如何解决Pygame 问题:Progectiles/Bullets 正在删除并影响其他精灵
我这里有一个简单的 python pygame 街头赛车手,并进行了修改以添加子弹。子弹和精灵之间的交互似乎工作正常,但是当子弹被发射时,汽车出现的频率不高并且正在减少,在某个阶段根本没有产生。我认为这与汽车和 all_sprites 的创建有关,但我无法弄清楚在哪里重生或确定导致这种情况的原因。是否与精灵限制有关?。非常感谢您的帮助。
具体代码:
class Bullet(pg.sprite.Sprite):
def __init__(self):
super().__init__()
pygame.sprite.Sprite.__init__(self)
self.image = pg.image.load(os.path.join(path,'img','bullet.png'))
self.rect = self.image.get_rect()
def update(self):
self.rect.y -= 5
list_x = []
n = 0
while n < 6:
car_x = random.randrange(80,WIDTH,80)
if car_x in list_x:
continue
else:
list_x.append(car_x)
cars_group.add(Car(car_x,random.randint(-cars[0].get_height() * 3,-cars[0].get_height()),cars[n] if n < 3 else random.choice(cars)))
n += 1
while game:
for e in pg.event.get():
if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
game = False
elif e.type == pg.KEYDOWN and e.key == pg.K_p and start == 0:
pause.reverse()
if pause[0]:
pg.mouse.set_visible(True)
vol.alpha = 255
else:
pg.mouse.set_visible(False)
vol.alpha = 0
elif e.type == pg.MOUSEMOTION and (start == 255 or pause[0]):
vol.render(e.buttons[0],e.pos)
elif e.type == pg.KEYDOWN and e.key == pg.K_SPACE:
# Fire a bullet if the user clicks the space button
bullet = Bullet()
# Set the bullet so it is where the player is
bullet.rect.x = player.rect.x + 5
bullet.rect.y = player.rect.y
# Add the bullet to the lists
all_sprite.add(bullet)
bullet_list.add(bullet)
bullet_list.draw(screen)
elif e.type == pg.MOUSEBUTTONDOWN and start == 255:
if e.button == 1:
if button_start_rect.collidepoint(e.pos):
player.angle = 0
player.veLocity.x,player.veLocity.y = 0,0
player.position.x,player.position.y = WIDTH - 400,HEIGHT - 70
player.update()
all_sprite.remove_sprites_of_layer(2)
water.kill()
canister.kill()
boost.kill()
for cr in cars_group:
cr.speed = random.randint(2,3)
cr.rect.bottom = 0
level = 40
car_accident = 0
count[0] = 0
start -= 1
record_old = int(rec)
pg.mouse.set_visible(False)
pg.mixer.music.play(loops=-1)
elif button_stop_rect.collidepoint(e.pos):
game = False
elif e.type == u1_event and not pause[0] and not all_sprite.has(water): # water.alive():
all_sprite.add(water,layer=0)
water.rect.center = \
random.randrange(80,80),-water.rect.h
timer1 = random.randrange(6000,26001,4000)
pg.time.set_timer(u1_event,timer1)
elif e.type == u3_event and not pause[0] and not all_sprite.has(boost):
all_sprite.add(boost,layer=0)
boost.rect.center = \
random.randrange(80,-boost.rect.h
timer3 = random.randrange(13000,28001,5000)
pg.time.set_timer(u3_event,timer3)
elif e.type == u2_event and not pause[0] and not canister_group.has(canister):
canister_group.add(canister)
all_sprite.add(canister,layer=0)
canister.rect.center = \
random.randrange(80,-canister.rect.h
timer2 = random.randrange(13000,5000)
pg.time.set_timer(u2_event,timer2)
# Calculate mechanics for each bullet
for bullet in bullet_list:
if bullet.rect.y > 600:
bullet.kill()
else:
# See if it hit a block
block_hit_list = pygame.sprite.spritecollide(bullet,cars_group,True)
# For each block hit,remove the bullet and add to the score
for block in block_hit_list:
bullet.kill()
sound_car_accident.play()
cars_group.add(Car(car_x,random.randint( -cars[0].get_height() * 3,cars[n] if n < 3 else random.choice(cars)))
完整代码:
import pygame as pg
import pygame.freetype
import random
import os
import math
import time
os.environ['SDL_VIDEO_CENTERED'] = '1'
path = os.path.dirname(os.path.abspath(__file__))
record_file = os.path.join(path,'Record','record.txt')
try:
with open(record_file,'x') as f:
f.write(str(0))
except (BaseException,OSError):
pass
SIZE = WIDTH,HEIGHT = 800,600
GREY = (128,128,128)
GREEN = (0,0)
WHITE = (200,200,200)
RED = (230,0)
BLUE = (0,255)
SILVER = (192,192,192)
YELLOW = (255,255,0)
BLACK = (400,400,1)
rgb = [0,250,0]
block = False
pause = [False,True]
count = [0]
car_accident = 0
level = 40
start = 255
blink = 0
hit_old = None
play,out = None,None
boosting = False
def icon():
size,text = 32,'\u0056\u004F'
sur = pg.Surface((size,size),pg.SRCALPHA)
pg.draw.circle(
sur,'#44475a59',(size // 2,size // 2),size // 2)
font_text = pg.freetype.SysFont('Arial',16,True)
rect = font_text.get_rect(text)
x,y = (size - rect.width) // 2,(size - rect.height) // 2
font_text.render_to(sur,(x,y),text,fgcolor='#ff0000')
pg.display.set_icon(sur)
pg.init()
icon()
pg.display.set_caption('Rally')
screen = pg.display.set_mode(SIZE)
FPS = 120
clock = pg.time.Clock()
font = pygame.freetype.Font(os.path.join(path,'font','seguisym.ttf'),30)
cars = [pg.image.load(os.path.join(path,'car1.png')),pg.image.load(os.path.join(path,'car2.png')),'car3.png'))]
alarm = [pg.image.load(os.path.join(path,'alarm','1.png')),'2.png'))]
thrust_image = pg.image.load(os.path.join(path,'thrust.png'))
sound_car_accident = pg.mixer.sound(os.path.join(path,'sound','udar.wav'))
sound_canister = pg.mixer.sound(os.path.join(path,'canister.wav'))
sound_accident = pg.mixer.sound(os.path.join(path,'accident.wav'))
button_start = pg.image.load(os.path.join(path,'btn_play.png'))
button_start_rect = button_start.get_rect(center=(WIDTH // 2,HEIGHT // 2 - 100))
button_stop = pg.image.load(os.path.join(path,'btn_exit.png'))
button_stop_rect = button_stop.get_rect(center=(WIDTH // 2,HEIGHT // 2 + 100))
fuel_image = pg.image.load(os.path.join(path,'fuel.png'))
canister_image = pg.image.load(os.path.join(path,'canister.png'))
water_image = pg.image.load(os.path.join(path,'water.png'))
bullet_image = pg.image.load(os.path.join(path,'bullet.png'))
boost_image = pg.image.load(os.path.join(path,'boost.png'))
u1_event = pg.USEREVENT + 1
pg.time.set_timer(u1_event,random.randrange(6000,4000))
u2_event = pg.USEREVENT + 2
pg.time.set_timer(u2_event,random.randrange(13000,5000))
u3_event = pg.USEREVENT + 3
pg.time.set_timer(u3_event,5000))
sound_start = pg.mixer.sound('sound/Car Vroom.wav')
if os.name == 'nt':
pg.mixer.music.load('sound/fon.mp3')
else:
pg.mixer.music.load('sound/motorway.wav')
class Player(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.image.load(os.path.join(path,'car4.png'))
self.orig_image = self.image
self.angle = 0
self.speed = 2
self.acceleration = 0.02
self.rect = self.image.get_rect(center=(WIDTH - 20,HEIGHT - 70))
self.position = pg.math.Vector2()
self.veLocity = pg.math.Vector2()
self.vx = 0 # veLocity.x for speedometer
def update(self):
self.image = pg.transform.rotate(self.orig_image,self.angle)
self.position += self.veLocity
self.rect = self.image.get_rect(center=self.position)
keys = pg.key.get_pressed()
if keys[pg.K_RIGHT]:
self.veLocity.x = self.speed
self.angle -= 1
self.vx -= self.acceleration
if self.angle < -25:
self.angle = -25
elif keys[pg.K_LEFT]:
self.veLocity.x = -self.speed
self.angle += 1
self.vx -= self.acceleration
if self.angle > 25:
self.angle = 25
else:
self.vx += self.acceleration if self.vx < 0 else 0
self.veLocity.x = 0
if self.angle < 0:
self.angle += 1
elif self.angle > 0:
self.angle -= 1
if keys[pg.K_UP]:
self.veLocity.y -= self.acceleration
if self.veLocity.y < -self.speed:
self.veLocity.y = -self.speed
elif keys[pg.K_DOWN]:
self.veLocity.y += self.acceleration
if self.veLocity.y > self.speed:
self.veLocity.y = self.speed
else:
if self.veLocity.y < 0:
self.veLocity.y += self.acceleration
if self.veLocity.y > 0:
self.veLocity.y = 0
elif self.veLocity.y > 0:
self.veLocity.y -= self.acceleration
if self.veLocity.y < 0:
self.veLocity.y = 0
def for_speedometer(self):
if self.vx <= -0.4:
self.vx = -0.4 # left-right speedometer max
if self.veLocity.y < self.vx or self.veLocity.y > 0:
self.vx = self.veLocity.y
if self.vx >= 1.04:
self.vx = 1.04 # speedometer min for speed=2
return self.vx
class Alarm(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.images = alarm
self.index = 0
self.range = len(self.images)
self.image = self.images[self.index]
self.rect = self.image.get_rect()
self.speed = 1
def update(self):
self.index += 0.02
self.image = self.images[int(self.index % self.range)]
self.rect.y += self.speed
if self.rect.top > HEIGHT:
self.kill()
class Thrust(pg.sprite.Sprite):
def __init__(self):
super().__init__()
pygame.sprite.Sprite.__init__(self)
self.image = pg.image.load(os.path.join(path,'thrust.png'))
self.rect = self.image.get_rect()
def update(self):
if self.rect.top > HEIGHT:
self.kill()
class Car(pg.sprite.Sprite):
def __init__(self,x,y,img):
pg.sprite.Sprite.__init__(self)
if img == fuel_image:
self.image = img
self.speed = 0
elif img == canister_image or img == water_image or img == boost_image:
self.image = img
self.speed = 1
else:
self.image = pg.transform.flip(img,False,True)
self.speed = random.randint(2,3)
self.rect = self.image.get_rect(center=(x,y))
def update(self):
self.rect.y += self.speed
if self.rect.top >= HEIGHT:
if self is canister or self is water or self is boost:
self.kill()
else:
if 40 < player.rect.centerx < WIDTH - 40 \
and player.rect.top < HEIGHT and player.rect.bottom > 0:
count[0] += 1
list_x.remove(self.rect.centerx)
while True:
self.rect.centerx = random.randrange(80,80)
if self.rect.centerx in list_x:
continue
else:
list_x.append(self.rect.centerx)
self.speed = random.randint(2,3)
self.rect.bottom = 0
break
class Road(pg.sprite.Sprite):
def __init__(self,y):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface(screen.get_size())
self.image.fill(GREY)
pg.draw.line(self.image,GREEN,(20,0),600),40)
pg.draw.line(self.image,(780,40)
for xx in range(10):
for yy in range(10):
pg.draw.line(
self.image,YELLOW,(40 + xx * 80,0 if xx == 0 or xx == 9 else 10 + yy * 60),600 if xx == 0 or xx == 9 else 50 + yy * 60),5)
self.rect = self.image.get_rect(topleft=(x,y))
self.speed = 1
def update(self):
self.rect.y += self.speed
if self.rect.top >= HEIGHT:
self.rect.bottom = 0
class Volume(pg.sprite.Sprite):
def __init__(self,y):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((20,140),pg.SRCALPHA)
self.rect = self.image.get_rect(center=(x,y))
self.radius = 10
self.x = self.y = self.radius
self.color_circle = (0,128)
self.color_rect = (0,180,128)
self.color_text = (255,255)
self.alpha = 255
self.volume = 1
def update(self):
self.image.set_alpha(self.alpha)
pg.draw.rect(
self.image,self.color_rect,[0,*self.rect[2:]],border_radius=self.radius)
pg.draw.circle(self.image,self.color_circle,(self.x,self.y),self.radius)
text = str(round(self.volume * 100))
text_rect = font.get_rect(text,size=11)
font.render_to(
self.image,(self.x - text_rect[2] / 2.,self.y - text_rect[3] / 2.),self.color_text,rotation=0,size=11)
sp = "\U0001F507" if self.volume == 0 else "\U0001F508" if self.volume < 0.2 \
else "\U0001F509" if self.volume < 0.7 else "\U0001F50A"
font.render_to(
screen,(self.rect.x,self.rect.y - font.size),sp,[*WHITE,self.alpha])
def render(self,e_buttons,e_pos):
if self.rect.left < e_pos[0] < self.rect.right and \
self.rect.top < e_pos[1] < self.rect.bottom and \
e_buttons:
self.y = abs(self.rect.top - e_pos[1])
if self.y > self.rect.h - self.radius:
self.y = self.rect.h - self.radius
elif self.y < self.radius:
self.y = self.radius
self.volume = (100 - (self.y - self.radius) / 1.2) / 100.
sound_car_accident.set_volume(self.volume)
sound_canister.set_volume(self.volume)
sound_accident.set_volume(self.volume)
class Speedometer(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
w,h = 150,150
self.radius = 140
self.image = pg.Surface((w,h),pg.SRCALPHA)
self.rect = self.image.get_rect(bottomright=(WIDTH,HEIGHT))
font.render_to(self.image,(w - 50,h - 50),'km/h',WHITE,size=20)
for deg in range(5,84,6):
length = 18 if deg == 5 or deg == 23 or deg == 41 or deg == 59 or deg == 77 else 10
cos = math.cos(math.radians(deg))
sin = math.sin(math.radians(deg))
pg.draw.line(
self.image,(w - self.radius * cos,h - self.radius * sin),(w - (self.radius - length) * cos,h - (self.radius - length) * sin),2)
for value,deg in enumerate(range(9,78,17)):
cos = math.cos(math.radians(deg))
sin = math.sin(math.radians(deg))
font.render_to(self.image,(
round(w - (self.radius - 30) * cos),round(h - (self.radius - 30) * sin)),str(value * 100),size=15)
def render(self):
s = 30 - player.for_speedometer() * 25 # from 4 to 80
pg.draw.line(
screen,RED,self.rect.bottomright,(self.rect.right - (self.radius - 10) * math.cos(math.radians(s)),self.rect.bottom - (self.radius - 10) * math.sin(math.radians(s))),4)
pg.draw.circle(screen,25)
vol.update()
class Bullet(pg.sprite.Sprite):
def __init__(self):
super().__init__()
pygame.sprite.Sprite.__init__(self)
self.image = pg.image.load(os.path.join(path,'bullet.png'))
self.rect = self.image.get_rect()
def update(self):
self.rect.y -= 5
def max_seconds(max_seconds,*,interval=1):
interval = int(interval)
start_time = time.time()
end_time = start_time + max_seconds
yield 0
while time.time() < end_time:
if interval > 0:
next_time = start_time
while next_time < time.time():
next_time += interval
time.sleep(int(round(next_time - time.time())))
yield int(round(time.time() - start_time))
if int(round(time.time() + interval)) > int(round(end_time)):
return
all_sprite = pg.sprite.layeredUpdates()
cars_group = pg.sprite.Group()
canister_group = pg.sprite.Group()
bullet_list = pg.sprite.Group()
for r in range(2):
bg = Road(x=0,y=0)
all_sprite.add(Road(0,0 if r == 0 else -HEIGHT),layer=0)
speedometer = Speedometer()
all_sprite.add(speedometer,layer=0)
player = Player()
list_x = []
n = 0
while n < 6:
car_x = random.randrange(80,cars[n] if n < 3 else random.choice(cars)))
n += 1
fuel = Car(WIDTH - 80,40,fuel_image)
canister = Car(0,canister_image)
water = Car(0,water_image)
boost = Car(0,boost_image)
vol = Volume(20,HEIGHT - 80)
all_sprite.add(*cars_group,layer=1)
all_sprite.add(player,layer=3)
all_sprite.add(fuel,layer=4)
all_sprite.add(vol,layer=4)
def my_record():
with open(record_file,'r+') as d:
record = d.read()
if count[0] > int(record):
record = str(count[0])
d.seek(0)
d.truncate()
d.write(record)
return record
def home_screen(b):
screen.blit(all_sprite.get_sprite(0).image,(0,0))
screen.blit(speedometer.image,speedometer.rect)
button_start.set_alpha(start)
button_stop.set_alpha(start)
screen.blit(button_start,button_start_rect)
screen.blit(button_stop,button_stop_rect)
font.render_to(screen,(48,10),f'Record: {rec}',[
*RED,255 if count[0] <= record_old else 255 if int(b) % 2 else 0],size=24)
font.render_to(screen,40),f'Points: {count[0]}',70),f'Accidents: {car_accident}',size=24)
vol.update()
screen.blit(vol.image,vol.rect)
rec = my_record()
record_old = int(rec)
game = True
while game:
for e in pg.event.get():
if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
game = False
elif e.type == pg.KEYDOWN and e.key == pg.K_p and start == 0:
pause.reverse()
if pause[0]:
pg.mouse.set_visible(True)
vol.alpha = 255
else:
pg.mouse.set_visible(False)
vol.alpha = 0
elif e.type == pg.MOUSEMOTION and (start == 255 or pause[0]):
vol.render(e.buttons[0],cars[n] if n < 3 else random.choice(cars)))
hit = pg.sprite.spritecollideany(player,cars_group) # hit -> sprite car
if hit and hit.speed != 1:
player.position.x += 50 * random.randrange(-1,2,2)
player.angle = 50 * random.randrange(-1,2)
hit.speed = 1
car_alarm = Alarm()
all_sprite.add(car_alarm,layer=2)
car_alarm.rect.center = hit.rect.center
car_accident += 1
if car_accident > 10:
car_accident = 10
sound_car_accident.play()
if pg.sprite.spritecollide(player,canister_group,True):
level = 40
sound_canister.play()
if pg.sprite.collide_rect(player,boost):
player_thrust = Thrust()
all_sprite.add(player_thrust,layer=2)
player_thrust.rect.center = player.rect.center
boosting = True
else:
boosting = False
if pg.sprite.collide_rect(player,water):
if not block:
player.angle = random.randint(60,90) * random.randrange(-1,2)
sound_accident.play()
block = True
else:
block = False
if start > 0:
home_screen(blink)
blink = 0 if blink > 99 else blink + .02
if start != 255:
start -= 1
vol.alpha = start
else:
if not pause[0]:
level -= .01
if level < 0 or car_accident > 9:
start = 255
rec = my_record()
pg.mouse.set_visible(True)
vol.alpha = start
elif level < 10:
rgb[:2] = 250,0
elif level < 20:
rgb[0] = 250
else:
rgb[:2] = 0,250
all_sprite.update()
else:
vol.update()
all_sprite.draw(screen)
pg.draw.rect(
screen,rgb,(fuel.rect.left + 10,fuel.rect.bottom - level - 8,21,level))
font.render_to(screen,f'accidents: {car_accident}',size=24)
font.render_to(screen,HEIGHT - 30),f'{count[0]}',size=24)
speedometer.render() # speedometer
pg.display.update()
clock.tick(FPS)
pg.display.set_caption(f'Rally FPS: {int(clock.get_fps())}')
pg.quit()
# pg.image.save(screen,'road.jpg')
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