我正在使用 python 和 pygame 制作一个太空入侵者类型的游戏。目前,我可以使用箭头键沿着底部来回移动我的用户飞船,而我的敌人则在顶部生成并来回移动。我的问题出在敌人身上。我已将其设置为如果它们距离游戏屏幕边缘 100 像素,它们就会开始向另一个方向返回。这会导致重叠,而那些已经达到极限的人已经在返回,而那些没有达到极限的人仍然在原来的方向上。我希望当边缘的敌人达到极限时,所有敌人立即向另一个方向返回,就像太空入侵者一样。我的代码如下。我在敌人下方保持阵型,试图做我想做的事,但它不起作用。谢谢!
from pygame import *
size_x = 900
size_y = 650
class Object:
def disp(self, screen):
screen.blit(self.sprite, self.rect)
class User_Ship(Object):
def __init__(self):
self.sprite = image.load("mouse.bmp")
self.rect = self.sprite.get_rect()
self.rect.centerx = size_x/2
self.rect.centery = size_y - 40
self.count = 0
self.move_x = 0
self.move_y = 0
def checkwith(self, otherrect):
if self.rect.colliderect(otherrect):
exit()
def cycle(self):
self.rect.centerx += self.move_x
if self.rect.centerx < 100:
self.rect.centerx = 100
if self.rect.centerx > size_x - 100:
self.rect.centerx = size_x - 100
self.rect.centery += self.move_y
if self.rect.centery < 0:
self.rect.centery = 800
def right(self):
self.move_x += 10
def left(self):
self.move_x -= 10
def stop_x(self):
self.move_x = 0
def stop_y(self):
self.move_y = 0
def shoot(self):
if keys[pygame.K_SPACE]:
self.Bullet.x = self.rect.centerx
self.Bullet.y = self.rect.centery
self.Bullet.speed = 10
class Enemys(Object):
def __init__(self):
self.sprite = image.load("ball.bmp")
self.rect = self.sprite.get_rect()
self.rect.centerx = size_x/3
self.rect.centery = 200
self.mval = -2
def KeepFormation(self, otherrect):
if self.rect.colliderect(otherrect):
self.rect.centerx += 5
def cycle(self):
self.rect.centerx += self.mval
if self.rect.centerx < 100:
self.mval = 2
elif self.rect.centerx > (size_x - 100):
self.mval = -2
class Bullet(Object):
def __init__(self):
self.sprite = image.load("missile.png")
self.rect = self.sprite.get_rect()
self.rect.centerx = -100
self.rect.centery = 100
self.speed = 0
EnemyList = []
for i in range(14):
EnemyList.append(Enemys())
EnemyList[i].rect.centerx = (i) * 50
# EnemyList[i].count = i * 20
init()
screen = display.set_mode((size_x, size_y))
m = User_Ship()
en = Enemys()
b = Bullet()
clock = time.Clock()
while True:
for e in event.get():
if e.type == QUIT:
quit()
if e.type == KEYDOWN:
if e.key == K_RIGHT:
m.right()
elif e.key == K_LEFT:
m.left()
if e.type == KEYUP:
if e.key == K_RIGHT or e.key == K_LEFT:
m.stop_x()
m.cycle()
screen.fill((255,255,255))
for enemy in EnemyList:
enemy.cycle()
enemy.disp(screen)
enemy.KeepFormation(enemy.rect)
m.disp(screen)
b.disp(screen)
display.flip()
clock.tick(60)
最佳答案
添加标志
def cycle(self):
self.rect.centerx += self.mval
if self.rect.centerx < 100:
self.mval = 2
return True # Direction change!
elif self.rect.centerx > (size_x - 100):
self.mval = -2
return True
return False # no change
但是您只需让此更改发生一次。因此...
done_once = False
for enemy in EnemyList:
if not done_once:
change = enemy.cycle()
if change and not done_once:
# call the new enemy function that changes every enemy's direction
done_once = True
enemy.disp(screen)
enemy.KeepFormation(enemy.rect)
处理这个标志,以便每个人现在都应该改变方向。您的 Enemy
类中可能需要另一个函数和 Direction_tracking 变量。祝你好运,干得好!
关于python - Pygame - 防止 Sprite 重叠,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19992540/