问题描述
试图在 pygame 中制造一个敌人,在 pygame 中以直线发射子弹.我设法让敌人开枪,但它会发射一束恒定的子弹,而不是将它们分开.有什么办法可以隔开子弹吗?
这是敌人的职业
class Boss(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((100, 70))self.image.fill(白色)self.rect = self.image.get_rect()self.rect.centerx = 宽度/2self.rect.y = (WIDTH/2) - 500self.speedy = 3定义更新(自我):self.rect.y += self.speedy如果 self.rect.y >= 30:self.rect.y = 30def射击(自我):bossbullet = Bossbullet(self.rect.centerx, self.rect.bottom)all_sprites.add(bossbullet)bossbullets.add(bossbullet)类Bossbullet(pygame.sprite.Sprite):def __init__(self, x, y):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((10, 20))self.image.fill(白色)self.rect = self.image.get_rect()self.rect.bottom = yself.rect.centerx = xself.speedy = -10定义更新(自我):self.rect.y -= self.speedy如果 self.rect.bottom
这是游戏运行和敌人射击的循环
running = True在跑步的时候:时钟滴答(FPS)如果 boss.rect.y >= 30:boss.shoot()
我建议使用计时器事件.使用 pygame.time.set_timer()
重复创建 USEREVENT
.例如:
milliseconds_delay = 500 # 0.5 秒bullet_event = pygame.USEREVENT + 1pygame.time.set_timer(bullet_event,毫秒延迟)
注意,在 pygame 中可以定义客户事件.每个事件都需要一个唯一的 ID.用户事件的 id 必须从 pygame.USEREVENT
开始.在这种情况下,pygame.USEREVENT+1
是计时器事件的事件 ID,它会产生子弹.
当事件发生在事件循环中时创建一个新的项目符号:
running = True在跑步的时候:时钟滴答(FPS)对于 pygame.event.get() 中的事件:如果 event.type == pygame.QUIT:运行 = 错误elif event.type == bullet_event:如果 boss.rect.y >= 30:boss.shoot()
有什么办法可以让敌人暂停一段时间后..假设5次射击,然后暂停后再次开始射击
可以通过将 0 传递给 time 参数来停止计时器事件.例如:
delay_time = 500 # 0.5 秒pause_time = 3000 # 3 秒bullet_event = pygame.USEREVENT + 1pygame.time.set_timer(bullet_event, delay_time)no_shots = 0运行 = 真在跑步的时候:时钟滴答(FPS)对于 pygame.event.get() 中的事件:如果 event.type == pygame.QUIT:运行 = 错误elif event.type == bullet_event:如果 boss.rect.y >= 30:boss.shoot()# 改变定时器事件时间如果 no_shots == 0:pygame.time.set_timer(bullet_event, delay_time)no_shots += 1如果 no_shots == 5:pygame.time.set_timer(bullet_event, pause_time)no_shots = 0被杀 = # [...] 被杀时设置状态# 停止计时器如果被杀:pygame.time.set_timer(bullet_event, 0)
Trying to make an enemy in pygame that shoots bullets in a straight line in pygame. I've managed to make the enemy shoot, but it shoots a constant beam of bullets instead of spacing them out. Is there any way to space out the bullets?
This is the class for the enemy
class Boss(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((100, 70))
self.image.fill(white)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.y = (WIDTH / 2) - 500
self.speedy = 3
def update(self):
self.rect.y += self.speedy
if self.rect.y >= 30:
self.rect.y = 30
def shoot(self):
bossbullet = Bossbullet(self.rect.centerx, self.rect.bottom)
all_sprites.add(bossbullet)
bossbullets.add(bossbullet)
class Bossbullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill(white)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y -= self.speedy
if self.rect.bottom < 0:
self.kill()
all_sprites = pygame.sprite.Group()
boss = Boss()
all_sprites.add(boss)
bossbullets = pygame.sprite.Group()
this is the loop in which the game runs and the enemy shoots
running = True
while running:
clock.tick(FPS)
if boss.rect.y >= 30:
boss.shoot()
I recommend to use a timer event. Use pygame.time.set_timer()
to repeatedly create an USEREVENT
. e.g.:
milliseconds_delay = 500 # 0.5 seconds
bullet_event = pygame.USEREVENT + 1
pygame.time.set_timer(bullet_event, milliseconds_delay)
Note, in pygame customer events can be defined. Each event needs a unique id. The ids for the user events have to start at pygame.USEREVENT
. In this case pygame.USEREVENT+1
is the event id for the timer event, which spawns the bullets.
Create a new bullet when the event occurs in the event loop:
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == bullet_event:
if boss.rect.y >= 30:
boss.shoot()
The timer event can be stopped by passing 0 to the time parameter. e.g.:
delay_time = 500 # 0.5 seconds
pause_time = 3000 # 3 seconds
bullet_event = pygame.USEREVENT + 1
pygame.time.set_timer(bullet_event, delay_time)
no_shots = 0
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == bullet_event:
if boss.rect.y >= 30:
boss.shoot()
# change the timer event time
if no_shots == 0:
pygame.time.set_timer(bullet_event, delay_time)
no_shots += 1
if no_shots == 5:
pygame.time.set_timer(bullet_event, pause_time)
no_shots = 0
killed = # [...] set state when killed
# stop timer
if killed:
pygame.time.set_timer(bullet_event, 0)
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