如何解决橙色仅随机显示在屏幕python的右侧
因此,每当我的播放器与我的橙色物体碰撞或我的橙色物体与平台碰撞时,我的橙色物体只会在右边稍微随机化,我正在尝试使其在屏幕上的所有位置随机化,但它不起作用。我试着让橙子在与播放器或平台碰撞时回到屏幕上方,然后回落并重新调整步骤。 随机化器代码无效。
run = True
while run:
[...]
for Orange in oranges:
Orange.y += playerman.speed
for Orange in oranges:
for Platform in platforms:
if Orange.rect.colliderect(Platform.rect) or Orange.rect.colliderect(playerman.rect):
Orange.speed += 1
Orange.x = random.randint(Orange.rect.x,Orange.rect.x + Orange.rect.width)
Orange.y = random.randrange(0,1 + 12)
我的完整代码
import pygame
import random
pygame.init()
window = pygame.display.set_mode((700,500 ))
pygame.display.set_caption("Noobs First Game")
BG = pygame.image.load("b_g1.png")
S = pygame.image.load("score.png")
S = pygame.transform.scale(S,(S.get_width()//10,S.get_height()//10))
C = pygame.mixer.sound("Crunch.ogg")
SL = pygame.mixer.sound("Slurp.ogg")
# Playerman
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.isJump = False
self.JumpCount = 10
self.fall = 0
self.rect = pygame.Rect(x,width)
self.right = [pygame.image.load("Player_runright1.png"),pygame.image.load("Player_runright2.png"),pygame.image.load("Player_runright3.png"),pygame.image.load("Player_runright4.png"),pygame.image.load("Player_runright5.png"),pygame.image.load("Player_runright6.png"),pygame.image.load("Player_runright7.png"),pygame.image.load("Player_runright8.png")]
self.left = [pygame.image.load("Player_runleft1.png"),pygame.image.load("Player_runleft2.png"),pygame.image.load("Player_runleft3.png"),pygame.image.load("Player_runleft4.png"),pygame.image.load("Player_runleft5.png"),pygame.image.load("Player_runleft6.png"),pygame.image.load("Player_runleft7.png"),pygame.image.load("Player_runleft8.png")]
self.idle = [pygame.image.load("Player_idle1.png"),pygame.image.load("Player_idle2.png"),pygame.image.load("Player_idle3.png"),pygame.image.load("Player_idle4.png"),pygame.image.load("Player_idle5.png"),pygame.image.load("Player_idle6.png"),pygame.image.load("Player_idle7.png"),pygame.image.load("Player_idle8.png"),]
self.idlel = [pygame.image.load("Player_idlel1.png"),pygame.image.load("Player_idlel2.png"),pygame.image.load("Player_idlel3.png"),pygame.image.load("Player_idlel4.png"),pygame.image.load("Player_idlel5.png"),pygame.image.load("Player_idlel6.png"),pygame.image.load("Player_idlel7.png"),pygame.image.load("Player_idlel8.png")]
self.jump = [pygame.image.load("Player_jump1.png"),pygame.image.load("Player_jump2.png"),pygame.image.load("Player_jump3.png"),pygame.image.load("Player_jump4.png"),pygame.image.load("Player_jump5.png"),pygame.image.load("Player_jump6.png")]
self.ljump = [pygame.image.load("Player_leftjump1.png"),pygame.image.load("Player_leftjump2.png"),pygame.image.load("Player_leftjump3.png"),pygame.image.load("Player_leftjump4.png"),pygame.image.load("Player_leftjump5.png"),pygame.image.load("Player_leftjump6.png")]
self.direction = "ljump"
self.direction = "jump"
self.direction = "idlel"
self.direction = "idle"
self.direction = "right"
self.direction = "left"
self.right = [pygame.transform.scale(image,(image.get_width()+40,image.get_height()+40)) for image in self.right]
self.left = [pygame.transform.scale(image,image.get_height()+40)) for image in self.left]
self.idle = [pygame.transform.scale(image,image.get_height()+40)) for image in self.idle]
self.idlel = [pygame.transform.scale(image,image.get_height()+40)) for image in self.idlel]
self.jump = [pygame.transform.scale(image,image.get_height()+40)) for image in self.jump]
self.ljump = [pygame.transform.scale(image,image.get_height()+40)) for image in self.ljump]
self.next_frame_time = 0
self.fps = 10
self.clock = pygame.time.Clock()
self.anim_index = 0
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
if self.direction == "right":
image_list = self.right
if self.direction == "left":
image_list = self.left
if self.direction == "idle":
image_list = self.idle
if self.direction == "idlel":
image_list = self.idlel
if self.direction == "jump":
image_list = self.jump
if self.direction == "ljump":
image_list = self.ljump
# is it time to show next frame?
time_Now = pygame.time.get_ticks()
if (time_Now > self.next_frame_time):
# time till next frame
inter_time_delay = 1000 // self.fps
self.next_frame_time = time_Now + inter_time_delay
# show next frame
self.anim_index += 1
if self.anim_index >= len(image_list):
self.anim_index = 0
if self.anim_index >= len(image_list):
self.anim_index = 0
player_image = image_list[self.anim_index]
pygame.draw.rect( window,self.color,self.get_rect(),2 )
player_image = image_list[self.anim_index]
player_rect = player_image.get_rect(center = self.get_rect().center)
player_rect.centerx += 3
player_rect.centery -= 13
window.blit(player_image,player_rect)
class Platform:
def __init__(self,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.rect = pygame.Rect(x,height)
self.grass = pygame.image.load("Grass_1.png")
self.grass = pygame.transform.scale(self.grass,(self.grass.get_width()-30,self.grass.get_height()-30))
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.rect)
platform_rect = self.grass.get_rect(center = self.rect.center)
platform_rect.centerx += 5
platform_rect.centery += 3
window.blit(self.grass,platform_rect)
class Platform2:
def __init__(self,height)
self.grass = pygame.image.load("Grass_2.png")
self.grass = pygame.transform.scale(self.grass,(self.grass.get_width()-25,self.grass.get_height()-25))
def draw(self):
self.rect.topleft = (self.x,self.rect)
platform2_rect = self.grass.get_rect(center = self.rect.center)
platform2_rect.centerx += 0.1
platform2_rect.centery -= 0
window.blit(self.grass,platform2_rect)
######## ALL FRUITS
class Orange:
def __init__(self,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.rect = pygame.Rect(x,height)
self.orange = pygame.image.load("Orange_1.png")
self.orange = pygame.transform.scale(self.orange,(self.orange.get_width()//25,self.orange.get_height()//25))
def draw(self):
self.rect.topleft =(self.x,self.rect)
orange_rect = self.orange.get_rect(center = self.rect.center)
orange_rect.centerx -= 1
orange_rect.centery += 2
window.blit(self.orange,orange_rect)
# Colors for hitBox
white = (255,255,255)
### DRAWing CLASSES
# Drawing Player
playerman = Player(300,40,white)
#Drawing Platforms
platform1 = Platform(2200,465,35,35.1,white)
# drawing platform2
Platform1 = Platform2(2300,white)
# Drawing Orange
orange1 = Orange(-150,200,25,white)
### LIST
# Platform List
platforms = [platform1]
# Platform2 list
Platforms = [Platform1]
# Orange list
oranges = [orange1]
# Windows color
def redrawwindow():
window.fill((0,0))
window.blit(BG,(0,0))
# for Food
window.blit(text,textRect)
# Drawing the player the screen
playerman.draw()
# Drawing Platform to the screen
for Platform in platforms:
Platform.draw()
# Drawing Platform2 to the screen
for Platform2 in Platforms:
Platform2.draw()
# Drawing Orange to the screen
for Orange in oranges:
Orange.draw()
font = pygame.font.Font("freesansbold.ttf",30)
score = 0
text = font.render(" = "+str(score),True,(255,255))
textRect = text.get_rect()
textRect.center = ((150,40))
platformGroup = pygame.sprite.Group
Level = [
"1 1","1 o 1","1 1","1 o o 1","1 o 1","1 o 1","11 11 11","22111111122111111122","22222222222222222222",]
for iy,row in enumerate(Level):
for ix,col in enumerate(row):
if col == "1":
new_platform = Platform(ix*35,iy*36.4,255))
platforms.append(new_platform)
for iy,col in enumerate(row):
if col == "2":
new_platform2 = Platform2(ix*35,iy*36.3,255))
Platforms.append(new_platform2)
for iy,255))
Platforms.append(new_platform2)
# FRUITS
for iy,col in enumerate(row):
if col == "o":
new_orange = Orange(ix*35,iy*60,255))
oranges.append(new_orange)
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# orange falling and colliding with platform
for Orange in oranges:
Orange.y += playerman.speed
for Orange in oranges:
for Platform in platforms:
if Orange.rect.colliderect(Platform.rect) or Orange.rect.colliderect(playerman.rect):
Orange.speed += 1
Orange.x = random.randint(Orange.rect.x,1 + 12)
for Orange in oranges:
for one in range(len(oranges)-1,-1,-1):
if playerman.rect.colliderect(oranges[one].rect):
score += 1
text = font.render(" = "+str(score),255))
textRect.center = ((150,40))
C.play()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
if event.key == pygame.K_a:
x_change = 7
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_a:
x_change = 0
x += x_change
if x > 500 - playerman.width or x < 0:
x = old_x
# lets player move
keys = pygame.key.get_pressed()
px,py = playerman.x,playerman.y
if keys[pygame.K_a] and px > playerman.speed:
px -= playerman.speed
playerman.direction = "left"
elif keys[pygame.K_d] and px < 700 - playerman.height - playerman.speed:
px += playerman.speed
playerman.direction = "right"
else:
if playerman.direction == "right":
playerman.direction = "idle"
else:
if playerman.direction == "left":
playerman.direction = "idlel"
if keys[pygame.K_w] and py > playerman.speed:
py -= playerman.speed
if keys[pygame.K_s] and py <500 - playerman.width - playerman.speed:
py += playerman.speed
# animation for player jump
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "ljump"
# player colliding with sides of pllatform
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px,py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
if playerman.get_rect().colliderect(Platform.rect):
collide = True
playerman.isJump = False
playerman.y = Platform.rect.top - playerman.height
if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
playerman.x = Platform.rect.left - playerman.width
if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
playerman.x = Platform.rect.right
# colliding with floor
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
window.blit(S,(50,0))
pygame.display.update()
pygame.quit()
解决方法
random.randrange
与range
类似。屏幕尺寸为700x500。因此,x坐标的范围为[0,700-Orange.rect.width
],y坐标的范围为[0,500-Orange.rect.height
]:
Orange.x = random.randrange(0,700-Orange.rect.width)
Orange.y = random.randrange(0,500-Orange.rect.height)
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