PyGame 获取精灵组
大家好,我在用pygame制作吃豆人,遇到一个小问题。当吃豆人在移动时,如果我按下一个键,它就会改变方向。不幸的是,如果上面有墙,吃豆人就会停在那个地方,面朝上,直到我再改变方向。我想知道怎么判断吃豆人上方3或4个单位的位置是否属于一个叫做level的精灵组,这个组里有所有的墙和其他东西。
2 个回答
2
你可以使用这个链接来查看相关内容:http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.spritecollide
pacman.rect.y = pacman.rect.y - 3
colliding = pygame.sprite.spritecollide(pacman, level)
if colliding:
can_move_upwards = False
else:
can_move_upwards = True
pacman.rect.y = pacman.rect.y + 3
然后对你想要测试的每个方向都做同样的操作。
2
这里有一个更长的示例,展示了一个有墙壁的游戏是如何工作的:
# Sample Python/Pygame Programs
# Simpson College Computer Science
# http://cs.simpson.edu/?q=python_pygame_examples
import pygame
black = (0,0,0)
white = (255,255,255)
blue = (0,0,255)
# This class represents the bar at the bottom that the player controls
class Wall(pygame.sprite.Sprite):
# Constructor function
def __init__(self,x,y,width,height):
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(blue)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.top = y
self.rect.left = x
# This class represents the bar at the bottom that the player controls
class Player(pygame.sprite.Sprite):
# Set speed vector
change_x=0
change_y=0
# Constructor function
def __init__(self,x,y):
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
# Set height, width
self.image = pygame.Surface([15, 15])
self.image.fill(white)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.top = y
self.rect.left = x
# Change the speed of the player
def changespeed(self,x,y):
self.change_x+=x
self.change_y+=y
# Find a new position for the player
def update(self,walls):
# Get the old position, in case we need to go back to it
old_x=self.rect.left
new_x=old_x+self.change_x
self.rect.left = new_x
# Did this update cause us to hit a wall?
collide = pygame.sprite.spritecollide(self, walls, False)
if collide:
# Whoops, hit a wall. Go back to the old position
self.rect.left=old_x
old_y=self.rect.top
new_y=old_y+self.change_y
self.rect.top = new_y
# Did this update cause us to hit a wall?
collide = pygame.sprite.spritecollide(self, walls, False)
if collide:
# Whoops, hit a wall. Go back to the old position
self.rect.top=old_y
score = 0
# Call this function so the Pygame library can initialize itself
pygame.init()
# Create an 800x600 sized screen
screen = pygame.display.set_mode([800, 600])
# Set the title of the window
pygame.display.set_caption('Test')
# Create a surface we can draw on
background = pygame.Surface(screen.get_size())
# Used for converting color maps and such
background = background.convert()
# Fill the screen with a black background
background.fill(black)
# Create the player paddle object
player = Player( 50,50 )
movingsprites = pygame.sprite.RenderPlain()
movingsprites.add(player)
# Make the walls. (x_pos, y_pos, width, height)
wall_list=pygame.sprite.RenderPlain()
wall=Wall(0,0,10,600)
wall_list.add(wall)
wall=Wall(10,0,790,10)
wall_list.add(wall)
wall=Wall(10,200,100,10)
wall_list.add(wall)
clock = pygame.time.Clock()
done = False
while done == False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done=True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-3,0)
if event.key == pygame.K_RIGHT:
player.changespeed(3,0)
if event.key == pygame.K_UP:
player.changespeed(0,-3)
if event.key == pygame.K_DOWN:
player.changespeed(0,3)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(3,0)
if event.key == pygame.K_RIGHT:
player.changespeed(-3,0)
if event.key == pygame.K_UP:
player.changespeed(0,3)
if event.key == pygame.K_DOWN:
player.changespeed(0,-3)
player.update(wall_list)
screen.fill(black)
movingsprites.draw(screen)
wall_list.draw(screen)
pygame.display.flip()
clock.tick(40)
pygame.quit()