Python I';我创造了太空入侵者,但它';it’它不能正常工作
在我的编程课上,我正在做一个太空入侵者游戏。。。我的代码并不完美,但大多数情况下都能正常工作。主要是 我不想透露太多细节(我会提供一个到Codeskulptor页面的链接,这样你就可以自己看到了),但有一件事让我感到不安,那就是我的敌人正在减速,他们应该加速 我正在把水平速度(vx)打印到控制台上,我可以看到它在增加。当vx还在增加时,加速会正常工作,直到某一点,他们再次减速?!当只剩下四个敌人时,这真的很容易发现 所有敌方/外星物体都存储在一个列表中,当它们被激光击中时,它们会被一个名为“kill”的函数从列表中删除 功能如下:Python I';我创造了太空入侵者,但它';it’它不能正常工作,python,python-2.7,codeskulptor,Python,Python 2.7,Codeskulptor,在我的编程课上,我正在做一个太空入侵者游戏。。。我的代码并不完美,但大多数情况下都能正常工作。主要是 我不想透露太多细节(我会提供一个到Codeskulptor页面的链接,这样你就可以自己看到了),但有一件事让我感到不安,那就是我的敌人正在减速,他们应该加速 我正在把水平速度(vx)打印到控制台上,我可以看到它在增加。当vx还在增加时,加速会正常工作,直到某一点,他们再次减速?!当只剩下四个敌人时,这真的很容易发现 所有敌方/外星物体都存储在一个列表中,当它们被激光击中时,它们会被一个名为“ki
def kill(enemy):
global points
points += 1
for enemies in EnemyList_1:
if enemies.vx > 0:
enemies.vx += 1.0/4/60
elif enemies.vx < 0:
enemies.vx -= 1.0/4/60
EnemyList_1.remove(enemy)
def杀伤(敌人):
全局点
点数+=1
对于EnemyList_1中的敌人:
如果0.vx>0:
vx+=1.0/4/60
elif.vx<0:
vx-=1.0/4/60
敌人列表1.移除(敌人)
正如您在EnemyList_1列表中看到的敌人对象一样,当调用函数时,敌人对象将被删除(该函数由my Equires类中的以下函数调用):
def激光装置(自身,激光):
全球等待,FriendLaserList
如果abs(self.x-laser.x)
等待变量是我用来在激光发射之间创建冷却时间的变量。别费心看了
我的代码可能看起来像火车失事,但在大多数情况下,它是有效的,我对自己的工作很满意,这是我第一次做这样的事情
游戏的链接(当然没有结束,所有的评论都是荷兰语,给我的老师等),但是所有的变量都是英语:
在您尝试运行它的前几次,它将无法工作,因为SimpleGui模块正在加载图像。(我们的老师只接受存储在Google Drive中的images)
我迫切的问题是:为什么随着时间的推移,当更多的敌人被杀时,我的敌人会减速,而我的代码明确指出他们应该加速?
PS:我尝试过,而不是从列表中删除敌人,只是把他们放在画布外,但这给我带来了激光-敌人碰撞检查的麻烦。我宁愿删除他们,因为这样可以使游戏运行更平稳。我也尝试过。pop()和'del',但我遇到了同样的问题
我为我的n00b代码和我的英语错误道歉
不,但认真地说,不要因为我的代码现在有多糟糕而惊慌失措,很多东西都不起作用,我必须快速更改值等。但一旦一切正常,我会清理它等。现在我只需要修复它,我很困惑这是我做的事情还是只是一个错误
我为那些不想去codeskulptor的人编写的全部代码(警告:太乱了!):
导入simplegui
随机输入
#帧选项
宽度=450.0
高度=600.0
边框=(宽度/16,高度/12,1,'白色')
#维贾德期权
#格洛特·范德维詹登(Grootte van de vijanden)是一位年轻人。
#安塔尔/格罗特。纳图利克·尼特·格罗特·马克恩。。。
敌人大小=20.0
敌方中心点=敌方大小/2.0
敌人排=3
敌方数量=13
敌方数量=敌方行数量*敌方行
#得分
级别=1
分数=0
#斯佩勒
生命=3
播放器大小=22.0
#普拉特耶斯
heart=simplegui.load\u图像('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/hart.png')
heartwh=[heart.get_width(),heart.get_height()]
heartcenter=[heartwh[0]/2,heartwh[1]/2]
#奥维格·瓦里贝伦。
填充=(边框[0]+敌方大小*4.0,边框[1]+敌方大小*0.64285714285)
间距=(宽度-填充[0]*2.0)/(行数/数量-1)
CheckX=填充[0]-边界[0]-敌方中心点
#一级voor de vijanden厢式货车
一类(对象):
image=simplegui.load\u image('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/vijand1wit.png')
宽度=图像。获取宽度()
高度=图像。获取高度()
wh=(宽度、高度)
中心=(宽度/2.0,高度/2.0)
大小=(敌人大小,敌人大小*高度/宽度)
vx=敌方尺寸/20.0/60.0
vy=敌方尺寸/2.0
att=2000
定义初始化(self,x,y):
self.x=x
self.y=y
self.pos=[浮动(self.x),浮动(self.y)]
self.x_org=self.pos[0]
#维詹登酒店
def更新(自我):
self.x=self.pos[0]
self.y=self.pos[1]
#尼埃的德维詹登·希滕的贝帕阿尔特。
def喷射(自):
self.attack=random.randrange(0,int(self.att))
如果6 2000*0.95**10:
敌人.att=敌人.att*0.95
elif.att<2000*0.95**10:
敌人.att=敌人.att*0.97
敌人列表1.移除(敌人)
打印透镜(电子列表1)
def elaserkill(激光):
EnemyLaserList.移除(激光)
def flaserkill(激光):
FriendLaserList.移除(激光)
def绘图(画布):
全球层面,积分,生命,等等
#特克斯特、斯考尔、莱文斯等。
canvas.draw_text('LEVENS:',(边框[0]+10,20],20,'white','monospace'))
画布.绘制文本('SCORE:'+str(points),(边框[0]+10,20*2),20,'white','monospace'))
canvas.draw_text('LEVEL:'+str(LEVEL),(WIDTH-BORDER[0]-frame.get_canvas_textwidth('LEVEL:'+str(LEVEL),20,'monospace'),20*2),20,'white,'monospace'))
对于范围(1,寿命+1)内的i:
画布。绘制图像(心脏,
心脏中心,
heartwh,
[边框[0]+10+文本层+20*i,
13],
def laserhit(self, laser):
global wait, FriendLaserList
if abs(self.x - laser.x) < self.size[0] / 2.0 and abs(self.y - laser.y) < self.size[1] / 2.0:
laser.x = WIDTH
laser.y = HEIGHT
laser.pos = [WIDTH, HEIGHT]
laser.vy = 0
wait = 0.0
FriendLaserList = []
kill(self)
import simplegui
import random
# Frame opties
WIDTH = 450.0
HEIGHT = 600.0
BORDER = (WIDTH / 16, HEIGHT / 12, 1, 'white')
# Vijand opties
# Grootte van de vijanden kan je aanpassen, ook het aantal.
# Aantal/Grootte. Natuurlijk niet te groot maken...
enemy_size = 20.0
enemy_centrepoint = enemy_size / 2.0
enemy_rows = 3
enemy_row_amount = 13
enemy_amount = enemy_row_amount * enemy_rows
# Score
level = 1
points = 0
# Speler
lives = 3
player_size = 22.0
# Plaatjes
heart = simplegui.load_image('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/hart.png')
heartwh = [heart.get_width(), heart.get_height()]
heartcenter = [heartwh[0] / 2, heartwh[1] / 2]
# Overige variabelen.
PADDING = (BORDER[0] + enemy_size * 4.0, BORDER[1] + enemy_size * 0.64285714285)
SPACING = (WIDTH - PADDING[0] * 2.0) / (enemy_row_amount - 1)
CheckX = PADDING[0] - BORDER[0] - enemy_centrepoint
# Class voor de vijanden van level 1
class Enemy_One(object):
image = simplegui.load_image('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/vijand1wit.png')
width = image.get_width()
height = image.get_height()
wh = (width, height)
center = (width / 2.0, height / 2.0)
size = (enemy_size,enemy_size * height/width)
vx = enemy_size/20.0/60.0
vy = enemy_size / 2.0
att = 2000
def __init__(self, x, y):
self.x = x
self.y = y
self.pos = [float(self.x),float(self.y)]
self.x_org = self.pos[0]
# Verandert positie vijanden
def update(self):
self.x = self.pos[0]
self.y = self.pos[1]
# Bepaalt of de vijanden schieten of niet.
def shoot(self):
self.attack = random.randrange(0,int(self.att))
if 6 <= self.attack <= 7:
EnemyLaserList.append(EnemyLaser(self.pos[0], self.pos[1]))
# Bepaalt of de vijanden worden geraakt of niet
def laserhit(self, laser):
global wait, FriendLaserList
if abs(self.x - laser.x) < self.size[0] / 2.0 and abs(self.y - laser.y) < self.size[1] / 2.0:
laser.x = WIDTH
laser.y = HEIGHT
laser.pos = [WIDTH, HEIGHT]
laser.vy = 0
wait = 0.0
FriendLaserList = []
kill(self)
# Class voor de Fighter (jij)
class Fighter(object):
image = simplegui.load_image('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/speler.png')
width = image.get_width()
height = image.get_height()
wh = (width, height)
center = (width / 2.0, height / 2.0)
vx = 0
vx_org = 5
size = (player_size, player_size * height/width)
def __init__(self, x, y):
self.x = x
self.y = y
self.pos = [self.x, self.y]
def move(self):
if BORDER[0] + player_size / 2.0 < self.x < WIDTH - BORDER[0] - player_size / 2.0:
self.x += self.vx
self.pos = [self.x, self.y]
elif self.x <= BORDER[0] + player_size / 2.0:
self.x += 1
elif self.x >= WIDTH - BORDER[0] - player_size / 2.0:
self.x -= 1
# Kijken of de speler wordt geraakt door een laser
def laserhit(self, laser):
global lives
if abs(self.x - laser.x) < self.size[0] / 2.0 and abs(self.y - laser.y) < self.size[1] / 2.0:
lives -= 1
elaserkill(laser)
# Schieten
def shoot(self):
global FriendLaserList
FriendLaserList.append(FriendlyLaser(self.x, self.y))
FriendLaserList = []
# Class voor de laser van de speler
class FriendlyLaser(object):
image = simplegui.load_image('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/lasergroen.png')
width = image.get_width()
height = image.get_height()
wh = (width, height)
center = (width / 2, height / 2)
vy = -10
size = (enemy_size / 10.0, enemy_size * 4 / 10.0)
def __init__(self,x,y):
self.x = x
self.y = y
self.pos = [self.x, self.y]
# Verandert positie vriendelijke laser.
def update(self):
self.y += self.vy
self.pos = [self.x, self.y]
if self.y < BORDER[1] or self.pos == [WIDTH, HEIGHT]:
flaserkill(self)
# Class voor de vijand lasers
class EnemyLaser(object):
image = simplegui.load_image('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/laser.png')
width = image.get_width()
height = image.get_height()
wh = (width, height)
center = (width / 2, height / 2)
vy = 5
size = (enemy_size / 10.0, enemy_size * 4 / 10.0)
def __init__(self,x,y):
self.x = x
self.y = y
self.pos = [self.x, self.y]
# Verandert positie vijandelijke laser.
def update(self):
self.y += self.vy
self.pos = [self.x, self.y]
if self.y > HEIGHT - 10 or self.pos == [WIDTH, HEIGHT]:
elaserkill(self)
# Speler
player = Fighter(WIDTH / 2.0, (HEIGHT - BORDER[1]) + (BORDER[1] / 2.0))
# Vijand Laser list
EnemyLaserList = []
# Level 1 vijanden maken
EnemyList_1 = []
def level_1():
global EnemyList_1, lives, points, EnemyLaserList, level, FriendLaserList, wait
wait = 0.0
level = 1
lives = 3
points = 0
EnemyList_1 = []
EnemyLaserList = []
FriendLaserList = []
for i in range(0,enemy_amount + 1):
# Rij 1
if i < enemy_row_amount:
EnemyList_1.append(Enemy_One(PADDING[0] + SPACING * (i),PADDING[1]))
# Rij 2
elif enemy_row_amount < i <= enemy_row_amount * 2:
EnemyList_1.append(Enemy_One(PADDING[0] + SPACING * (i-enemy_row_amount - 1),PADDING[1] + SPACING))
# Rij 3
elif i > enemy_row_amount * 2:
EnemyList_1.append(Enemy_One(PADDING[0] + SPACING * (i-enemy_row_amount * 2 - 1),PADDING[1] + SPACING * 2))
# Vijanden positie verplaatsen
def posupdate():
global lives
for enemy in EnemyList_1:
if enemy.x_org - CheckX <= enemy.pos[0] <= enemy.x_org + CheckX:
enemy.pos[0] += enemy.vx
elif enemy.y + enemy.wh[1] >= HEIGHT - BORDER[1]:
lives = 0
else:
enemy.vx = -enemy.vx
enemy.pos[0] += enemy.vx
enemy.pos[1] += enemy.vy
# Haal vijanden weg
def kill(enemy):
global points
points += 1
for enemies in EnemyList_1:
if enemies.vx > 0:
enemies.vx += 1.0/4/60
elif enemies.vx < 0:
enemies.vx -= 1.0/4/60
if enemies.att > 2000 * 0.95 ** 10:
enemies.att = enemy.att * 0.95
elif enemies.att < 2000 * 0.95 ** 10:
enemies.att = enemy.att * 0.97
EnemyList_1.remove(enemy)
print len(EnemyList_1)
def elaserkill(laser):
EnemyLaserList.remove(laser)
def flaserkill(laser):
FriendLaserList.remove(laser)
def draw(canvas):
global level, points, lives, wait
# Tekst, score, levens, etc.
canvas.draw_text('LEVENS: ',(BORDER[0] + 10, 20),20, 'white', 'monospace')
canvas.draw_text('SCORE: ' + str(points),(BORDER[0] + 10, 20 * 2),20, 'white', 'monospace')
canvas.draw_text('LEVEL: ' + str(level),(WIDTH - BORDER[0] - frame.get_canvas_textwidth('LEVEL: ' + str(level),20,'monospace'), 20 * 2),20, 'white', 'monospace')
for i in range(1, lives + 1):
canvas.draw_image(heart,
heartcenter,
heartwh,
[BORDER[0] + 10 + text_levens + 20 * i,
13],
(20,
20.0 * heartwh[1]/heartwh[0]))
# Borders voor debuggen
canvas.draw_line((BORDER[0],0),
(BORDER[0],HEIGHT),
BORDER[2],
BORDER[3]
)
canvas.draw_line((WIDTH-BORDER[0],0),
(WIDTH-BORDER[0],HEIGHT),
BORDER[2],
BORDER[3]
)
canvas.draw_line((0,BORDER[1]),
(WIDTH,BORDER[1]),
BORDER[2],
BORDER[3]
)
canvas.draw_line((0,HEIGHT - BORDER[1]),
(WIDTH,HEIGHT - BORDER[1]),
BORDER[2],
BORDER[3]
)
# Teken vijandelijke lasers
for laser in EnemyLaserList:
laser.update()
canvas.draw_image(laser.image,
laser.center,
laser.wh,
laser.pos,
laser.size)
if points == enemy_amount and level == 1:
#level = 2
#levellabel.set_text("Level 2")
if lives < 4:
lives += 1
canvas.draw_text("Je hebt gewonnen!",
(WIDTH / 2 - frame.get_canvas_textwidth('Je hebt gewonnen!', 40, 'monospace') / 2,HEIGHT / 2),
40, 'white', 'monospace')
canvas.draw_text("Druk op 'R' voor een replay!",
(WIDTH / 2 - 10 - frame.get_canvas_textwidth('Druk op 'R' voor een replay!', 20, 'monospace') / 2,HEIGHT / 2 + HEIGHT / 8),
20, 'white', 'monospace')
if lives <= 0:
canvas.draw_text("Je hebt verloren!",
(WIDTH / 2 - frame.get_canvas_textwidth('Je hebt verloren!', 40, 'monospace') / 2,HEIGHT / 2),
40, 'white', 'monospace')
canvas.draw_text("Druk op 'R' voor een replay!",
(WIDTH / 2 - 10 - frame.get_canvas_textwidth('Druk op 'R' voor een replay!', 20, 'monospace') / 2,HEIGHT / 2 + HEIGHT / 8),
20, 'white', 'monospace')
else:
# Teken & beweeg speler
player.move()
canvas.draw_image(player.image,
player.center,
player.wh,
player.pos,
player.size)
# Laser hit checken voor de speler
for laser in EnemyLaserList:
player.laserhit(laser)
# Schieten check
if wait > 0.0:
wait -= 1/60.0
else:
wait = 0.0
# Laser v.d. speler tekenen
for laser in FriendLaserList:
laser.update()
canvas.draw_image(laser.image,
laser.center,
laser.wh,
laser.pos,
laser.size)
# Level 1 vijanden
if level == 1:
# Update posities
for enemy in EnemyList_1:
posupdate()
enemy.update()
enemy.shoot()
for laser in FriendLaserList:
enemy.laserhit(laser)
# Teken vijanden
for enemy in EnemyList_1:
canvas.draw_image(enemy.image,
enemy.center,
enemy.wh,
enemy.pos,
enemy.size)
# Debug Labels
pointslabel.set_text("Punten: " + str(points))
liveslabel.set_text("Levens: " + str(lives))
# Debug vermoorden van vijanden
# Ze worden sneller naarmate er meer doodgaan.
# Ze gaan meer aanvallen naarmate er meer doodgaan.
indexlist = []
wait = 0.0
def keydown(key):
global wait
# Speler bewegen naar links
if key == simplegui.KEY_MAP['left']:
player.vx = -player.vx_org
# Speler bewegen naar rechts
elif key == simplegui.KEY_MAP['right']:
player.vx = player.vx_org
# Spel opnieuw spelen
elif key == simplegui.KEY_MAP['r']:
level_1()
# Schieten
elif key == simplegui.KEY_MAP['space']:
if wait == 0.0:
wait = 1.0
player.shoot()
def keyup(key):
if key == simplegui.KEY_MAP['left']:
player.vx = 0
elif key == simplegui.KEY_MAP['right']:
player.vx = 0
def button_kill():
global points, indexlist
# 'Dood' vijand, voor testen!
kill(EnemyList_1[0])
def button_lives_add():
global lives
lives += 1
def button_lives_del():
global lives
lives -= 1
# Frame maken
frame = simplegui.create_frame("Game",WIDTH,HEIGHT)
frame.set_draw_handler(draw)
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
text_levens = frame.get_canvas_textwidth('LEVENS:', 20, 'monospace')
# Debug buttons.
debuglabel = frame.add_label("Debug knoppen.")
button = frame.add_button("Random Kill Enemy",button_kill,150)
pointslabel = frame.add_label("")
liveslabel = frame.add_label("")
levellabel = frame.add_label("Level: " + str(level))
button2 = frame.add_button("Extra leven",button_lives_add,150)
button2 = frame.add_button("Een leven minder",button_lives_del,150)
# Starten (level 1 & frame)
level_1()
frame.start()
def posupdate():
global lives
for enemy in EnemyList_1:
if enemy.x_org - CheckX <= enemy.pos[0] <= enemy.x_org + CheckX:
enemy.pos[0] += enemy.vx
elif enemy.y + enemy.wh[1] >= HEIGHT - BORDER[1]:
lives = 0
else:
enemy.vx = -enemy.vx
enemy.pos[0] += enemy.vx
enemy.pos[1] += enemy.vy
class Enemy_One(object):
image = simplegui.load_image('http://googledrive.com/host/0BzEhWaGeU4yUVEFJazFnVDJiRFE/vijand1wit.png')
width = image.get_width()
height = image.get_height()
wh = (width, height)
center = (width / 2.0, height / 2.0)
size = (enemy_size,enemy_size * height/width)
vx = 0.5
vy = enemy_size / 2.0
att = 2000
def __init__(self, x, y):
self.x = x
self.x_org = self.x
self.y = y
self.pos = [self.x,self.y]
# Verandert positie vijanden
def update(self):
global lives
if self.y + self.wh[1] >= HEIGHT - BORDER[1]:
lives = 0
if self.x <= self.x_org - CheckX:
self.x = self.x_org - CheckX
self.vx = -self.vx
self.x += self.vx
self.y += self.vy
elif self.x >= self.x_org + CheckX:
self.x = self.x_org + CheckX
self.vx = -self.vx
self.x += self.vx
self.y += self.vy
else:
self.x += self.vx
self.pos = [self.x, self.y]