如何在 pygame 中连续生成和跟踪多个具有时间延迟的随机对象? [复制]
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【中文标题】如何在 pygame 中连续生成和跟踪多个具有时间延迟的随机对象? [复制]【英文标题】:How can one continuously generate and track several random objects with a time delay in pygame? [duplicate] 【发布时间】:2020-01-10 05:34:09 【问题描述】:我想知道如何以 2 秒延迟/冷却在随机位置生成对象(如敌人)。
我知道如何在随机坐标上生成它们。但我想知道的是,我如何能够生成多个对象,并且仍然跟踪其他已经在移动的对象,就像你在射击子弹时所做的那样一个游戏。
我可以通过使用pygame.time.get_ticks()
来解决时间延迟/冷却。所以我的主要问题是如何生成多个对象并使用 hitboxes 跟踪它们(我已经做了)
这是本例中生成小行星的基本部分。
class Enemy:
asteroids = [pygame.image.load('rock0.png'), pygame.image.load('rock1.png'), pygame.image.load('rock2.png'),
pygame.image.load('rock3.png'), pygame.image.load('rock4.png')]
def __init__(self, y, width, height):
self.width = width
self.height = height
self.vel = 1.5
self.x = random.randrange(screen_width - self.width * 2)
self.y = y
self.asteroid = random.choice(self.asteroids)
def draw(self, win):
self.move()
win.blit(self.asteroid, (self.x, self.y))
def move(self):
self.y = self.y + self.vel
这里是所有需要它的人的完整代码。
import pygame
import random
pygame.init()
screen_width = 500
screen_height = 500
win = pygame.display.set_mode((screen_width, screen_height))
walk_left = [pygame.image.load('sprite_5.png'), pygame.image.load('sprite_6.png')]
walk_right = [pygame.image.load('sprite_3.png'), pygame.image.load('sprite_4.png')]
standing = [pygame.image.load('sprite_0.png'), pygame.image.load('sprite_1.png'), pygame.image.load('sprite_2.png')]
class Player:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 4
self.left = False
self.right = False
self.standing = True
self.walk_count = 0
self.hitbox = (self.x + 2, self.y + 26, 123, 45)
def draw(self, win):
if self.walk_count + 1 >= 12:
self.walk_count = 0
if not self.standing:
if self.left:
win.blit(walk_left[self.walk_count // 6], (self.x, self.y))
self.walk_count += 1
elif self.right:
win.blit(walk_right[self.walk_count // 6], (self.x, self.y))
self.walk_count += 1
else:
win.blit(standing[self.walk_count // 4], (self.x, self.y))
self.walk_count += 1
self.hitbox = (self.x + 2, self.y + 26, 123, 45)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
def move():
if keys[pygame.K_LEFT] and man.x > man.vel or keys[pygame.K_a] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.left = False
man.right = True
man.standing = False
else:
man.standing = True
class Enemy:
asteroids = [pygame.image.load('rock0.png'), pygame.image.load('rock1.png'), pygame.image.load('rock2.png'),
pygame.image.load('rock3.png'), pygame.image.load('rock4.png')]
number = [0, 1, 2, 3, 4]
def __init__(self, y, width, height):
self.width = width
self.height = height
self.vel = 1.5
self.x = random.randrange(screen_width - self.width * 2)
self.y = y
self.index = random.choice(self.number)
self.hitbox = (self.x, self.y, self.width, self.height)
def draw(self, win):
self.move()
win.blit(self.asteroids[self.index], (self.x, self.y))
if self.index == 0:
self.hitbox = (self.x + 68, self.y + 68, self.width - 10, self.height - 14)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif self.index == 1:
self.hitbox = (self.x + 38, self.y + 47, self.width + 20, self.height - 5)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif self.index == 2:
self.hitbox = (self.x + 18, self.y + 12, self.width + 32, self.height + 30)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
elif self.index == 3:
self.hitbox = (self.x + 20, self.y + 32, self.width + 16, self.height + 5)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
else:
self.hitbox = (self.x + 4, self.y + 7, self.width - 24, self.height - 31)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
def move(self):
self.y = self.y + self.vel
class Projectile:
def __init__(self, x, y, width, height, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.vel = 5
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.height, self. width))
class Unit:
def __init__(self):
self.last = pygame.time.get_ticks()
self.cooldown = 200
def fire(self):
now = pygame.time.get_ticks()
if now - self.last >= self.cooldown:
self.last = now
spawn_bullet()
def spawn_bullet():
if keys[pygame.K_SPACE]:
bullets.append(Projectile((man.x + man.width // 2), (man.y - 7), 7, 3, (255, 0, 0)))
def re_draw():
win.fill((0, 0, 0))
asteroid.draw(win)
man.draw(win)
for bullet in bullets:
bullet.draw(win)
pygame.display.update()
delay = Unit()
man = Player(186, 400, 128, 128)
bullets = []
asteroid = Enemy(10, 64, 64)
run = True
clock = pygame.time.Clock()
while run:
last = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if 0 < bullet.y < 500:
bullet.y -= bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed()
move()
delay.fire()
clock.tick(60)
re_draw()
pygame.quit()
【问题讨论】:
【参考方案1】:我建议使用计时器事件。使用pygame.time.set_timer()
在事件队列上重复创建事件。
使用pygame.sprite.Group
并从pygame.sprite.Sprite
派生Enemy
来管理多个敌人。请注意,在 sprite 中使用属性 .image
和 .rect
很重要。例如:
class Enemy(pygame.sprite.Sprite):
asteroids = [pygame.image.load('rock0.png'), pygame.image.load('rock1.png'), pygame.image.load('rock2.png'),
pygame.image.load('rock3.png'), pygame.image.load('rock4.png')]
def __init__(self, y, width, height):
super().__init__()
self.width = width
self.height = height
self.vel = 1.5
x = random.randrange(screen_width - self.width * 2)
self.image = random.choice(self.asteroids)
self.rect = self.image.get_rect(center = (x, y))
def move(self):
self.rect.y += self.vel
enemies = pygame.sprite.Group()
my_event_id = pygame.USEREVENT + 1
pygame.time.set_timer(my_event_id, 2000) # 2000 milliseconds = 2 seconds
run = True
while run:
last = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == my_event_id:
# spawn new enemy
enemies.add(Enemy(10, 64, 64))
# [...]
for e in enemies:
e.move()
# [...]
enemies.draw(win)
如果您将Projectile
设为pygame.sprite.Sprite
,则可以使用bullets
与pygame.sprite.Group
,然后您可以使用pygame.sprite.spritecollide()
或pygame.sprite.groupcollide()
来查找命中并杀死敌人。例如:
class Projectile(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color):
super().__init__()
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect(center = (x, y))
self.vel = 5
def move(self):
self.rect.y -= self.vel
bullets = pygame.sprite.Group()
def spawn_bullet():
if keys[pygame.K_SPACE]:
bullets.add(Projectile((man.x + man.width // 2), (man.y - 7), 3, 7, (255, 0, 0)))
def re_draw():
win.fill((0, 0, 0))
enemies.draw(win)
man.draw(win)
bullets.draw(win)
pygame.display.update()
while run:
# [...]
for e in enemies:
e.move()
if e.rect.y > 500:
e.kill()
for b in bullets:
b.move()
if 0 > b.rect.y or b.rect.y > 500:
b.kill()
pygame.sprite.groupcollide(bullets, enemies, True, True)
完整代码:
import pygame
import random
pygame.init()
screen_width = 500
screen_height = 500
win = pygame.display.set_mode((screen_width, screen_height))
walk_left = [pygame.image.load('sprite_5.png'), pygame.image.load('sprite_6.png')]
walk_right = [pygame.image.load('sprite_3.png'), pygame.image.load('sprite_4.png')]
standing = [pygame.image.load('sprite_0.png'), pygame.image.load('sprite_1.png'), pygame.image.load('sprite_2.png')]
class Player:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 4
self.left = False
self.right = False
self.standing = True
self.walk_count = 0
self.hitbox = (self.x + 2, self.y + 26, 123, 45)
def draw(self, win):
if self.walk_count + 1 >= 12:
self.walk_count = 0
if not self.standing:
if self.left:
win.blit(walk_left[self.walk_count // 6], (self.x, self.y))
self.walk_count += 1
elif self.right:
win.blit(walk_right[self.walk_count // 6], (self.x, self.y))
self.walk_count += 1
else:
win.blit(standing[self.walk_count // 4], (self.x, self.y))
self.walk_count += 1
self.hitbox = (self.x + 2, self.y + 26, 123, 45)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
def move():
if keys[pygame.K_LEFT] and man.x > man.vel or keys[pygame.K_a] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.left = False
man.right = True
man.standing = False
else:
man.standing = True
class Enemy(pygame.sprite.Sprite):
asteroids = [pygame.image.load('rock0.png'), pygame.image.load('rock1.png'), pygame.image.load('rock2.png'),
pygame.image.load('rock3.png'), pygame.image.load('rock4.png')]
def __init__(self, y, width, height):
super().__init__()
self.width = width
self.height = height
self.vel = 1.5
x = random.randrange(screen_width - self.width * 2)
self.image = random.choice(self.asteroids)
self.rect = self.image.get_rect(topleft = (x, y))
def move(self):
self.rect.y += self.vel
class Projectile(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color):
super().__init__()
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect(topleft = (x, y))
self.vel = 5
def move(self):
self.rect.y -= self.vel
my_event_id = pygame.USEREVENT + 1
pygame.time.set_timer(my_event_id, 2000) # 2000 milliseconds = 2 seconds
class Unit:
def __init__(self):
self.last = pygame.time.get_ticks()
self.cooldown = 200
def fire(self):
now = pygame.time.get_ticks()
if now - self.last >= self.cooldown:
self.last = now
spawn_bullet()
def spawn_bullet():
if keys[pygame.K_SPACE]:
bullets.add(Projectile((man.x + man.width // 2), (man.y - 7), 3, 7, (255, 0, 0)))
def re_draw():
win.fill((0, 0, 0))
enemies.draw(win)
man.draw(win)
bullets.draw(win)
pygame.display.update()
delay = Unit()
man = Player(186, 400, 128, 128)
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
run = True
clock = pygame.time.Clock()
while run:
last = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == my_event_id:
# spawn new enemy
enemies.add(Enemy(10, 64, 64))
for e in enemies:
e.move()
if e.rect.y > 500:
e.kill()
for b in bullets:
b.move()
if 0 > b.rect.y or b.rect.y > 500:
b.kill()
pygame.sprite.groupcollide(bullets, enemies, True, True)
keys = pygame.key.get_pressed()
move()
delay.fire()
clock.tick(60)
re_draw()
pygame.quit()
【讨论】:
你能添加一个完整的代码,以便我可以复制并粘贴它只是为了尝试它是否有效? @DenFulaAnkungen 我没有完整的代码。我可以给你一些建议来解决你的问题。这不是代码编写服务。 好的,非常感谢。只是在尝试使用您的代码时,.append
出现了一些错误。我想也许我做错了什么,但我不知道是什么。您对可能出现的问题有什么建议吗?
非常感谢。我希望我能找到我做错了什么。祝你有美好的一天!很高兴看到像你这样乐于助人的人以上是关于如何在 pygame 中连续生成和跟踪多个具有时间延迟的随机对象? [复制]的主要内容,如果未能解决你的问题,请参考以下文章
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