问题描述
我知道有几个关于这个的话题,但我仍然不知道如何让我的机器人发射多颗子弹......我想按下我的空格键并发射多颗子弹,但我仍然只能发射一颗子弹.我知道我的代码一团糟,所以我很抱歉.感谢帮助!
I know there have been several topics on this but I still can't figure out how to make my robot shot multiple bullets... I want press my Space Button and shoot multiple bullets but i still can shoot only one bullet. I know that my code is a mess so I'm sorry. Thanks for help!
https://github.com/20nicolas/Game.git
这是我的代码:
import pygame as py
import os
py.init ()
screen = py.display.set_mode ((800,600))
bg = py.image.load('game-assets-game-background-sidescroller.png')
clock = py.time.Clock ()
idle = [py.image.load(os.path.join('player','Idle (1).png')),py.image.load(os.path.join('player','Idle (2).png')),py.image.load(os.path.join('player','Idle (3).png')),py.image.load(os.path.join('player','Idle (4).png')),py.image.load(os.path.join('player','Idle (5).png')),py.image.load(os.path.join('player','Idle (6).png')),py.image.load(os.path.join('player','Idle (7).png')),py.image.load(os.path.join('player','Idle (8).png')),py.image.load(os.path.join('player','Idle (9).png')),py.image.load(os.path.join('player','Idle (10).png'))]
run_right = [py.image.load(os.path.join('player','Run (1).png')),py.image.load(os.path.join('player','Run (2).png')),py.image.load(os.path.join('player','Run (3).png')),py.image.load(os.path.join('player','Run (4).png')),py.image.load(os.path.join('player','Run (5).png')),py.image.load(os.path.join('player','Run (6).png')),py.image.load(os.path.join('player','Run (7).png')),py.image.load(os.path.join('player','Run (8).png'))]
jump = [py.image.load(os.path.join('player','Jump (1).png')),py.image.load(os.path.join('player','Jump (2).png')),py.image.load(os.path.join('player','Jump (3).png')),py.image.load(os.path.join('player','Jump (4).png')),py.image.load(os.path.join('player','Jump (5).png')),py.image.load(os.path.join('player','Jump (6).png')),py.image.load(os.path.join('player','Jump (7).png')),py.image.load(os.path.join('player','Jump (8).png')),py.image.load(os.path.join('player','Jump (9).png')),py.image.load(os.path.join('player','Jump (10).png'))]
shoot_idle = [py.image.load(os.path.join('player','Shoot (1).png')),py.image.load(os.path.join('player','Shoot (2).png')),py.image.load(os.path.join('player','Shoot (3).png')),py.image.load(os.path.join('player','Shoot (4).png'))]
class player(object):
def __init__(self,x,y,width,lenght):
self.x = x
self.y = y
self.width = width
self.lenght = lenght
self.vel = 5
self.right = False
self.left = False
self.standing = True
self.idlecount = 0
self.runcount = 0
self.jumping = False
self.jumpcount = 14
self.direction = 1
self.jumpingcount = 0
self.shooting = False
self.shootingcount = 0
def draw (self,screen):
if self.idlecount + 1 >= 30:
self.idlecount = 0
if self.runcount + 1 >= 24:
self.runcount = 0
if self.jumpingcount + 1 >= 30:
self.jumpingcount = 0
if self.shootingcount + 1 >= 9:
self.shootingcount = 0
if not (self.jumping):
if not (self.standing):
if self.right:
screen.blit (run_right[self.runcount//3],(self.x,self.y))
self.runcount += 1
elif self.left:
screen.blit (run_left[self.runcount//3],(self.x,self.y))
self.runcount += 1
else:
if self.shooting:
if self.direction == 1:
screen.blit (shoot_idle[self.shootingcount//2],(self.x,self.y))
self.shootingcount += 1
elif self.direction == -1:
screen.blit (shoot_idle2[self.shootingcount//2],(self.x,self.y))
self.shootingcount += 1
elif self.direction == 1:
screen.blit (idle[self.idlecount//3],(self.x,self.y))
self.idlecount += 1
elif self.direction == -1:
screen.blit (idle2[self.idlecount//3],(self.x,self.y))
self.idlecount += 1
else:
if self.direction == 1:
screen.blit (jump[self.jumpingcount//3],(self.x,self.y))
self.jumpingcount += 1
self.runcount = 0
elif self.direction == -1:
screen.blit (jump2[self.jumpingcount//3],(self.x,self.y))
self.jumpingcount += 1
self.runcount = 0
pows = [py.image.load(os.path.join('player','Bullet_000.png')),py.image.load(os.path.join('player','Bullet_001.png')),py.image.load(os.path.join('player','Bullet_002.png')),py.image.load(os.path.join('player','Bullet_003.png')),py.image.load(os.path.join('player','Bullet_004.png'))]
class bullets (object):
def __init__ (self,width,lenght):
self.x = 0
self.y = 0
self.lenght = lenght
self.width = width
self.vel = 10
self.shoot = False
self.shootcount = 0
def draw (self,screen):
if self.shootcount + 1 >= 15:
self.shootcount = 0
if man.direction == 1:
if self.shoot:
screen.blit (pows[self.shootcount//3],(self.x,self.y))
self.shootcount += 1
self.x += self.vel
elif man.direction == -1:
if self.shoot:
screen.blit (pows2[self.shootcount//3],(self.x,self.y))
self.shootcount += 1
self.x -= self.vel
def drawGameScreen ():
screen.blit(bg,(0,0))
man.draw (screen)
bullet.draw (screen)
py.display.update ()
这里是主循环:
##main loop
man = player (100,430,100,100)
bullet = bullets (50,50)
game = True
idle = [(py.transform.scale(idle[0],(man.width,man.lenght))),(py.transform.scale(idle[1],(man.width,man.lenght))),(py.transform.scale(idle[2],(man.width,man.lenght))),(py.transform.scale(idle[3],(man.width,man.lenght))),(py.transform.scale(idle[4],(man.width,man.lenght))),(py.transform.scale(idle[5],(man.width,man.lenght))),(py.transform.scale(idle[6],(man.width,man.lenght))),(py.transform.scale(idle[7],(man.width,man.lenght))),(py.transform.scale(idle[8],(man.width,man.lenght))),(py.transform.scale(idle[9],(man.width,man.lenght)))]
run_right = [(py.transform.scale(run_right[0],(man.width,man.lenght))),(py.transform.scale(run_right[1],(man.width,man.lenght))),(py.transform.scale(run_right[2],(man.width,man.lenght))),(py.transform.scale(run_right[3],(man.width,man.lenght))),(py.transform.scale(run_right[4],(man.width,man.lenght))),(py.transform.scale(run_right[5],(man.width,man.lenght))),(py.transform.scale(run_right[6],(man.width,man.lenght))),(py.transform.scale(run_right[7],(man.width,man.lenght)))]
jump = [(py.transform.scale(jump[0],(man.width,man.lenght))),(py.transform.scale(jump[1],(man.width,man.lenght))),(py.transform.scale(jump[2],(man.width,man.lenght))),(py.transform.scale(jump[3],(man.width,man.lenght))),(py.transform.scale(jump[4],(man.width,man.lenght))),(py.transform.scale(jump[5],(man.width,man.lenght))),(py.transform.scale(jump[6],(man.width,man.lenght))),(py.transform.scale(jump[7],(man.width,man.lenght))),(py.transform.scale(jump[8],(man.width,man.lenght))),(py.transform.scale(jump[9],(man.width,man.lenght)))]
run_left = [(py.transform.flip(run_right[0],True,False)),(py.transform.flip(run_right[1],True,False)),(py.transform.flip(run_right[2],True,False)),(py.transform.flip(run_right[3],True,False)),(py.transform.flip(run_right[4],True,False)),(py.transform.flip(run_right[5],True,False)),(py.transform.flip(run_right[6],True,False)),(py.transform.flip(run_right[7],True,False))]
idle2 = [(py.transform.flip(idle[0],True,False)),(py.transform.flip(idle[1],True,False)),(py.transform.flip(idle[2],True,False)),(py.transform.flip(idle[3],True,False)),(py.transform.flip(idle[4],True,False)),(py.transform.flip(idle[5],True,False)),(py.transform.flip(idle[6],True,False)),(py.transform.flip(idle[7],True,False)),(py.transform.flip(idle[8],True,False)),(py.transform.flip(idle[9],True,False))]
jump2 = [(py.transform.flip(jump[0],True,False)),(py.transform.flip(jump[1],True,False)),(py.transform.flip(jump[2],True,False)),(py.transform.flip(jump[3],True,False)),(py.transform.flip(jump[4],True,False)),(py.transform.flip(jump[5],True,False)),(py.transform.flip(jump[6],True,False)),(py.transform.flip(jump[7],True,False)),(py.transform.flip(jump[8],True,False)),(py.transform.flip(jump[9],True,False))]
shoot_idle = [(py.transform.scale(shoot_idle[0],(man.width,man.lenght))),(py.transform.scale(shoot_idle[1],(man.width,man.lenght))),(py.transform.scale(shoot_idle[2],(man.width,man.lenght))),(py.transform.scale(shoot_idle[3],(man.width,man.lenght)))]
shoot_idle2 = [(py.transform.flip(shoot_idle[0],True,False)),(py.transform.flip(shoot_idle[1],True,False)),(py.transform.flip(shoot_idle[2],True,False)),(py.transform.flip(shoot_idle[3],True,False))]
pows = [(py.transform.scale(pows[0],(bullet.width,bullet.lenght))),(py.transform.scale(pows[1],(bullet.width,bullet.lenght))),(py.transform.scale(pows[2],(bullet.width,bullet.lenght))),(py.transform.scale(pows[3],(bullet.width,bullet.lenght))),(py.transform.scale(pows[4],(bullet.width,bullet.lenght)))]
pows2 = [(py.transform.flip(pows[0],True,False)),(py.transform.flip(pows[1],True,False)),(py.transform.flip(pows[2],True,False)),(py.transform.flip(pows[3],True,False)),(py.transform.flip(pows[4],True,False))]
while game:
clock.tick (30)
for event in py.event.get():
if event == py.QUIT:
game = False
keys = py.key.get_pressed ()
if keys[py.K_RIGHT] and man.x <= 700:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
man.idlecount = 0
man.direction = 1
elif keys[py.K_LEFT] and man.x >= 0:
man.x -= man.vel
man.right = False
man.left = True
man.standing = False
man.idlecount = 0
man.direction = -1
elif keys [py.K_SPACE]:
if man.direction == 1:
bullet.x = man.x + 75
bullet.y = man.y + 20
man.shooting = True
bullet.shoot = True
elif man.direction == -1:
bullet.x = man.x - 25
bullet.y = man.y + 20
man.shooting = True
bullet.shoot = True
else:
man.standing = True
man.shooting = False
if not(man.jumping):
if keys[py.K_UP]:
man.jumping = True
man.right = False
man.left = False
man.standing = False
man.walkcount = 0
else:
if man.jumpcount >= -14:
neg = 1
if man.jumpcount < 0:
neg = -1
man.y -= (man.jumpcount ** 2) * 0.2 * neg
man.jumpcount -= 1
else:
man.jumping = False
man.jumpcount = 14
drawGameScreen ()
推荐答案
好吧,在没有任何图像的情况下运行该代码会很困难,但从表面上看,您需要一种更好的方法来跟踪和更新子弹.例如,播放器类可以具有:
Well, it will be tough to run that code without any of the images, but from what it looks like is you need a better way of tracking and updating the bullets. For example, the player class could have:
self.bullets = []
然后任何时候你按下空格键,你都会添加一个新的项目符号:
Then anytime you press space bar, you would add a new bullet:
new_bullet = Bullet()
# Set up x and y of bullet and such (could add them to the constructor)
man.bullets.append(Bullet())
然后在您需要更新项目符号或绘制它们的任何时候:
Then anytime you need to update bullets, or draw them:
for each bullet in man.bullets:
bullet.x += .....
bulett.y += .....
# any additional updates and drawing and such
这篇关于多颗子弹 pygame的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!