我创建了一个类似蛇的游戏,其中用户移动 Sprite , Sprite 会留下痕迹。如果用户遇到了他创建的踪迹,我希望游戏结束,玩家失败。
我的一个想法是以某种方式跟踪 Sprite 过去的位置(可能在列表中),然后创建一个“if”语句,这将导致游戏失败(但是,我有点不清楚如何来做到这一点)。
我收到了为此列表编码的这个问题的答案:
"I think you could declare a two dimensional list like this: pastPositions = [[400, 300]] Then every time the player's position moves, check the list:
for row in pastPositions: If (player.rect.x == pastPositions[row][0] and player.rect.y == >pastPositions[row][1]): done = true # game over If the player hasn't been there yet, then add that position to the list. pastPositions.append([player.rect.x, player.rect.y])"
这看起来应该可以工作,但是当我尝试运行代码(在 Python Interactive 中)时,我收到一条错误消息,内容如下:“第 86 行,在 ifplayer.rect.x == astPositions[row][ 0] 和 player.rect.y == pastPositions[row][1]: IndexError: 列表索引超出范围"– Gal 2 天前
您建议我将范围更改为什么以避免这种情况发生?我尝试将其设置为 pygame 窗口的宽度和高度。
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([15, 15])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
pygame.init()
screen = pygame.display.set_mode([800, 600])
pygame.display.set_caption('The Etch-a-Sketch Game')
myfont = pygame.font.SysFont('Times', 20)
textsurface = myfont.render('This is the Etch-a-Sketch Game', False, (255, 255, 255))
screen.blit(textsurface,(0,0))
myfont = pygame.font.SysFont('Times', 15)
textsurface = myfont.render('Feel free to draw, but if you cross your own path, you will die.', False, (255, 255, 255))
screen.blit(textsurface,(0,20))
player = Player(400, 300)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(player)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 3)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -3)
player.update()
all_sprites_list.draw(screen)
pygame.display.flip()
clock.tick(75)
pygame.quit ()
最佳答案
我认为你可以像这样声明一个二维列表:
过去的位置 = [[400, 300]]
然后每次玩家位置移动时,检查列表:
对于过去位置中的行:
if (player.rect.x == row[0] 且player.rect.y == row[1]):
完成 = true # 游戏结束
如果玩家尚未到达那里,则将该位置添加到列表中。
pastPositions.append([player.rect.x,player.rect.y])
您正在寻找类似的东西吗?
关于python - Pygame:当 Sprite 遇到它的踪迹时如何 "lose"游戏,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54115617/