无法在两个背景图像之间切换
Cannot switch between two background images
我正在尝试在 pygame 中检测到碰撞时在两个背景之间切换,但是当检测到碰撞时,它会切换,但是如果在新背景上检测到另一个碰撞,背景保持不变一样。
碰撞发生在 7 个气球和一把枪之间。 请注意,碰撞工作正常。
这是我的代码:
import pygame as pg
import random as r
import sys
pg.init()
bg = pg.image.load('bg.jpg')# Background Image #
bg = pg.transform.scale(bg, (688,387))
new_bg = pg.image.load('new_bg.jpg')
new_bg = pg.transform.scale(new_bg, (688,387))
radius = 30
diameter = 2 * radius
num_balloons = 7
bullets_colors_ls = []
iterator = -1
def create_balloons():
global balloon_list
global colors
for i in range(num_balloons):
while True:
candidate = r.randint(0, 500)
if all(abs(candidate-x) >= diameter for x in balloon_list):
break
balloon_list.append(candidate)
def draw_balloons(y):
for i in range(num_balloons):
screen.blit(colors[i], (balloon_list[i] , y-50))
def check_collisions(x, y):
global hit_var
global hit
global score
global scoretext
global bg_bool
for i in range(num_balloons):
gun_rect = gun.get_rect(topleft = (x,y))
gun_mask = pg.mask.from_surface(gun)
balloon_rect = colors[i].get_rect(topleft = (balloon_list[i], y-100))
balloon_mask = pg.mask.from_surface(colors[i])
offset = (balloon_rect.x - gun_rect.x), (balloon_rect.y - gun_rect.y)
if gun_mask.overlap(balloon_mask, offset):
bg_bool = True
hit_var = i
print(f'hit balloon: {i}')
colors[i].fill((0,0,0,0))
screen.fill((0,0,0,0))
# Vars #
x = 0
y = 250
velocity = 5
score = 0
bg_bool = False
clock = pg.time.Clock()
screen = pg.display.set_mode((688 ,387)) # Size of the screen #
caption = pg.display.set_caption("Remember") # Title of the window #
balloon_list = []
b1 = pg.image.load('balloons/1.png').convert_alpha()
b1 = pg.transform.scale(b1, (63,131))
b2 = pg.image.load('balloons/2.png').convert_alpha()
b2 = pg.transform.scale(b2, (63,131))
b3 = pg.image.load('balloons/3.png').convert_alpha()
b3 = pg.transform.scale(b3, (63,131))
b4 = pg.image.load('balloons/4.png').convert_alpha()
b4 = pg.transform.scale(b4, (63,131))
b5 = pg.image.load('balloons/5.png').convert_alpha()
b5 = pg.transform.scale(b5, (63,131))
b6 = pg.image.load('balloons/6.png').convert_alpha()
b6 = pg.transform.scale( b6, (63,131))
b7 = pg.image.load('balloons/7.png').convert_alpha()
b7 = pg.transform.scale(b7, (63,131))
colors = [b1, b2, b3, b4, b5, b6, b7]
gun = pg.image.load('game-gun.png').convert_alpha()
gun = pg.transform.scale(gun, (150,150))
create_balloons()
pg.display.flip() # Updating #
running = True # Game loop bool #
while running: # Game loop #
clock.tick(60)
#Background switching code#
if bg_bool == False:
screen.blit(bg, (0, 0))
elif bg_bool == True:
screen.blit(new_bg, (0,0))
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
running = False
if event.key == pg.K_SPACE:
check_collisions(x, y)
draw_balloons(y)
keys = pg.key.get_pressed()
x += keys[pg.K_RIGHT] - keys[pg.K_LEFT] * velocity
x -= keys[pg.K_LEFT] - keys[pg.K_RIGHT] * velocity
screen.blit(gun, (x, y))
pg.display.update()
当我试图在 screen.blit(new_bg, (0,0))
之后放置 bg_bool = False
时,它所做的只是不断显示第一个背景。
您可以在此处下载所有图片:Download images on REPL
(转到代码,您应该会在那里看到所有图像)
如何在检测到碰撞时正确切换背景?
不设置bg_bool = Ture
,但在检测到碰撞时切换bg_bool
的状态(bg_bool = not bg_bool
):
def check_collisions(x, y):
# [...]
global bg_bool
for i in range(num_balloons):
# [...]
offset = (balloon_rect.x - gun_rect.x), (balloon_rect.y - gun_rect.y)
if gun_mask.overlap(balloon_mask, offset):
# bg_bool = True <-- DELETE
bg_bool = not bg_bool <-- INSTERT
# [...]
我正在尝试在 pygame 中检测到碰撞时在两个背景之间切换,但是当检测到碰撞时,它会切换,但是如果在新背景上检测到另一个碰撞,背景保持不变一样。
碰撞发生在 7 个气球和一把枪之间。 请注意,碰撞工作正常。
这是我的代码:
import pygame as pg
import random as r
import sys
pg.init()
bg = pg.image.load('bg.jpg')# Background Image #
bg = pg.transform.scale(bg, (688,387))
new_bg = pg.image.load('new_bg.jpg')
new_bg = pg.transform.scale(new_bg, (688,387))
radius = 30
diameter = 2 * radius
num_balloons = 7
bullets_colors_ls = []
iterator = -1
def create_balloons():
global balloon_list
global colors
for i in range(num_balloons):
while True:
candidate = r.randint(0, 500)
if all(abs(candidate-x) >= diameter for x in balloon_list):
break
balloon_list.append(candidate)
def draw_balloons(y):
for i in range(num_balloons):
screen.blit(colors[i], (balloon_list[i] , y-50))
def check_collisions(x, y):
global hit_var
global hit
global score
global scoretext
global bg_bool
for i in range(num_balloons):
gun_rect = gun.get_rect(topleft = (x,y))
gun_mask = pg.mask.from_surface(gun)
balloon_rect = colors[i].get_rect(topleft = (balloon_list[i], y-100))
balloon_mask = pg.mask.from_surface(colors[i])
offset = (balloon_rect.x - gun_rect.x), (balloon_rect.y - gun_rect.y)
if gun_mask.overlap(balloon_mask, offset):
bg_bool = True
hit_var = i
print(f'hit balloon: {i}')
colors[i].fill((0,0,0,0))
screen.fill((0,0,0,0))
# Vars #
x = 0
y = 250
velocity = 5
score = 0
bg_bool = False
clock = pg.time.Clock()
screen = pg.display.set_mode((688 ,387)) # Size of the screen #
caption = pg.display.set_caption("Remember") # Title of the window #
balloon_list = []
b1 = pg.image.load('balloons/1.png').convert_alpha()
b1 = pg.transform.scale(b1, (63,131))
b2 = pg.image.load('balloons/2.png').convert_alpha()
b2 = pg.transform.scale(b2, (63,131))
b3 = pg.image.load('balloons/3.png').convert_alpha()
b3 = pg.transform.scale(b3, (63,131))
b4 = pg.image.load('balloons/4.png').convert_alpha()
b4 = pg.transform.scale(b4, (63,131))
b5 = pg.image.load('balloons/5.png').convert_alpha()
b5 = pg.transform.scale(b5, (63,131))
b6 = pg.image.load('balloons/6.png').convert_alpha()
b6 = pg.transform.scale( b6, (63,131))
b7 = pg.image.load('balloons/7.png').convert_alpha()
b7 = pg.transform.scale(b7, (63,131))
colors = [b1, b2, b3, b4, b5, b6, b7]
gun = pg.image.load('game-gun.png').convert_alpha()
gun = pg.transform.scale(gun, (150,150))
create_balloons()
pg.display.flip() # Updating #
running = True # Game loop bool #
while running: # Game loop #
clock.tick(60)
#Background switching code#
if bg_bool == False:
screen.blit(bg, (0, 0))
elif bg_bool == True:
screen.blit(new_bg, (0,0))
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
running = False
if event.key == pg.K_SPACE:
check_collisions(x, y)
draw_balloons(y)
keys = pg.key.get_pressed()
x += keys[pg.K_RIGHT] - keys[pg.K_LEFT] * velocity
x -= keys[pg.K_LEFT] - keys[pg.K_RIGHT] * velocity
screen.blit(gun, (x, y))
pg.display.update()
当我试图在 screen.blit(new_bg, (0,0))
之后放置 bg_bool = False
时,它所做的只是不断显示第一个背景。
您可以在此处下载所有图片:Download images on REPL
(转到代码,您应该会在那里看到所有图像)
如何在检测到碰撞时正确切换背景?
不设置bg_bool = Ture
,但在检测到碰撞时切换bg_bool
的状态(bg_bool = not bg_bool
):
def check_collisions(x, y):
# [...]
global bg_bool
for i in range(num_balloons):
# [...]
offset = (balloon_rect.x - gun_rect.x), (balloon_rect.y - gun_rect.y)
if gun_mask.overlap(balloon_mask, offset):
# bg_bool = True <-- DELETE
bg_bool = not bg_bool <-- INSTERT
# [...]