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如何从多个侧面产生精灵?

如何解决如何从多个侧面产生精灵?

我正在创建一个简单的游戏,我扮演飞机并躲避火箭(火箭从右侧出现),我做了一些类似障碍物的事情来阻挡敌人并杀死他们,但这太OP了,所以我想要削弱它,所以我将从右侧和顶部产生敌人。

但我真的不知道如何从顶部生成它们。

我非常感谢您的帮助,谢谢。

附言名为 Enemy 的类应该从右侧产生敌人(这是正常工作的) 类 AnotherEnemy 应该从顶部产生敌人(这不能正常工作) 我的代码

from pygame.locals import(
    RLEACCEL,K_LEFT,K_DOWN,K_UP,K_RIGHT,K_ESCAPE,K_SPACE,K_w,K_a,K_s,K_d,KEYDOWN,QUIT,)

SCREEN_WIDTH = 700
SCREEN_HEIGHT = 700

class Player(pygame.sprite.Sprite):
    def __init__(self):
        super(Player,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\jet.png').convert()
        self.surf.set_colorkey((255,255,255),RLEACCEL)
        self.rect = self.surf.get_rect()

    def update(self,pressed_keys):
        if pressed_keys[K_w]:
            self.rect.move_ip(0,-8)
        if pressed_keys[K_s]:
            self.rect.move_ip(0,8)
        if pressed_keys[K_a]:
            self.rect.move_ip(-8,0)
        if pressed_keys[K_d]:
            self.rect.move_ip(8,0)

        if pressed_keys[K_UP]:
            self.rect.move_ip(0,-8)
        if pressed_keys[K_DOWN]:
            self.rect.move_ip(0,8)
        if pressed_keys[K_LEFT]:
            self.rect.move_ip(-8,0)
        if pressed_keys[K_RIGHT]:
            self.rect.move_ip(8,0)

        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.right > SCREEN_WIDTH:
            self.rect.right = SCREEN_WIDTH
        if self.rect.top <= 0:
            self.rect.top = 0
        if self.rect.bottom >= SCREEN_HEIGHT:
            self.rect.bottom = SCREEN_HEIGHT

class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super(Enemy,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\missile.png').convert()
        self.surf.set_colorkey((255,RLEACCEL)
        self.rect = self.surf.get_rect(
            center =(
                random.randint(SCREEN_WIDTH + 20,SCREEN_WIDTH + 100),random.randint(0,SCREEN_HEIGHT),)
        )
        self.speed = random.randint(5,17)

    def update(self):
        self.rect.move_ip(-self.speed,0)
        if self.rect.right < 0:
            self.kill()

class AnotherEnemy(pygame.sprite.Sprite):
    def __init__(self):
        super(AnotherEnemy,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\missile2.png').convert()
        self.surf.set_colorkey((255,255))
        self.rect = self.surf.get_rect(
        center =(
                random.randint(SCREEN_WIDTH + 20,SCREEN_HEIGHT)
            )
        )
        
        self.speed = random.randint(8,17)

    def update(self):
        self.rect.move_ip(0,self.speed)
        if self.rect.bottom > SCREEN_HEIGHT:
            self.kill()




class Cloud(pygame.sprite.Sprite):
    def __init__(self):
        super(Cloud,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\cloud.png').convert()
        self.surf.set_colorkey((0,0),RLEACCEL)

        self.rect = self.surf.get_rect(
            center =(
                random.randint(SCREEN_WIDTH + 20,)
        )

    def update(self):
        self.rect.move_ip(-6,0)
        if self.rect.right < 0:
            self.kill()

class Sun(pygame.sprite.Sprite):
    def __init__(self):
        super(Sun,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\sunnn.png').convert()
        self.surf.set_colorkey((0,RLEACCEL)

        self.rect = self.surf.get_rect()

class Ballon(pygame.sprite.Sprite):
    def __init__(self):
        super(Ballon,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\gula.png').convert()
        self.surf.set_colorkey((0,RLEACCEL)
        self.rect = self.surf.get_rect(

            center =(
                random.randint(SCREEN_WIDTH + 20,)
        )
    
    def update(self):
        self.rect.move_ip(-6,0)
        if self.rect.right < 0:
            self.kill()

class Barrier(pygame.sprite.Sprite):
    def __init__(self):
        super(Barrier,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\shield.png').convert()
        self.surf.set_colorkey((0,RLEACCEL)
        self.rect = self.surf.get_rect()
    
    def update(self):
        
        if pressed_keys[K_w]:
            self.rect.move_ip(0,0)

pygame.init()

pygame.display.set_caption('Simple game')

screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))

ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY,250)

ADDANOTHERENEMY = pygame.USEREVENT + 4
pygame.time.set_timer(ADDANOTHERENEMY,250)

ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD,3100)

ADDBALLON = pygame.USEREVENT + 3
pygame.time.set_timer(ADDBALLON,4500)

enemy = Enemy()
anotherenemy = AnotherEnemy()
player = Player()
barrier = Barrier()
sun = Sun()
ballon = Ballon()

enemies = pygame.sprite.Group()
anotherenemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
ballons = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(sun)
all_sprites.add(enemy)
all_sprites.add(anotherenemy)

Time = 0

clock = pygame.time.Clock()
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.USEREVENT:
            Time += 0.25

        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
            
            elif event.key == K_SPACE:
                all_sprites.add(barrier)
                
        elif event.type == QUIT:
            running = False

        


        elif event.type == ADDENEMY:
            new_enemy = Enemy()
            enemies.add(new_enemy)
            all_sprites.add(new_enemy)

        elif event.type == ADDANOTHERENEMY:
            new_anotherenemy = AnotherEnemy()
            anotherenemies.add(new_anotherenemy)
            all_sprites.add(new_anotherenemy)

        elif event.type == ADDCLOUD:
            new_cloud = Cloud()
            clouds.add(new_cloud)
            all_sprites.add(new_cloud)

        elif event.type == ADDBALLON:
            new_ballon = Ballon()
            ballons.add(new_ballon)
            all_sprites.add(new_ballon)

        elif Time < -10000000:
            running = False
    

    clock.tick(30)
    screen.blit(player.surf,player.rect)

    pressed_keys = pygame.key.get_pressed()
    player.update(pressed_keys)

    anotherenemies.update()
    enemies.update()
    clouds.update()
    ballons.update()
    barrier.update()

    screen.fill((135,206,250))

    for entity in all_sprites:
        screen.blit(entity.surf,entity.rect)
        pygame.display.flip()

    if pygame.sprite.spritecollideany(player,enemies):
        player.kill()
        running = False
    collided_enemy = pygame.sprite.spritecollideany(barrier,enemies)
    if collided_enemy != None:
        collided_enemy.kill()
        Time -= 25

    collided_anotherenemy = pygame.sprite.spritecollideany(barrier,anotherenemies)
    if collided_anotherenemy != None:
        collided_anotherenemy.kill()

    counter,text = str(Time),'                       score: ' + str(Time)
    pygame.time.set_timer(pygame.USEREVENT,1000)
    font = pygame.font.SysFont('Consolas',30)
    
    

    screen.blit(font.render(text,True,(0,0)),(32,48))
    pygame.display.flip()


pygame.quit()

解决方法

您只需调整您的位置和速度逻辑,让位置的移动和可变部分位于 y 组件中。因为屏幕顶部是 0,所以您必须从负 y 值开始,并以正步长移动而不是负值。当敌人离开屏幕底部(> 屏幕高度)时,您可以更改杀死检查以杀死敌人。这是来自屏幕顶部并向下移动的敌人定义:

class AnotherEnemy(pygame.sprite.Sprite):
    def __init__(self):
        super(AnotherEnemy,self).__init__()
        self.surf = pygame.image.load(image3).convert()
        self.surf.set_colorkey((255,255,255))
        self.rect = self.surf.get_rect(
            center=(
                random.randint(0,SCREEN_WIDTH),-100
            )
        )

        self.speed = random.randint(8,17)

    def update(self):
        self.rect.move_ip(0,self.speed)
        if self.rect.top > SCREEN_HEIGHT:
            self.kill()

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