无法在 pygame 内发射子弹
Not able to shoot bullet in pygame
所以最近我一直在尝试制作我的第一款大型游戏,但我停留在拍摄阶段。基本上,我的问题是我想做到这一点,这样我就可以发射多发子弹并在这样做的同时四处移动,但我似乎无法弄清楚。
代码:
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((600,600))
pygame.display.set_caption("Shooter Game!")
#Variables
playerX = 5
playerY = 5
black = (0,0,0)
blue = (0,0,255)
red = (255,0,0)
clicking = False
bulletX = playerX
bulletY = playerY
#End Of Variables#
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
screen.fill(blue)
player = pygame.image.load("Young_Link_2D.png").convert_alpha()
screen.fill(blue)
player1 = pygame.transform.scale(player, (100,100))
screen.blit(player1,(playerX,playerY))
keyPressed = pygame.key.get_pressed()
#Controls
if keyPressed[pygame.K_a]:
playerX -= 1
bulletX = playerX
if keyPressed[pygame.K_d]:
playerX += 1
bulletX = playerX
if keyPressed[pygame.K_w]:
playerY -= 1
bulletY = playerY
if keyPressed[pygame.K_s]:
playerY += 1
bulletY = playerY
#End of Controls
#Shooting
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
Bullet = pygame.draw.rect(screen, red, (bulletX+35,bulletY + 60,10,25))
bulletY = bulletY + 1
pygame.display.update()
我的意思是 classes:
import pygame
import Bullet
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Shooter Game!")
# Variables
playerX = 5
playerY = 5
black = (0, 0, 0)
blue = (0, 0, 255)
red = (255, 0, 0)
clicking = False
bulletX = playerX
bulletY = playerY
bullets = []
newBullet = False
# End Of Variables#
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
screen.fill(blue)
player = pygame.image.load("100x100_logo.png").convert_alpha()
screen.fill(blue)
player1 = pygame.transform.scale(player, (100, 100))
screen.blit(player1, (playerX, playerY))
keyPressed = pygame.key.get_pressed()
# Controls
if keyPressed[pygame.K_a]:
playerX -= 1
bulletX = playerX
if keyPressed[pygame.K_d]:
playerX += 1
bulletX = playerX
if keyPressed[pygame.K_w]:
playerY -= 1
bulletY = playerY
if keyPressed[pygame.K_s]:
playerY += 1
bulletY = playerY
# End of Controls
# Shooting
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
bullets.append(Bullet.Bullet(bulletX + 35, bulletY + 60))
for i in range(len(bullets)):
bullets[i].draw(screen, (255, 0, 0))
bullets[i].move(1)
print(len(bullets))
pygame.display.update()
这就是你的主要代码。仍然存在没有冷却时间的错误,因此按住鼠标按钮时会连续创建多个子弹。
import pygame
class Bullet:
def __init__(self, x, y):
self.x = x
self.y = y
def draw(self, win, colour):
pygame.draw.rect(win, colour, (self.x, self.y, 10, 25))
def move(self, speed):
self.y += speed
这就是创建多个实例的要点class
见 and 。
您需要管理列表中的项目符号:
bullets = []
当检测到鼠标单击时,将新的项目符号添加到列表中。使用 pygame.Rect
个对象来表示子弹。事件必须在事件循环中处理:
for event in pygame.event.get():
# [...]
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
bullets.append(pygame.Rect(playerX, playerY, 35, 60))
循环移动子弹。从列表中删除项目符号,当它们离开屏幕时。见 How to remove items from a list while iterating?:
for bullet in bullets[:]:
bullet.y += 5
if bullet.top > 600:
bullets.remove(bullet)
在另一个循环中绘制列表中的所有项目符号:
for bullet in bullets:
pygame.draw.rect(screen, red, bullet)
完整示例:
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((600,600))
pygame.display.set_caption("Shooter Game!")
#Variables
player = pygame.image.load("Young_Link_2D.png").convert_alpha()
playerX, playerY = 5, 5
black = (0,0,0)
blue = (0,0,255)
red = (255,0,0)
clicking = False
bullets = []
#End Of Variables#
clock = pygame.time.Clock()
running = True
while running:
clock.tick(100)
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
bullets.append(pygame.Rect(playerX, playerY, 35, 60))
keyPressed = pygame.key.get_pressed()
playerX += keyPressed[pygame.K_d] - keyPressed[pygame.K_a]
playerY += keyPressed[pygame.K_s] - keyPressed[pygame.K_w]
for bullet in bullets[:]:
bullet.y += 5
if bullet.top > 600:
bullets.remove(bullet)
screen.fill(blue)
player1 = pygame.transform.scale(player, (100,100))
screen.blit(player1,(playerX,playerY))
for bullet in bullets:
pygame.draw.rect(screen, red, bullet)
pygame.display.update()
pygame.quit()
exit()
所以最近我一直在尝试制作我的第一款大型游戏,但我停留在拍摄阶段。基本上,我的问题是我想做到这一点,这样我就可以发射多发子弹并在这样做的同时四处移动,但我似乎无法弄清楚。
代码:
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((600,600))
pygame.display.set_caption("Shooter Game!")
#Variables
playerX = 5
playerY = 5
black = (0,0,0)
blue = (0,0,255)
red = (255,0,0)
clicking = False
bulletX = playerX
bulletY = playerY
#End Of Variables#
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
screen.fill(blue)
player = pygame.image.load("Young_Link_2D.png").convert_alpha()
screen.fill(blue)
player1 = pygame.transform.scale(player, (100,100))
screen.blit(player1,(playerX,playerY))
keyPressed = pygame.key.get_pressed()
#Controls
if keyPressed[pygame.K_a]:
playerX -= 1
bulletX = playerX
if keyPressed[pygame.K_d]:
playerX += 1
bulletX = playerX
if keyPressed[pygame.K_w]:
playerY -= 1
bulletY = playerY
if keyPressed[pygame.K_s]:
playerY += 1
bulletY = playerY
#End of Controls
#Shooting
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
Bullet = pygame.draw.rect(screen, red, (bulletX+35,bulletY + 60,10,25))
bulletY = bulletY + 1
pygame.display.update()
我的意思是 classes:
import pygame
import Bullet
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Shooter Game!")
# Variables
playerX = 5
playerY = 5
black = (0, 0, 0)
blue = (0, 0, 255)
red = (255, 0, 0)
clicking = False
bulletX = playerX
bulletY = playerY
bullets = []
newBullet = False
# End Of Variables#
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
screen.fill(blue)
player = pygame.image.load("100x100_logo.png").convert_alpha()
screen.fill(blue)
player1 = pygame.transform.scale(player, (100, 100))
screen.blit(player1, (playerX, playerY))
keyPressed = pygame.key.get_pressed()
# Controls
if keyPressed[pygame.K_a]:
playerX -= 1
bulletX = playerX
if keyPressed[pygame.K_d]:
playerX += 1
bulletX = playerX
if keyPressed[pygame.K_w]:
playerY -= 1
bulletY = playerY
if keyPressed[pygame.K_s]:
playerY += 1
bulletY = playerY
# End of Controls
# Shooting
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
bullets.append(Bullet.Bullet(bulletX + 35, bulletY + 60))
for i in range(len(bullets)):
bullets[i].draw(screen, (255, 0, 0))
bullets[i].move(1)
print(len(bullets))
pygame.display.update()
这就是你的主要代码。仍然存在没有冷却时间的错误,因此按住鼠标按钮时会连续创建多个子弹。
import pygame
class Bullet:
def __init__(self, x, y):
self.x = x
self.y = y
def draw(self, win, colour):
pygame.draw.rect(win, colour, (self.x, self.y, 10, 25))
def move(self, speed):
self.y += speed
这就是创建多个实例的要点class
见
您需要管理列表中的项目符号:
bullets = []
当检测到鼠标单击时,将新的项目符号添加到列表中。使用 pygame.Rect
个对象来表示子弹。事件必须在事件循环中处理:
for event in pygame.event.get():
# [...]
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
bullets.append(pygame.Rect(playerX, playerY, 35, 60))
循环移动子弹。从列表中删除项目符号,当它们离开屏幕时。见 How to remove items from a list while iterating?:
for bullet in bullets[:]:
bullet.y += 5
if bullet.top > 600:
bullets.remove(bullet)
在另一个循环中绘制列表中的所有项目符号:
for bullet in bullets:
pygame.draw.rect(screen, red, bullet)
完整示例:
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((600,600))
pygame.display.set_caption("Shooter Game!")
#Variables
player = pygame.image.load("Young_Link_2D.png").convert_alpha()
playerX, playerY = 5, 5
black = (0,0,0)
blue = (0,0,255)
red = (255,0,0)
clicking = False
bullets = []
#End Of Variables#
clock = pygame.time.Clock()
running = True
while running:
clock.tick(100)
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
bullets.append(pygame.Rect(playerX, playerY, 35, 60))
keyPressed = pygame.key.get_pressed()
playerX += keyPressed[pygame.K_d] - keyPressed[pygame.K_a]
playerY += keyPressed[pygame.K_s] - keyPressed[pygame.K_w]
for bullet in bullets[:]:
bullet.y += 5
if bullet.top > 600:
bullets.remove(bullet)
screen.fill(blue)
player1 = pygame.transform.scale(player, (100,100))
screen.blit(player1,(playerX,playerY))
for bullet in bullets:
pygame.draw.rect(screen, red, bullet)
pygame.display.update()
pygame.quit()
exit()