当我的玩家精灵与硬币组碰撞时,硬币会根据需要消失,但是当与敌人组碰撞时,什么也不会发生。代码是一样的。我不知道我做错了什么,因为我做过两次相同的事情,但是只能工作一次。它与敌人的移动有关系吗?这是代码:
import pygame as pg
import random
a_white = (245, 245, 245)
a_red = (10, 0, 0)
black = (0, 0, 0)
white = (255, 255, 255)
blue_grey = (51, 93, 127)
dark_red = (85, 0, 0)
red = (255, 0, 0)
green = (0, 255, 0)
blue = (0, 0, 255)
yellow = (255, 255, 0)
bg_color = dark_red
width = 600
height = 500
FPS = 60
p_width = 70
p_height = 70
c_width = 35
c_height = 35
score = 0
level = 0
lives = 3
title = 'This Is My Game!'
pg.init()
pg.mixer.init()
clock = pg.time.Clock()
screen = pg.display.set_mode((width, height))
pg.display.set_caption(title)
font_name = pg.font.match_font("arial")
coin_img = pg.image.load('coin3.png').convert()
player_img = pg.image.load('smiley.png').convert_alpha()
gegner_1 = pg.image.load('gegner_black.png').convert_alpha()
coin_snd = pg.mixer.Sound('coin_snd_2.ogg')
def new_coin():
x = random.randrange(c_width, width - c_width)
y = random.randrange(c_height, height - c_height)
coins = Coin(x, y)
all_sprites.add(player, coins)
coin_group.add(coins)
def draw_text(screen, text, t_color, size, t_x, t_y):
font = pg.font.Font(font_name, size)
text_surface = font.render(text, True, t_color)
text_rect = text_surface.get_rect()
text_rect.midtop = (t_x, t_y)
screen.blit(text_surface, text_rect)
def start_screen():
screen.fill(bg_color)
draw_text(screen, 'Welcome... !', white, 75, width / 2, height / 4 - 100)
draw_text(screen, 'ready to play my game*?', white, 24, width - 150, height / 4 - 20)
draw_text(screen, "Press any key to begin", white, 20, width / 2 + 60, height / 4 + 10)
draw_text(screen, "*The name of the game is \'MY GAME\' but that ",
white, 16, width / 2, height - 150)
draw_text(screen, " has nothing to do with the fact, that the game is", white, 16, width / 2, height - 130)
draw_text(screen, " my game. Yes, the game is actually my game, ", white, 16, width / 2, height - 110)
draw_text(screen, " but that\'s not the reason I named it my game. ", white, 16, width / 2, height - 90)
draw_text(screen, "...or is it?", white, 13, width - 28, height - 20)
pg.display.update()
waiting = True
while waiting:
clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
if event.type == pg.KEYUP:
waiting = False
class Player(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image_orig = pg.transform.scale(player_img, (p_width, p_height))
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.rect.center = (width / 2), (height / 2)
self.radius = 35
def update(self):
keys = pg.key.get_pressed()
if keys[pg.K_RIGHT]:
self.rect.x += 5
if keys[pg.K_LEFT]:
self.rect.x -= 5
if keys[pg.K_UP]:
self.rect.y -= 5
if keys[pg.K_DOWN]:
self.rect.y += 5
if self.rect.right > width:
self.rect.right = width
if self.rect.left < 0:
self.rect.left = 0
if self.rect.top < 0:
self.rect.top = 0
if self.rect.bottom > height:
self.rect.bottom = height
class Coin(pg.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pg.transform.scale(coin_img, (c_width, c_height))
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.radius = 18
class Gegner_1(pg.sprite.Sprite):
def __init__(self, x, y, yon):
super().__init__()
self.image_orig = pg.transform.scale(gegner_1, (p_width, p_height))
self.image_orig.set_colorkey(white)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.radius = 35
self.yon = yon
if yon == 'yes':
self.speedx = 5
self.speed = self.speedx
elif yon == 'no':
self.speedy = 5
self.speed = self.speedy
def update(self):
if self.yon == 'yes':
self.rect.x += self.speed
if self.yon == 'no':
self.rect.y += self.speed
if self.rect.right > width:
self.speed = -5
if self.rect.left == 0:
self.speed = 5
if self.rect.bottom > height:
self.speed = -5
if self.rect.top < 0:
self.speed = 5
all_sprites = pg.sprite.Group()
coin_group = pg.sprite.Group()
enemys_group = pg.sprite.Group()
player = Player()
gegner1 = Gegner_1(0, 60, 'yes')
gegner2 = Gegner_1(width, 350, 'yes')
gegner3 = Gegner_1(50, p_height, 'no')
gegner4 = Gegner_1(width - p_width - 20, p_height, 'no')
enemys_group.add(gegner1, gegner2, gegner3, gegner4)
all_sprites.add(player)
for c in range(3):
new_coin()
start_game = True
game_over = False
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if start_game:
start_screen()
start_game = False
screen.fill(bg_color)
if score >= 5:
all_sprites.add(gegner1)
if score >= 10:
all_sprites.add(gegner2)
if score >= 15:
all_sprites.add(gegner3)
if score >= 20:
all_sprites.add(gegner4)
all_sprites.draw(screen)
all_sprites.update()
draw_text(screen, 'SCORE: ' + str(score), white, 20, 55, 10)
hits = pg.sprite.spritecollide(player, coin_group, True, pg.sprite.collide_circle)
for hit in hits:
score += 1
coin_snd.play()
new_coin()
hits = pg.sprite.spritecollide(player, enemys_group, True, pg.sprite.collide_circle)
for hit in hits:
lives -= 1
pg.display.update()
clock.tick(FPS)
pg.quit()
因此,我也没有任何错误。
最佳答案
您添加和删除gegner
实例的方式导致此问题。 enemys_group
开头包含gegner
,用于冲突检测。这意味着您已经可以在它们可见之前与它们发生碰撞(在hit
循环中打印组和for hit in hits:
进行检查)。如果您击中一个实例,则该实例将从enemys_group
中正确删除。
然后,如果得分达到5分或更高,则继续将仍绑定到gegner1
等变量的实例添加到每帧的all_sprites
组中,这样,这些精灵就会变得可见,但是如果它们不在enemys_group
中,它们将不再发生冲突。
您需要重组代码。我一开始将enemys_group
留为空白,然后在硬币碰撞循环中添加gegner
实例:
hits = pg.sprite.spritecollide(player, coin_group, True, pg.sprite.collide_circle)
for hit in hits:
score += 1
new_coin()
if score == 5:
gegner = Gegner_1(0, 60, 'yes')
all_sprites.add(gegner)
enemys_group.add(gegner)
elif score == 10:
gegner = Gegner_1(width, 350, 'yes')
all_sprites.add(gegner)
enemys_group.add(gegner)
elif score == 15:
gegner = Gegner_1(50, p_height, 'no')
all_sprites.add(gegner)
enemys_group.add(gegner)
elif score == 20:
gegner = Gegner_1(width - p_width - 20, p_height, 'no')
all_sprites.add(gegner)
enemys_group.add(gegner)