如何在游戏循环中调用函数的 self 变量?



我需要在游戏循环中调用我的关卡函数"bgX"变量,然后使用我的文本函数将其显示在屏幕上,一旦它们超过某个点,它应该会导致玩家前进到下一个级别。但是,当我尝试这样做时:

messageDisplay(str(Level(player).bgX))

它不会更新,即使我通过了等级上限,也不会让我进入下一个级别。有谁知道为什么?

这是我的代码:

import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 255, 255)
DISPLAY_WIDTH = 800
DISPLAY_HEIGHT = 600
gameDisplay = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))
def textObjects(text, font):
textSurface = font.render(text, True, BLACK)
return textSurface, textSurface.get_rect()
def messageDisplay(text):
largeText = pygame.font.Font('freesansbold.ttf', 115)
textSurf, textRect = textObjects(text, largeText)
textRect.center = ((DISPLAY_WIDTH/2), (DISPLAY_HEIGHT/2))
gameDisplay.blit(textSurf, textRect)

class Player(pygame.sprite.Sprite):
def __init__(self):

super().__init__()

width = 100
height = 150
self.image = pygame.Surface([width, height])
self.image.fill(RED)

self.rect = self.image.get_rect()

self.xVel = 0
self.yVel = 0

self.level = None
def update(self):
self.calc_grav()

Level(self).bgX += self.xVel

correction = 0
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.xVel < 0:
self.friction()
correction = self.rect.right - block.rect.left
elif self.xVel > 0:
self.friction()
correction = self.rect.left - block.rect.right
if correction != 0:
for block in self.level.platform_list:
block.rect.x += correction

self.rect.y += self.yVel

block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.yVel > 0:
self.rect.bottom = block.rect.top
if self.yVel < 0:
self.rect.top = block.rect.bottom

self.yVel = 0
if isinstance(block, MovingPlatform):
Level(self).bgX += block.xVel
def calc_grav(self):
if self.yVel == 0:
self.yVel = 1
else:
self.yVel +=0.3
if self.rect.y >= DISPLAY_HEIGHT - self.rect.height and self.yVel >= 0:
self.yVel = 0
self.rect.y = DISPLAY_HEIGHT - self.rect.height

def jump(self):
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2

if len(platform_hit_list) > 0 or self.rect.bottom >= DISPLAY_HEIGHT:
self.yVel = -10
def moveLeft(self):
self.xVel = 60
def moveRight(self):
self.xVel = -60
def friction(self):
self.xVel = 0

class Platform(pygame.sprite.Sprite):
def __init__(self, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(GREEN)
self.rect = self.image.get_rect()

class MovingPlatform(Platform):
xVel = 0
yVel = 0
boundary_top = 0
boundary_bottom = 0
boundary_left = 0
boundary_right = 0
player = None
level = None
def update(self):
self.rect.x += self.xVel
correction = 0
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
if self.xVel < 0:
self.player.friction()
correction = self.player.rect.right - self.rect.left
elif self.xVel > 0:
self.player.friction()
correction = self.player.rect.left - self.rect.right
if correction != 0:
for block in self.level.platform_list:
block.rect.x += correction
self.rect.y += self.yVel

hit = pygame.sprite.collide_rect(self, self.player)
if hit:
if self.yVel < 0:
self.player.rect.bottom = self.rect.top
else:
self.player.rect.top = self.rect.bottom
if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top:
self.yVel *= -1
cur_pos = self.rect.x - self.level.bgX
if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
self.xVel *= -1

class Level(object):
def __init__(self, player):
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
self.background = None

self.bgX = 0
self.level_limit = -1000
def update(self):
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
screen.fill(BLUE)

self.platform_list.draw(screen)
self.enemy_list.draw(screen)
for platform in self.platform_list:
platform.rect.x += self.player.xVel
for enemy in self.enemy_list:
enemy.rect.x += self.player.xVel
class Level_01(Level):
def __init__(self, player):

Level.__init__(self, player)
self.level_limit = -1500

level = [[210, 70, 500, 500],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]

for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)

block = MovingPlatform(70, 40)
block.rect.x = 1350
block.rect.y = 280
block.boundary_left = 1350
block.boundary_right = 1600
block.xVel = 1
block.player = self.player
block.level = self
self.platform_list.add(block)

class Level_02(Level):
def __init__(self, player):
Level.__init__(self, player)
self.level_limit = -1000

level = [[210, 70, 500, 550],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]

for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
block = MovingPlatform(70, 70)
block.rect.x = 1500
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.yVel = -1
block.player = self.player
block.level = self
self.platform_list.add(block)

def main():
pygame.init()

size = [DISPLAY_WIDTH, DISPLAY_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Platformer with moving platforms")
player = Player()
level_list = []
level_list.append(Level_01(player))
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 350
player.rect.y = DISPLAY_HEIGHT - player.rect.height
active_sprite_list.add(player)

done = False

clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.moveLeft()
if event.key == pygame.K_RIGHT:
player.moveRight()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.xVel > 0:
player.friction()
if event.key == pygame.K_RIGHT and player.xVel < 0:
player.friction()
active_sprite_list.update()
current_level.update()

current_position = current_level.bgX
if current_position < current_level.level_limit:
if current_level_no < len(level_list)-1:
player.rect.x = 350
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
else:
done = True

current_level.draw(screen)
active_sprite_list.draw(screen)
messageDisplay(str(Level(player).bgX))

clock.tick(60)

pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main()

显然是因为我调用了 Level(self(,它创建了 Level 类的新实例,导致它不断重新定义 bgX 或其他东西。我只是改变了

if isinstance(block, MovingPlatform):
Level(self).bgX += block.xVel

在玩家类中 self.level.bgX 以及所有其他 Level(self(.bgX 的

功劳归于伊恩·谢尔文顿。

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