【发布时间】:2019-03-04 20:59:38
【问题描述】:
我一直在制作pygame 游戏,其中 2 名玩家尝试将球击入网中(以下代码的简化版本)。我添加了增强垫,当您收集增强垫时,您的增强秒数会增加。我想要其中几个在不同位置的地图周围,但无需多次复制和粘贴代码。我的前一个问题 (How to implement a timeout/cooldown after collision) 展示了如何使用 self 进行操作,但同时使用 classes。我对 python 不是很有经验,也没有自学如何做一些不那么有趣的事情(对我来说),比如如何正确使用类。我希望有人复制 boostpad,同时将代码保持与现在相同的格式(没有类,因为我在 python 上很垃圾:()并且没有多次复制和 psting 代码。这可能吗?
import pygame
from pygame.math import Vector2
import time, datetime
import sys
pygame.font.init()
pygame.init()
WIDTH = 1150
HEIGHT = 800
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
REDCAR_ORIGINAL = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.polygon(
REDCAR_ORIGINAL, (255, 0, 0), [(0, 30), (50, 20), (50, 10), (0, 0)])
redangle = 180
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redangle = 180
booster = pygame.Surface((50, 150), pygame.SRCALPHA)
booster.fill(pygame.color.Color("yellow"))
booster1 = booster.get_rect(topleft=(0, 340))
boostermask = pygame.mask.from_surface(booster)
redspeed = 5
dx = 0
dy = 0
x = 800
y = 500
redscore = 0
boostpadtimer = 3
pos_red = Vector2(x,y)
vel_red = Vector2(-redspeed,0)
redrect = redcar.get_rect(center=pos_red)
redangle = 180
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
pos_blue = Vector2(275,300)
# Masks.
mask_red = pygame.mask.from_surface(redcar)
def redboosts():
global vel_red
global timer
global dt
if timer > 0:
vel_red.scale_to_length(10)
timer -= dt
def slowdown():
vel_red.scale_to_length(5)
timer = 3
dt = 1
boost_recieved = False
timerr = False
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
# Reset the car to the start position.
redangle = 180
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
pos_red = Vector2(800, 500)
vel_red = Vector2(-redspeed, 0)
redrect = redcar.get_rect(center=pos_red)
mask_red = pygame.mask.from_surface(redcar)
#elif event.key == pygame.K_s:
# vel_blue.scale_to_length(2)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
vel_red.scale_to_length(5)
elif event.key == pygame.K_DOWN:
vel_red.scale_to_length(5)
#print(boostpadtimer)
print(timer)
if boost_recieved:
if boostpadtimer == 3:
timer += 3
booster.fill(pygame.color.Color("grey"))
boost_recieved = False
if timerr:
boostpadtimer -= dt
if boostpadtimer <= 0:
timerr = False
boostpadtimer = 3
if boostpadtimer == 3:
booster.fill(pygame.color.Color("yellow"))
#if timer < 0:
# timer = 3
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
redangle += 5
vel_red.rotate_ip(-5)
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redrect = redcar.get_rect(center=redrect.center)
# We need a new mask after the rotation.
mask_red = pygame.mask.from_surface(redcar)
elif keys[pygame.K_RIGHT]:
redangle -= 5
vel_red.rotate_ip(5)
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redrect = redcar.get_rect(center=redrect.center)
mask_red = pygame.mask.from_surface(redcar)
if keys[pygame.K_UP]:
redboosts()
if keys[pygame.K_DOWN]:
vel_red.scale_to_length(2)
if keys[pygame.K_s]:
vel_blue.scale_to_length(2)
if y <0:
y = 10
if y > 450:
y = 440
if x > 480:
x = 470
if redrect.top < 0 and vel_red.y < 0:
redrect.top = 0
pos_red = Vector2(redrect.center)
elif redrect.bottom > screen.get_height() and vel_red.y > 0:
redrect.bottom = screen.get_height()
pos_red = Vector2(redrect.center)
if redrect.left < 0 and vel_red.x < 0:
redrect.left = 0
pos_red = Vector2(redrect.center)
elif redrect.right > screen.get_width() and vel_red.x > 0:
redrect.right = screen.get_width()
pos_red = Vector2(redrect.center)
pos_red += vel_red
redrect.center = pos_red
offset = booster1[0] - redrect[0], booster1[1] - redrect[1]
collectboost = mask_red.overlap(boostermask, offset)
if timer <= 0:
timer = 0
vel_red.scale_to_length(5)
slowdown()
if collectboost:
boost_recieved = True
timerr = True
screen.fill((50,200,50))
screen.blit(redcar, redrect)
screen.blit(booster, booster1)
pygame.display.flip()
dt = clock.tick(60)/1000
pygame.quit()
【问题讨论】:
-
很抱歉打扰您,但您需要使用类。 OOP(面向对象的编程)本质上就是这样 - 使用类意味着您可以轻松添加对象的“实例”,而无需复制代码行。这也意味着以后,在游戏中,可以轻松添加跳跃垫
-
我认为你可以,为什么不呢?尽管您将需要复制流程、变量和检测,还需要在循环内的循环内嵌套循环(这有时会减慢程序的速度)。尽管最后,您的大部分代码会使其难以调试和/或阅读。学习如何使用类将使这件事变得非常容易,无需那么多代码。
-
我建议也使用类/OOP,但您也可以使用列表或字典作为增强垫的表示,将它们放入
boost_pads列表并使用 for 循环来更新和画它们,例如{'image': booster, 'rect': booster.get_rect(topleft=(0, 340)), 'timer': 3, 'mask': boostermask}。查看Program Arcade Games(第 12 章和第 13 章)以开始使用类/OOP、精灵和精灵组。 -
好的,谢谢,我一定会检查所有这些东西
标签: python python-3.x pygame python-3.7