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Python Pygame Rect未显示在屏幕上_Python_Pygame - Fatal编程技术网

Python Pygame Rect未显示在屏幕上

Python Pygame Rect未显示在屏幕上,python,pygame,Python,Pygame,我知道这个问题肯定已经被回答了很多次,但不幸的是,这个主题很难搜索,我真的很困惑,因为Python没有抛出错误 我正在学习Python速成课程教程(Eric Matthes),并且正在编写一个关于太空入侵者的游戏。以下模块用于控制项目符号: import pygame from pygame.sprite import Sprite class Bullet(Sprite): """A class to manage bullets fired from the ship""" def __

我知道这个问题肯定已经被回答了很多次,但不幸的是,这个主题很难搜索,我真的很困惑,因为Python没有抛出错误

我正在学习Python速成课程教程(Eric Matthes),并且正在编写一个关于太空入侵者的游戏。以下模块用于控制项目符号:

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
"""A class to manage bullets fired from the ship"""

def __init__(self, ai_settings, screen, ship):
    """Create bullet at the ships current positio"""
    super().__init__()
    self.screen = screen

    # Create a bullet rect at (0, 0) and then set the correct position.
    self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, 
        ai_settings.bullet_height)
    self.rect.centerx = ship.rect.centerx
    self.rect.top = ship.rect.top

    # Store the bullet's position as a decimal value.
    self.y = float(self.rect.y)

    self.color = ai_settings.bullet_color
    self.speed_factor = ai_settings.bullet_speed_factor

def update(self):
    """Move the bullet up the screen."""
    # Update the decimal position of the bullet.
    self.y -= self.speed_factor
    # Update the rect position.
    self.rect.y = self.y

def draw_bullet(self):
    """Draw the bullet on the screen."""
    pygame.draw.rect(self.screen, self.color, self.rect)
实际的游戏屏幕正在打印子弹数,所以我知道子弹在屏幕上,并且随着向屏幕边缘移动,子弹也会再次消失,但它们不会显示

游戏本身如下所示:

import sys

import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
import game_functions as gf

def run_game():
    # Initialize game and create a screen object.
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make a ship.
    ship = Ship(ai_settings, screen)

    # Make a group to store the bullets in.
    bullets = Group()

    # Start main loop for the game

   while True:
   #Watch for keyboard and mouse events.
       gf.check_events(ai_settings, screen, ship, bullets)
       ship.update()
       gf.update_bullets(bullets) 



       gf.update_screen(ai_settings, screen, ship, bullets)

       # Redraw Screen during each pass through.
       screen.fill(ai_settings.bg_color)
       ship.blitme()

       # Make most recently drawn visible
       pygame.display.flip()

run_game()
设置在那里,没有,项目符号与屏幕颜色不同;-)

有人能帮我找出我的思维错误吗? 我的印象是,pygame.draw.rect函数应该使它们与gf.update_子弹(子弹)调用一起显示

非常感谢并致以最良好的问候, 西蒙

添加的其他文件: game_functions.py

import sys

import pygame
from bullet import Bullet

def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """Respond to keypresses"""
    if event.key == pygame.K_RIGHT:
        # Move the ship to the right.
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)

def fire_bullet(ai_settings, screen, ship, bullets):
    # Create a new bullet and add it to the bullets group.
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def check_keyup_events(event, ship):
    """Respond to keypresses"""
    if event.key == pygame.K_RIGHT:
        # Move the ship to the right.
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False

def check_events(ai_settings, screen, ship, bullets):
    """Respond to keypresses and mouse events."""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

        if event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, ship, bullets)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)

def update_screen(ai_settings, screen, ship, bullets):

    # Redraw all bullets behind the ship and aliens
    for bullet in bullets.sprites():
        bullet.draw_bullet()

def update_bullets(bullets):
    """Update position of bullets and get rid of old bullets"""
    # Update bullet position
    bullets.update()

    # Get rid of bullets that have disappeared.
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    print(len(bullets))



    """Update images on the screen and flip to the new screen."""
导入系统 导入pygame 从bullet导入bullet def check_keydown_事件(事件、ai_设置、屏幕、发货、项目符号): “”“响应按键”“” 如果event.key==pygame.K_RIGHT: #把船移到右边。 ship.moving_right=真 elif event.key==pygame.K_左: ship.moving_left=真 elif event.key==pygame.K_空间: 发射子弹(ai设置、屏幕、飞船、子弹) def fire_子弹(ai_设置、屏幕、装运、子弹): #创建新项目符号并将其添加到项目符号组。 如果允许镜头(项目符号)如果bullet.rect.bottom检查将物体绘制到屏幕表面的顺序

您可以调用
gf.update\u screen(ai\u设置、screen、ship、bullets)
,然后使用
screen.fill(ai\u设置.bg\u颜色)
擦除整个屏幕

确保先调用
screen.fill(ai\u settings.bg\u color)
,然后绘制其他内容


您的代码还存在一些其他问题,例如

  • 您使用了Sprite类,但是您的Sprite没有
    image
    属性,这使得使用Sprite变得毫无意义
  • 您已经为精灵使用了Group类,但是使用
    for
    循环和
    draw\u bullet
    功能手动绘制精灵。只需给你的子弹一张
    图像
    ,然后调用
    子弹。画(屏幕)
  • 您可以在
    更新\u bullets
    中检查项目符号是否在屏幕外。bullet类只需使用如下内容即可自行处理:

    如果不是self.screen.rect.contains(self.rect):
    自我毁灭

  • 您的整个game_functions.py文件使您的代码难以读取


我看不到对draw\u bullet()方法的任何调用。这是在ship.blitme()中完成的吗?嗨,Alkanen,非常感谢您的快速反馈。这实际上是在另一个“游戏功能”文件中——上传到这里:我看到@sloth给了你我想要的答案。我没有看到你的绘图,所以我不确定你是否真的在update_screen()中进行了绘图,或者如果这只会移动屏幕上的东西以便以后绘制=)非常感谢Sloth,screen.fill和gf.update_screen的顺序成功了。我也很感谢你的评论——因为这是一个教程,我想我现在需要坚持读这本书,但一旦一切顺利,我会尝试一下。非常感谢。