Python Pygame-让精灵在类中的图像中循环,并分配一个命中框

Python Pygame-让精灵在类中的图像中循环,并分配一个命中框,python,python-3.x,image,pygame,Python,Python 3.x,Image,Pygame,TLDR;代码如下 我受够了pygame我只是太困惑了, 就像我想我正在学习更多关于课程、循环和一切的知识,但是,我认为我们在这所学校的项目中花了几天的时间(面对面)就学到了很多东西。这是他们让我们做的第一个项目,我在stackoverflow上从你那里学到了很多,但是你给出了复杂的答案,我们让它们工作,但是我想我在调试方面学到了很多 不管怎么说,这么多与pygame相关的问题的原因肯定是我不想成为pygame专家 僵尸代码: import pygame import random import

TLDR;代码如下

我受够了pygame我只是太困惑了, 就像我想我正在学习更多关于课程、循环和一切的知识,但是,我认为我们在这所学校的项目中花了几天的时间(面对面)就学到了很多东西。这是他们让我们做的第一个项目,我在stackoverflow上从你那里学到了很多,但是你给出了复杂的答案,我们让它们工作,但是我想我在调试方面学到了很多

不管怎么说,这么多与pygame相关的问题的原因肯定是我不想成为pygame专家

僵尸代码:

import pygame
import random
import math
# import fighting_game

# Player = player()




class ZombieEnemy(pygame.sprite.Sprite):
# zwalkRight = [pygame.image.load('images/zombiestandright1.png'), pygame.image.load('images/ztep.png'), pygame.image.load('imageszombiestandright1.png'), pygame.image.load('images/zombiestandright1.png')]

# zwalkLeft = [(pygame.image.load('images/zombiestandleft.png'), pygame.image.load('images/ztepleft.png'), pygame.image.load('images/zombiestandleft.png'), pygame.image.load('images/ztep2.png')]
    def __init__(self, x=300, y=360):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('images/zombie.png')
        self.rect = self.image.get_rect()
        self.rect.center = (x, y)
        self.speedy = random.randrange(1, 8)
    def move_towards_player(self, player):
        # Find direction vector (dx, dy) between enemy and player.
        dx, dy = player.rect.x - self.rect.x, player.rect.y - self.rect.y
        dist = math.hypot (dx, dy)
        dx, dy = dx / dist, dy / dist # Normalize
        # Move along this normalized vector towards the player
        self.rect.x += dx * 10
        self.rect.y += dy * 0
主要代码:

import pygame
import math
import random
from Zombie import *
# from pygame.locals import *
pygame.init()

win = pygame.display.set_mode((900,567))

pygame.display.set_caption("Power Rangers ZOMBIES")

walkRight = [pygame.image.load('images/walk1.png'), pygame.image.load('images/walk2.png'), pygame.image.load('images/walk3.png'), pygame.image.load('images/walk4.png'), pygame.image.load('images/walk5.png'), pygame.image.load('images/walk6.png')]
walkLeft = [pygame.image.load('images/leftwalk2.png'), pygame.image.load('images/leftwalk3.png'), pygame.image.load('images/leftwalk4.png'), pygame.image.load('images/leftwalk5.png'), pygame.image.load('images/leftwalk6.png'), pygame.image.load('images/leftwalk7.png')]
bg = pygame.image.load('images/background.png')
char = pygame.image.load('images/standingstill.png')
clock = pygame.time.Clock()

class Player(pygame.sprite.Sprite):
    def __init__(self,x,y,width,height):
        self.image = pygame.Surface((144,200))
        self.rect = self.image.get_rect()
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 0
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.rect.x = x
        self.rect.y = y

    def draw(self, win):
        if self.walkCount + 1 >= 18:
            self.walkCount = 0

        if self.left:
            win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
            self.walkCount += 1
        elif self.right:
            win.blit(walkRight[self.walkCount//3], (self.x,self.y))
            self.walkCount +=1
        else:
            win.blit(char, (self.x,self.y))

class Background(pygame.sprite.Sprite):
    def __init__(self, image_file, location):
        pygame.sprite.Sprite.__init__(self)  #call Sprite initializer
        self.image = pygame.image.load('images/background.png')
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = location

BackGround = Background('images/background.png', [0,0])

# def redrawGameWindow():
#     win.blit(bg, (0,0))
#     man.draw(win)

#     pygame.display.update()
all_zombies = pygame.sprite.Group()





#mainloop
man = Player(100, 340, 40, 60)
run = True
for i in range( 50 ):
    new_x = random.randrange( 0, 10000)       # random x-position
    # new_y = random.randrange( 0, )      # random y-position
    z = ZombieEnemy(new_x)
    all_zombies.add(z)         # create, and add to group
    z.move_towards_player(man)

    #####
while run:
    clock.tick(27)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    keys = pygame.key.get_pressed()

    if keys[pygame.K_LEFT] and man.x > man.vel:
        BackGround.rect.left = BackGround.rect.left + int(10)
        man.x -= man.vel
        man.left = True
        man.right = False
    elif keys[pygame.K_RIGHT]: #and man.x < 500 - man.width - man.vel:
        BackGround.rect.left = BackGround.rect.left - int(10)
        man.x += man.vel
        man.right = True
        man.left = False
    else:
        man.right = False
        man.left = False
        man.walkCount = 0

    if not(man.isJump):
        if keys[pygame.K_SPACE]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10

    # redrawGameWindow()
    for zombie in all_zombies:
        zombie.move_towards_player(man)

    win.blit(BackGround.image, BackGround.rect)
    all_zombies.update()
    man.draw(win)
    all_zombies.draw(win)
    pygame.display.flip()


pygame.quit()
导入pygame
输入数学
随机输入
从僵尸导入*
#从pygame.locals导入*
pygame.init()
win=pygame.display.set_模式((900567))
pygame.display.set_标题(“强力游骑兵僵尸”)
walkRight=[pygame.image.load('images/walk1.png')、pygame.image.load('images/walk2.png')、pygame.image.load('images/walk3.png')、pygame.image.load('images/walk4.png')、pygame.image.load('images/walk5.png')、pygame.image.load('images/walk6.png')]
walkLeft=[pygame.image.load('images/leftwalk2.png')、pygame.image.load('images/leftwalk3.png')、pygame.image.load('images/leftwalk4.png')、pygame.image.load('images/leftwalk5.png')、pygame.image.load('images/leftwalk6.png')、pygame.image.load('images/leftwalk7.png')]
bg=pygame.image.load('images/background.png')
char=pygame.image.load('images/standingstill.png')
clock=pygame.time.clock()
职业玩家(pygame.sprite.sprite):
定义初始值(自、x、y、宽度、高度):
self.image=pygame.Surface((144200))
self.rect=self.image.get_rect()
self.x=x
self.y=y
self.width=宽度
自我高度=高度
self.vel=0
self.isJump=False
self.left=False
self.right=False
self.walkCount=0
self.jumpCount=10
self.rect.x=x
自校正y=y
def抽签(自我,赢):
如果self.walkCount+1>=18:
self.walkCount=0
如果self.left:
blit(walkLeft[self.walkCount//3],(self.x,self.y))
self.walkCount+=1
elif self.right:
blit(walkRight[self.walkCount//3],(self.x,self.y))
self.walkCount+=1
其他:
win.blit(char,(self.x,self.y))
类背景(pygame.sprite.sprite):
def_uuuinit_uuu(自我、图像文件、位置):
pygame.sprite.sprite.\uuuu初始化(self)\uuuu调用sprite初始值设定项
self.image=pygame.image.load('images/background.png')
self.rect=self.image.get_rect()
self.rect.left,self.rect.top=位置
背景=背景('images/BackGround.png',[0,0])
#def重画游戏窗口():
#温·布利特(背景,(0,0))
#男子平局(胜利)
#pygame.display.update()
all_zombies=pygame.sprite.Group()
#主回路
男子=运动员(1003404060)
运行=真
对于范围(50)内的i:
新的x=random.randrange(0,10000)#随机x位置
#新y=random.randrange(0,)#随机y位置
z=僵尸敌人(新的x)
所有僵尸。添加(z)#创建并添加到组中
z、 向球员(男子)移动
#####
运行时:
时钟滴答作响(27)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
运行=错误
keys=pygame.key.get_pressed()
如果键[pygame.K_左]和man.x>man.vel:
BackGround.rect.left=BackGround.rect.left+int(10)
man.x-=man.vel
左=真
对=错
elif keys[pygame.K_RIGHT]:#和man.x<500-man.width-man.vel:
BackGround.rect.left=BackGround.rect.left-int(10)
man.x+=man.vel
正确的
左=假
其他:
对=错
左=假
man.walkCount=0
如果没有(man.isJump):
如果键[pygame.K_SPACE]:
man.isJump=True
对=错
左=假
man.walkCount=0
其他:
如果man.jumpCount>=-10:
负=1
如果man.jumpCount<0:
负=-1
man.y-=(man.jumpCount**2)*0.5*neg
man.jumpCount-=1
其他:
man.isJump=False
man.jumpCount=10
#重画游戏窗口()
对于所有_僵尸中的僵尸:
僵尸。向玩家(人)移动
win.blit(BackGround.image,BackGround.rect)
所有僵尸。更新()
男子平局(胜利)
所有僵尸。抽签(赢)
pygame.display.flip()
pygame.quit()
玩家(
)是一个僵尸,所有僵尸都在
所有僵尸

用于查找僵尸和玩家之间的冲突。e、 g:

如果pygame.sprite.spritecollide(人,所有僵尸,错误):
打印(“点击”)
要做到这一点,您必须在
.rect
属性中跟踪玩家的位置,因为
pygame.sprite.spritecollide
使用该属性查找碰撞。
您根本不需要属性
.x
.y
。e、 g:

职业玩家(pygame.sprite.sprite):
定义初始值(自、x、y、宽度、高度):
# [...]
self.rect.x=x
自校正y=y
def抽签(自我,赢):
如果self.walkCount+1>=18:
self.walkCount=0
如果self.left:
blit(walkLeft[self.walkCount//3],(self.rect.x,self.rect.y))
self.walkCount+=1
elif self.right:
blit(walkRight[self.walkCount//3],(self.rect.x,self.rect.y))
self.walkCount+=1
其他:
blit(char,(self.rect.x,self.rect.y))
运行时:
# [...]
keys=pygame.key.get_pressed()
如果键[pygame.K_LEFT]和man.rect.x>man.vel:
BackGround.rect.left=BackGround.rect.left+int(10)
man.rect.x-=man.vel
左=右