如何从多边生成精灵?
How to spawn sprites from multiple sides?
我正在创建一个简单的游戏,我在其中扮演飞机并躲避火箭(火箭从右侧出现),我做了一些类似屏障的东西来阻挡敌人并杀死他们,但它太 OP,所以我想削弱它,所以我要从右侧和顶部产生敌人。
但我真的不知道如何从顶部生成它们。
非常感谢任何帮助,谢谢。
P.S。 class 命名的敌人应该从右边生成敌人(这是正确的)
class AnotherEnemy 应该从顶部生成敌人(这不能正常工作)
我的代码:
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, -8)
if pressed_keys[K_s]:
self.rect.move_ip(0, 8)
if pressed_keys[K_a]:
self.rect.move_ip(-8, 0)
if pressed_keys[K_d]:
self.rect.move_ip(8, 0)
if pressed_keys[K_UP]:
self.rect.move_ip(0, -8)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 8)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-8, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(8, 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, 17)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class AnotherEnemy(pygame.sprite.Sprite):
def __init__(self):
super(AnotherEnemy, self).__init__()
self.surf = pygame.image.load('C:\Sprites\missile2.png').convert()
self.surf.set_colorkey((255, 255, 255))
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT)
)
)
self.speed = random.randint(8, 17)
def update(self):
self.rect.move_ip(0, self.speed)
if self.rect.bottom > SCREEN_HEIGHT:
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, -8)
if pressed_keys[K_s]:
self.rect.move_ip(0, 8)
if pressed_keys[K_a]:
self.rect.move_ip(-8 , 0)
if pressed_keys[K_d]:
self.rect.move_ip(8 , 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)
ADDANOTHERENEMY = pygame.USEREVENT + 4
pygame.time.set_timer(ADDANOTHERENEMY, 250)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, 3100)
ADDBALLON = pygame.USEREVENT + 3
pygame.time.set_timer(ADDBALLON, 4500)
enemy = Enemy()
anotherenemy = AnotherEnemy()
player = Player()
barrier = Barrier()
sun = Sun()
ballon = Ballon()
enemies = pygame.sprite.Group()
anotherenemies = 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)
all_sprites.add(anotherenemy)
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 == ADDANOTHERENEMY:
new_anotherenemy = AnotherEnemy()
anotherenemies.add(new_anotherenemy)
all_sprites.add(new_anotherenemy)
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)
elif Time < -10000000:
running = False
clock.tick(30)
screen.blit(player.surf, player.rect)
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
anotherenemies.update()
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
collided_enemy = pygame.sprite.spritecollideany(barrier, enemies)
if collided_enemy != None:
collided_enemy.kill()
Time -= 25
collided_anotherenemy = pygame.sprite.spritecollideany(barrier, anotherenemies)
if collided_anotherenemy != None:
collided_anotherenemy.kill()
counter, text = str(Time), ' Score: ' + str(Time)
pygame.time.set_timer(pygame.USEREVENT, 1000)
font = pygame.font.SysFont('Consolas', 30)
screen.blit(font.render(text, True, (0, 0, 0)), (32, 48))
pygame.display.flip()
pygame.quit()
您只需调整位置和速度逻辑,使位置的移动和可变部分位于 y
组件中。因为屏幕的顶部是 0
,所以您必须从负值 y
开始并以正向而不是负向移动。当敌人离开屏幕底部(> 屏幕高度)时,您可以更改杀戮检查以杀死敌人。这是一个从屏幕顶部向下移动的敌人定义:
class AnotherEnemy(pygame.sprite.Sprite):
def __init__(self):
super(AnotherEnemy, self).__init__()
self.surf = pygame.image.load(image3).convert()
self.surf.set_colorkey((255, 255, 255))
self.rect = self.surf.get_rect(
center=(
random.randint(0, SCREEN_WIDTH),
-100
)
)
self.speed = random.randint(8, 17)
def update(self):
self.rect.move_ip(0, self.speed)
if self.rect.top > SCREEN_HEIGHT:
self.kill()
我正在创建一个简单的游戏,我在其中扮演飞机并躲避火箭(火箭从右侧出现),我做了一些类似屏障的东西来阻挡敌人并杀死他们,但它太 OP,所以我想削弱它,所以我要从右侧和顶部产生敌人。
但我真的不知道如何从顶部生成它们。
非常感谢任何帮助,谢谢。
P.S。 class 命名的敌人应该从右边生成敌人(这是正确的) class AnotherEnemy 应该从顶部生成敌人(这不能正常工作) 我的代码:
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, -8)
if pressed_keys[K_s]:
self.rect.move_ip(0, 8)
if pressed_keys[K_a]:
self.rect.move_ip(-8, 0)
if pressed_keys[K_d]:
self.rect.move_ip(8, 0)
if pressed_keys[K_UP]:
self.rect.move_ip(0, -8)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 8)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-8, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(8, 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, 17)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class AnotherEnemy(pygame.sprite.Sprite):
def __init__(self):
super(AnotherEnemy, self).__init__()
self.surf = pygame.image.load('C:\Sprites\missile2.png').convert()
self.surf.set_colorkey((255, 255, 255))
self.rect = self.surf.get_rect(
center =(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT)
)
)
self.speed = random.randint(8, 17)
def update(self):
self.rect.move_ip(0, self.speed)
if self.rect.bottom > SCREEN_HEIGHT:
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, -8)
if pressed_keys[K_s]:
self.rect.move_ip(0, 8)
if pressed_keys[K_a]:
self.rect.move_ip(-8 , 0)
if pressed_keys[K_d]:
self.rect.move_ip(8 , 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)
ADDANOTHERENEMY = pygame.USEREVENT + 4
pygame.time.set_timer(ADDANOTHERENEMY, 250)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, 3100)
ADDBALLON = pygame.USEREVENT + 3
pygame.time.set_timer(ADDBALLON, 4500)
enemy = Enemy()
anotherenemy = AnotherEnemy()
player = Player()
barrier = Barrier()
sun = Sun()
ballon = Ballon()
enemies = pygame.sprite.Group()
anotherenemies = 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)
all_sprites.add(anotherenemy)
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 == ADDANOTHERENEMY:
new_anotherenemy = AnotherEnemy()
anotherenemies.add(new_anotherenemy)
all_sprites.add(new_anotherenemy)
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)
elif Time < -10000000:
running = False
clock.tick(30)
screen.blit(player.surf, player.rect)
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
anotherenemies.update()
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
collided_enemy = pygame.sprite.spritecollideany(barrier, enemies)
if collided_enemy != None:
collided_enemy.kill()
Time -= 25
collided_anotherenemy = pygame.sprite.spritecollideany(barrier, anotherenemies)
if collided_anotherenemy != None:
collided_anotherenemy.kill()
counter, text = str(Time), ' Score: ' + str(Time)
pygame.time.set_timer(pygame.USEREVENT, 1000)
font = pygame.font.SysFont('Consolas', 30)
screen.blit(font.render(text, True, (0, 0, 0)), (32, 48))
pygame.display.flip()
pygame.quit()
您只需调整位置和速度逻辑,使位置的移动和可变部分位于 y
组件中。因为屏幕的顶部是 0
,所以您必须从负值 y
开始并以正向而不是负向移动。当敌人离开屏幕底部(> 屏幕高度)时,您可以更改杀戮检查以杀死敌人。这是一个从屏幕顶部向下移动的敌人定义:
class AnotherEnemy(pygame.sprite.Sprite):
def __init__(self):
super(AnotherEnemy, self).__init__()
self.surf = pygame.image.load(image3).convert()
self.surf.set_colorkey((255, 255, 255))
self.rect = self.surf.get_rect(
center=(
random.randint(0, SCREEN_WIDTH),
-100
)
)
self.speed = random.randint(8, 17)
def update(self):
self.rect.move_ip(0, self.speed)
if self.rect.top > SCREEN_HEIGHT:
self.kill()