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Pygame 问题:Progectiles/Bullets 正在删除并影响其他精灵

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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