从边界生成移动对象
Spawn moving objects from border
我正在尝试让 Angryball class 中的对象从右边界随机生成并在屏幕外从右向左移动。这个想法是这些 ogjects 必须在 window 右边界的随机 y 坐标上产生(如果我能让它们看起来像是来自边界外更好,但这是我稍后会检查的另一点)然后以速度 5 移动,直到到达对面的边界。一旦一个对象出来,另一个对象就会再次产生。
当我 运行 这个时我没有任何错误,但它没有按预期工作:) 你能帮我解决这个问题吗?
import pygame
import os
import random
size = width, height = 750, 422
screen = pygame.display.set_mode(size)
img_path = os.path.join(os.getcwd())
background_image = pygame.image.load('background.jpg').convert()
bg_image_rect = background_image.get_rect()
pygame.mixer.pre_init(44100, 16, 2, 4096)
pygame.display.set_caption("BallGame")
class Ball(object):
def __init__(self):
self.image = pygame.image.load("ball.png")
self.image_rect = self.image.get_rect()
self.image_rect.x
self.image_rect.y
self.facing = 'LEFT'
def handle_keys(self):
key = pygame.key.get_pressed()
dist = 5
if key[pygame.K_DOWN] and self.image_rect.y < 321:
self.facing = 'DOWN'
self.image_rect.y += dist
elif key[pygame.K_UP] and self.image_rect.y > 0:
self.facing = 'UP'
self.image_rect.y -= dist
if key[pygame.K_RIGHT] and self.image_rect.x < 649:
self.facing = 'RIGHT'
self.image_rect.x += dist
elif key[pygame.K_LEFT] and self.image_rect.x > 0:
self.facing = 'LEFT'
self.image_rect.x -= dist
def draw(self, surface):
if self.facing == "RIGHT":
surface.blit(pygame.transform.flip(self.image, True, False),(self.image_rect.x,self.image_rect.y))
elif self.facing == "DOWN":
surface.blit(pygame.image.load("ball_down.png"),(self.image_rect.x,self.image_rect.y))
if self.facing == "UP":
surface.blit(pygame.image.load("ball_up.png"),(self.image_rect.x,self.image_rect.y))
elif self.facing == "LEFT":
surface.blit(self.image,(self.image_rect.x,self.image_rect.y))
mob_images = [pygame.image.load("image1.png").convert_alpha(),pygame.image.load("image2.png").convert_alpha(),pygame.image.load("image3.png").convert_alpha(),pygame.image.load("image4.png").convert_alpha(),pygame.image.load("image5.png").convert_alpha()]
mob_image = random.choice(mob_images)
class Angryball(pygame.sprite.Sprite):
def __init__(self, image, pos_x, pos_y):
super(Angryball, self).__init__()
self.image = image
self.rect = self.image.get_rect()
self.rect.x = pos_x
self.rect.y = pos_y
self.facing = 'LEFT'
def update(self, screen):
if self.rect.x <= 0:
self.rect.right = screen.get_rect().width
self.rect.top = random.randint(0, screen.get_rect().height)
else:
self.rect.move_ip(-5, 0)
pygame.init()
screen = pygame.display.set_mode((750, 422))
ball = Ball()
angryball = Angryball(mob_image, 700, random.randrange(400))
sprites = pygame.sprite.Group()
sprites.add(angryball)
clock = pygame.time.Clock()
pygame.mixer.music.load("bg_music.mp3")
pygame.mixer.music.play(-1, 0.0)
running = True
while running:
esc_key = pygame.key.get_pressed()
for event in pygame.event.get():
if esc_key[pygame.K_ESCAPE]:
pygame.display.quit()
pygame.quit()
running = False
ball.handle_keys()
sprites.update(screen)
sprites.draw(screen)
screen.blit(background_image, bg_image_rect)
screen.blit(background_image, bg_image_rect.move(bg_image_rect.width, 0))
bg_image_rect.move_ip(-2, 0)
if bg_image_rect.right <= 0:
bg_image_rect.x = 0
ball.draw(screen)
pygame.display.update()
clock.tick(60)
使用pygame的Sprites。
让Angryball
继承pygame.sprite.Sprite
并将image_rect
重命名为rect
。
给它一个像这样的 update
函数:
def update(self, screen):
if self.rect.x <= 0:
self.rect.right = screen.get_rect().width
self.rect.top = random.randint(0, screen.get_rect().height)
else:
self.rect.move_ip(-5, 0)
与其手动将其 blit 到屏幕,不如使用 Group
:
angryball = Angryball(mob_image, 700, random.randrange(400))
sprites = pygame.sprite.Group()
sprites.add(angryball)
并且在你的主循环中简单地调用
sprites.update(screen)
sprites.draw(screen)
您的代码不起作用,因为您在实际声明它之前尝试在该行中使用 angryball_image_rect
。
我正在尝试让 Angryball class 中的对象从右边界随机生成并在屏幕外从右向左移动。这个想法是这些 ogjects 必须在 window 右边界的随机 y 坐标上产生(如果我能让它们看起来像是来自边界外更好,但这是我稍后会检查的另一点)然后以速度 5 移动,直到到达对面的边界。一旦一个对象出来,另一个对象就会再次产生。 当我 运行 这个时我没有任何错误,但它没有按预期工作:) 你能帮我解决这个问题吗?
import pygame
import os
import random
size = width, height = 750, 422
screen = pygame.display.set_mode(size)
img_path = os.path.join(os.getcwd())
background_image = pygame.image.load('background.jpg').convert()
bg_image_rect = background_image.get_rect()
pygame.mixer.pre_init(44100, 16, 2, 4096)
pygame.display.set_caption("BallGame")
class Ball(object):
def __init__(self):
self.image = pygame.image.load("ball.png")
self.image_rect = self.image.get_rect()
self.image_rect.x
self.image_rect.y
self.facing = 'LEFT'
def handle_keys(self):
key = pygame.key.get_pressed()
dist = 5
if key[pygame.K_DOWN] and self.image_rect.y < 321:
self.facing = 'DOWN'
self.image_rect.y += dist
elif key[pygame.K_UP] and self.image_rect.y > 0:
self.facing = 'UP'
self.image_rect.y -= dist
if key[pygame.K_RIGHT] and self.image_rect.x < 649:
self.facing = 'RIGHT'
self.image_rect.x += dist
elif key[pygame.K_LEFT] and self.image_rect.x > 0:
self.facing = 'LEFT'
self.image_rect.x -= dist
def draw(self, surface):
if self.facing == "RIGHT":
surface.blit(pygame.transform.flip(self.image, True, False),(self.image_rect.x,self.image_rect.y))
elif self.facing == "DOWN":
surface.blit(pygame.image.load("ball_down.png"),(self.image_rect.x,self.image_rect.y))
if self.facing == "UP":
surface.blit(pygame.image.load("ball_up.png"),(self.image_rect.x,self.image_rect.y))
elif self.facing == "LEFT":
surface.blit(self.image,(self.image_rect.x,self.image_rect.y))
mob_images = [pygame.image.load("image1.png").convert_alpha(),pygame.image.load("image2.png").convert_alpha(),pygame.image.load("image3.png").convert_alpha(),pygame.image.load("image4.png").convert_alpha(),pygame.image.load("image5.png").convert_alpha()]
mob_image = random.choice(mob_images)
class Angryball(pygame.sprite.Sprite):
def __init__(self, image, pos_x, pos_y):
super(Angryball, self).__init__()
self.image = image
self.rect = self.image.get_rect()
self.rect.x = pos_x
self.rect.y = pos_y
self.facing = 'LEFT'
def update(self, screen):
if self.rect.x <= 0:
self.rect.right = screen.get_rect().width
self.rect.top = random.randint(0, screen.get_rect().height)
else:
self.rect.move_ip(-5, 0)
pygame.init()
screen = pygame.display.set_mode((750, 422))
ball = Ball()
angryball = Angryball(mob_image, 700, random.randrange(400))
sprites = pygame.sprite.Group()
sprites.add(angryball)
clock = pygame.time.Clock()
pygame.mixer.music.load("bg_music.mp3")
pygame.mixer.music.play(-1, 0.0)
running = True
while running:
esc_key = pygame.key.get_pressed()
for event in pygame.event.get():
if esc_key[pygame.K_ESCAPE]:
pygame.display.quit()
pygame.quit()
running = False
ball.handle_keys()
sprites.update(screen)
sprites.draw(screen)
screen.blit(background_image, bg_image_rect)
screen.blit(background_image, bg_image_rect.move(bg_image_rect.width, 0))
bg_image_rect.move_ip(-2, 0)
if bg_image_rect.right <= 0:
bg_image_rect.x = 0
ball.draw(screen)
pygame.display.update()
clock.tick(60)
使用pygame的Sprites。
让Angryball
继承pygame.sprite.Sprite
并将image_rect
重命名为rect
。
给它一个像这样的 update
函数:
def update(self, screen):
if self.rect.x <= 0:
self.rect.right = screen.get_rect().width
self.rect.top = random.randint(0, screen.get_rect().height)
else:
self.rect.move_ip(-5, 0)
与其手动将其 blit 到屏幕,不如使用 Group
:
angryball = Angryball(mob_image, 700, random.randrange(400))
sprites = pygame.sprite.Group()
sprites.add(angryball)
并且在你的主循环中简单地调用
sprites.update(screen)
sprites.draw(screen)
您的代码不起作用,因为您在实际声明它之前尝试在该行中使用 angryball_image_rect
。