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Pygame 块精灵未在屏幕上绘制

如何解决Pygame 块精灵未在屏幕上绘制

我对 python 和 pygame 非常陌生,我正在尝试制作一款自上而下的射击游戏。我设法让许多组件正常工作,但我无法让我射击的方块显示在我在游戏中创建的房间中。我将它的代码移到了游戏功能中,它显示在屏幕上,但是当你在房间之间移动时,它们保持不变,暂时我注释掉了那部分。我希望每个房间都有自己可以拍摄的积木,但是当我尝试将代码放入每个房间类时,它不会显示在屏幕上。我很确定没有什么是画在它上面的。我想知道为什么要绘制墙壁而不是块。任何帮助表示赞赏。

import pygame,sys,math,random
 
BLACK = (0,0)
WHITE = (255,255,255)
BLUE = (0,255)
GREEN = (0,0)
RED = (255,0)
PURPLE = (255,255)
click = False

# Call this function so the Pygame library can initialize itself
pygame.init()

# Create an 800x600 sized screen
WIDTH = 800
HEIGHT = 600
screen = pygame.display.set_mode([WIDTH,HEIGHT])

# Set the title of the window
pygame.display.set_caption('Maze Runner')
 
class Wall(pygame.sprite.Sprite):
 
    def __init__(self,x,y,width,height,color):
 
        # Call the parent's constructor
        super().__init__()
 
        # Make a BLUE wall,of the size specified in the parameters
        self.image = pygame.Surface([width,height])
        self.image.fill(color)
 
        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x

class Block(pygame.sprite.Sprite):
    def __init__(self,color):
        # Call the parent class (Sprite) constructor
        super().__init__()
 
        self.image = pygame.Surface([20,20])
        self.image.fill(color)
 
        self.rect = self.image.get_rect()
 
class Player(pygame.sprite.Sprite):
    # Set speed vector
    change_x = 0
    change_y = 0
 
    def __init__(self,y):
        # Call the parent's constructor
        super().__init__()
 
        # Set height,width
        self.image = pygame.Surface([15,15])
        self.image.fill(WHITE)
 
        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x
 
    def changespeed(self,y):
        self.change_x += x
        self.change_y += y
 
    def move(self,walls):
        # Move left/right
        self.rect.x += self.change_x
 
        # Did this update cause us to hit a wall?
        block_hit_list = pygame.sprite.spritecollide(self,walls,False)
        for block in block_hit_list:
            # If we are moving right,set our right side to the left side of
            # the item we hit
            if self.change_x > 0:
                self.rect.right = block.rect.left
            else:
                # Otherwise if we are moving left,do the opposite.
                self.rect.left = block.rect.right
 
        # Move up/down
        self.rect.y += self.change_y
 
        # Check and see if we hit anything
        block_hit_list = pygame.sprite.spritecollide(self,False)
        for block in block_hit_list:
 
            # Reset our position based on the top/bottom of the object.
            if self.change_y > 0:
                self.rect.bottom = block.rect.top
            else:
                self.rect.top = block.rect.bottom

class Bullet(pygame.sprite.Sprite):
    def __init__(self,start_x,start_y,dest_x,dest_y):
        # Call the parent class (Sprite) constructor
        super().__init__()
 
        # Set up the image for the bullet
        self.image = pygame.Surface([5,5])
        self.image.fill(BLUE)
 
        self.rect = self.image.get_rect()
 
        # Move the bullet to our starting location
        self.rect.x = start_x
        self.rect.y = start_y
 
        # Because rect.x and rect.y are automatically converted
        # to integers,we need to create different variables that
        # store the location as floating point numbers. Integers
        # are not accurate enough for aiming.
        self.floating_point_x = start_x
        self.floating_point_y = start_y
 
        # Calculation the angle in radians between the start points
        # and end points. This is the angle the bullet will travel.
        x_diff = dest_x - start_x
        y_diff = dest_y - start_y
        angle = math.atan2(y_diff,x_diff);
 
        # Taking into account the angle,calculate our change_x
        # and change_y. VeLocity is how fast the bullet travels.
        veLocity = 5
        self.change_x = math.cos(angle) * veLocity
        self.change_y = math.sin(angle) * veLocity
 
    def update(self):
        """ Move the bullet. """
 
        # The floating point x and y hold our more accurate location.
        self.floating_point_y += self.change_y
        self.floating_point_x += self.change_x
 
        # The rect.x and rect.y are converted to integers.
        self.rect.y = int(self.floating_point_y)
        self.rect.x = int(self.floating_point_x)
 
        # If the bullet flies of the screen,get rid of it.
        if self.rect.x < 0 or self.rect.x > WIDTH or self.rect.y < 0 or self.rect.y > HEIGHT:
            self.kill()
 
class Room(object):
    # Each room has a list of walls,and of enemy sprites.
    wall_list = None
    enemy_sprites = None
    block_list = None
 
    def __init__(self):
        """ Constructor,create our lists. """
        self.wall_list = pygame.sprite.Group()
        self.enemy_sprites = pygame.sprite.Group()    
        self.block_list = pygame.sprite.Group()
        self.movingsprites = pygame.sprite.Group()
 
 
class Room1(Room):
    def __init__(self):
        super().__init__()
        # Make the walls. (x_pos,y_pos,height)
 
        # This is a list of walls. Each is in the form [x,height]
        walls = [[0,20,250,WHITE],[0,350,[780,[20,760,580,[390,50,500,BLUE]
                ]
 
        # Loop through the list. Create the wall,add it to the list
        for item in walls:
            wall = Wall(item[0],item[1],item[2],item[3],item[4])
            self.wall_list.add(wall)
        
        for i in range(10):
            # This represents a block
            block = Block(GREEN)
            # Set a random location for the block
            block.rect.x = random.randrange(WIDTH - 50)
            block.rect.y = random.randrange(HEIGHT - 50)
            # Add the block to the list of objects
            self.block_list.add(block)
            self.movingsprites.add(block)      
 
class Room2(Room):
    def __init__(self):
        super().__init__()
 
        walls = [[0,RED],[190,GREEN],[590,GREEN]
                ]
 
        for item in walls:
            wall = Wall(item[0],item[4])
            self.wall_list.add(wall)
            
        block = Block(RED)
        block.rect.x = 200
        block.rect.y = 200
        self.block_list.add(block)
        self.movingsprites.add(block)
 
 
class Room3(Room):
    def __init__(self):
        super().__init__()
 
        walls = [[0,PURPLE],PURPLE]
                ]
 
        for item in walls:
            wall = Wall(item[0],item[4])
            self.wall_list.add(wall)
 
        for x in range(100,800,100):
            for y in range(50,451,300):
                wall = Wall(x,200,RED)
                self.wall_list.add(wall)
 
        for x in range(150,700,100):
            wall = Wall(x,WHITE)
            self.wall_list.add(wall)
 
def draw_text(text,font,color,surface,y):
    textobj = font.render(text,1,color)
    textrect = textobj.get_rect()
    textrect.topleft = (x,y)
    surface.blit(textobj,textrect)

def main_menu():
    done = False
    while not done:
        font = pygame.font.SysFont('Calibri',True,False)
        clock = pygame.time.Clock()

        screen.fill(BLACK)
        draw_text('main menu',WHITE,screen,20)

        mx,my = pygame.mouse.get_pos()

        button_1 = pygame.Rect(50,100,50)
        if button_1.collidepoint((mx,my)):
            if click:
                game()
        pygame.draw.rect(screen,RED,button_1)
        
        draw_text('Play',60,110)

        click = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                    done = True
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    click = True   
            
        pygame.display.flip()
        clock.tick(60)
        
    pygame.quit()

def game():
    # Create the player paddle object
    player = Player(50,50)
    movingsprites = pygame.sprite.Group()
    movingsprites.add(player)
    bullet_list = pygame.sprite.Group()
    walls = pygame.sprite.Group()
    wall_list = pygame.sprite.Group()
    block_list = pygame.sprite.Group()
    
    #for i in range(10):
        ## This represents a block
        #block = Block(GREEN)
        ## Set a random location for the block
        #block.rect.x = random.randrange(WIDTH - 50)
        #block.rect.y = random.randrange(HEIGHT - 50)
     
        ## Add the block to the list of objects
        #block_list.add(block)
        #movingsprites.add(block)    
 
    rooms = []
 
    room = Room1()
    rooms.append(room)
 
    room = Room2()
    rooms.append(room)
 
    room = Room3()
    rooms.append(room)
 
    current_room_no = 0
    current_room = rooms[current_room_no]
 
    clock = pygame.time.Clock()
 
    done = False
 
    while not done:
 
        # --- Event Processing ---
 
        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.changespeed(-5,0)
                if event.key == pygame.K_RIGHT:
                    player.changespeed(5,0)
                if event.key == pygame.K_UP:
                    player.changespeed(0,-5)
                if event.key == pygame.K_DOWN:
                    player.changespeed(0,5)
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        pygame.quit()
                        sys.exit()
                        done = True
 
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT:
                    player.changespeed(5,0)
                if event.key == pygame.K_RIGHT:
                    player.changespeed(-5,5)
                if event.key == pygame.K_DOWN:
                    player.changespeed(0,-5)
                    
            if event.type == pygame.MOUSEBUTTONDOWN:
                # Fire a bullet if the user clicks the mouse button
                # Get the mouse position
                pos = pygame.mouse.get_pos()
                mouse_x = pos[0]
                mouse_y = pos[1]
                # Create the bullet based on where we are,and where we want to go.
                bullet = Bullet(player.rect.x,player.rect.y,mouse_x,mouse_y)
                # Add the bullet to the lists
                movingsprites.add(bullet)
                bullet_list.add(bullet)            
 
        # --- Game Logic ---
 
        player.move(current_room.wall_list)
        movingsprites.update()
 
        if player.rect.x < -15:
            if current_room_no == 0:
                current_room_no = 2
                current_room = rooms[current_room_no]
                player.rect.x = 790
            elif current_room_no == 2:
                current_room_no = 1
                current_room = rooms[current_room_no]
                player.rect.x = 790
            else:
                current_room_no = 0
                current_room = rooms[current_room_no]
                player.rect.x = 790
 
        if player.rect.x > WIDTH + 1:
            if current_room_no == 0:
                current_room_no = 1
                current_room = rooms[current_room_no]
                player.rect.x = 0
            elif current_room_no == 1:
                current_room_no = 2
                current_room = rooms[current_room_no]
                player.rect.x = 0
            else:
                current_room_no = 0
                current_room = rooms[current_room_no]
                player.rect.x = 0
                
        for bullet in bullet_list:
            # See if it hit a block
            block_hit_list = pygame.sprite.spritecollide(bullet,block_list,True)
            # For each block hit,remove the bullet and add to the score
            for block in block_hit_list:
                bullet_list.remove(bullet)
                movingsprites.remove(bullet)
            # Remove the bullet if it flies up off the screen
            if bullet.rect.y < -10:
                bullet_list.remove(bullet)
                movingsprites.remove(bullet)    
 
        # --- Drawing ---
        screen.fill(BLACK)
        
        block_list.draw(screen)
        movingsprites.draw(screen)
        current_room.wall_list.draw(screen)
 
        pygame.display.flip()
 
        clock.tick(60)
 
    pygame.quit()
 
if __name__ == "__main__":
    main_menu()

抱歉代码太长,这是我第一次在这里提问。再次感谢任何帮助。

解决方法

您需要将块列表作为房间类的属性,然后在 draw 中绘制它们。注意如何在绘制中调用

current_room.block_list.draw(screen)

这就是你的意思:

import pygame,sys,math,random
 
BLACK = (0,0)
WHITE = (255,255,255)
BLUE = (0,255)
GREEN = (0,0)
RED = (255,0)
PURPLE = (255,255)
click = False

# Call this function so the Pygame library can initialize itself
pygame.init()

# Create an 800x600 sized screen
WIDTH = 800
HEIGHT = 600
screen = pygame.display.set_mode([WIDTH,HEIGHT])

# Set the title of the window
pygame.display.set_caption('Maze Runner')
 
class Wall(pygame.sprite.Sprite):
 
    def __init__(self,x,y,width,height,color):
 
        # Call the parent's constructor
        super().__init__()
 
        # Make a BLUE wall,of the size specified in the parameters
        self.image = pygame.Surface([width,height])
        self.image.fill(color)
 
        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x

class Block(pygame.sprite.Sprite):
    def __init__(self,color):
        # Call the parent class (Sprite) constructor
        super().__init__()
 
        self.image = pygame.Surface([20,20])
        self.image.fill(color)
 
        self.rect = self.image.get_rect()
 
class Player(pygame.sprite.Sprite):
    # Set speed vector
    change_x = 0
    change_y = 0
 
    def __init__(self,y):
        # Call the parent's constructor
        super().__init__()
 
        # Set height,width
        self.image = pygame.Surface([15,15])
        self.image.fill(WHITE)
 
        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x
 
    def changespeed(self,y):
        self.change_x += x
        self.change_y += y
 
    def move(self,walls):
        # Move left/right
        self.rect.x += self.change_x
 
        # Did this update cause us to hit a wall?
        block_hit_list = pygame.sprite.spritecollide(self,walls,False)
        for block in block_hit_list:
            # If we are moving right,set our right side to the left side of
            # the item we hit
            if self.change_x > 0:
                self.rect.right = block.rect.left
            else:
                # Otherwise if we are moving left,do the opposite.
                self.rect.left = block.rect.right
 
        # Move up/down
        self.rect.y += self.change_y
 
        # Check and see if we hit anything
        block_hit_list = pygame.sprite.spritecollide(self,False)
        for block in block_hit_list:
 
            # Reset our position based on the top/bottom of the object.
            if self.change_y > 0:
                self.rect.bottom = block.rect.top
            else:
                self.rect.top = block.rect.bottom

class Bullet(pygame.sprite.Sprite):
    def __init__(self,start_x,start_y,dest_x,dest_y):
        # Call the parent class (Sprite) constructor
        super().__init__()
 
        # Set up the image for the bullet
        self.image = pygame.Surface([5,5])
        self.image.fill(BLUE)
 
        self.rect = self.image.get_rect()
 
        # Move the bullet to our starting location
        self.rect.x = start_x
        self.rect.y = start_y
 
        # Because rect.x and rect.y are automatically converted
        # to integers,we need to create different variables that
        # store the location as floating point numbers. Integers
        # are not accurate enough for aiming.
        self.floating_point_x = start_x
        self.floating_point_y = start_y
 
        # Calculation the angle in radians between the start points
        # and end points. This is the angle the bullet will travel.
        x_diff = dest_x - start_x
        y_diff = dest_y - start_y
        angle = math.atan2(y_diff,x_diff);
 
        # Taking into account the angle,calculate our change_x
        # and change_y. Velocity is how fast the bullet travels.
        velocity = 5
        self.change_x = math.cos(angle) * velocity
        self.change_y = math.sin(angle) * velocity
 
    def update(self):
        """ Move the bullet. """
 
        # The floating point x and y hold our more accurate location.
        self.floating_point_y += self.change_y
        self.floating_point_x += self.change_x
 
        # The rect.x and rect.y are converted to integers.
        self.rect.y = int(self.floating_point_y)
        self.rect.x = int(self.floating_point_x)
 
        # If the bullet flies of the screen,get rid of it.
        if self.rect.x < 0 or self.rect.x > WIDTH or self.rect.y < 0 or self.rect.y > HEIGHT:
            self.kill()
 
class Room(object):
    # Each room has a list of walls,and of enemy sprites.
    wall_list = None
    enemy_sprites = None
    block_list = None
 
    def __init__(self):
        """ Constructor,create our lists. """
        self.wall_list = pygame.sprite.Group()
        self.enemy_sprites = pygame.sprite.Group()  
        self.block_list = pygame.sprite.Group()
        self.movingsprites = pygame.sprite.Group()
 
        for i in range(10):
            # This represents a block
            block = Block(GREEN)
            # Set a random location for the block
            block.rect.x = random.randrange(WIDTH - 50)
            block.rect.y = random.randrange(HEIGHT - 50)
         
            # Add the block to the list of objects
            self.block_list.add(block)
            self.movingsprites.add(block)   
 
 
class Room1(Room):
    def __init__(self):
        super().__init__()
        # Make the walls. (x_pos,y_pos,height)
 
        # This is a list of walls. Each is in the form [x,height]
        walls = [[0,20,250,WHITE],[0,350,[780,[20,760,580,[390,50,500,BLUE]
                ]
 
        # Loop through the list. Create the wall,add it to the list
        for item in walls:
            wall = Wall(item[0],item[1],item[2],item[3],item[4])
            self.wall_list.add(wall)
        
        for i in range(10):
            # This represents a block
            block = Block(GREEN)
            # Set a random location for the block
            block.rect.x = random.randrange(WIDTH - 50)
            block.rect.y = random.randrange(HEIGHT - 50)
            # Add the block to the list of objects
            self.block_list.add(block)
            self.movingsprites.add(block)     
 
class Room2(Room):
    def __init__(self):
        super().__init__()
 
        walls = [[0,RED],[190,GREEN],[590,GREEN]
                ]
 
        for item in walls:
            wall = Wall(item[0],item[4])
            self.wall_list.add(wall)
            
        block = Block(RED)
        block.rect.x = 200
        block.rect.y = 200
        self.block_list.add(block)
        self.movingsprites.add(block)
 
 
class Room3(Room):
    def __init__(self):
        super().__init__()
 
        walls = [[0,PURPLE],PURPLE]
                ]
 
        for item in walls:
            wall = Wall(item[0],item[4])
            self.wall_list.add(wall)
 
        for x in range(100,800,100):
            for y in range(50,451,300):
                wall = Wall(x,200,RED)
                self.wall_list.add(wall)
 
        for x in range(150,700,100):
            wall = Wall(x,WHITE)
            self.wall_list.add(wall)
 
def draw_text(text,font,color,surface,y):
    textobj = font.render(text,1,color)
    textrect = textobj.get_rect()
    textrect.topleft = (x,y)
    surface.blit(textobj,textrect)

def main_menu():
    done = False
    while not done:
        font = pygame.font.SysFont('Calibri',True,False)
        clock = pygame.time.Clock()

        screen.fill(BLACK)
        draw_text('main menu',WHITE,screen,20)

        mx,my = pygame.mouse.get_pos()

        button_1 = pygame.Rect(50,100,50)
        if button_1.collidepoint((mx,my)):
            if click:
                game()
        pygame.draw.rect(screen,RED,button_1)
        
        draw_text('Play',60,110)

        click = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                    done = True
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    click = True   
            
        pygame.display.flip()
        clock.tick(60)
        
    pygame.quit()

def game():
    # Create the player paddle object
    player = Player(50,50)
    movingsprites = pygame.sprite.Group()
    movingsprites.add(player)
    bullet_list = pygame.sprite.Group()
    walls = pygame.sprite.Group()
    wall_list = pygame.sprite.Group()
    block_list = pygame.sprite.Group()
    
    rooms = []
 
    room = Room1()
    rooms.append(room)
 
    room = Room2()
    rooms.append(room)
 
    room = Room3()
    rooms.append(room)
 
    current_room_no = 0
    current_room = rooms[current_room_no]
 
    clock = pygame.time.Clock()
 
    done = False
 
    while not done:
 
        # --- Event Processing ---
 
        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.changespeed(-5,0)
                if event.key == pygame.K_RIGHT:
                    player.changespeed(5,0)
                if event.key == pygame.K_UP:
                    player.changespeed(0,-5)
                if event.key == pygame.K_DOWN:
                    player.changespeed(0,5)
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        pygame.quit()
                        sys.exit()
                        done = True
 
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT:
                    player.changespeed(5,0)
                if event.key == pygame.K_RIGHT:
                    player.changespeed(-5,5)
                if event.key == pygame.K_DOWN:
                    player.changespeed(0,-5)
                    
            if event.type == pygame.MOUSEBUTTONDOWN:
                # Fire a bullet if the user clicks the mouse button
                # Get the mouse position
                pos = pygame.mouse.get_pos()
                mouse_x = pos[0]
                mouse_y = pos[1]
                # Create the bullet based on where we are,and where we want to go.
                bullet = Bullet(player.rect.x,player.rect.y,mouse_x,mouse_y)
                # Add the bullet to the lists
                movingsprites.add(bullet)
                bullet_list.add(bullet)         
 
        # --- Game Logic ---
 
        player.move(current_room.wall_list)
        movingsprites.update()
 
        if player.rect.x < -15:
            if current_room_no == 0:
                current_room_no = 2
                current_room = rooms[current_room_no]
                player.rect.x = 790
            elif current_room_no == 2:
                current_room_no = 1
                current_room = rooms[current_room_no]
                player.rect.x = 790
            else:
                current_room_no = 0
                current_room = rooms[current_room_no]
                player.rect.x = 790
 
        if player.rect.x > WIDTH + 1:
            if current_room_no == 0:
                current_room_no = 1
                current_room = rooms[current_room_no]
                player.rect.x = 0
            elif current_room_no == 1:
                current_room_no = 2
                current_room = rooms[current_room_no]
                player.rect.x = 0
            else:
                current_room_no = 0
                current_room = rooms[current_room_no]
                player.rect.x = 0
                
        for bullet in bullet_list:
            # See if it hit a block
            block_hit_list = pygame.sprite.spritecollide(bullet,block_list,True)
            # For each block hit,remove the bullet and add to the score
            for block in block_hit_list:
                bullet_list.remove(bullet)
                movingsprites.remove(bullet)
            # Remove the bullet if it flies up off the screen
            if bullet.rect.y < -10:
                bullet_list.remove(bullet)
                movingsprites.remove(bullet)    
 
        # --- Drawing ---
        screen.fill(BLACK)
        
        current_room.block_list.draw(screen)
        movingsprites.draw(screen)
        current_room.wall_list.draw(screen)
 
        pygame.display.flip()
 
        clock.tick(60)
 
    pygame.quit()
 
if __name__ == "__main__":
    main_menu()

此外,如果您将碰撞检测更改为:

for bullet in bullet_list:
            # See if it hit a block
            block_hit_list = pygame.sprite.spritecollide(bullet,current_room.block_list,True)

它将检测子弹击中房间块

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