在Pygame中如何使用Python创建多个子弹?
我刚开始学习Python,才两天,所以我的代码写得很乱……不过我只是想让它能运行起来。我正在做一个简单的射击游戏。我想通过按住Z键来发射子弹……现在我遇到的问题是,想让多个子弹正常发射。无论我怎么做,发射了五发之后,就再也发不出了。当我只有一发子弹的时候,如果我在物体状态改变并移除它时还按着Z键,我也发不出那一发。以下是我的代码……
#!/usr/bin/python
import sys, pygame
pygame.init()
windowSize = width, height = 640, 480
screen = pygame.display.set_mode((windowSize))
pygame.display.set_caption("rzrscm")
clock = pygame.time.Clock()
background = pygame.Surface(screen.get_size())
background = background.convert()
image = pygame.image.load("image.png")
Font = pygame.font.Font("font.ttf",12)
text = Font.render("PIXELFUCKER",1,(255,255,255))
textpos = text.get_rect(centerx=background.get_width()/2)
pygame.mixer.music.load("music.xm")
pygame.mixer.init(44100, -16, 1, 1024)
pygame.mixer.music.play(-1,0.0)
quit = False
eX = 0
eY = 50
dotState = 1
bullet1 = 0
bullet2 = 0
bullet3 = 0
bullet4 = 0
bullet5 = 0
shot = 0
wait = 0
x = 300
y = 300
pX = 0
pY = 0
while quit == False:
background.fill((0,0,0))
x += pX
if x < 0 or x > 640:
x -= pX
if x == eX and y == eY:
x -= pX
y += pY
if y < 0 or y > 480:
y -= pY
wait = wait + 1
if shot == 1:
if bullet1 == 0 and bullet5 == 0:
bullet1 = 1
wait = 0
if bullet1 == 1 and bullet2 == 0 and wait == 25:
bullet2 = 1
wait = 0
if bullet2 == 1 and bullet3 == 0 and wait == 25:
bullet3 = 1
wait = 0
if bullet3 == 1 and bullet4 == 0 and wait == 25:
bullet4 = 1
wait = 0
if bullet4 == 1 and bullet5 == 0 and wait == 25:
bullet5 = 1
wait = 0
if dotState != 3:
background.set_at((eX, eY),(255,255,255))
if eX == 640:
dotState = 2
if eX == 0:
dotState = 1
if dotState == 1:
eX = eX + 1
if eX == x and eY == y:
eX = eX - 1
if dotState == 2:
eX = eX - 1
if eX == x and eY == y:
eX = eX + 1
if bullet1 == 0:
bX = x
bY = y
if bullet1 == 1:
bY = bY - 5
background.set_at((bX, bY),(255,255,255))
if bY == 0:
bullet1 = 0
if bY == eY and bX == eX:
bullet1 = 0
dotState = 3
if bullet2 == 0:
bX2 = x
bY2 = y
if bullet2 == 1:
bY2 = bY2 - 5
background.set_at((bX2, bY2),(255,255,255))
if bY2 == 0:
bullet2 = 0
if bY2 == eY and bX2 == eX:
bullet2 = 0
if bullet3 == 0:
bX3 = x
bY3 = y
if bullet3 == 1:
bY3 = bY3 - 5
background.set_at((bX3, bY3),(255,255,255))
if bY3 == 0:
bullet3 = 0
if bY3 == eY and bX3 == eX:
bullet3 = 0
dotState = 3
if bullet4 == 0:
bX4 = x
bY4 = y
if bullet4 == 1:
bY4 = bY4 - 5
background.set_at((bX4, bY4),(255,255,255))
if bY4 == 0:
bullet4 = 0
if bY4 == eY and bX4 == eX:
bullet4 = 0
dotState = 3
if bullet5 == 0:
bX5 = x
bY5 = y
if bullet5 == 1:
bY5 = bY5 - 5
background.set_at((bX5, bY5),(255,255,255))
if bY5 == 0:
bullet5 = 0
if bY5 == eY and bX5 == eX:
bullet5 = 0
dotState = 3
background.set_at((x, y),(255,255,255))
background.blit(text,textpos)
screen.blit(background,(0,0))
pygame.display.flip()
clock.tick(250)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
pX -= 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
pX += 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
pY -= 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
pY += 2
if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
pX += 2
if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
pX -= 2
if event.type == pygame.KEYUP and event.key == pygame.K_UP:
pY += 2
if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
pY -= 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_z:
shot = 1
if event.type == pygame.KEYUP and event.key == pygame.K_z:
shot = 0
1 个回答
2
你的代码对我来说有点难懂——我自己也刚开始学编程。不过,我有几个建议,可能会对你有帮助。
首先,你似乎是把子弹的位置(比如 bullet1
、bullet2
,还有 bX1
、bY1
等)写死在代码里。因为你似乎只能发射5颗子弹,我猜是因为你没有在子弹离开屏幕后,把它们的 x 和 y 坐标以及其他相关的变量重置为零。
另外,试着把子弹做成一个类,并把所有的子弹放在一个列表里,这样你就可以发射超过5颗子弹了。这样做可以把每颗子弹需要的数据整齐地封装在一起,你就可以像这样操作:bullet1.x = 3
或者 bullets_array[1].y = 3
,而不是 bX1 = 3
。
(顺便说一下,我看到你最近开始学习Python。我强烈建议你学习列表、对象和面向对象编程(通常简称为OOP),还有字典。这些会成为你新的好朋友。OOP一开始可能有点难理解(至少我觉得是这样),但学会了会很有用的。)
例如,
# snip initialization, etc.
class Bullet():
def __init__(self, surface, x_coord, y_coord):
self.surface = surface
self.x = x_coord
self.y = y_coord
return
def update(self, y_amount=5):
self.y += y_amount
self.surface.set_at((self.x, self.y),(255,255,255))
return
bullets_array = []
# snip
while quit == false: # Inside the main loop...
for event in pygame.event.get():
#snip
if event.type == pygame.KEYDOWN and event.key == pygame.K_z:
bullets_array.append(background, player_x, player_y)
#snip
for bullet in bullets_array:
bullet.update()
# ...and check if the bullet is off the screen.
# If so, remove it from the array.
如果你想做一些更复杂的事情,可以试试使用Pygame的Sprite和Group类。
http://pygame.org/docs/ref/sprite.html
基本上,你可以不自己创建 Bullet
类,而是基于 pygame.sprite.Sprite
来实现,添加你需要的方法,然后把它放到一个组里(pygame.sprite.Group
)。这样做可能会更灵活。