如何使用 pygame(如 T-rex 游戏)创建多个横向移动的精灵对象
How do you create multiple sprite objects moving sideways using pygame(like T-rex game)
我已经尝试搜索许多解决方案来执行此操作,但我似乎无法理解如何多次生成敌人方块。在我的程序中,敌人方块只会出现一次。游戏未完成,请忽略空函数
我已经使用精灵创建了敌人对象。我想以这样的方式创建程序,一旦敌人对象离开屏幕,就会出现另一个对象(相同大小和颜色)。
import pygame as pg
from settings import *
from sprites import *
from os import path
class Game(object):
"""docstring for Game"""
def __init__(self):
# initialise game
global points , game_speed
pg.init()
self.screen = pg.display.set_mode((s_HEIGHT , s_WIDTH))
pg.display.set_caption(TITLE)
self.icon = pg.image.load("C:/Users/DELL/Documents/Jump Cube/Img/cube.png")
pg.display.set_icon(self.icon)
self.clock = pg.time.Clock()
self.running = True
self.game_speed = 14
points = 0
font = pygame.font.Font('freesansbold.ttf', 20)
self.load_data()
def load_data(self):
self.dir = path.dirname(__file__)
img_dir = path.join(self.dir, "Img")
#load spritesheet image
self.spritesheet = Spritesheet(path.join(img_dir, SPRITESHEET))
def new(self):
# Stars a new game
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.ene = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
pl = Platform(0, s_HEIGHT - 230, 800, 40)
en = enemies(50, 50)
self.all_sprites.add(pl)
self.platforms.add(pl)
self.all_sprites.add(en)
self.ene.add(en)
self.Run()
def Run(self):
# Game Loop
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.Events()
self.Update()
self.Draw()
self.score()
def Update(self):
# Game Loop - Update
self.all_sprites.update()
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
pass
def score(self):
global points , game_speed
points += 1
if points % 100 == 0:
game_speed += 1
text = font.render("Points : " + str(points), True, WHITE)
textrec = text.get_rect()
textrec.center = (700, 50)
self.screen.blit(text, textrec)
def Events(self):
# Game Loop - Events
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def Draw(self):
# Game Loop - Draw
self.screen.fill(BLACK)
self.score()
self.all_sprites.draw(self.screen)
pg.display.update()
pass
def start_screen(self):
# shows the start screen
pass
def end_screen(self):
# shows the end screen
pass
g = Game()
g.start_screen()
while g.running:
g.new()
g.end_screen()
pg.quit()
sprites.py
import pygame as pg
from settings import *
vec = pg.math.Vector2
class Spritesheet():
# utility class for laoding and parsing spritesheets
def __init__(self, filename):
self.spritesheet = pg.image.load(filename).convert()
def get_image(self, x, y, width, height):
# grabs images from large spritesheets
image = pg.Surface((width, height))
image.blit(self.spritesheet, (0,0), (x, y, width, height))
image = pg.transform.scale(image , (50, 85))
return image
class Player(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = self.game.spritesheet.get_image(614, 1063, 120, 191)
self.image.set_colorkey(BLACK1)
self.rect = self.image.get_rect()
self.rect.center = (s_WIDTH / 2, s_HEIGHT / 2)
self.pos = vec(100, 600)
self.vel = (0, 0)
self.acc = (0, 0)
def jump(self):
#jump only if standing on plat
self.rect.y += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.y -= 1
if hits:
self.vel.y = -8
def update(self):
self.acc = vec(0, PLAYER_GRAV)
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w, h))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class enemies(pg.sprite.Sprite):
def __init__(self, w1, h1):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w1, h1))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = 700
self.rect.y = 517
def update(self):
self.rect.x -= game_speed
settings.py
import pygame
pygame.init()
#game options
TITLE = "Ninja Jump"
s_WIDTH = 600
s_HEIGHT = 800
FPS = 60
game_speed = 14
points = 0
font = pygame.font.Font('freesansbold.ttf', 20)
SPRITESHEET = "spritesheet_jumper.png"
#player properties
PLAYER_ACC = 0.5
PLAYER_GRAV = 0.3
#colors
WHITE = (199, 198, 196)
BLACK = (23, 23, 23)
GRAY = (121, 121, 120)
GREEN = (72, 161, 77)
BLACK1 = (0,0,0)
GRAY1 = (162, 162, 162)
enemies
的第一个应该是名字 Enemy
。 class 代表 1 个敌人。敌人的坐标是构造函数的参数。 en
pygame.sprite.Group
对象用于管理多个敌人:
class Enemies(pg.sprite.Sprite):
def __init__(self, x, y, w1, h1):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w1, h1))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
self.rect.x -= game_speed
class Game(object):
# [...]
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.ene = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
pl = Platform(0, s_HEIGHT - 230, 800, 40)
en1 = Enemy(700, 517, 50, 50)
en2 = Enemy(600, 517, 50, 50)
en3 = Enemy(500, 517, 50, 50)
self.all_sprites.add(pl)
self.platforms.add(pl)
self.all_sprites.add([en1, en2, en3])
self.ene.add([en1, en2, en3])
self.Run()
我已经尝试搜索许多解决方案来执行此操作,但我似乎无法理解如何多次生成敌人方块。在我的程序中,敌人方块只会出现一次。游戏未完成,请忽略空函数
我已经使用精灵创建了敌人对象。我想以这样的方式创建程序,一旦敌人对象离开屏幕,就会出现另一个对象(相同大小和颜色)。
import pygame as pg
from settings import *
from sprites import *
from os import path
class Game(object):
"""docstring for Game"""
def __init__(self):
# initialise game
global points , game_speed
pg.init()
self.screen = pg.display.set_mode((s_HEIGHT , s_WIDTH))
pg.display.set_caption(TITLE)
self.icon = pg.image.load("C:/Users/DELL/Documents/Jump Cube/Img/cube.png")
pg.display.set_icon(self.icon)
self.clock = pg.time.Clock()
self.running = True
self.game_speed = 14
points = 0
font = pygame.font.Font('freesansbold.ttf', 20)
self.load_data()
def load_data(self):
self.dir = path.dirname(__file__)
img_dir = path.join(self.dir, "Img")
#load spritesheet image
self.spritesheet = Spritesheet(path.join(img_dir, SPRITESHEET))
def new(self):
# Stars a new game
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.ene = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
pl = Platform(0, s_HEIGHT - 230, 800, 40)
en = enemies(50, 50)
self.all_sprites.add(pl)
self.platforms.add(pl)
self.all_sprites.add(en)
self.ene.add(en)
self.Run()
def Run(self):
# Game Loop
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.Events()
self.Update()
self.Draw()
self.score()
def Update(self):
# Game Loop - Update
self.all_sprites.update()
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
pass
def score(self):
global points , game_speed
points += 1
if points % 100 == 0:
game_speed += 1
text = font.render("Points : " + str(points), True, WHITE)
textrec = text.get_rect()
textrec.center = (700, 50)
self.screen.blit(text, textrec)
def Events(self):
# Game Loop - Events
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def Draw(self):
# Game Loop - Draw
self.screen.fill(BLACK)
self.score()
self.all_sprites.draw(self.screen)
pg.display.update()
pass
def start_screen(self):
# shows the start screen
pass
def end_screen(self):
# shows the end screen
pass
g = Game()
g.start_screen()
while g.running:
g.new()
g.end_screen()
pg.quit()
sprites.py
import pygame as pg
from settings import *
vec = pg.math.Vector2
class Spritesheet():
# utility class for laoding and parsing spritesheets
def __init__(self, filename):
self.spritesheet = pg.image.load(filename).convert()
def get_image(self, x, y, width, height):
# grabs images from large spritesheets
image = pg.Surface((width, height))
image.blit(self.spritesheet, (0,0), (x, y, width, height))
image = pg.transform.scale(image , (50, 85))
return image
class Player(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = self.game.spritesheet.get_image(614, 1063, 120, 191)
self.image.set_colorkey(BLACK1)
self.rect = self.image.get_rect()
self.rect.center = (s_WIDTH / 2, s_HEIGHT / 2)
self.pos = vec(100, 600)
self.vel = (0, 0)
self.acc = (0, 0)
def jump(self):
#jump only if standing on plat
self.rect.y += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.y -= 1
if hits:
self.vel.y = -8
def update(self):
self.acc = vec(0, PLAYER_GRAV)
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w, h))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class enemies(pg.sprite.Sprite):
def __init__(self, w1, h1):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w1, h1))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = 700
self.rect.y = 517
def update(self):
self.rect.x -= game_speed
settings.py
import pygame
pygame.init()
#game options
TITLE = "Ninja Jump"
s_WIDTH = 600
s_HEIGHT = 800
FPS = 60
game_speed = 14
points = 0
font = pygame.font.Font('freesansbold.ttf', 20)
SPRITESHEET = "spritesheet_jumper.png"
#player properties
PLAYER_ACC = 0.5
PLAYER_GRAV = 0.3
#colors
WHITE = (199, 198, 196)
BLACK = (23, 23, 23)
GRAY = (121, 121, 120)
GREEN = (72, 161, 77)
BLACK1 = (0,0,0)
GRAY1 = (162, 162, 162)
enemies
的第一个应该是名字 Enemy
。 class 代表 1 个敌人。敌人的坐标是构造函数的参数。 en
pygame.sprite.Group
对象用于管理多个敌人:
class Enemies(pg.sprite.Sprite):
def __init__(self, x, y, w1, h1):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w1, h1))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
self.rect.x -= game_speed
class Game(object):
# [...]
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.ene = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
pl = Platform(0, s_HEIGHT - 230, 800, 40)
en1 = Enemy(700, 517, 50, 50)
en2 = Enemy(600, 517, 50, 50)
en3 = Enemy(500, 517, 50, 50)
self.all_sprites.add(pl)
self.platforms.add(pl)
self.all_sprites.add([en1, en2, en3])
self.ene.add([en1, en2, en3])
self.Run()