谁来告诉我python pygame的rect问题
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# -*- coding: cp936 -*-
import sys,pygame
from pygame.locals import *
from random import randrange
class weight(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image=weight_image
self.rect=self.image.get_rect()
self.reset()
def reset(self):
"""
把秤砣移动到屏幕顶端的随机位置。
"""
self.rect.top = -self.rect.height【①这句是什么意思?】
self.rect.centerx = randrange(screen_size[0])【②这句是什么意思?】
def update(self):
"""
更新秤砣,显示下一帧
"""
self.rect.top += 1【③这句是什么意思?】
if self.rect.top > screen_size[1]:【④这句是什么意思?】
self.reset()
#初始化
pygame.init()
screen_size=800,600
pygame.display.set_mode(screen_size)
#pygame.mouse.set_visible(0)
#载入秤砣的图像
weight_image=pygame.image.load("weight.png")
weight_image=weight_image.convert()
#创建一个子图形组
sprites=pygame.sprite.RenderPlain()
sprites.add(weight())
#获取屏幕表面,并且填充
screen=pygame.display.get_surface()
bg=(255,255,255)
screen.fill(bg)
pygame.display.flip()
#用于清除子图形
def clear_callback(surf,rect):
surf.fill(bg,rect)
while True:
for event in pygame.event.get():
if event.type==QUIT:
sys.exit()
if event.type==KEYDOWN and event.key==K_ESCAPE:
sys.exit()
#清除前面位置
sprites.clear(screen,clear_callback)
#更新所有子图形
sprites.update()
#绘制所有子图形
updates=sprites.draw(screen)
#更新所需的显示部分
pygame.display.update(updates)
问题我都用【】标记上了,就四句看不懂……
屏幕坐标系大概是这个样子的:
其中,screen 的那个矩形就是窗口了,screen 的左上角坐标是 (0 ,0)
这句的意思是,将 rect 向上移动出屏幕边缘
结合上面的图,大概就是那个位置
screen_size 是指屏幕的大小, screen_size[0] 就是屏幕的宽度啦
centerx 是指矩形中心的 X 坐标(就是宽度一半的位置)
randrange 是返回一个 0 到 参数 之间的随机数
综合起来,就是将矩形的横坐标设置成屏幕宽度范围内的随机位置
这句的意思是将矩形向下移动一个像素
因为在 update 函数中,所以综合意思就是,矩形以每帧1像素的速度向下移动
这句的意思是,当矩形的上边缘在屏幕的下边缘之下的时候。
希望能帮到你啦~
最近正好在学习pygame,楼主的问题已经有人回答清楚啦,我就说一下Rect对象的各个属性吧。
Rect对象有以下属性:
--返回一个坐标数字
x,y,top, left, bottom, right, centerx, centerysize, width, heightw,h;
--返回一个(X,Y)坐标数组
topleft(左上), bottomleft(左下), topright(右上), bottomright(右下),midtop(中上), midleft(左中), midbottom(底中), midright(右中),center(中心点坐标)
直接上图,灰色矩形大小(900,450),中央蓝色矩形(400,510),大家自己体会一下
Python制作小游戏(十九)
pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(imagepath)
self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = coordinate[ self.coordinate = coordinate
self.blocksize = blocksize
screen.blit(self.image, self.rect)
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(imagepath)
self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = coordinate[ self.coordinate = coordinate
self.blocksize = blocksize
screen.blit(self.image, self.rect)
pygame.sprite.Sprite.__init_ elif raise ValueError(% screen.blit( True
pygame.sprite.Sprite.__init_ direction == < [ False elif direction == >= [ False
elif direction == < [ False
elif direction == >= [ False
raise ValueError(% direction)
True
action = random.choice([ flag = False
action [ flag = True
elif action [ flag = True
action, flag
Bomb(imagepath=imagepath, coordinate=copy.deepcopy( screen.blit( True
eaten_fruit = pygame.sprite.spritecollide( fruit directions = [ idx = directions.index(direction)
pygame.sprite.Sprite.__init_ * - * screen.blit( text = rect = text.get_rect(center=( screen.blit(text, rect)
False
False
explode_area = each image = pygame.image.load( image = pygame.transform.scale(image, ( rect = image.get_rect()
rect.left, rect.top = each[ screen.blit(image, rect)
explode_area
explode_area = []
ymin range( ymin < instances_list[ymin][[ explode_area.append([ ymax range( ymax >= len(instances_list) instances_list[ymax][[ explode_area.append([ xmin range( xmin < instances_list[[ explode_area.append([xmin, xmax range( xmax >= len(instances_list[instances_list[[ explode_area.append([xmax, explode_area
self.instances_list = self.__parse(mapfilepath) self.bg_paths = bg_paths
self.wall_paths = wall_paths
self.blocksize = blocksize
self.height = len(self.instances_list)
self.width = len(self.instances_list[ self.screen_size = (blocksize * self.width, blocksize * self.height)
j range(self.height):
i range(self.width):
instance = self.instances_list[j][i]
instance == elem = Wall(self.wall_paths[ instance == elem = Wall(self.wall_paths[ instance == elem = Wall(self.wall_paths[ instance == elem = Background(self.bg_paths[ instance == elem = Background(self.bg_paths[ instance == elem = Background(self.bg_paths[ ValueError( elem.draw(screen)
i = random.randint( j = random.randint( coordinate = [i, j]
used_spaces coordinate used_spaces:
instance = self.instances_list[j][i]
instance [ coordinate
self.instances_list[coordinate[ instances_list = []
open(mapfilepath) f:
line f.readlines():
instances_line_list = []
c line:
c [ instances_line_list.append(c)
instances_list.append(instances_line_list)
instances_list
pygame.init() pygame.mixer.init()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.play( screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption( Interface(screen, cfg, mode= font = pygame.font.SysFont( gamemap_path cfg.GAMEMAPPATHS:
map_parser = mapParser(gamemap_path, bg_paths=cfg.BACKGROUNDPATHS, wall_paths=cfg.WALLPATHS, blocksize=cfg.BLOCKSIZE)
fruit_sprite_group = pygame.sprite.Group()
used_spaces = []
i range( coordinate = map_parser.randomGetSpace(used_spaces)
used_spaces.append(coordinate)
fruit_sprite_group.add(Fruit(random.choice(cfg.FRUITPATHS), coordinate=coordinate, blocksize=cfg.BLOCKSIZE))
coordinate = map_parser.randomGetSpace(used_spaces)
used_spaces.append(coordinate)
ourhero = Hero(imagepaths=cfg.HEROZELDAPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name= aihero_sprite_group = pygame.sprite.Group()
coordinate = map_parser.randomGetSpace(used_spaces)
aihero_sprite_group.add(Hero(imagepaths=cfg.HEROBATMANPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name= used_spaces.append(coordinate)
coordinate = map_parser.randomGetSpace(used_spaces)
aihero_sprite_group.add(Hero(imagepaths=cfg.HERODKPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name= used_spaces.append(coordinate)
bomb_sprite_group = pygame.sprite.Group()
is_win_flag = screen = pygame.display.set_mode(map_parser.screen_size)
clock = pygame.time.Clock()
dt = clock.tick(cfg.FPS)
event pygame.event.get():
event.type == pygame.QUIT:
pygame.quit()
sys.exit( event.type == pygame.KEYDOWN:
event.key == pygame.K_UP:
ourhero.move( event.key == pygame.K_DOWN:
ourhero.move( event.key == pygame.K_LEFT:
ourhero.move( event.key == pygame.K_RIGHT:
ourhero.move( event.key == pygame.K_SPACE:
ourhero.bomb_cooling_count <= bomb_sprite_group.add(ourhero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
screen.fill(cfg.WHITE)
hero aihero_sprite_group:
action, flag = hero.randomAction(dt)
flag action == bomb_sprite_group.add(hero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
ourhero.eatFruit(fruit_sprite_group)
hero aihero_sprite_group:
hero.eatFruit(fruit_sprite_group)
map_parser.draw(screen)
bomb bomb_sprite_group:
bomb.is_being:
bomb_sprite_group.remove(bomb)
explode_area = bomb.draw(screen, dt, map_parser)
explode_area:
ourhero.coordinate explode_area:
ourhero.health_value -= bomb.harm_value
hero aihero_sprite_group:
hero.coordinate explode_area:
hero.health_value -= bomb.harm_value
fruit_sprite_group.draw(screen)
hero aihero_sprite_group:
hero.draw(screen, dt)
ourhero.draw(screen, dt)
pos_x = showText(screen, font, text=ourhero.hero_name+ hero aihero_sprite_group:
pos_x, pos_y = pos_x+ pos_x = showText(screen, font, text=hero.hero_name+ ourhero.health_value <= is_win_flag = hero aihero_sprite_group:
hero.health_value <= aihero_sprite_group.remove(hero)
len(aihero_sprite_group) == is_win_flag = pygame.display.update()
clock.tick(cfg.FPS)
is_win_flag:
Interface(screen, cfg, mode= break
Interface(screen, cfg, mode=\'game_end\')
逻辑很简单,就是初始化之后导入关卡地图开始游戏,结束一关之后,判断是游戏胜利还是游戏失败,游戏胜利的话就进入下一关,否则就退出主循环,让玩家选择是否重新开始游戏。具体细节自己看下代码就能懂了,必要的注释我都加过了。
All done~完整源代码详见相关文件~
更多
代码截止2019-08-28测试无误。
T_T小游戏系列的代码都会上传到Github上,欢迎大家stars呀:
https://github.com/CharlesPikachu/Games
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