Python 如何在pygame中拍摄角色?
我正在尝试创建一个游戏,在这个游戏中,我的X翼机射杀了战机。当我按下空格键时,我无法使拍摄图像从xwing中显示出来。我知道以前有人问过这个问题,但我就是不明白。我对python和pygame有点陌生。谢谢Python 如何在pygame中拍摄角色?,python,pygame,Python,Pygame,我正在尝试创建一个游戏,在这个游戏中,我的X翼机射杀了战机。当我按下空格键时,我无法使拍摄图像从xwing中显示出来。我知道以前有人问过这个问题,但我就是不明白。我对python和pygame有点陌生。谢谢 import sys import random import pygame as pg pg.init() screen = pg.display.set_mode((1280, 800)) display_width = 1280 display_height= 800 black
import sys
import random
import pygame as pg
pg.init()
screen = pg.display.set_mode((1280, 800))
display_width = 1280
display_height= 800
black= (0,0,0)
white= (255,255,255)
red = (255,0,0)
blue_violet = (138,43,226)
bullets= []
xwingImg = pg.image.load('X-Wing.bmp').convert()
tieImg= pg.image.load('tiefighter.png').convert()
space=pg.image.load('space.jpg').convert()
xbullet = pg.image.load('bullet.png').convert()
BG_image = pg.image.load('space.jpg').convert()
def rot_center(image, angle):
"""rotate a Surface, maintaining position."""
loc = image.get_rect().center #rot_image is not defined
rot_sprite = pg.transform.rotate(image, angle)
rot_sprite.get_rect().center = loc
return rot_sprite
# or return tuple: (Surface, Rect)
# return rot_sprite, rot_sprite.get_rect()
def main():
clock = pg.time.Clock()
# Surfaces/images have a `get_rect` method which
# returns a rect with the dimensions of the image.
player_rect = xwingImg.get_rect()
player_rect.center = ( 640,400 )
change_x = 0
change_y = 0
enemies = []
spawn_counter = 30
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == space:
shot.play()
for b in range(len(bullets)) :
bullets [b] [0] -=10
for bullet in bullets:
if bullet [0] <0:
bullet.remove(bullet)
bullets.append ([event.pos[0], 500])
if event.type == pg.KEYDOWN:
if event.key == pg.K_d:
change_x = 5
if event.key == pg.K_w:
change_y = -5
if event.key == pg.K_s:
change_y= 5
if event.key == pg.K_a:
change_x = -5
if event.type == pg.KEYUP:
if event.key == pg.K_d and change_x > 0:
change_x = 0
if event.key == pg.K_a and change_x < 0:
change_x = 0
if event.key == pg.K_w and change_y<0:
change_y=0
if event.key == pg.K_s and change_y>0:
change_y=0
# Spawn enemies if counter <= 0 then reset it.
spawn_counter -= 1
if spawn_counter <= 0:
# Append an enemy rect. You can pass the position directly as an argument.
enemies.append(tieImg.get_rect(topleft=(random.randrange(1280), -800 )))
spawn_counter = 30
# Update player_rect and enemies.
player_rect.x += change_x
player_rect.y += change_y
for enemy_rect in enemies:
enemy_rect.y += 5
# Collision detection with pygame.Rect.colliderect.
if player_rect.colliderect(enemy_rect):
done = True
# Draw everything.
screen.blit(BG_image, (0,0))
for bullet in bullets:
screen.blit(xbullet, pg.Rect (bullet[0], bullet [1], 0, 0))
for enemy_rect in enemies:
screen.blit(tieImg, enemy_rect)
screen.blit(xwingImg, player_rect)
if player_rect.x >display_width:
player_rect.x = 0
if player_rect.x < 0:
player_rect.x= 1280
if player_rect.y>display_height:
player_rect.y = 0
if player_rect.y < 0:
player_rect.y= 800
pg.display.flip()
clock.tick(40)
if __name__ == '__main__':
main()
pg.quit()
sys.exit()
导入系统
随机输入
导入pygame作为pg
第init页()
屏幕=pg.display.set_模式((1280800))
显示宽度=1280
显示高度=800
黑色=(0,0,0)
白色=(255255)
红色=(255,0,0)
蓝紫=(138,43226)
项目符号=[]
xwingImg=pg.image.load('X-Wing.bmp').convert()
tieImg=pg.image.load('tiefighter.png').convert()
space=pg.image.load('space.jpg').convert()
xbullet=pg.image.load('bullet.png').convert()
BG_image=pg.image.load('space.jpg').convert()
def旋转中心(图像、角度):
“”“旋转曲面,保持位置。”“”
loc=image.get_rect()。未定义中心#rot_图像
旋转精灵=pg.transform.rotate(图像、角度)
rot_sprite.get_rect().center=loc
返回腐烂精灵
#或返回元组:(Surface,Rect)
#返回rot_sprite,rot_sprite.get_rect()
def main():
时钟=pg.time.clock()
#曲面/图像具有“get_rect”方法,该方法
#返回一个包含图像尺寸的矩形。
player_rect=xwingImg.get_rect()
玩家右中锋=(640400)
改变x=0
改变y=0
敌人=[]
产卵计数器=30
完成=错误
虽然没有这样做:
对于pg.event.get()中的事件:
如果event.type==pg.QUIT:
完成=正确
如果event.type==空格:
shot.play()
对于射程内的b(镜头(子弹)):
项目符号[b][0]-=10
对于子弹中的子弹:
如果项目符号[0]0:
改变x=0
如果event.key==pg.K_a且change_x<0:
改变x=0
如果event.key==pg.K_w并更改_y0:
改变y=0
#如果计数器显示高度,则繁殖敌人:
游戏者右y=0
如果玩家右y<0:
游戏者右y=800
pg.display.flip()
时钟滴答(40)
如果uuuu name uuuuuu='\uuuuuuu main\uuuuuuu':
main()
第页退出
sys.exit()
您正在测试此功能
if event.type == space:
但是
因此,事件.type
将永远不会与之匹配
你需要这样的东西:
if event.type == pg.KEYUP:
if event.key == pg.K_SPACE:
就像你在测试其他钥匙一样
你的下一个问题是你没有在任何地方分配
快照
我认为最好使用和精灵组,而不是矩形列表。(第12章解释了类是如何工作的。)要用rect拍摄东西,你需要自己多做一些
首先按空格键发射单子弹矩形(将其附加到子弹列表中)。将以下三行添加到事件循环中:
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
bullets.append(xbullet.get_rect(center=player_rect.midtop))
移动while循环中的项目符号:
for bullet in bullets:
bullet.y -= 4
并提醒他们:
for bullet in bullets:
screen.blit(xbullet, bullet)
现在是困难的部分。我们必须检查哪个敌人与子弹相撞,然后过滤敌人
列表,以便它只包含幸存的敌人
# We'll use the hit_enemies list to check which enemy has survived.
hit_enemies = []
for enemy_rect in enemies:
enemy_rect.y += 5
# Collision detection with player.
if player_rect.colliderect(enemy_rect):
done = True
# Collision detection with bullets.
for bullet in bullets:
if bullet.colliderect(enemy_rect):
hit_enemies.append(enemy_rect)
# Filter the destroyed enemies out. We create a new list and
# append the surviving enemies to it.
survivors = []
for enemy in enemies:
if enemy not in hit_enemies:
survivors.append(enemy)
enemies = survivors # Now `enemies` is the list of survivors.
# You can also do it in one line with a list comprehension.
# enemies = [enemy for enemy in enemies if enemy not in hit_enemies]
您必须对子弹执行相同的操作才能移除它们。此外,如果敌人和子弹离开屏幕,它们应该被过滤掉,否则列表会一直增长
以下是完整的示例:
import sys
import random
import pygame as pg
pg.init()
screen = pg.display.set_mode((1280, 800))
display_width = 1280
display_height = 800
xwingImg = pg.image.load('X-Wing.bmp').convert()
tieImg= pg.image.load('tiefighter.png').convert()
space=pg.image.load('space.jpg').convert()
xbullet = pg.image.load('bullet.png').convert()
BG_image = pg.image.load('space.jpg').convert()
def main():
clock = pg.time.Clock()
player_rect = xwingImg.get_rect()
player_rect.center = (640, 400)
change_x = 0
change_y = 0
enemies = []
bullets = []
spawn_counter = 30
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
bullets.append(xbullet.get_rect(center=player_rect.midtop))
if event.key == pg.K_d:
change_x = 5
if event.key == pg.K_w:
change_y = -5
if event.key == pg.K_s:
change_y= 5
if event.key == pg.K_a:
change_x = -5
if event.type == pg.KEYUP:
if event.key == pg.K_d and change_x > 0:
change_x = 0
if event.key == pg.K_a and change_x < 0:
change_x = 0
if event.key == pg.K_w and change_y<0:
change_y=0
if event.key == pg.K_s and change_y>0:
change_y=0
# Spawn enemies if counter <= 0 then reset it.
spawn_counter -= 1
if spawn_counter <= 0:
# Append an enemy rect. You can pass the position directly as an argument.
enemies.append(tieImg.get_rect(topleft=(random.randrange(1280), -100)))
spawn_counter = 30
# Update player_rect.
player_rect.x += change_x
player_rect.y += change_y
# Update bullets.
for bullet in bullets:
bullet.y -= 4
# Detect collisions and move the enemies.
hit_enemies = []
for enemy_rect in enemies:
enemy_rect.y += 5
# Collision detection with pygame.Rect.colliderect.
if player_rect.colliderect(enemy_rect):
done = True
# Collision detection with bullets.
for bullet in bullets:
if bullet.colliderect(enemy_rect):
hit_enemies.append(enemy_rect)
# Filter the destroyed enemies out.
survivors = []
for enemy in enemies:
if enemy not in hit_enemies:
survivors.append(enemy)
enemies = survivors # Now `enemies` is the list of survivors.
# Draw everything.
screen.blit(BG_image, (0,0))
for bullet in bullets:
screen.blit(xbullet, bullet)
for enemy_rect in enemies:
screen.blit(tieImg, enemy_rect)
screen.blit(xwingImg, player_rect)
if player_rect.x >display_width:
player_rect.x = 0
if player_rect.x < 0:
player_rect.x= 1280
if player_rect.y>display_height:
player_rect.y = 0
if player_rect.y < 0:
player_rect.y= 800
pg.display.flip()
clock.tick(40)
if __name__ == '__main__':
main()
pg.quit()
sys.exit()
导入系统
随机输入
导入pygame作为pg
第init页()
屏幕=pg.display.set_模式((1280800))
显示宽度=1280
显示高度=800
xwingImg=pg.image.load('X-Wing.bmp').convert()
tieImg=pg.image.load('tiefighter.png').convert()
space=pg.image.load('space.jpg').convert()
xbullet=pg.image.load('bullet.png').convert()
BG_image=pg.image.load('space.jpg').convert()
def main():
时钟=pg.time.clock()
player_rect=xwingImg.get_rect()
玩家右中锋=(640400)
改变x=0
改变y=0
敌人=[]
项目符号=[]
产卵计数器=30
完成=错误
虽然没有这样做:
对于pg.event.get()中的事件:
如果event.type==pg.QUIT:
完成=正确
如果event.type==pg.KEYDOWN:
如果event.key==pg.K_空格:
bullets.append(xbullet.get_rect(center=player_rect.midtop))
如果event.key==pg.K\u d:
变化x=5
如果event.key==pg.K_w:
改变y=-5
如果event.key==pg.K_s:
改变y=5
如果event.key==pg.K_a:
变化x=-5
如果event.type==pg.KEYUP:
如果event.key==pg.K_d且change_x>0:
改变x=0
如果event.key==pg.K_a且change_x<0:
改变x=0
如果event.key==pg.K_w并更改_y0:
改变y=0
#如果计数器显示高度,则繁殖敌人:
游戏者右y=0
如果玩家右y<0:
游戏者右y=800
pg.display.flip()
时钟滴答(40)
如果uuuu name uuuuuu='\uuuuuuu main\uuuuuuu':
main()
第页退出
sys.exit()
我做到了这一点,但我对python和pygame非常陌生。我不知道该怎么办。你能给我举个例子说明怎么做吗?
import sys
import random
import pygame as pg
pg.init()
screen = pg.display.set_mode((1280, 800))
display_width = 1280
display_height = 800
xwingImg = pg.image.load('X-Wing.bmp').convert()
tieImg= pg.image.load('tiefighter.png').convert()
space=pg.image.load('space.jpg').convert()
xbullet = pg.image.load('bullet.png').convert()
BG_image = pg.image.load('space.jpg').convert()
def main():
clock = pg.time.Clock()
player_rect = xwingImg.get_rect()
player_rect.center = (640, 400)
change_x = 0
change_y = 0
enemies = []
bullets = []
spawn_counter = 30
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
bullets.append(xbullet.get_rect(center=player_rect.midtop))
if event.key == pg.K_d:
change_x = 5
if event.key == pg.K_w:
change_y = -5
if event.key == pg.K_s:
change_y= 5
if event.key == pg.K_a:
change_x = -5
if event.type == pg.KEYUP:
if event.key == pg.K_d and change_x > 0:
change_x = 0
if event.key == pg.K_a and change_x < 0:
change_x = 0
if event.key == pg.K_w and change_y<0:
change_y=0
if event.key == pg.K_s and change_y>0:
change_y=0
# Spawn enemies if counter <= 0 then reset it.
spawn_counter -= 1
if spawn_counter <= 0:
# Append an enemy rect. You can pass the position directly as an argument.
enemies.append(tieImg.get_rect(topleft=(random.randrange(1280), -100)))
spawn_counter = 30
# Update player_rect.
player_rect.x += change_x
player_rect.y += change_y
# Update bullets.
for bullet in bullets:
bullet.y -= 4
# Detect collisions and move the enemies.
hit_enemies = []
for enemy_rect in enemies:
enemy_rect.y += 5
# Collision detection with pygame.Rect.colliderect.
if player_rect.colliderect(enemy_rect):
done = True
# Collision detection with bullets.
for bullet in bullets:
if bullet.colliderect(enemy_rect):
hit_enemies.append(enemy_rect)
# Filter the destroyed enemies out.
survivors = []
for enemy in enemies:
if enemy not in hit_enemies:
survivors.append(enemy)
enemies = survivors # Now `enemies` is the list of survivors.
# Draw everything.
screen.blit(BG_image, (0,0))
for bullet in bullets:
screen.blit(xbullet, bullet)
for enemy_rect in enemies:
screen.blit(tieImg, enemy_rect)
screen.blit(xwingImg, player_rect)
if player_rect.x >display_width:
player_rect.x = 0
if player_rect.x < 0:
player_rect.x= 1280
if player_rect.y>display_height:
player_rect.y = 0
if player_rect.y < 0:
player_rect.y= 800
pg.display.flip()
clock.tick(40)
if __name__ == '__main__':
main()
pg.quit()
sys.exit()