我正在制作Pacman游戏,目前我的基础知识在工作,但是在所有食用后,我都无法使Pac Pellets重生。目前,我设置了pac颗粒后,将其从扣子列表中删除。当列表为空时,将重新填充,然后被告知将所有PAC颗粒重新刷到屏幕上。它可以通过所有正确的功能和所有功能进行检查,我已经检查了打印语句,但是pygame.draw.rect
不起作用,我不知道为什么。
import pygame
import os
import sys
import copy
#intialise the game
pygame.init()
myfont = pygame.font.SysFont("monospace", 15)
screen = pygame.display.set_mode((448, 576))
done = False
score=0
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.colour, 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)
#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
#spawn pellets function
def spawnpellets(pointspawns):
broken=0
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):
removepellets(pointspawns, row, n , py)
global score
score+=1
allpelletsremoved(pointspawns, copyofpointspawns)
def allpelletsremoved(pointspawns, copyofpointspawns):
total=0
print()
print('start of allpelletsremoved')
for row in pointspawns:
print('have gone through a row')
if not row:
total+=1
print('current total: ', total)
#if total =5 it means all rows are emtpy and thereofr all pellets have been eaten
if total==5:
pointspawns= copy.deepcopy(copyofpointspawns)
spawnpellets(pointspawns)
def removepellets(pointspawns, row, n, py):
collidedx=n+1
collidedy=py/16
collidedy=int(collidedy)
tempindex=row.index(collidedx)
del pointspawns[collidedy][tempindex]
#pointspawns[int(collidedy)].insert(collidedx,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, temporarily not using it as collecting
#all points would be to difficult to test
pointspawns1=[
[],
[],
[],
[],
[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],
]
#temporary point spawn locations, used so it easier to test when they are all eaten
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
]
#makes a copy of pointspawns to reset pointspawns for later
copyofpointspawns= copy.deepcopy(pointspawns)
#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))
#moves pacman
sprite.movement()
#spawn pellets
spawnpellets(pointspawns)
#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)
#draws score to screen
label = myfont.render("HIGH SCORE:", 1, (255,255,255))
screen.blit(label, (180, 0))
labelscore = myfont.render(str(score), 1, (255,255,255))
screen.blit(labelscore, (180, 16))
pygame.display.flip()
clock.tick(60)
我会做这样的事情:定义一个创建精灵组并用颗粒精灵填充的函数,然后将其返回并将其分配给主函数中的变量。当pellets
组为空时,只需再次调用此功能,然后将新组分配给旧变量,而颗粒将再次出现。
import pygame as pg
class Player(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(*groups)
self.image = pg.Surface((30, 30))
self.image.fill(pg.Color('yellow'))
self.rect = self.image.get_rect(center=pos)
self.vel = pg.math.Vector2(0, 0)
self.pos = pg.math.Vector2(pos)
def update(self):
self.pos += self.vel
self.rect.center = self.pos
class Pellet(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(*groups)
self.image = pg.Surface((10, 6))
self.image.fill(pg.Color('turquoise'))
self.rect = self.image.get_rect(center=pos)
def create_map():
"""Create a sprite group filled with Pellet sprites."""
group = pg.sprite.Group()
for i in range(10):
group.add(Pellet((50, 20*i+50)))
return group
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
player = Player((100, 300), all_sprites)
pellets = create_map()
all_sprites.add(pellets)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_d:
player.vel.x = 5
elif event.key == pg.K_a:
player.vel.x = -5
elif event.key == pg.K_w:
player.vel.y = -5
elif event.key == pg.K_s:
player.vel.y = 5
elif event.type == pg.KEYUP:
if event.key == pg.K_d:
player.vel.x = 0
elif event.key == pg.K_a:
player.vel.x = 0
elif event.key == pg.K_w:
player.vel.y = 0
elif event.key == pg.K_s:
player.vel.y = 0
all_sprites.update()
hit_pellets = pg.sprite.spritecollide(player, pellets, True)
for pellet in hit_pellets:
print('Yum!')
if not pellets: # If the pellets group is empty.
print('No food left. Respawing food!')
pellets = create_map() # Recreate the group.
all_sprites.add(pellets) # And add them to the general group.
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
如果您确定pygame.rect.draw不起作用,而不是尝试使用Draw函数我使用它并且可以使用它。在此处查找有关绘制功能的更多信息
https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.group.group.draw
和一些示例代码
使用字符串(PyGame)显示平台
我对您拥有的长列表不了解,但是您可以将其缩短是您使用的字符串列表(也在示例代码中)。希望我能提供帮助。