 10 # how fast to move
Sprite 1 :
import pygame
import sys
import os
import time
from pygame import mixer
from pygame.locals import *
from settings import *
vec = pygame.math.Vector2
clock = pygame.time.Clock()

def showStartScreen(surface):
show = True
while (show == True):
background = pygame.image.load(os.path.join('images', 'Starting_scr.png'))
surface.blit(background, (0,0))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
show = False

def go_screen(surface):
show = True
while (show == True):
background = pygame.image.load(os.path.join('images', 'GO_screen.png'))
surface.blit(background, (0,0))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
pygame.quit()
sys.exit()


class Player(pygame.sprite.Sprite):
def __init__(self, all_sprites):
pygame.sprite.Sprite.__init__(self)
self.movex = 0
self.movey = 0
self.frame = 0
self.health = 100
self.jumping = False
self.images = []
self.imagesleft = []
self.imagesright = []
self.imagesdownl = []
self.imagesdownr = []
self.direction = "right"
self.alpha = (0,0,0)
self.ani = 4 # animation cycles
self.all_sprites = all_sprites
self.add(self.all_sprites)
self.fire_timer = .1
self.bullet_timer = .1
self.pos = vec(40, height - 100)
self.vel = vec(0, 0)
self.counter = 0

for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img = pygame.transform.rotate(img, -90)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesdownl.append(img)
self.image = self.imagesdownl[0]
self.rect = self.image.get_rect()

for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img = pygame.transform.flip(img, False, True)
img = pygame.transform.rotate(img, -90)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesdownr.append(img)
self.image = self.imagesdownr[0]
self.rect = self.image.get_rect()

for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img = pygame.transform.flip(img, True, False)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesleft.append(img)
self.image = self.imagesleft[0]
self.rect = self.image.get_rect()

for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesright.append(img)
self.image = self.imagesright[0]
self.rect = self.image.get_rect()


def control(self,x,y):
'''
control player movement
'''
self.movex += x
self.movey -= y

def update(self, dt, enemy_list):
'''
Update sprite position
'''
self.rect.x = self.rect.x + self.movex
self.rect.y = self.rect.y + self.movey

# moving left
if self.movex < 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesleft[self.frame//self.ani]
self.direction = "left"

# moving right
if self.movex > 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesright[self.frame//self.ani]
self.direction = "right"

enemy_hit_list = pygame.sprite.spritecollide(self, enemy_list, False)
for enemy in enemy_hit_list:
self.health -= 10
if self.direction == "left":
self.rect.x += 100
else:
self.rect.x -= 100
print(self.health)

if self.health <= 0:
distance = 20
speed = 10

if self.counter >= distance and self.counter <= distance*2:
self.rect.y -= speed
self.counter += 1
if self.rect.y < 291:
self.movey = 10
if self.direction == "left":
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesdownr[self.frame//self.ani]
if self.direction == "right":
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesdownl[self.frame//self.ani]

if self.rect.y > height:
self.kill()

keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.bullet_timer -= dt # Subtract the time since the last tick.

if keys[pygame.K_x]:
self.fire_timer -= dt

if self.bullet_timer <= 0:
self.bullet_timer = 100 # Bullet ready.
if keys: # Left mouse button.
# Create a new bullet instance and add it to the groups.
if self.direction == "right":
Bullet([self.rect.x + self.image.get_width(), self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
else:
Bullet([self.rect.x, self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
self.bullet_timer = .5 # Reset the timer.

if self.fire_timer <= 0:
self.fire_timer = 100
if keys:
if self.direction == "right":
Fire([self.rect.x + 170, self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
else:
Fire([self.rect.x - 90, self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
self.fire_timer = .1


class Enemy(pygame.sprite.Sprite):
'''
Spawn an enemy
'''
def __init__(self, enemy_list):
pygame.sprite.Sprite.__init__(self)
self.movex = 0
self.movey = 0
self.health = 50
self.frame = 0
self.alpha = (0,0,0)
self.ani = 2 # animation cycles
self.enemy_list = enemy_list
self.add(self.enemy_list)
self.counter = 0 # counter variable
self.imagesleft = []
self.imagesright = []
for i in range(1,17):
img = pygame.image.load(os.path.join('images','Bot' + str(i) + '.png')).convert()
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesleft.append(img)
self.image = self.imagesleft[0]
self.rect = self.image.get_rect()
for i in range(1,17):
img = pygame.image.load(os.path.join('images','Bot' + str(i) + '.png')).convert()
img = pygame.transform.flip(img, True, False)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesright.append(img)
self.image = self.imagesright[0]
self.rect = self.image.get_rect()

def move(self):
'''
enemy movement
'''
distance = 30
speed = 10

if self.counter >= 0 and self.counter <= distance:
self.rect.x += speed
self.frame += 1
if self.frame > 15*self.ani:
self.frame = 0
self.image = self.imagesright[self.frame//self.ani]

elif self.counter >= distance and self.counter <= distance*2:
self.rect.x -= speed
self.frame += 1
if self.frame > 15*self.ani:
self.frame = 0
self.image = self.imagesleft[self.frame//self.ani]
else:
self.counter = 0

self.counter += 1

def update(self, dt, all_sprites):
self.rect.x = self.rect.x + self.movex
self.rect.y = self.rect.y + self.movey
bullet_list = pygame.sprite.spritecollide(self, all_sprites, True)
for bullets in bullet_list:
self.health -= 10
print(self.health)
if self.health <= 0:
img = pygame.image.load(os.path.join('images','E_dead.png')).convert()
img.convert_alpha()
img.set_colorkey(self.alpha)
self.image = img
distance = 5
speed = 10

if self.counter >= 0 and self.counter <= distance:
self.rect.x += speed

elif self.counter >= distance and self.counter <= distance*2:
self.rect.x -= speed
else:
self.counter = 0

self.counter += 1
self.movey = -20
if self.rect.y < -50:
self.kill()

class Bullet(pygame.sprite.Sprite):

IMAGE = None
FLIPPED_IMAGE = None

def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)

# cache images
if not Bullet.IMAGE:
Bullet.IMAGE = pygame.image.load(os.path.join('images','fireball.png'))
Bullet.FLIPPED_IMAGE = pygame.transform.flip(Bullet.IMAGE, True, False)

if direction == "right":
self.vel = pygame.math.Vector2(750, 0)
self.image = Bullet.IMAGE
else:
self.vel = pygame.math.Vector2(-750, 0)
self.image = Bullet.FLIPPED_IMAGE

self.pos = pygame.math.Vector2(pos)
self.rect = self.image.get_rect(center=pos)

def update(self, dt, enemy_list):
# Add the velocity to the position vector to move the sprite
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if not pygame.display.get_surface().get_rect().colliderect(self.rect):
self.kill()

class Fire(pygame.sprite.Sprite):

IMAGE = None
FLIPPED_IMAGE = None

def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)

# cache images
if not Fire.IMAGE:
Fire.IMAGE = pygame.image.load(os.path.join('images','fire_drag.png'))
Fire.FLIPPED_IMAGE = pygame.transform.flip(Fire.IMAGE, True, False)

if direction == "right":
self.image = Fire.IMAGE
self.vel = pygame.math.Vector2(0, 0)
else:
self.image = Fire.FLIPPED_IMAGE
self.vel = pygame.math.Vector2(0, 0)
self.pos = pygame.math.Vector2(pos)
self.rect = self.image.get_rect(center=pos)

def update(self, dt, enemy_list):
self.too = True
self.pos += self.vel * dt

self.rect.center = self.pos # Update the rect pos.
if self.too == True:
self.kill()
再次感谢!

最佳答案

Player.control只是设置了播放器的移动方向,但是不会移动播放器,所以省略plyer.control()的调用完全没用.您必须在方法 update 中阻止和限制玩家的移动:

class Player(pygame.sprite.Sprite):
# [...]

def update(self, dt, enemy_list):

self.rect.x += self.movex
self.rect.y += self.movey

if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > width:
self.rect.right = width

if self.rect.top < 0:
self.rect.top = 0
elif self.rect.bottom > height:
self.rect.bottom = height

# [...]

关于python - 在 pygame 中设置 Sprite 旅行限制,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63090830/

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