制作吃豆人游戏,不确定碰撞后如何去除pac颗粒



我目前正在制作一个吃豆人游戏,正在努力弄清楚如何在与屏幕碰撞后从屏幕上移除一个 pelllet。我尝试将颜色更改为黑色,但我无法使其工作。接下来,我尝试del元素索引,但这也没有用。

import pygame
import os
import sys

#initialise the game 
pygame.init()
screen = pygame.display.set_mode((448, 576))
done = False
y = 416
x = 232
#sets up clock and loads pacman image
clock = pygame.time.Clock()
PACMANSPRITE = pygame.image.load("pacman.png").convert_alpha()
PACMAN_MAP = pygame.image.load("pacman_map.png").convert_alpha()
#gets pacman intro music, sets music to lower volume then plays it
pygame.mixer.music.load('pacman_beginning.WAV')
pygame.mixer.music.set_volume(0.01)
pygame.mixer.music.play(0)

#box class, used for boxes to border pacmans map
class boxcollisions(pygame.sprite.Sprite):
def __init__(self, x, y):
self.y = y
self.x = x
self.rect = pygame.Rect(self.x, self.y, 12, 12)
self.colour = (0, 128, 255)
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect)
class pointclass(pygame.sprite.Sprite):
def __init__(self, x, y):
self.y = y
self.x = x
self.rect = pygame.Rect(self.x, self.y, 12, 12)
self.colour = (255, 204, 153)
self.score=0
def draw(self, screen):
pygame.draw.rect(screen, self.colour, self.rect)
def addpoint(self):
self.score+=1
print(self.score)
self.colour= (0,0,0)
print('why isnt it working')
#pacmans class
class pacman(pygame.sprite.Sprite):
def __init__(self, image, x, y):
self.image = image
self.y=416
self.x=216
self.currentx=self.x
self.currenty=self.y
self.rect = self.image.get_rect()
self.rect.left = self.x
self.rect.top = self.y
self.rect.width=16
self.rect.height=16
# move pacman 
def movement(self):
pressed= pygame.key.get_pressed()
if pressed[pygame.K_UP]:
self.y -= 2
if pressed[pygame.K_DOWN]:
self.y += 2
if pressed[pygame.K_LEFT]:
self.x -= 2
if pressed[pygame.K_RIGHT]:
self.x += 2
self.rect.left = self.x
self.rect.top = self.y
def draw(self, surface):
# blit yourself at your current position
surface.blit(self.image, (self.x, self.y))
self.currentx=self.x
self.currenty=self.y
def outofbounds(self):
self.y=self.currenty
self.x=self.currentx
self.rect.left = self.x
self.rect.top = self.y
#instances the pacman class
sprite = pacman(PACMANSPRITE, x ,y)

#main game loop
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
sys.exit()

screen.fill((0,0,0))
screen.blit(PACMAN_MAP, (0, 0))
#co-ordinates for boxes to set up map boundaries
boxboundaries=[   
[],
[],
[],
[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],
[1,14,15,28], #5
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,28],
[1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28], #10
[1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28],
[1,8,9,14,15,20,21,28],
[1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
[1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
[6,8,9,20,21,23], #15
[6,8,9,11,12,13,14,15,16,17,18,20,21,23],
[1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
[1,11,12,13,14,15,16,17,18,28],
[1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
[6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], #20
[6,8,9,20,21,23],
[6,8,9,11,12,13,14,15,16,17,18,20,21,23],
[1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
[1,14,15,28],
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], #25
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,5,6,23,24,28],
[1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
[1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
[1,8,9,14,15,20,21,28], # 30
[1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
[1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
[1,28],
[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],                   
]

#point spawn locations
pointspawns=[ 
[],
[],
[],
[],
[2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27], #5
[2,7,13,16,22,27],
[2,7,13,16,22,27],
[2,7,13,16,22,27],
[2,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27], 
[2,7,10,19,22,27], #10
[2,7,10,19,22,27],
[2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27],
[7,22],
[7,22],
[7,22], #15
[7,22],
[7,22],
[7,22],
[7,22],
[7,22], #20
[7,22],
[7,22],
[7,22],
[2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27],
[2,7,13,16,22,27], #25
[2,7,13,16,22,27],
[2,3,4,7,8,9,10,11,12,13,16,17,18,19,20,21,22,25,26,27],
[4,7,10,19,22,25],
[4,7,10,19,22,25],
[2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27],
[2,13,16,27], # 30
[2,13,16,27],
[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27],                       
]
#moves pacman
sprite.movement()
px=0
py=-16
for row in pointspawns:
#y co ordinate
py=py+16    
for n in row:
#x co ordinate
n=n-1
px=n*16
point=(pointclass(px, py))
#used to draw points
point.draw(screen)
if pygame.sprite.collide_rect(sprite, point):
point.addpoint()

#builds the boxes
bx=0
by=-16

for row in boxboundaries:
#y co ordinate
by=by+16    
for n in row:
#x co ordinate
n=n-1
bx=n*16
box=(boxcollisions(bx, by))
#used to draw boxes for visual repsentation
#box.draw(screen)
if pygame.sprite.collide_rect(sprite, box):
sprite.outofbounds()

#draws pacman
sprite.draw(screen)

pygame.display.flip()
clock.tick(60)

我知道(而且我不太了解)的最简单方法是使用pygame.sprite.Group()pygame.sprite.spritecollide

这里的基本逻辑是,为颗粒创建一个精灵组,将每个颗粒创建为精灵并将其添加到组中。在游戏循环的每次迭代中,将精灵组绘制到屏幕上,并验证玩家角色与颗粒组中的任何颗粒之间是否存在冲突,spritecollide

精灵碰撞有一个参数,用于在发生碰撞时消除颗粒,因此您希望将其设置为 true,以避免在下一个循环中绘制它。

#Basic logic as example.
pellets = pygame.sprite.Group()
#CREATE PELLETS AND ADD THEM TO THE pellets sprite group.
player = Sprite()
...
#IN THE GAME LOOP
#Validate if there was a collision.
pellets_hit = pygame.sprite.spritecollide(player, pellets, True) #True indicates that, if there were any hit, remove the pellet from the group.
if len(pellet_hit):
#Increment score or something.
...
#Updating the display
player.draw(screen)
pellets.draw(screen) #If there were any hit, the pellet won't be in this group and won't be drawn

这是一个使用精灵和精灵组的项目示例: 贪吃蛇游戏

经过大量工作我弄清楚了

#spawn pellets function
def spawnpellets(pointspawns):
abc=0
efg=0
px=0
py=-16
for row in pointspawns:
#y co ordinate
py=py+16    
for n in row:
#x co ordinate
n=n-1
px=n*16
point=(pointclass(px, py))
#used to draw points
point.draw(screen)
if pygame.sprite.collide_rect(sprite, point):
tempfunc(pointspawns, row, n , py)
def tempfunc(pointspawns, row, n, py):
abc=n+1
efg=py/16
efg=int(efg)
tempindex=row.index(abc)
del pointspawns[efg][tempindex]
pointspawns[int(efg)].insert(abc,0)

从本质上讲,我必须将颗粒的生成放入一个函数中,然后将 collsions 检测作为另一个函数,然后在我的 for 循环中使用 vaules 或 row 和 n 我计算出我需要使用的确切列表和索引,然后我用 0 替换元素以重新绘制无处。 抱歉,如果代码看起来有点混乱并且我知道我的变量名称很糟糕, 但我真的在 2 小时后完成了这个,所以我现在要休息一下

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