因此,我正在制作一个基本的pygame,并且在游戏地图上有几个“障碍”和“门户”。前者是玩家无法触摸的地方,而后者则是改变等级的地方。
我试图使它们不可见,因此在地图上只有一个不可见的矩形,碰撞检测会注意到该矩形,但是现在,当我将其蒙皮到地图上时,我看到了难看的黑色斑点。
我尝试使用脏矩形,但这似乎效果不佳。
我的代码(或至少是处理障碍和门户的地点):
class Barrier(pygame.sprite.DirtySprite):
'''class that builds up the invisible barriers in the game'''
#constructor function
def __init__(self, posX, posY, width, height): #create a self variable to refer to the object
#call up the parent's constructor
pygame.sprite.DirtySprite.__init__(self)
self.dirty = 1
self.visible = 0
#Make the barrier.
self.image = pygame.Surface([width, height])
#debug code that makes sure that the barrier is in the right place
#self.image.fill(white)
# place the top left corner of the barrier at the given location
self.rect = self.image.get_rect()
self.rect.y = posY
self.rect.x = posX
barriers = pygame.sprite.Group() #global barrier list used in all maps
portals = pygame.sprite.Group() #global portal list used in all maps
class Portal(pygame.sprite.DirtySprite):
'''class that builds up the portals in the game'''
#constructor function
def __init__(self, posX, posY, width, height): #create a self variable to refer to the object
#call up the parent's constructor
pygame.sprite.DirtySprite.__init__(self)
self.dirty = 1
self.visible = 0
#Make the barrier.
self.image = pygame.Surface([width, height])
#debug code that makes sure that the barrier is in the right place
self.image.fill(black)
# place the top left corner of the barrier at the given location
self.rect = self.image.get_rect()
self.rect.y = posY
self.rect.x = posX
def LoadInside():
barriers.empty()
portals.empty()
#Load up the level image
whichLevel = 1
background_image = pygame.image.load("House.png").convert()
#a list of all the barriers in the room
room_barrier_list = pygame.sprite.Group()
#make a barrier out of all of the objects in the room
barrierTopWall = Barrier(0,125,661,7)
barrierLeftWall= Barrier(5, 130,5, 300)
barrierBottomWallLeft= Barrier(10,414,292,7)
barrierBottomWallRight= Barrier(364,412,298,7)
barrierRightWall= Barrier(649,126,5, 294)
bed = Barrier(19,199,62,93)
smallTableChairs = Barrier(273,220,97,39)
pot = Barrier(300,288,34,31)
table = Barrier(493,242,151,42)
chair1 = Barrier(459,255,28,35)
chair2 = Barrier(490,296,31,28)
chair3 = Barrier(553,293,31,28)
chair4 = Barrier(621,292,31,28)
#make a portal to get out
door = Portal(300,413, 64,10)
#add the barriers to the lists
room_barrier_list.add(barrierTopWall, barrierLeftWall, barrierBottomWallLeft, barrierRightWall)
barriers.add(room_barrier_list)
all_sprites_list.add(barriers)
room_barrier_list.add(smallTableChairs,pot,table,chair1,chair2,chair3,chair4, barrierBottomWallRight, bed)
barriers.add(room_barrier_list)
all_sprites_list.add(barriers)
#add the portal to the list
all_sprites_list.add(door)
mainScreen.blit(background_image, [0,0])
#
# The above code handles the room barriers and portals
#
while done==False:
for event in pygame.event.get(): #user did something
if event.type == pygame.QUIT: #if the user hit the close button
done=True
# Move the player if an arrow key is pressed
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
faceWhatDirection = 'left' # set the faceWhatDirection variable
player.updateLeft() # call up the animation function
player.move(-10, 0)
if key[pygame.K_RIGHT]:
faceWhatDirection = 'right' # set the faceWhatDirection variable
player.updateRight() # call up the animation function
player.move(10, 0)
if key[pygame.K_UP]:
faceWhatDirection = 'up' # set the faceWhatDirection variable
player.updateUp() # call up the animation function
player.move(0, -10)
if key[pygame.K_DOWN]:
faceWhatDirection = 'down' # set the faceWhatDirection variable
player.updateDown() # call up the animation function
player.move(0, 10)
#if the user presses the space bar, the attack button
if key[pygame.K_SPACE]:
bullet = Bullet()
bullet_list.append(bullet) #adds bullet to the bullet list
all_sprites_list.add(bullet) #adds the bullet to the sprite list to be drawn
#puts the bullet in the same location as player (this needs to be changed to what direction player faces)
bullet.rect.x = player.rect.x
bullet.rect.y = player.rect.y + 15 # the + 15 places it at a location that is not on the player's face!
bullet.bulletDirection = faceWhatDirection
#checks to see what direction to move the bullet in
for bullet in bullet_list:
bullet.move_bullet()
#see if the bullet hit anything
barrier_hit_list = pygame.sprite.spritecollide(bullet, barriers, False)
for barrier in barrier_hit_list:
#remove the bullet if it hit something
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
mainScreen.fill(black)#makes the background white, and thus, the white part of the images will be invisible
if whichLevel == 1:
LoadInside()
else:
LoadOutside()
#draw the sprites
all_sprites_list.draw(mainScreen)
#limit the game to 20 fps
clock.tick(20)
#update the screen on the regular
pygame.display.flip()
pygame.quit()
最佳答案
它很安静,
精灵用Group.update()方法钝化。
all_sprites_list.draw(mainScreen)
不要将障碍添加到all_sprites_list。
然后它们再也不会在屏幕上流血了。
但是
barrier_hit_list
仍然可以用于碰撞。关于python - 无法在PyGame中使 Sprite 不可见,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/19635896/