Python 游戏运动

Python Game Movement

我正在模拟一个商业问题,但我正在尝试构建一个 2d 游戏来演示模拟的动作。

为此,我从一个真正的 python 游戏开始,我在网上找到了一些代码。

目标是通过随机整数创建 100 次模拟运动(上、下、左、右、停止)。比如random = 1,则向左移动。

由于某种原因,我可以发送第一个动作,但是游戏忽略了第二个到第 100 个动作。

有人可以提示我做错了什么吗?

我将不胜感激某人的专业知识。

GitHub Link :: https://github.com/deacons2016/pygame

from __future__ import division

import random
from cocos.actions import AccelDeccel
from cocos.actions import Delay
from cocos.actions import JumpBy
from cocos.actions import Move
from cocos.actions import MoveBy
from cocos.actions import Repeat
from cocos.actions import Reverse
from cocos.actions import RotateBy
from pyglet.window import key

import cocos
import cocos.collision_model as cm
import resources
import time


class Game(cocos.layer.ColorLayer):
    is_event_handler = True

    def __init__(self):
        super(Game, self).__init__(102, 102, 225, 255)

        self.collision_manager = cm.CollisionManagerBruteForce()

        self.player = cocos.sprite.Sprite(resources.player)
        self.player.position = 400, 25
        self.player.velocity = 0, 0
        self.player.speed = 150
        self.add(self.player, z=2)

        self.player.cshape = cm.AARectShape(
            self.player.position,
            self.player.width//2,
            self.player.height//2
        )
        self.collision_manager.add(self.player)

        self.boss = cocos.sprite.Sprite(resources.player)
        self.boss.position = 400, 600
        self.boss.scale = 0.4
        self.add(self.boss, z=1)

        self.boss.cshape = cm.AARectShape(
            self.boss.position,
            self.boss.width//2,
            self.boss.height//2
        )
        self.collision_manager.add(self.boss)

        self.batch = cocos.batch.BatchNode()
        self.enemies = [cocos.sprite.Sprite(resources.player)
                        for i in range(6)]
        positions = ((250, 125), (550, 125), (300, 325), (500, 325),
                     (150, 475), (650, 475))
        for num, enem in enumerate(self.enemies):
            enem.position = positions[num]
            enem.cshape = cm.AARectShape(
                enem.position,
                enem.width//2,
                enem.height//2
            )
            self.collision_manager.add(enem)
            self.batch.add(enem)

        self.add(self.batch, z=1)
        self.player.do(Move())

        move_basic = MoveBy((120, 0), 1)
        self.enemies[0].do(Repeat(move_basic + Reverse(move_basic)))
        self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic))

        move_complex = (MoveBy((-75, 75), 1) +
                        Delay(0.5) +
                        MoveBy((-75, -75), 1) +
                        Delay(0.5) +
                        MoveBy((75, -75), 1) +
                        Delay(0.5) +
                        MoveBy((75, 75), 1) +
                        Delay(0.5))
        self.enemies[2].do(Repeat(move_complex))
        self.enemies[3].do(Repeat(Reverse(move_complex)))

        move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3))
        move_jump_rot = AccelDeccel(RotateBy(360, 3))
        self.enemies[4].do(Repeat(move_jump + Reverse(move_jump)))
        self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot)))
        self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump))
        self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot))

        self.schedule(self.update)

    def simulate(self):
        x = 100
        while x > 0:
            rand = random.randint(1,5)
            if rand == 1:
                self.movePlayer("left")
                time.sleep(.05)
                print("left")
            elif rand == 2:
                self.movePlayer("right")
                time.sleep(.05)
                print("right")
            elif rand == 3:
                self.movePlayer("up")
                time.sleep(.05)
                print("up")
            elif rand == 4:
                self.movePlayer("down")
                time.sleep(.05)
                print("down")

            elif rand == 5:
                self.movePlayer("space")
                time.sleep(.05)
                print("space")
            x -= 1

    def update(self, dt):
        self.player.cshape.center = self.player.position
        for enem in self.enemies:
            enem.cshape.center = enem.position

        collisions = self.collision_manager.objs_colliding(self.player)
        if collisions:
            if self.boss in collisions:
                print("You won!")
            cocos.director.director.pop()

    def movePlayer(self, symbol):

         if symbol == "left":
                self.player.velocity = -self.player.speed, 0
         elif symbol == "right":
                self.player.velocity = self.player.speed, 0
         elif symbol == "up":
                self.player.velocity = 0, self.player.speed
         elif symbol == "down":
                self.player.velocity = 0, -self.player.speed
         elif symbol == "space":
                self.player.velocity = 0, 0


if __name__ == '__main__':
    cocos.director.director.init(
        width=800,
        height=650,
        caption="Catch your husband!"
    )

    game_layer = Game()
    game_scene = cocos.scene.Scene(game_layer)

    game_layer.simulate()

    cocos.director.director.run(game_scene)

    print("after")

就像@Blckknght 指出的那样,绘制图层 Game 和 运行 它的其他预定函数(在您的情况下 Game.update)仅在调用 cocos.director.director.run(game_scene).这就是为什么您看不到速度更新的原因 - 它们是在绘图开始时完成的。

您应该删除调用 game_layer.simulate(),因为它没有达到预期的效果。

那么你可以这样做:

def simulate(self, dt):
    if self.x > 0:  # set this to 100 in constructor
        rand = random.randint(1,5)
        if rand == 1:
            self.movePlayer("left")
            print("left")
        elif rand == 2:
            self.movePlayer("right")
            print("right")
        elif rand == 3:
            self.movePlayer("up")
            print("up")
        elif rand == 4:
            self.movePlayer("down")
            print("down")

        elif rand == 5:
            self.movePlayer("space")
            print("space")
        x -= 1

请注意,我删除了对 time.sleep 的调用。不确定这些是否会导致问题,但最好在 cocos2d.

中调用专用 schedule_interval(或 schedule)函数

Game的构造函数中:

self.schedule_interval(self.simulate, 0.05)
self.schedule_interval(self.update, 0.05)

要安排 Game.simulate,您必须更改函数的签名以将 dt 作为其第二个参数,就像 Game.update 一样。