【问题标题】:pygame bullet doesnt appear. bullet is invisblepygame 项目符号不出现。子弹是看不见的
【发布时间】:2021-03-28 19:19:33
【问题描述】:

我的 pygame 程序有问题。我的子弹没有出现。但我知道,它存在。我尝试了很多东西,但没有任何帮助。我可以让它出现,但随后我的播放器和公牛开始闪烁。请帮忙。我的角色也有一个移动的动画。请先阅读我的代码,然后回答。 Stackoverflow 不会删除我的消息。 Ihr Hurensöhne :)

import random

import pygame

# Intialize the pygame
pygame.init()

# create the screen
screen = pygame.display.set_mode((640, 360))

# Background
background = pygame.image.load('SSF2_Final_Valley.png')
walkRight = [pygame.image.load('R1a.png'), pygame.image.load('R2a.png'), pygame.image.load('R3a.png'), pygame.image.load('R4a.png'), pygame.image.load('R5a.png'), pygame.image.load('R6a.png'), pygame.image.load('R7a.png'), pygame.image.load('R8a.png'), pygame.image.load('R9a.png')]
walkLeft = [pygame.image.load('L1a.png'), pygame.image.load('L2a.png'), pygame.image.load('L3a.png'), pygame.image.load('L4a.png'), pygame.image.load('L5a.png'), pygame.image.load('L6a.png'), pygame.image.load('L7a.png'), pygame.image.load('L8a.png'), pygame.image.load('L9a.png')]
char = pygame.image.load('stand.png')


vel = 5
width = 64
screen_width = 640
left = False
right = False
clockobject = pygame.time.Clock()


#player
playerImg = pygame.image.load('stand.png')
playerX = 15
playerY = 290
playerX_change = 0

# Bullet

# Ready - You can't see the bullet on the screen
# Fire - The bullet is currently moving

bulletImg = pygame.image.load('kunai.png')
bulletX = 15
bulletY = 290 - 32
bulletX_change = 3
bulletY_change = 0
bullet_state = "ready"

def redrawGameWindow():
    global player
    def player(x, y):
        global walkCount
        screen.blit(background, (0,0))
        #chracter wird gezecihnet
        if walkCount + 1 >= 20:
            walkCount = 0
        if left:
            screen.blit(walkLeft[walkCount//3], (x, y))
            walkCount += 1
            
        elif right:
            screen.blit(walkRight[walkCount//3], (x, y))
            walkCount += 1
            
            
    global fire_bullet   
    def fire_bullet(x, y):
        global bullet_state
        bullet_state = "fire"
        screen.blit(bulletImg, (x + 32, y + 32))
        screen.blit(char, (x, y))
    


"""def fire_bullet(x, y):
    global bullet_state
    bullet_state = "fire"
    screen.blit(bulletImg, (x + 32, y + 32))
    pygame.display.update()"""
    
running = True
while running:
    # RGB = Red, Green, Blue
    #screen.fill((0, 0, 0))
    # Background Image
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
            pygame.quit()
            exit()
            

        # if keystroke is pressed check whether its right or left
        if event.type == pygame.KEYDOWN:

            if event.key == pygame.K_SPACE:
                if bullet_state is "ready":
                    
                    # Get the current x cordinate of the spaceship
                    bulletX = playerX
                    fire_bullet(bulletX, bulletY)

                
    keys = pygame.key.get_pressed()
                
    if keys[pygame.K_LEFT] and playerX > vel:
        playerX -= vel
        left = True
        right = False
        
    elif keys[pygame.K_RIGHT] and playerX < screen_width- width :
        playerX += vel
        right = True
        left = False
        
    else:
        right = False
        left = False
        walkCount = 0
        
                
    # 5 = 5 + -0.1 -> 5 = 5 - 0.1
    # 5 = 5 + 0.1

    playerX += playerX_change
    """if playerX <= 0:
        playerX = 0
    elif playerX >= 640 - 64:
        playerX = 608 - 64"""

    screen.blit(background, (0,0))
    redrawGameWindow()
    if bulletX <= 0:
        bulletX = 15
        bullet_state = "ready"

    if bullet_state is "fire":
        fire_bullet(bulletX, bulletY)
        bulletX += bulletX_change
        
    if (bulletX > screen_width-width):
        bullet_state = "ready"
        
        
    if keys[pygame.K_f]:
        playerX = bulletX
    player(playerX, playerY)
    pygame.display.update()




【问题讨论】:

标签: python animation pygame bullet


【解决方案1】:

从函数redrawGameWindow 中删除函数playerfire_bulletplayerfire_bullet 必须是全局命名空间中的函数。然而redrawGameWindow 必须调用函数playerfire_bullet。在redrawGameWindow中绘制背景并更新显示:

def player(x, y):
    global walkCount
    if walkCount + 1 >= 20:
        walkCount = 0
    if left:
        screen.blit(walkLeft[walkCount//3], (x, y))
        walkCount += 1
    elif right:
        screen.blit(walkRight[walkCount//3], (x, y))
        walkCount += 1
    else:
        screen.blit(char, (x, y))          
             
def fire_bullet(x, y):
    global bullet_state
    bullet_state = "fire"
    screen.blit(bulletImg, (x + 32, y + 32))

def redrawGameWindow():
    screen.blit(background, (0,0))
    player(playerX, playerY)
    if bullet_state is "fire":
        fire_bullet(bulletX, bulletY)
    pygame.display.update()

在应用程序循环结束时调用redrawGameWindow

clock = pygame.time.Clock()
running = True
while running:
    clock.tick(60)

    # [...]

    if bulletX <= 0:
        bulletX = 15
        bullet_state = "ready"

    if bullet_state is "fire":
        bulletX += bulletX_change
        
    if (bulletX > screen_width-width):
        bullet_state = "ready"
        
    if keys[pygame.K_f]:
        playerX = bulletX
        
    redrawGameWindow()

【讨论】:

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