发射时子弹不会显示...属性似乎显示子弹正在移动但不会显示
Bullets wont show when fired... Attributes seems to show bullet is moving but wont show
下面是代码...首先定义项目符号class,在_fire_bullet、_update_screen和_check_KEYDOWN中调用class。当按下空格键时,事件处理程序应该接受事件键,调用 _fire_bullet 函数,在该函数中创建项目符号对象并将其添加到精灵列表中。然后开火并在屏幕上移动。到目前为止,它会朝着错误的方向移动,但当我真正看到子弹时,我会很容易地纠正这个问题。
#make a pygame window with a blue background
import pygame
import sys
from pygame.sprite import Sprite
class Bullet(Sprite):
""" A class to manage bullets fired from the ship """
def __init__(self, game):
""" create a bullet object at the ships current position """
super().__init__()
self.screen = game.screen
self.bullet_speed = 1.0
self.bullet_width = 300
self.bullet_height = 150
self.bullet_color = (0, 200, 200)
#create a bullet at rect (0,0) and the set the correct position
self.rect = pygame.Rect(0, 0, self.bullet_width, self.bullet_height)
self.rect.midright = game.rect.midright
#store the bullets position as a decimal value
self.y = float(self.rect.y)
self.x = float(self.rect.x)
def update(self):
""" move the bullet up the screen """
#update the decimal position of the bullet.
self.y -= self.bullet_speed
self.rect.x = self.x
#uipdate the rect position
self.rect.y = self.y
def draw_bullet(self):
""" draw the bullet to the screen """
pygame.draw.rect(self.screen, self.bullet_color, self.rect)
class Game:
""" a class the creates a window with a blue screen """
def __init__(self):
pygame.init()
#--------------------------------------------------------------------------------------------
#screen size, color, caption
self.screen = pygame.display.set_mode((1200,800)) #create attribute to hold display settings
self.bg_color = (250,250,250) #create attribute to hold RGB color (blue)
pygame.display.set_caption("Blue Screen")
#--------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------------------------
#tank drawing
self.screen_rect = self.screen.get_rect() #get the screen rect dim
self.image = pygame.image.load('images/tank.bmp') #load the image from directory
self.rect = self.image.get_rect() #get the image rect dim
self.rect.center = self.screen_rect.center #store the screens center x/y coord
#tank movement
self.tank_moving_left = False
self.tank_moving_right = False
self.tank_moving_up = False
self.tank_moving_down = False
self.tank_speed = 1 #tank pixels
self.direction_right = self.image #holds right image
self.direction_left = pygame.transform.flip(self.image, True, False) #holds left image
#--------------------------------------------------------------------------------------------
self.bullets = pygame.sprite.Group()
def move(self):
""" move tnak tank_speed based on direction of movement (key pressed)
also detect collision """
if self.tank_moving_right and self.rect.right < self.screen_rect.right:
self.rect.x += self.tank_speed
if self.tank_moving_left and self.rect.left > self.screen_rect.left:
self.rect.x -= self.tank_speed
if self.tank_moving_down and self.rect.bottom < self.screen_rect.bottom:
self.rect.y += self.tank_speed
if self.tank_moving_up and self.rect.top > self.screen_rect.top:
self.rect.y -= self.tank_speed
def blitme(self):
""" draw the image of the tank """
self.screen.blit(self.image, self.rect)
def _update_screen(self):
""" update screen """
self.screen.fill(self.bg_color)
self.blitme()
pygame.display.flip()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
print(bullet.rect.midright)
def _check_KEYDOWN(self, event):
""" when key is press either quit, or move direction of arrow pressed and flip image """
if event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_RIGHT:
self.tank_moving_right = True
self.image = self.direction_right
elif event.key == pygame.K_LEFT:
self.tank_moving_left = True
self.image = self.direction_left
elif event.key == pygame.K_UP:
self.tank_moving_up = True
elif event.key == pygame.K_DOWN:
self.tank_moving_down = True
elif event.key == pygame.K_SPACE:
self._fire_bullet()
print(1)
def _check_KEYUP(self, event):
""" when key is let go stop moving """
if event.key == pygame.K_RIGHT:
self.tank_moving_right = False
elif event.key == pygame.K_LEFT:
self.tank_moving_left = False
elif event.key == pygame.K_UP:
self.tank_moving_up = False
elif event.key == pygame.K_DOWN:
self.tank_moving_down = False
def _fire_bullet(self):
""" create a bullet and add it to the bullets group """
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def run_game(self):
""" loops the game/ updates screen/ checks for key clicks"""
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_KEYDOWN(event)
elif event.type == pygame.KEYUP:
self._check_KEYUP(event)
self.move()
self.bullets.update()
self._update_screen()
if __name__ == '__main__':
a = Game()
a.run_game()
您的 _update_screen()
函数正在更新显示后绘制子弹。当您用背景色填充屏幕时,下次调用 _update_screen()
时项目符号将被覆盖。
如果您按如下方式重新排序屏幕更新功能,您应该能够看到项目符号:
def _update_screen(self):
""" update screen """
self.screen.fill(self.bg_color)
self.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
print(bullet.rect.midright)
pygame.display.flip()
此外,您可以通过更改初始化函数为子弹创建图像:
…
#create a bullet at rect (0,0) and the set the correct position
self.image = pygame.Surface((self.bullet_width, self.bullet_height))
self.image.fill(self.bullet_color)
self.rect = self.image.get_rect()
那你就不需要draw_bullet()
功能了,你可以把_update_screen()
中的个别子弹的绘制换成self.bullets.draw(self.screen)
下面是代码...首先定义项目符号class,在_fire_bullet、_update_screen和_check_KEYDOWN中调用class。当按下空格键时,事件处理程序应该接受事件键,调用 _fire_bullet 函数,在该函数中创建项目符号对象并将其添加到精灵列表中。然后开火并在屏幕上移动。到目前为止,它会朝着错误的方向移动,但当我真正看到子弹时,我会很容易地纠正这个问题。
#make a pygame window with a blue background
import pygame
import sys
from pygame.sprite import Sprite
class Bullet(Sprite):
""" A class to manage bullets fired from the ship """
def __init__(self, game):
""" create a bullet object at the ships current position """
super().__init__()
self.screen = game.screen
self.bullet_speed = 1.0
self.bullet_width = 300
self.bullet_height = 150
self.bullet_color = (0, 200, 200)
#create a bullet at rect (0,0) and the set the correct position
self.rect = pygame.Rect(0, 0, self.bullet_width, self.bullet_height)
self.rect.midright = game.rect.midright
#store the bullets position as a decimal value
self.y = float(self.rect.y)
self.x = float(self.rect.x)
def update(self):
""" move the bullet up the screen """
#update the decimal position of the bullet.
self.y -= self.bullet_speed
self.rect.x = self.x
#uipdate the rect position
self.rect.y = self.y
def draw_bullet(self):
""" draw the bullet to the screen """
pygame.draw.rect(self.screen, self.bullet_color, self.rect)
class Game:
""" a class the creates a window with a blue screen """
def __init__(self):
pygame.init()
#--------------------------------------------------------------------------------------------
#screen size, color, caption
self.screen = pygame.display.set_mode((1200,800)) #create attribute to hold display settings
self.bg_color = (250,250,250) #create attribute to hold RGB color (blue)
pygame.display.set_caption("Blue Screen")
#--------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------------------------
#tank drawing
self.screen_rect = self.screen.get_rect() #get the screen rect dim
self.image = pygame.image.load('images/tank.bmp') #load the image from directory
self.rect = self.image.get_rect() #get the image rect dim
self.rect.center = self.screen_rect.center #store the screens center x/y coord
#tank movement
self.tank_moving_left = False
self.tank_moving_right = False
self.tank_moving_up = False
self.tank_moving_down = False
self.tank_speed = 1 #tank pixels
self.direction_right = self.image #holds right image
self.direction_left = pygame.transform.flip(self.image, True, False) #holds left image
#--------------------------------------------------------------------------------------------
self.bullets = pygame.sprite.Group()
def move(self):
""" move tnak tank_speed based on direction of movement (key pressed)
also detect collision """
if self.tank_moving_right and self.rect.right < self.screen_rect.right:
self.rect.x += self.tank_speed
if self.tank_moving_left and self.rect.left > self.screen_rect.left:
self.rect.x -= self.tank_speed
if self.tank_moving_down and self.rect.bottom < self.screen_rect.bottom:
self.rect.y += self.tank_speed
if self.tank_moving_up and self.rect.top > self.screen_rect.top:
self.rect.y -= self.tank_speed
def blitme(self):
""" draw the image of the tank """
self.screen.blit(self.image, self.rect)
def _update_screen(self):
""" update screen """
self.screen.fill(self.bg_color)
self.blitme()
pygame.display.flip()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
print(bullet.rect.midright)
def _check_KEYDOWN(self, event):
""" when key is press either quit, or move direction of arrow pressed and flip image """
if event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_RIGHT:
self.tank_moving_right = True
self.image = self.direction_right
elif event.key == pygame.K_LEFT:
self.tank_moving_left = True
self.image = self.direction_left
elif event.key == pygame.K_UP:
self.tank_moving_up = True
elif event.key == pygame.K_DOWN:
self.tank_moving_down = True
elif event.key == pygame.K_SPACE:
self._fire_bullet()
print(1)
def _check_KEYUP(self, event):
""" when key is let go stop moving """
if event.key == pygame.K_RIGHT:
self.tank_moving_right = False
elif event.key == pygame.K_LEFT:
self.tank_moving_left = False
elif event.key == pygame.K_UP:
self.tank_moving_up = False
elif event.key == pygame.K_DOWN:
self.tank_moving_down = False
def _fire_bullet(self):
""" create a bullet and add it to the bullets group """
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def run_game(self):
""" loops the game/ updates screen/ checks for key clicks"""
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_KEYDOWN(event)
elif event.type == pygame.KEYUP:
self._check_KEYUP(event)
self.move()
self.bullets.update()
self._update_screen()
if __name__ == '__main__':
a = Game()
a.run_game()
您的 _update_screen()
函数正在更新显示后绘制子弹。当您用背景色填充屏幕时,下次调用 _update_screen()
时项目符号将被覆盖。
如果您按如下方式重新排序屏幕更新功能,您应该能够看到项目符号:
def _update_screen(self):
""" update screen """
self.screen.fill(self.bg_color)
self.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
print(bullet.rect.midright)
pygame.display.flip()
此外,您可以通过更改初始化函数为子弹创建图像:
…
#create a bullet at rect (0,0) and the set the correct position
self.image = pygame.Surface((self.bullet_width, self.bullet_height))
self.image.fill(self.bullet_color)
self.rect = self.image.get_rect()
那你就不需要draw_bullet()
功能了,你可以把_update_screen()
中的个别子弹的绘制换成self.bullets.draw(self.screen)