移动pygame背景
我最近在学习用Python开发游戏,但我还是个新手。我试着模仿经典的“太空入侵者”游戏,做出了一个简单的版本,灵感主要来自网上的教程和代码。
现在我想让背景动起来,所以我想到了一个主意:创建两个精灵(就是游戏中的图像)和两张背景图片,让它们一个接一个地移动。当其中一个精灵移出屏幕时,它应该从底部重新出现,然后继续移动。但现在这个想法没有成功,我不太确定哪里出了问题。以下是我目前的代码:
#!/usr/bin/env python
from helpers import *
class Space1(pygame.sprite.Sprite):
def __init__(self, i):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset(i)
def update(self, i):
self.rect.top += self.dx
if i == 1:
if self.rect.top <= -600:
self.__init__(i)
else:
if self.rect.top <= -1200:
self.__init__(i)
def reset(self, i):
if i == 1:
self.rect.top = 1
else:
self.rect.top = 300
class Space2(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset()
def update(self):
self.rect.top += self.dx
if self.rect.top <= -1200:
self.__init__()
def reset(self):
self.rect.top = 600
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('ship.gif', -1)
self.x_dist = 5
self.y_dist = 5
self.lasertimer = 0
self.lasermax = 5
self.rect.centery = 400
self.rect.centerx = 400
def update(self):
key = pygame.key.get_pressed()
# Movement
if key[K_UP]:
self.rect.centery += -3
if key[K_DOWN]:
self.rect.centery += 3
if key[K_RIGHT]:
self.rect.centerx += 3
if key[K_LEFT]:
self.rect.centerx += -3
# Lasers
if key[K_SPACE]:
self.lasertimer = self.lasertimer + 1
if self.lasertimer == self.lasermax:
laserSprites.add(Laser(self.rect.midtop))
self.lasertimer = 0
# Restrictions
self.rect.bottom = min(self.rect.bottom, 600)
self.rect.top = max(self.rect.top, 0)
self.rect.right = min(self.rect.right, 800)
self.rect.left = max(self.rect.left, 0)
class Laser(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("laser.png", -1)
self.rect.center = pos
def update(self):
if self.rect.right > 800:
self.kill()
else:
self.rect.move_ip(0, -15)
class Enemy(pygame.sprite.Sprite):
def __init__(self, centerx):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("alien.png", -1)
self.rect = self.image.get_rect()
self.dy = 8
self.reset()
def update(self):
self.rect.centerx += self.dx
self.rect.centery += self.dy
if self.rect.top > 600:
self.reset()
# Laser Collisions
if pygame.sprite.groupcollide(enemySprites, laserSprites, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
# Ship Collisions
if pygame.sprite.groupcollide(enemySprites, playerSprite, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
explosionSprites.add(PlayerExplosion(self.rect.center))
def reset(self):
self.rect.bottom = 0
self.rect.centerx = random.randrange(0, 600)
self.dy = random.randrange(5, 10)
self.dx = random.randrange(-2, 2)
class EnemyExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
class PlayerExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
exit()
def main():
# Initialize Everything
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption('UoN Invaders')
# Create The Backgound
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((000, 000, 000))
# Display The Background
screen.blit(background, (0, 0))
pygame.display.flip()
# Start Music
music = pygame.mixer.music.load ("data/spacequest.mp3")
pygame.mixer.music.play(-1)
# Initialize Game Objects
global clock
clock = pygame.time.Clock()
i = 0
i += 1
space1 = Space1(i)
space2 = Space2()
global player
player = Player()
# Render Objects
# Space
space1 = pygame.sprite.RenderPlain((space1))
space2 = pygame.sprite.RenderPlain((space2))
# Player
global playerSprite
playerSprite = pygame.sprite.RenderPlain((player))
# Enemy
global enemySprites
enemySprites = pygame.sprite.RenderPlain(())
enemySprites.add(Enemy(200))
enemySprites.add(Enemy(300))
enemySprites.add(Enemy(400))
# Projectiles
global laserSprites
laserSprites = pygame.sprite.RenderPlain(())
# Collisions
global enemyExplosion
enemyExplosion = pygame.sprite.RenderPlain(())
global playerExplosion
playerExplosion = pygame.sprite.RenderPlain(())
global explosionSprites
explosionSprites = pygame.sprite.RenderPlain(())
# Main Loop
going = True
while going:
clock.tick(60)
# Input Events
for event in pygame.event.get():
if event.type == QUIT:
going = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
going = False
# Update
space1.update(i)
space2.update()
player.update()
enemySprites.update()
laserSprites.update()
enemyExplosion.update()
playerExplosion.update()
explosionSprites.update()
screen.blit(background, (0, 0))
# Draw
space1.draw(screen)
space2.draw(screen)
playerSprite.draw(screen)
enemySprites.draw(screen)
laserSprites.draw(screen)
enemyExplosion.draw(screen)
playerExplosion.draw(screen)
explosionSprites.draw(screen)
pygame.display.flip()
pygame.quit()
if __name__ == '__main__':
main()
2 个回答
0
我没有使用你提的方法,而是尝试了这个,似乎效果不错。不过,在两个Space之间有一个小缝隙,我正在尝试修复它。以下是修改后的代码:
#!/usr/bin/env python
from helpers import *
print("hello world")
class Space1(pygame.sprite.Sprite):
def __init__(self, i):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dxy = -5
self.reset(i)
def update(self, i):
self.rect.top += self.dxy
if self.rect.top <= -600:
self.__init__(i)
def reset(self, i):
if i == 0:
self.rect.top = 1
else:
self.rect.top = 600
class Space2(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset()
def update(self):
self.rect.top += self.dx
if self.rect.top <= -600:
self.__init__()
def reset(self):
self.rect.top = 600
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('ship.png', -1)
self.x_dist = 5
self.y_dist = 5
self.lasertimer = 0
self.lasermax = 5
self.rect.centery = 400
self.rect.centerx = 400
def update(self):
key = pygame.key.get_pressed()
# Movement
if key[K_UP]:
self.rect.centery += -3
if key[K_DOWN]:
self.rect.centery += 3
if key[K_RIGHT]:
self.rect.centerx += 3
if key[K_LEFT]:
self.rect.centerx += -3
# Lasers
if key[K_SPACE]:
self.lasertimer = self.lasertimer + 1
if self.lasertimer == self.lasermax:
laserSprites.add(Laser(self.rect.midtop))
self.lasertimer = 0
# Restrictions
self.rect.bottom = min(self.rect.bottom, 600)
self.rect.top = max(self.rect.top, 0)
self.rect.right = min(self.rect.right, 800)
self.rect.left = max(self.rect.left, 0)
class Laser(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("laser.png", -1)
self.rect.center = pos
def update(self):
if self.rect.right > 800:
self.kill()
else:
self.rect.move_ip(0, -15)
class Enemy(pygame.sprite.Sprite):
def __init__(self, centerx):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("alien.png", -1)
self.rect = self.image.get_rect()
self.dy = 8
self.reset()
def update(self):
self.rect.centerx += self.dx
self.rect.centery += self.dy
if self.rect.top > 600:
self.reset()
# Laser Collisions
if pygame.sprite.groupcollide(enemySprites, laserSprites, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
# Ship Collisions
if pygame.sprite.groupcollide(enemySprites, playerSprite, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
explosionSprites.add(PlayerExplosion(self.rect.center))
def reset(self):
self.rect.bottom = 0
self.rect.centerx = random.randrange(0, 600)
self.dy = random.randrange(5, 10)
self.dx = random.randrange(-2, 2)
class EnemyExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
class PlayerExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
exit()
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption('UoN Invaders')
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((000, 000, 000))
screen.blit(background, (0, 0))
pygame.display.flip()
music = pygame.mixer.music.load ("data/spacequest.mp3")
pygame.mixer.music.play(-1)
global clock
clock = pygame.time.Clock()
i = 0
space1 = Space1(i)
space2 = Space2()
global player
player = Player()
space1 = pygame.sprite.RenderPlain((space1))
space2 = pygame.sprite.RenderPlain((space2))
global playerSprite
playerSprite = pygame.sprite.RenderPlain((player))
global enemySprites
enemySprites = pygame.sprite.RenderPlain(())
enemySprites.add(Enemy(200))
enemySprites.add(Enemy(300))
enemySprites.add(Enemy(400))
global laserSprites
laserSprites = pygame.sprite.RenderPlain(())
global enemyExplosion
enemyExplosion = pygame.sprite.RenderPlain(())
global playerExplosion
playerExplosion = pygame.sprite.RenderPlain(())
global explosionSprites
explosionSprites = pygame.sprite.RenderPlain(())
# Main Loop
going = True
while going:
clock.tick(60)
for event in pygame.event.get():
if event.type == QUIT:
going = False
elif event.type == KEYDOWN and event.key == K_ESCAPE:
going = False
# Update
i += 1
space1.update(i)
space2.update()
player.update()
enemySprites.update()
laserSprites.update()
enemyExplosion.update()
playerExplosion.update()
explosionSprites.update()
screen.blit(background, (0, 0))
# Draw
space1.draw(screen)
space2.draw(screen)
playerSprite.draw(screen)
enemySprites.draw(screen)
laserSprites.draw(screen)
enemyExplosion.draw(screen)
playerExplosion.draw(screen)
explosionSprites.draw(screen)
pygame.display.flip()
while going == False:
gameover()
def gameover():
print("hello world")
if __name__ == '__main__':
main()
2
class Space(pygame.sprite.Sprite):
def __init__(self, num):
pygame.sprite.Sprite.__init__(self)
self.rect.top = num * 600
self.image, self.rect = load_image("space.png", 10)
self.dx = -5
self.reset()
def update(self):
self.rect.top += self.dx
if self.rect.top <= -1200:
self.reset()
def reset(self):
self.rect.top = 600
这是一个用来存储你的精灵(sprite)的类。我觉得你不需要两个,因为你可以在主程序中有一个所有空间实例的列表,比如说...
space1 = Space1(i)
space2 = Space2()
我建议你可以这样做。
spaces = []
for x in range(2):
spaces.append(Space(x))
然后把
space1 = pygame.sprite.RenderPlain((space1))
space2 = pygame.sprite.RenderPlain((space2))
改成
for space in spaces:
space = pygame.sprite.RenderPlain((space))
然后不要用
space1.update(i)
space2.update()
而是用
for space in spaces:
space.update()
最后,不要用
space1.draw(screen)
space2.draw(screen)
而是用
for space in spaces:
space.draw(screen)
我希望这个方法对你有用,因为我认为这是存储空间实例的合理方式,并且可以让你的代码更简洁。如果你在实现过程中遇到任何问题,请随时留言,我会帮你解决。
祝好!