如何从许多精灵中杀死一个?
how to kill One from many sprites?
我正在创建一个简单的游戏,我在其中玩飞机并躲避火箭。
我想做可以用键盘激活的“障碍”。
当火箭撞到障碍物时,应该杀死这枚特殊的火箭。
我试过 kill()
,但没有用,我也试过从 sprite 组中移除等等。
非常感谢你的帮助,因为我卡住了,再见
这是我的代码:
import pygame, random, time
from pygame.locals import(
RLEACCEL,
K_LEFT,
K_DOWN,
K_UP,
K_RIGHT,
K_ESCAPE,
K_SPACE,
K_w,
K_a,
K_s,
K_d,
KEYDOWN,
QUIT,
)
SCREEN_WIDTH = 700
SCREEN_HEIGHT = 700
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load('C:\Sprites\jet.png').convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
def update(self, pressed_keys):
if pressed_keys[K_w]:
self.rect.move_ip(0, -5)
if pressed_keys[K_s]:
self.rect.move_ip(0, 5)
if pressed_keys[K_a]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_d]:
self.rect.move_ip(5, 0)
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load('C:\Sprites\missile.png').convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5, 16)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load('C:\Sprites\cloud.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
def update(self):
self.rect.move_ip(-6, 0)
if self.rect.right < 0:
self.kill()
class Sun(pygame.sprite.Sprite):
def __init__(self):
super(Sun, self).__init__()
self.surf = pygame.image.load('C:\Sprites\sunnn.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect()
class Ballon(pygame.sprite.Sprite):
def __init__(self):
super(Ballon, self).__init__()
self.surf = pygame.image.load('C:\Sprites\gula.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
def update(self):
self.rect.move_ip(-6, 0)
if self.rect.right < 0:
self.kill()
class Barrier(pygame.sprite.Sprite):
def __init__(self):
super(Barrier, self).__init__()
self.surf = pygame.image.load('C:\Sprites\shield.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect()
def update(self):
if pressed_keys[K_w]:
self.rect.move_ip(0, -5)
if pressed_keys[K_s]:
self.rect.move_ip(0, 5)
if pressed_keys[K_a]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_d]:
self.rect.move_ip(5, 0)
pygame.init()
pygame.display.set_caption('Simple game')
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 250)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, 3100)
ADDBALLON = pygame.USEREVENT + 3
pygame.time.set_timer(ADDBALLON, 4500)
enemy = Enemy()
player = Player()
barrier = Barrier()
sun = Sun()
ballon = Ballon()
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
ballons = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(sun)
all_sprites.add(enemy)
Time = 0
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.USEREVENT:
Time += 0.25
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
all_sprites.add(barrier)
elif event.type == QUIT:
running = False
elif event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
elif event.type == ADDCLOUD:
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
elif event.type == ADDBALLON:
new_ballon = Ballon()
ballons.add(new_ballon)
all_sprites.add(new_ballon)
clock.tick(40)
screen.blit(player.surf, player.rect)
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
clouds.update()
ballons.update()
barrier.update()
screen.fill((135, 206, 250))
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
pygame.display.flip()
if pygame.sprite.spritecollideany(player, enemies):
player.kill()
running = False
counter, text = str(Time), ' Score: ' + str(Time)
pygame.time.set_timer(pygame.USEREVENT, 1000)
font = pygame.font.SysFont('Consolas', 30)
if pygame.sprite.spritecollideany(barrier, enemies):
enemy.kill()
screen.blit(font.render(text, True, (0, 0, 0)), (32, 48))
pygame.display.flip()
pygame.quit()
你杀错了敌人。 enemy
变量包含一个随机敌人,但不包含正在碰撞的敌人。 pygame.sprite.spritecollideany()
returns 碰撞的敌人Sprite:
collided_enemy = pygame.sprite.spritecollideany(barrier, enemies):
if collided_enemy != None:
collided_enemy .kill()
或者您可以使用 pygame.sprite.spritecollide()
并将 dokill 参数设置为 True
:
The dokill argument is a bool. If set to True, all Sprites that collide will be removed from the Group.
pygame.sprite.spritecollide(barrier, enemies, True)
我正在创建一个简单的游戏,我在其中玩飞机并躲避火箭。
我想做可以用键盘激活的“障碍”。
当火箭撞到障碍物时,应该杀死这枚特殊的火箭。
我试过 kill()
,但没有用,我也试过从 sprite 组中移除等等。
非常感谢你的帮助,因为我卡住了,再见
这是我的代码:
import pygame, random, time
from pygame.locals import(
RLEACCEL,
K_LEFT,
K_DOWN,
K_UP,
K_RIGHT,
K_ESCAPE,
K_SPACE,
K_w,
K_a,
K_s,
K_d,
KEYDOWN,
QUIT,
)
SCREEN_WIDTH = 700
SCREEN_HEIGHT = 700
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load('C:\Sprites\jet.png').convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
def update(self, pressed_keys):
if pressed_keys[K_w]:
self.rect.move_ip(0, -5)
if pressed_keys[K_s]:
self.rect.move_ip(0, 5)
if pressed_keys[K_a]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_d]:
self.rect.move_ip(5, 0)
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load('C:\Sprites\missile.png').convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5, 16)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load('C:\Sprites\cloud.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
def update(self):
self.rect.move_ip(-6, 0)
if self.rect.right < 0:
self.kill()
class Sun(pygame.sprite.Sprite):
def __init__(self):
super(Sun, self).__init__()
self.surf = pygame.image.load('C:\Sprites\sunnn.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect()
class Ballon(pygame.sprite.Sprite):
def __init__(self):
super(Ballon, self).__init__()
self.surf = pygame.image.load('C:\Sprites\gula.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
def update(self):
self.rect.move_ip(-6, 0)
if self.rect.right < 0:
self.kill()
class Barrier(pygame.sprite.Sprite):
def __init__(self):
super(Barrier, self).__init__()
self.surf = pygame.image.load('C:\Sprites\shield.png').convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect()
def update(self):
if pressed_keys[K_w]:
self.rect.move_ip(0, -5)
if pressed_keys[K_s]:
self.rect.move_ip(0, 5)
if pressed_keys[K_a]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_d]:
self.rect.move_ip(5, 0)
pygame.init()
pygame.display.set_caption('Simple game')
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 250)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, 3100)
ADDBALLON = pygame.USEREVENT + 3
pygame.time.set_timer(ADDBALLON, 4500)
enemy = Enemy()
player = Player()
barrier = Barrier()
sun = Sun()
ballon = Ballon()
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
ballons = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(sun)
all_sprites.add(enemy)
Time = 0
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.USEREVENT:
Time += 0.25
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
all_sprites.add(barrier)
elif event.type == QUIT:
running = False
elif event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
elif event.type == ADDCLOUD:
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
elif event.type == ADDBALLON:
new_ballon = Ballon()
ballons.add(new_ballon)
all_sprites.add(new_ballon)
clock.tick(40)
screen.blit(player.surf, player.rect)
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
clouds.update()
ballons.update()
barrier.update()
screen.fill((135, 206, 250))
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
pygame.display.flip()
if pygame.sprite.spritecollideany(player, enemies):
player.kill()
running = False
counter, text = str(Time), ' Score: ' + str(Time)
pygame.time.set_timer(pygame.USEREVENT, 1000)
font = pygame.font.SysFont('Consolas', 30)
if pygame.sprite.spritecollideany(barrier, enemies):
enemy.kill()
screen.blit(font.render(text, True, (0, 0, 0)), (32, 48))
pygame.display.flip()
pygame.quit()
你杀错了敌人。 enemy
变量包含一个随机敌人,但不包含正在碰撞的敌人。 pygame.sprite.spritecollideany()
returns 碰撞的敌人Sprite:
collided_enemy = pygame.sprite.spritecollideany(barrier, enemies):
if collided_enemy != None:
collided_enemy .kill()
或者您可以使用 pygame.sprite.spritecollide()
并将 dokill 参数设置为 True
:
The dokill argument is a bool. If set to True, all Sprites that collide will be removed from the Group.
pygame.sprite.spritecollide(barrier, enemies, True)