我目前仍在为我的 python 类做最后一个项目,我想做到这样,每当蛇跑过“薄薄荷”时,程序就会打印“yeet yah”,然后是薄薄荷将移动到不同的位置。
我有一个生成食物位置的函数,它输出一个列表,我将其索引到该列表中,以便获取该特定食物的 x 和 y 坐标
import pygame
import random
import time
import sys
# Window size
WINDOW_WIDTH=400
WINDOW_HEIGHT=400
pygame.init()
WINDOW = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ),
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE )
SPRITES = pygame.sprite.Group()
pygame.display.set_caption("Picnic!")
HEAD_IMAGE = pygame.image.load('morrison.png').convert_alpha()
BODY_IMAGE = pygame.image.load('morrison.png').convert_alpha()
FOOD1_IMAGE= pygame.image.load("thinMint.png").convert_alpha()
FOOD2_IMAGE = pygame.image.load("cookie.png").convert_alpha()
FOOD3_IMAGE = pygame.image.load("triscuit.png").convert_alpha()
clock = pygame.time.Clock()
BLACK = (0,0,0)
STARTUP_MS = int(time.time() * 1000.0) # Epoch time programme
started
NOW_MS= 0 # miliseconds since we started
def generateFoodPosition():
randFoodX1 = random.randrange(1, 40, 1) * 10
randFoodY1 = random.randrange(1, 40, 1) * 10
randFoodX2 = random.randrange(1, 40, 1) * 10
randFoodY2 = random.randrange(1, 40, 1) * 10
randFoodX3 = random.randrange(1, 40, 1) * 10
randFoodY3 = random.randrange(1, 40, 1) * 10
if randFoodX1 == randFoodX2 or randFoodY1 == randFoodY2 or
randFoodY2==randFoodY3 or randFoodY1== randFoodY3 or randFoodX2 ==
randFoodX3 or randFoodX3 == randFoodX1:
generateFoodPosition()
else:
return [randFoodX1, randFoodY1, randFoodX2, randFoodY2,
randFoodX3, randFoodY3]
class ThinMintSprite(pygame.sprite.Sprite):
def __init__(self, food1_image, position1):
pygame.sprite.Sprite.__init__(self)
self.image = food1_image
self.rect = self.image.get_rect()
self.rect.center = position1
def getRect(self):
return self.rect
def checkForConsumption(self, snake):
if self.rect.colliderect(snake):
print("yeet yah")
foodPosition[0] = random.randrange(1, 40, 1) * 10
foodPosition[1] = random.randrange(1, 40, 1) * 10
class ThinMint():
global SPRITES
def __init__(self):
self.food = ThinMintSprite(FOOD1_IMAGE, (foodPosition[0],
foodPosition[1]))
self.foodWidth = self.food.image.get_rect().width
SPRITES.add(self.food)
class CookieSprite(pygame.sprite.Sprite):
def __init__(self, food2_image, position):
pygame.sprite.Sprite.__init__(self)
self.image = food2_image
self.rect = self.image.get_rect()
self.rect.center = position
def getRect(self):
return self.rect
class Cookie():
global SPRITES
def __init__(self):
self.food = CookieSprite(FOOD2_IMAGE, (foodPosition[2],
foodPosition[3]))
self.foodWidth = self.food.image.get_rect().width
SPRITES.add( self.food )#also thisss piece of code
class TriscuitSprite(pygame.sprite.Sprite):
def __init__(self, food3_image, position3):
pygame.sprite.Sprite.__init__(self)
self.image = food3_image
self.rect = self.image.get_rect()
self.rect.center = (position3)
def getRect(self):
return self.rect
class Triscuit():
global SPRITES
def __init__(self):
self.food = TriscuitSprite(FOOD3_IMAGE, (foodPosition[4],
foodPosition[5]))
self.foodWidth = self.food.image.get_rect().width
SPRITES.add( self.food )#and this piece
class MorrisonSprite(pygame.sprite.Sprite):
def __init__( self, part_image, position ):
pygame.sprite.Sprite.__init__(self)
self.image = part_image
self.rect = self.image.get_rect()
self.rect.center = position
self.move_step = self.image.get_rect().width # pixels per
move step
def wrapAroundScreen(self):
# Stay on the screen, and wrap around
if (self.rect.left >= WINDOW_WIDTH ):
self.rect.right = 0
elif (self.rect.right <= 0 ):
self.rect.left = WINDOW_WIDTH
if (self.rect.top >= WINDOW_HEIGHT ):
self.rect.bottom = 0
elif (self.rect.bottom <= 0):
self.rect.top = WINDOW_HEIGHT
def move( self, direction ):
if ( direction == 'up' ):
self.rect.y -= self.move_step
elif ( direction == 'down' ):
self.rect.y += self.move_step
elif ( direction == 'left' ):
self.rect.x -= self.move_step
elif ( direction == 'right' ):
self.rect.x += self.move_step
else:
print(" MOVE ERROR - "+direction)
self.wrapAroundScreen()
def moveTo( self, body_part ):
self.rect.center = body_part.rect.center
def getRect( self ):
return self.rect
def update(self):
pass
class Morrison():
def __init__( self, size=3 ):
global SPRITES
self.head = MorrisonSprite( HEAD_IMAGE, (
(WINDOW_WIDTH//2)-64, WINDOW_HEIGHT//2 ) )
self.body_size = self.head.image.get_rect().width # pixels
per move step
self.direction = 'left';
self.body = [ self.head ]
SPRITES.add( self.head )
self.grow( size )
def changeDirection( self, new_direction ):
self.direction = new_direction
self.slither()
def slither( self ):
# Move each body part to the location of the previous part
# So we iterate over the tail-parts in reverse
for i in range( len( self.body )-1, 0, -1 ):
self.body[i].moveTo( self.body[i-1] )
# Move the head
self.head.move( self.direction )
def getGrowPosition( self ):
# we grow against self.direction
# so if we're moving up, the tail grows down
x,y = self.body[ -1 ].getRect().center
if ( self.direction == 'up' ):
y += self.body_size
elif ( self.direction == 'down' ):
y -= self.body_size
elif ( self.direction == 'left' ):
x += self.body_size
elif ( self.direction == 'right' ):
x -= self.body_size
return (x,y)
def grow( self, by_size=1 ):
for i in range( by_size ):
# new body part needs to be added at the tail-position
new_body_part = MorrisonSprite( BODY_IMAGE,
self.getGrowPosition() )
self.body.append( new_body_part )
SPRITES.add( new_body_part )
foodPosition = generateFoodPosition()
def drawGameWindow(screen, sprites):
global WINDOW_WIDTH, WINDOW_HEIGHT, SPRITES
screen.fill(BLACK)
SPRITES.draw(screen)
pygame.display.update()
pygame.display.flip()
### MAIN
Morrison = Morrison()
ThinMint = ThinMint()
Cookie=Cookie()
Triscuit = Triscuit()
#TriscuitSprite = TriscuitSprite()
#MorrisonSprite = MorrisonSprite()
##ThinMintSprite = ThinMintSprite()
#CookieSprite=CookieSprite()
last_move = STARTUP_MS
last_grow = STARTUP_MS
clock = pygame.time.Clock()
done = False
while not done:
NOW_MS = int(time.time() * 1000.0)
SPRITES.update()
ThinMint.food.checkForConsumption(Morrison.head)
# Move every 500ms
if ( NOW_MS - STARTUP_MS > 3000 and NOW_MS - last_move >= 100 ):
#print("Moving...")
Morrison.slither()
last_move = NOW_MS
# Grow every 2 seonds
if ( NOW_MS - STARTUP_MS > 3000 and NOW_MS - last_grow >= 10000
):
print("Growing...")
Morrison.grow( 1 )
last_grow = NOW_MS
for event in pygame.event.get():
if ( event.type == pygame.QUIT ):
done = True
elif ( event.type == pygame.VIDEORESIZE ):
# resize-window:
WINDOW_WIDTH = event.w
WINDOW_HEIGHT = event.h
WINDOW = pygame.display.set_mode( ( WINDOW_WIDTH,
WINDOW_HEIGHT ), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE
)
elif (event.type == pygame.KEYDOWN):
# Movement keys
keys = pygame.key.get_pressed()
if ( keys[pygame.K_UP] ):
Morrison.changeDirection("up")
elif ( keys[pygame.K_DOWN] ):
Morrison.changeDirection("down")
elif ( keys[pygame.K_LEFT] ):
Morrison.changeDirection("left")
elif ( keys[pygame.K_RIGHT] ):
Morrison.changeDirection("right")
drawGameWindow(WINDOW, SPRITES)
clock.tick_busy_loop(60)
pygame.quit()
它应该打印“yeet yah”并且有薄薄荷移动,但它只打印“yeet yah”
最佳答案
当碰撞发生时,你只需更改 foodPosition[0]
和foodPosition[1]
。但更改此列表中的项目不会更改 rect
ThinMintSprite
的属性实例。
总的来说,我发现你的代码令人困惑并且不必要的复杂,所以我冒昧地简单了一下:
import pygame
import random
import time
import sys
from collections import deque
# Window size
WINDOW_WIDTH=400
WINDOW_HEIGHT=400
pygame.init()
WINDOW = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE )
SPRITES = pygame.sprite.Group()
pygame.display.set_caption("Picnic!")
HEAD_IMAGE = pygame.Surface((32, 32)) #pygame.image.load('morrison.png').convert_alpha()
HEAD_IMAGE.fill(pygame.Color('yellow'))
BODY_IMAGE = pygame.Surface((32, 32)) #pygame.image.load('morrison.png').convert_alpha()
BODY_IMAGE.fill(pygame.Color('orange'))
FOOD1_IMAGE= pygame.Surface((10, 10)) #pygame.image.load("thinMint.png").convert_alpha()
FOOD1_IMAGE.fill(pygame.Color('green'))
FOOD2_IMAGE = pygame.Surface((10, 10)) #pygame.image.load("cookie.png").convert_alpha()
FOOD2_IMAGE.fill(pygame.Color('red'))
FOOD3_IMAGE = pygame.Surface((10, 10)) #pygame.image.load("triscuit.png").convert_alpha()
FOOD3_IMAGE.fill(pygame.Color('blue'))
clock = pygame.time.Clock()
BLACK = (0,0,0)
last_positions = deque(maxlen=10)
def generateFoodPosition():
pos = random.randrange(1, 40, 1) * 10, random.randrange(1, 40, 1) * 10
if pos in last_positions:
return generateFoodPosition()
last_positions.append(pos)
return pos
class Food(pygame.sprite.Sprite):
def __init__(self, image, *grps):
pygame.sprite.Sprite.__init__(self, *grps)
self.image = image
self.rect = self.image.get_rect()
self.rect.center = generateFoodPosition()
def update(self, dt, snakehead, events):
if self.rect.colliderect(snakehead):
print("yeet yah")
self.rect.center = generateFoodPosition()
class MorrisonSprite(pygame.sprite.Sprite):
def __init__( self, part_image, position, head, *grps):
pygame.sprite.Sprite.__init__(self, *grps)
self.image = part_image
self.rect = self.image.get_rect()
self.rect.center = position
self.move_step = self.image.get_rect().width # pixels per move step
self.t = 0
self.last_move = 0
self.last_grow = 0
self.head = head
self.direction = 'left';
self.body = []
if self.head:
self.body.append(self)
self.grow(3)
def wrapAroundScreen(self):
# Stay on the screen, and wrap around
if (self.rect.left >= WINDOW_WIDTH ):
self.rect.right = 0
elif (self.rect.right <= 0 ):
self.rect.left = WINDOW_WIDTH
if (self.rect.top >= WINDOW_HEIGHT ):
self.rect.bottom = 0
elif (self.rect.bottom <= 0):
self.rect.top = WINDOW_HEIGHT
def move( self ):
if ( self.direction == 'up' ):
self.rect.y -= self.move_step
elif ( self.direction == 'down' ):
self.rect.y += self.move_step
elif ( self.direction == 'left' ):
self.rect.x -= self.move_step
elif ( self.direction == 'right' ):
self.rect.x += self.move_step
else:
print(" MOVE ERROR - "+direction)
self.wrapAroundScreen()
def update(self, dt, snakehead, events):
if not self.head:
return
keys = pygame.key.get_pressed()
if ( keys[pygame.K_UP] ):
self.direction = "up"
elif ( keys[pygame.K_DOWN] ):
self.direction = "down"
elif ( keys[pygame.K_LEFT] ):
self.direction = "left"
elif ( keys[pygame.K_RIGHT] ):
self.direction = "right"
self.t += dt
if any(e for e in events if e.type == pygame.KEYDOWN) or ( self.t > 3000 and self.t - self.last_move >= 100 ):
self.slither()
self.last_move = self.t
# Grow every 2 seonds
if (self.t > 3000 and self.t - self.last_grow >= 10000):
print("Growing...")
self.grow( 1 )
self.last_grow = self.t
def slither( self ):
# Move each body part to the location of the previous part
# So we iterate over the tail-parts in reverse
for i in range( len( self.body )-1, 0, -1 ):
self.body[i].rect.center = self.body[i-1].rect.center
# Move the head
self.move()
def getGrowPosition( self ):
# we grow against self.direction
# so if we're moving up, the tail grows down
x,y = self.body[ -1 ].rect.center
if ( self.direction == 'up' ):
y += self.move_step
elif ( self.direction == 'down' ):
y -= self.move_step
elif ( self.direction == 'left' ):
x += self.move_step
elif ( self.direction == 'right' ):
x -= self.move_step
return (x,y)
def grow( self, by_size=1 ):
for i in range( by_size ):
# new body part needs to be added at the tail-position
new_body_part = MorrisonSprite( BODY_IMAGE, self.getGrowPosition(), False, *self.groups())
self.body.append( new_body_part )
### MAIN
Morrison = MorrisonSprite(HEAD_IMAGE, ((WINDOW_WIDTH//2)-64, WINDOW_HEIGHT//2 ), True, SPRITES)
clock = pygame.time.Clock()
done = False
Food(FOOD1_IMAGE, SPRITES)
Food(FOOD2_IMAGE, SPRITES)
Food(FOOD3_IMAGE, SPRITES)
dt = 0
while not done:
events = pygame.event.get()
for event in events:
if ( event.type == pygame.QUIT ):
done = True
elif ( event.type == pygame.VIDEORESIZE ):
# resize-window:
WINDOW_WIDTH = event.w
WINDOW_HEIGHT = event.h
WINDOW = pygame.display.set_mode(( WINDOW_WIDTH, WINDOW_HEIGHT ), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE)
SPRITES.update(dt, Morrison.rect, events)
WINDOW.fill(BLACK)
SPRITES.draw(WINDOW)
pygame.display.flip()
dt = clock.tick_busy_loop(60)
pygame.quit()
一些注意事项:
- 我将图像更改为纯色表面,因为我没有您的图像,而且我想运行我的代码,显然:-)
- 我不知道你为什么要上那么多课。就像你有课一样
ThinMintSprite
,但随后您创建了另一个类ThinMint
,然后创建ThinMint
的实例并用该实例覆盖该类。 - 您为食物创建的 3 个(或 6 个)类基本上都是相同的。只需创建一个类并将其他图像传递给它即可。
- 无需为所有食物创建全局位置列表。让每个食物类实例自行创建其位置。在上面的示例中,我使用双端队列(它只是一个具有最大项目数的列表)来防止食物在同一位置生成
- 您的
generateFoodPosition
无论如何,功能都被破坏了,因为当if
声明是True
,它不会从递归调用中返回值 - 我将所有逻辑移至它们所属的 Sprite 类,恕我直言(不在主循环中)
- 您必须决定是否要使用控件事件,或者检查
pygame.key.get_pressed()
。你不应该把它们混淆。您可以在前 3 秒内移动。是故意的吗?如果没有,只需删除any(...) or
部分。 - 此外,贪吃蛇游戏通常是基于网格的,这使得碰撞检查等变得更加容易。
关于python - 如何在贪吃蛇游戏中碰撞后让 Sprite 移动到不同的位置,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54664079/