Python 如何使用pygame.USEREVENT让敌人定期开火

Python 如何使用pygame.USEREVENT让敌人定期开火,python,pygame,sprite,Python,Pygame,Sprite,我最近尝试使用pygame.USEREVENT+1和pygame.time.set_timer()让敌人的精灵发射子弹,但我所做的一切似乎都不能让敌人真正射击任何东西。程序仍在运行,但从敌人的角度看,实际上什么都没有发生 我怎样才能让敌人向任何给定的方向开火,然后最终向玩家开火 工作守则如下: 主要游戏模块: 播放器模块 敌方舱 射弹模块 您的程序中不应该有两个事件循环(for event in pygame.event.get():),因为pygame.event.get将消耗队列中的所有事件

我最近尝试使用
pygame.USEREVENT+1
pygame.time.set_timer()
让敌人的精灵发射子弹,但我所做的一切似乎都不能让敌人真正射击任何东西。程序仍在运行,但从敌人的角度看,实际上什么都没有发生

我怎样才能让敌人向任何给定的方向开火,然后最终向玩家开火

工作守则如下:

主要游戏模块: 播放器模块 敌方舱 射弹模块
您的程序中不应该有两个事件循环(
for event in pygame.event.get():
),因为
pygame.event.get
将消耗队列中的所有事件,并且当您在同一帧中第二次调用它时,它将为空

如果敌人的精灵应该能够独立开火,你需要给他们每个人自己的定时器

import pygame
from pygame.math import Vector2


class Enemy(pygame.sprite.Sprite):

    def __init__(self, x, y, projectiles):
        super().__init__()
        self.image = pygame.Surface([10, 10])
        self.image.fill(RED)
        self.rect = self.image.get_rect(topleft=(x, y))
        # The previous time when the sprite fired.
        self.previous_time = pygame.time.get_ticks()
        self.shoot_delay = 1000  # milliseconds
        self.speed = 12
        self.projectiles = projectiles

    def update(self):
        now = pygame.time.get_ticks()
        if now - self.previous_time > self.shoot_delay:
            self.previous_time = now
            vel = Vector2(self.speed, 0)
            # Add the projectile to the group.
            self.projectiles.add(Projectile(self.rect.x, self.rect.y, vel))


class Projectile(pygame.sprite.Sprite):

    def __init__(self, x, y, vel):
        super().__init__()
        self.image = BULLET_IMG
        self.rect = self.image.get_rect(topleft=(x, y))
        self.vel = Vector2(vel)

    def update(self):
        self.rect.move_ip(self.vel)


pygame.init()
screen = pygame.display.set_mode([500, 500])

RED = pygame.Color('red')
GREEN = pygame.Color(40, 100, 0)
BULLET_IMG = pygame.Surface((4, 4))
BULLET_IMG.fill(RED)

all_sprites_list = pygame.sprite.Group()
projectiles = pygame.sprite.Group()
enemy_sprites = pygame.sprite.Group()
# Pass the projectiles group to the enemy, so that
# we can add the bullets in the update method later.
enemy = Enemy(150, 150, projectiles)
enemy_sprites.add(enemy)

clock = pygame.time.Clock()

done = False
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

    # ----- Game Logic
    all_sprites_list.update()
    projectiles.update()
    enemy_sprites.update()

    screen.fill(GREEN)
    all_sprites_list.draw(screen)
    projectiles.draw(screen)
    enemy_sprites.draw(screen)
    pygame.display.flip()
    clock.tick(60)

pygame.quit()

敌人应该同时开火吗?如果敌人的精灵应该向一个移动的目标(玩家)开火,请检查。如果房间里有多个敌人,最好是沿着轨道向下,只有玩家在一定范围内,他们才会开始开火。谢谢你,这似乎是我一直在寻找的答案!!我理解你关于不使用多个事件循环的意思,这是有道理的。但是,我的玩家、敌人、投射物和游戏模块都是独立的文件。如何将我在敌人模块中生成的射弹添加到主游戏模块中的射弹组?最简单的解决方案是将
射弹组作为属性添加到精灵中。我会修改答案的。再次谢谢!我想我终于理解了将一个组传递给主游戏以便在更新方法中使用它背后的整个概念
from constants import *
import pygame
import time
from datetime import datetime, timedelta

class Player(pygame.sprite.Sprite):


    def __init__(self, x, y):

        super().__init__()

        self.image = pygame.Surface([15, 15])
        self.image.fill(BLACK)

        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.fire_rate = 1

        self.change_x = 0
        self.change_y = 0

    def changespeed(self, x, y):
        self.change_x += x
        self.change_y += y

    def update(self):
        self.rect.x += self.change_x
        self.rect.y += self.change_y
from constants import *
import pygame
from Projectile import Projectile
from pygame.math import Vector2

CANSHOOT = pygame.USEREVENT + 1
pygame.time.set_timer(CANSHOOT, 2000)

speed = 12

projectiles = pygame.sprite.Group()

class Enemy(pygame.sprite.Sprite):


    def __init__(self, x, y):

        super().__init__()

        self.image = pygame.Surface([10, 10])
        self.image.fill(RED)

        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

    def can_shoot(self):

        for event in pygame.event.get():
            if pygame.event.get(CANSHOOT):
                vel = Vector2(-speed, 0)
                projectiles.add(Projectile(self.rect.x, self.rect.y, vel))


        projectiles.update()
        projectiles.draw(screen)
import pygame
from constants import *
from pygame.math import Vector2

BULLET_IMG = pygame.Surface((4, 4))
BULLET_IMG.fill(RED)

class Projectile(pygame.sprite.Sprite):

    def __init__(self, x, y, vel):

        super().__init__()

        self.image = BULLET_IMG
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.vel = Vector2(vel)


    def update(self):

        self.rect.move_ip(self.vel)
import pygame
from pygame.math import Vector2


class Enemy(pygame.sprite.Sprite):

    def __init__(self, x, y, projectiles):
        super().__init__()
        self.image = pygame.Surface([10, 10])
        self.image.fill(RED)
        self.rect = self.image.get_rect(topleft=(x, y))
        # The previous time when the sprite fired.
        self.previous_time = pygame.time.get_ticks()
        self.shoot_delay = 1000  # milliseconds
        self.speed = 12
        self.projectiles = projectiles

    def update(self):
        now = pygame.time.get_ticks()
        if now - self.previous_time > self.shoot_delay:
            self.previous_time = now
            vel = Vector2(self.speed, 0)
            # Add the projectile to the group.
            self.projectiles.add(Projectile(self.rect.x, self.rect.y, vel))


class Projectile(pygame.sprite.Sprite):

    def __init__(self, x, y, vel):
        super().__init__()
        self.image = BULLET_IMG
        self.rect = self.image.get_rect(topleft=(x, y))
        self.vel = Vector2(vel)

    def update(self):
        self.rect.move_ip(self.vel)


pygame.init()
screen = pygame.display.set_mode([500, 500])

RED = pygame.Color('red')
GREEN = pygame.Color(40, 100, 0)
BULLET_IMG = pygame.Surface((4, 4))
BULLET_IMG.fill(RED)

all_sprites_list = pygame.sprite.Group()
projectiles = pygame.sprite.Group()
enemy_sprites = pygame.sprite.Group()
# Pass the projectiles group to the enemy, so that
# we can add the bullets in the update method later.
enemy = Enemy(150, 150, projectiles)
enemy_sprites.add(enemy)

clock = pygame.time.Clock()

done = False
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

    # ----- Game Logic
    all_sprites_list.update()
    projectiles.update()
    enemy_sprites.update()

    screen.fill(GREEN)
    all_sprites_list.draw(screen)
    projectiles.draw(screen)
    enemy_sprites.draw(screen)
    pygame.display.flip()
    clock.tick(60)

pygame.quit()