如何解决制造克隆敌人
我正在 pygame 中制作一个简单的游戏,在该游戏中,您应该躲避或射击穿过屏幕的目标。到目前为止,我已经创建了船舶运动、子弹运动和第一个敌人出现。但是,我完全不知道如何在屏幕上每 3 秒生成一次新敌人。我做了一个计时器,但我仍然不知道触发计时器后如何生成敌人。当计时器达到 3 秒时,它会重新启动并将“has_passed”变量设置为 True,这允许我绘制克隆敌人。但很明显,这不起作用,因为之后变量立即设置为 False。我真的不知道如何继续,特别是因为我是一个初学者,所以这种类型的问题超出了我的范围,关于 python 和 pygame 知识。任何帮助将不胜感激。
df['idx'] = df.groupby('group_name').cumcount()
df.pivot(index='group_name',columns='idx')[['data_source_palma_id']]
data_source_palma_id
idx 0 1 2 3
group_name
ACE ACE(SIS) ACE(MAG) ACE(EPAM) ACE(SWEPAM)
解决方法
不要使用time.time()
。使用 pygame.time.get_ticks()
返回自调用 pygame.init()
以来的毫秒数。定义下一个敌人必须出现的时间。当前时间超过计算时间时创建一个新的敌人,并按持续创建新敌人的时间间隔增加时间:
next_enemy_time = 0
while True:
# [...]
current_time = pygame.time.get_ticks()
if current_time > next_enemy_time:
next_enemy_time = current_time + 3000 # 3000 milliseconds == 3 seconds
# [...] create new enemy
您根本不需要敌对克隆。使用列表管理多个敌人:
class ENEMY(ROCKET):
# [...]
def draw_enemy(self,rocket,bullet):
pygame.draw.rect(screen,enemy_color,self.enemy_rect)
self.enemy_y += self.enemy_speed
self.enemy_rect.topleft = (self.enemy_x,self.enemy_y)
enemies = []
while True:
# [...]
if current_time > next_enemy_time:
next_enemy_time = current_time + 3000
enemies.insert(0,ENEMY())
# [...]
如果y坐标大于屏幕高度,则循环绘制敌人并从列表中删除敌人:
while True:
# [...]
for enemy in enemies:
enemy.draw_enemy(rocket,bullet)
for i,enemy in enumerate(enemies):
if enemy.enemy_y > screen_height:
del enemies[i:]
break
# [...]
完整示例:
import pygame,sys
import random
import time
pygame.init()
clock = pygame.time.Clock()
time0 = time.time()
has_passed = False
screen_width = 600
screen_height = 800
enemyWidth = 30
enemyHeight = 10
bg_color = (94,50,50)
enemy_color = (0,0)
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption("Space Race Game")
class ROCKET:
def __init__(self):
self.rocketImg = pygame.image.load("spaceship.png")
self.rocket_x = screen_width/2 - 32
self.rocket_y = screen_height/2 + 150
def draw_rocket(self):
screen.blit(self.rocketImg,(self.rocket_x,self.rocket_y))
def move_rocket(self):
key = pygame.key.get_pressed()
if key[pygame.K_LEFT] and self.rocket_x + 15 > 0:
self.rocket_x -= 5
if key[pygame.K_RIGHT] and self.rocket_x < screen_width - 40:
self.rocket_x += 5
class BULLET(ROCKET):
def __init__(self):
super().__init__()
self.bullet_width = 10
self.bullet_height = 20
self.bullet_x = self.rocket_x + 25
self.bullet_y = self.rocket_y
self.move = [0,0]
self.bullet_speed = 7
self.bullet_rect = pygame.Rect(self.bullet_x,self.bullet_y,self.bullet_width,self.bullet_height)
def draw_bullet(self,bullet):
key = pygame.key.get_pressed()
if key[pygame.K_SPACE] and self.move[1] == 0:
self.bullet_x = rocket.rocket_x + 25
self.move[1] = -1
self.bullet_y += self.move[1] * self.bullet_speed
self.bullet_rect.topleft = (self.bullet_x,self.bullet_y)
if self.bullet_y < self.rocket_y - 10:
pygame.draw.rect(screen,(0,0),self.bullet_rect)
if self.bullet_y < - 20:
self.bullet_y = self.rocket_y
self.move[1] = 0
class ENEMY(ROCKET):
def __init__(self):
super().__init__()
self.enemy_width = enemyWidth
self.enemy_height = enemyHeight
self.enemy_x = random.randint(self.enemy_width,screen_width - self.enemy_width)
self.enemy_y = 0
self.enemy_speed = 1
self.enemy_rect = pygame.Rect(self.enemy_x,self.enemy_y,self.enemy_width,self.enemy_height)
def draw_enemy(self,self.enemy_y)
rocket = ROCKET()
bullet = BULLET()
randomNum = random.randint(enemyWidth,screen_width - enemyWidth)
next_enemy_time = 0
enemies = []
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
current_time = pygame.time.get_ticks()
if current_time > next_enemy_time:
next_enemy_time = current_time + 3000
enemies.insert(0,ENEMY())
screen.fill(bg_color)
rocket.draw_rocket()
rocket.move_rocket()
bullet.draw_bullet(rocket,bullet)
for enemy in enemies:
enemy.draw_enemy(rocket,enemy in enumerate(enemies):
if enemy.enemy_y > screen_height:
del enemies[i:]
break
pygame.display.flip()
clock.tick(60)
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