硬币不显示
Coins not showing up
我正在尝试制作一款宇宙飞船游戏,您可以在其中控制一艘宇宙飞船并发射子弹来摧毁敌舰。我试图让屏幕充满金币,但是当我 运行 时,没有金币出现?我怎样才能让硬币填满屏幕?
这是我当前的代码(主要部分省略或替换或通过):
from tools import *
class Spaceship(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pass
def update(self):
self.rect.center = (self.x, self.y)
class Bullet(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pass
def update(self):
self.y -= 5
self.rect.center = (self.x, self.y)
if self.y < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, s, x, y, t):
pygame.sprite.Sprite.__init__(self)
self.type = t
self.screen, self.x, self.y = s, x, y
self.image = pygame.image.load(get_enemy_image()[self.type])
if self.type == "N1 Galaxy Fighter":
self.image = pygame.transform.scale(self.image, (235, 215))
elif self.type == "M7 Comet Glider":
self.image = pygame.transform.scale(self.image, (155, 215))
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.score_given = get_enemy_given_score()[self.type]
def update(self):
if self.y < 0:
self.kill()
self.y += 3
self.rect.center = (self.x, self.y)
class GameOverBackground(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.screen, self.x, self.y = s, x, y
self.size = size
self.image = pygame.image.load("Game_Over.jpg")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
def blitme(self):
self.screen.blit(self.image, self.rect)
class Coin(pygame.sprite.Sprite):
def __init__(self, pos=(0, 0), size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.x, self.y = pos[0], pos[1]
self.size = size
self.image = pygame.image.load("coin.png")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
self.rect.center = (self.x, self.y)
bg = GameOverBackground(screen, 0, 0, size=(800, 500))
spaceship = Spaceship(screen, 400, 400)
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
coins = pygame.sprite.Group()
clock = pygame.time.Clock()
enemy_interval = 2000 # It's in milliseconds
enemy_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_event, enemy_interval)
score = 0
lives = 3
with open("high_score.txt", "r") as file:
highscore = file.read()
font = pygame.font.SysFont("Arial", 30)
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
high_score_text_surface = font.render("High score: %s" % highscore, True, (0, 0, 0))
spaceship_collided = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == MOUSEBUTTONDOWN:
bullet = Bullet(screen, spaceship.x, spaceship.y - 20)
bullets.add(bullet)
if event.type == enemy_event and not lives <= 0:
enemy = Enemy(screen, randint(-100, 725), 0, choice(["N1 Galaxy Fighter", "M7 Comet Glider"]))
enemies.add(enemy)
screen.fill((255, 255, 255)) # DO NOT DRAW ANYTHING IN FRONT OF THIS LINE, I'M WARNING YOU
bullets.update()
key = pygame.key.get_pressed()
amount = 5
if key[pygame.K_a]:
spaceship.x -= amount
elif key[pygame.K_d]:
spaceship.x += amount
elif key[pygame.K_w]:
spaceship.y -= amount
elif key[pygame.K_s]:
spaceship.y += amount
spaceship.update()
if not lives <= 0:
screen.blit(spaceship.image, spaceship.rect)
if not lives <= 0:
bullets.draw(screen)
enemies.draw(screen)
for i in enemies:
i.update()
if pygame.sprite.spritecollide(i, bullets, True):
score += i.score_given
i.kill()
if spaceship_collided and lives <= 0:
bg.blitme()
if score > int(highscore):
with open("high_score.txt", "w") as file:
file.write(str(score))
if score >= 99999:
score = 99999
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
screen.blit(score_text_surface, (590, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
screen.blit(lives_text_surface, (260, 0))
high_score_text_surface = font.render("High score: %s" % highscore, True, (0, 0, 0))
screen.blit(high_score_text_surface, (360, 0))
# Coins
coins.add(Coin((randint(-200, 200), randint(-200, 200))))
coins.update()
if pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
lives -= 1
spaceship_collided = True
pygame.display.update()
clock.tick(60)
这是我的 tools.py 代码:
def get_enemy_given_score():
return {"N1 Galaxy Fighter": 10, "M7 Comet Glider": 20}
def get_enemy_image():
return {"N1 Galaxy Fighter": "enemy1.png", "M7 Comet Glider": "enemy2.png"}
您必须在coins
组中抽取硬币。此外,我建议限制硬币数量(例如 100):
coins = pygame.sprite.Group()
# [...]
while running:
# [...]
if len(coins) < 100:
coins.add(Coin((randint(-200, 200), randint(-200, 200))))
coins.update()
# [...]
coins.draw(screen) # <--- draw the Sprites contained in coins
pygame.display.update()
pygame.sprite.Group.draw()
and pygame.sprite.Group.update()
是pygame.sprite.Group
.
提供的方法
前者委托给包含pygame.sprite.Sprite
s - you have to implement the method. See pygame.sprite.Group.update()
的update
方法:
Calls the update()
method on all Sprites in the Group [...]
后者使用包含的pygame.sprite.Sprite
的image
和rect
属性来绘制对象——你必须确保pygame.sprite.Sprite
具有所需的属性。见 pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the Sprite.image
attribute for the source surface, and Sprite.rect
. [...]
我正在尝试制作一款宇宙飞船游戏,您可以在其中控制一艘宇宙飞船并发射子弹来摧毁敌舰。我试图让屏幕充满金币,但是当我 运行 时,没有金币出现?我怎样才能让硬币填满屏幕?
这是我当前的代码(主要部分省略或替换或通过):
from tools import *
class Spaceship(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pass
def update(self):
self.rect.center = (self.x, self.y)
class Bullet(pygame.sprite.Sprite):
def __init__(self, s, x, y):
pass
def update(self):
self.y -= 5
self.rect.center = (self.x, self.y)
if self.y < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, s, x, y, t):
pygame.sprite.Sprite.__init__(self)
self.type = t
self.screen, self.x, self.y = s, x, y
self.image = pygame.image.load(get_enemy_image()[self.type])
if self.type == "N1 Galaxy Fighter":
self.image = pygame.transform.scale(self.image, (235, 215))
elif self.type == "M7 Comet Glider":
self.image = pygame.transform.scale(self.image, (155, 215))
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.score_given = get_enemy_given_score()[self.type]
def update(self):
if self.y < 0:
self.kill()
self.y += 3
self.rect.center = (self.x, self.y)
class GameOverBackground(pygame.sprite.Sprite):
def __init__(self, s, x, y, size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.screen, self.x, self.y = s, x, y
self.size = size
self.image = pygame.image.load("Game_Over.jpg")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
def blitme(self):
self.screen.blit(self.image, self.rect)
class Coin(pygame.sprite.Sprite):
def __init__(self, pos=(0, 0), size=(100, 100)):
pygame.sprite.Sprite.__init__(self)
self.x, self.y = pos[0], pos[1]
self.size = size
self.image = pygame.image.load("coin.png")
self.image = pygame.transform.scale(self.image, self.size)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
self.rect.center = (self.x, self.y)
bg = GameOverBackground(screen, 0, 0, size=(800, 500))
spaceship = Spaceship(screen, 400, 400)
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
coins = pygame.sprite.Group()
clock = pygame.time.Clock()
enemy_interval = 2000 # It's in milliseconds
enemy_event = pygame.USEREVENT + 1
pygame.time.set_timer(enemy_event, enemy_interval)
score = 0
lives = 3
with open("high_score.txt", "r") as file:
highscore = file.read()
font = pygame.font.SysFont("Arial", 30)
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
high_score_text_surface = font.render("High score: %s" % highscore, True, (0, 0, 0))
spaceship_collided = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == MOUSEBUTTONDOWN:
bullet = Bullet(screen, spaceship.x, spaceship.y - 20)
bullets.add(bullet)
if event.type == enemy_event and not lives <= 0:
enemy = Enemy(screen, randint(-100, 725), 0, choice(["N1 Galaxy Fighter", "M7 Comet Glider"]))
enemies.add(enemy)
screen.fill((255, 255, 255)) # DO NOT DRAW ANYTHING IN FRONT OF THIS LINE, I'M WARNING YOU
bullets.update()
key = pygame.key.get_pressed()
amount = 5
if key[pygame.K_a]:
spaceship.x -= amount
elif key[pygame.K_d]:
spaceship.x += amount
elif key[pygame.K_w]:
spaceship.y -= amount
elif key[pygame.K_s]:
spaceship.y += amount
spaceship.update()
if not lives <= 0:
screen.blit(spaceship.image, spaceship.rect)
if not lives <= 0:
bullets.draw(screen)
enemies.draw(screen)
for i in enemies:
i.update()
if pygame.sprite.spritecollide(i, bullets, True):
score += i.score_given
i.kill()
if spaceship_collided and lives <= 0:
bg.blitme()
if score > int(highscore):
with open("high_score.txt", "w") as file:
file.write(str(score))
if score >= 99999:
score = 99999
score_text_surface = font.render("Score: {:,}".format(score), True, (0, 0, 0))
screen.blit(score_text_surface, (590, 0))
lives_text_surface = font.render("HP: %s" % lives, True, (0, 0, 0))
screen.blit(lives_text_surface, (260, 0))
high_score_text_surface = font.render("High score: %s" % highscore, True, (0, 0, 0))
screen.blit(high_score_text_surface, (360, 0))
# Coins
coins.add(Coin((randint(-200, 200), randint(-200, 200))))
coins.update()
if pygame.sprite.spritecollide(spaceship, enemies, dokill=True):
lives -= 1
spaceship_collided = True
pygame.display.update()
clock.tick(60)
这是我的 tools.py 代码:
def get_enemy_given_score():
return {"N1 Galaxy Fighter": 10, "M7 Comet Glider": 20}
def get_enemy_image():
return {"N1 Galaxy Fighter": "enemy1.png", "M7 Comet Glider": "enemy2.png"}
您必须在coins
组中抽取硬币。此外,我建议限制硬币数量(例如 100):
coins = pygame.sprite.Group()
# [...]
while running:
# [...]
if len(coins) < 100:
coins.add(Coin((randint(-200, 200), randint(-200, 200))))
coins.update()
# [...]
coins.draw(screen) # <--- draw the Sprites contained in coins
pygame.display.update()
pygame.sprite.Group.draw()
and pygame.sprite.Group.update()
是pygame.sprite.Group
.
前者委托给包含pygame.sprite.Sprite
s - you have to implement the method. See pygame.sprite.Group.update()
的update
方法:
Calls the
update()
method on all Sprites in the Group [...]
后者使用包含的pygame.sprite.Sprite
的image
和rect
属性来绘制对象——你必须确保pygame.sprite.Sprite
具有所需的属性。见 pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
. [...]