Python PYGAME在让其他人移动的同时移动对象
现在我有了它,一些物体将以不同的时间和速度在屏幕上滚动,还有一个我可以用箭头键控制的图标(英雄)。但是,每当我按下一个键,图标就会返回到其原始位置。这可能是什么原因造成的Python PYGAME在让其他人移动的同时移动对象,python,oop,object,pygame,sprite,Python,Oop,Object,Pygame,Sprite,现在我有了它,一些物体将以不同的时间和速度在屏幕上滚动,还有一个我可以用箭头键控制的图标(英雄)。但是,每当我按下一个键,图标就会返回到其原始位置。这可能是什么原因造成的 import pygame, sys, time, random from pygame.locals import * pygame.init() winW = 800 winH = 500 surface = pygame.display.set_mode ((winW, winH),0,32) class Enemy(
import pygame, sys, time, random
from pygame.locals import *
pygame.init()
winW = 800
winH = 500
surface = pygame.display.set_mode ((winW, winH),0,32)
class Enemy():
def __init__(self, char, xMoveAmnt, startY=0, startX=0, delay=0):
self.char = char
self.delay=delay
self.x = startX
self.y = startY
self.startX=startX
self.startY=startY
self.xMoveAmnt = xMoveAmnt
self.image = pygame.image.load(self.char)
self.rect = self.image.get_rect()
def moveChar(self):
if self.delay > 0:
self.delay -= 1
return
self.x += self.xMoveAmnt
if self.x + self.rect.right >= 800:
self.x=self.startX
self.y=random.randint(0,300)
class FastEnemy(Enemy):
def moveChar(self):
if self.delay > 0:
self.delay -= 1
return
self.x += self.xMoveAmnt+10
if self.x + self.rect.right >= 800:
self.x=self.startX
self.y=random.randint(0,300)
class SlowEnemy(Enemy):
def moveChar(self):
if self.delay > 0:
self.delay -= 1
return
self.x += self.xMoveAmnt-5
if self.x + self.rect.right >= 800:
self.x=self.startX
self.y=random.randint(0,300)
class Hero():
def __init__(self):
self.X_MOVE_AMT = 5
self.Y_MOVE_AMT = 5
self.spaceMoveX = 0
self.spaceMoveY = 0
self.startingX=400
self.startingY=250
self.x=self.startingX
self.y=self.startingY
self.space = pygame.image.load ("hero_sprite.jpg")
self.spaceRect = self.space.get_rect()
self.spaceRect.topleft = (100,100)
def moveHero(self):
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_LEFT :
self.x += -(self.X_MOVE_AMT)
self.y = 0
if event.key == K_RIGHT :
self.x += self.X_MOVE_AMT
self.y = 0
if event.key == K_UP :
self.y += -(self.Y_MOVE_AMT)
self.x = 0
if event.key == K_DOWN :
self.y += self.Y_MOVE_AMT
self.x = 0
if event.key == ord (' '):
self.y = 0
self.x = 0
if event.key == K_ESCAPE:
pygame.quit ()
sys.exit()
self.spaceRect.top += self.spaceMoveY
self.spaceRect.left += self.spaceMoveX
if self.spaceRect.top < 0:
self.spaceRect.top = 0
if self.spaceRect.bottom > 500:
self.spaceRect.bottom = 500
if self.spaceRect.left < 0:
self.spaceRect.left = 0
if self.spaceRect.right > 800:
self.spaceRect.right = 800
enemyList = []
hero=Hero()
for i in range (0, 8):
xMoveAmnt=20
enemyList.append(SlowEnemy(("orc3.png"), xMoveAmnt, random.randint(0, 500), 0, random.randint(0,100)))
enemyList.append(Enemy(("orc.png"), xMoveAmnt, random.randint(0, 500), 0, random.randint(0,100)))
enemyList.append(FastEnemy(("orc2.png"), xMoveAmnt, random.randint(0, 500), 0, random.randint(0,100)))
while True:
surface.fill ((255,255,255))
for enemy in enemyList:
enemy.moveChar()
hero.moveHero()
surface.blit(enemy.image, (enemy.x, enemy.y))
surface.blit(hero.space, (hero.x, hero.y))
time.sleep(00.01)
pygame.display.update()
导入pygame、sys、time、random
从pygame.locals导入*
pygame.init()
winW=800
winH=500
surface=pygame.display.set_模式((winW,winH),0,32)
类敌人():
定义初始化(self,char,xMoveAmnt,startY=0,startX=0,delay=0):
self.char=char
自我延迟=延迟
self.x=startX
self.y=startY
self.startX=startX
self.startY=startY
self.xMoveAmnt=xMoveAmnt
self.image=pygame.image.load(self.char)
self.rect=self.image.get_rect()
def moveChar(自身):
如果self.delay>0:
自延迟-=1
返回
self.x+=self.xmoveannt
如果self.x+self.rect.right>=800:
self.x=self.startX
self.y=random.randint(0300)
类敌人(敌人):
def moveChar(自身):
如果self.delay>0:
自延迟-=1
返回
self.x+=self.xmoveannt+10
如果self.x+self.rect.right>=800:
self.x=self.startX
self.y=random.randint(0300)
斯洛维内米级(敌人):
def moveChar(自身):
如果self.delay>0:
自延迟-=1
返回
self.x+=self.xMoveAmnt-5
如果self.x+self.rect.right>=800:
self.x=self.startX
self.y=random.randint(0300)
类英雄():
定义初始化(自):
self.X\u MOVE\u AMT=5
自运金额=5
self.spaceMoveX=0
self.spaceMoveY=0
自启动X=400
自启动=250
self.x=self.startingX
self.y=self.startingY
self.space=pygame.image.load(“hero\u sprite.jpg”)
self.spacelect=self.space.get_rect()
self.spacelect.topleft=(100100)
英雄(自我):
对于pygame.event.get()中的事件:
如果event.type==KEYDOWN:
如果event.key==K_LEFT:
self.x+=-(self.x\u MOVE\u AMT)
self.y=0
如果event.key==K_RIGHT:
self.x+=self.x\u移动\u金额
self.y=0
如果event.key==K_UP:
self.y+=-(self.y\u MOVE\u AMT)
self.x=0
如果event.key==K_DOWN:
self.y+=self.y\u移动金额
self.x=0
如果event.key==ord(“”):
self.y=0
self.x=0
如果event.key==K_转义:
pygame.quit()
sys.exit()
self.spacelect.top+=self.spaceMoveY
self.spacelect.left+=self.spaceMoveX
如果self.spacelect.top<0:
self.spacelect.top=0
如果self.spacelect.bottom>500:
self.spacelect.bottom=500
如果self.spacelect.left<0:
self.spacelect.left=0
如果self.spacelect.right>800:
self.spacelect.right=800
enemyList=[]
英雄
对于范围(0,8)内的i:
xMoveAmnt=20
enemyList.append(SlowEnemy(((“orc3.png”)、xMoveAmnt、random.randint(0500)、0、random.randint(0100)))
enemyList.append(敌人(((“orc.png”)、xMoveAmnt、random.randint(0500)、0、random.randint(0100)))
enemyList.append(fast敌方(((“orc2.png”)、xMoveAmnt、random.randint(0500)、0、random.randint(0100)))
尽管如此:
表面填充((255255))
对于enemyList中的敌人:
敌人
英雄
地面闪电(敌方图像,(敌方x,敌方y))
表面闪电(hero.space,(hero.x,hero.y))
睡眠时间(00.01)
pygame.display.update()
需要
if event.key == K_LEFT :
self.x += -(self.X_MOVE_AMT)
if event.key == K_RIGHT :
self.x += self.X_MOVE_AMT
if event.key == K_UP :
self.y += -(self.Y_MOVE_AMT)
if event.key == K_DOWN :
self.y += self.Y_MOVE_AMT
if event.key == K_ESCAPE:
pygame.quit ()
sys.exit()
每次按下按钮时,我都会重置Y和X。对不起,浪费了你的时间
if event.key == K_LEFT :
self.x += -(self.X_MOVE_AMT)
if event.key == K_RIGHT :
self.x += self.X_MOVE_AMT
if event.key == K_UP :
self.y += -(self.Y_MOVE_AMT)
if event.key == K_DOWN :
self.y += self.Y_MOVE_AMT
if event.key == K_ESCAPE:
pygame.quit ()
sys.exit()