2013-10-13 47 views
0

我正在學習本教程:http://www.raywenderlich.com/24252/beginning-game-programming-for-teens-with-python#comments 我試圖減少從繪製獾的部分畫到屏幕上的獾的數量。它看起來像random.randint(50,430)畫50至430之間的獾。但我想一個較小的數字說5-9獾畫在屏幕上。我也想知道獾來自哪裏的位置。我喜歡它,所以獾從空中墜落。我該怎麼做呢?在屏幕上顯示一定數量的對象並定位

if badtimer==0: 
     badguys.append([640, random.randint(50,430)]) 
     badtimer=100-(badtimer1*2) 
     if badtimer1>=35: 
      badtimer1=35 
     else: 
      badtimer1+=5 
    index=0 
    for badguy in badguys: 
     if badguy[0]<-64: 
      badguys.pop(index) 
     badguy[0]-=7 
     index+=1 
    for badguy in badguys: 
     screen.blit(badguyimg, badguy) 

這裏是全碼:

# 1 - Import library 
import pygame 
from pygame.locals import * 
import math 
import random 

# 2 - Initialize the game 
pygame.init() 
width, height = 640, 480 
screen=pygame.display.set_mode((width, height)) 
keys = [False, False, False, False] 
playerpos=[100,100] 
acc=[0,0] 
arrows=[] 
badtimer=100 
badtimer1=0 
badguys=[[640,100]] 
healthvalue=194 
pygame.mixer.init() 

# 3 - Load image 
player = pygame.image.load("resources/images/dude.png") 
grass = pygame.image.load("resources/images/grass.png") 
castle = pygame.image.load("resources/images/castle.png") 
arrow = pygame.image.load("resources/images/bullet.png") 
badguyimg1 = pygame.image.load("resources/images/badguy.png") 
badguyimg=badguyimg1 
healthbar = pygame.image.load("resources/images/healthbar.png") 

health = pygame.image.load("resources/images/health.png") 
gameover = pygame.image.load("resources/images/gameover.png") 
youwin = pygame.image.load("resources/images/youwin.png") 
# 3.1 - Load audio 
hit = pygame.mixer.Sound("resources/audio/explode.wav") 
enemy = pygame.mixer.Sound("resources/audio/enemy.wav") 
shoot = pygame.mixer.Sound("resources/audio/shoot.wav") 
hit.set_volume(0.05) 
enemy.set_volume(0.05) 
shoot.set_volume(0.05) 
pygame.mixer.music.load('resources/audio/moonlight.wav') 
pygame.mixer.music.play(-1, 0.0) 
pygame.mixer.music.set_volume(0.25) 

# 4 - keep looping through 
running = 1 
exitcode = 0 
while running: 
    badtimer-=1 
    # 5 - clear the screen before drawing it again 
    screen.fill(0) 
    # 6 - draw the player on the screen at X:100, Y:100 
    for x in range(0, int(width/grass.get_width()+1)): 
     for y in range(0, int(height/grass.get_height()+1)): 
      screen.blit(grass,(x*100,y*100)) 
    screen.blit(castle,(0,30)) 
    screen.blit(castle,(0,135)) 
    screen.blit(castle,(0,240)) 
    screen.blit(castle,(0,345)) 
    # 6.1 - Set player position and rotation 
    position = pygame.mouse.get_pos() 
    angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26)) 
    playerrot = pygame.transform.rotate(player, 360-angle*57.29) 
    playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2) 
    screen.blit(playerrot, playerpos1) 
    # 6.2 - Draw arrows 
    for bullet in arrows: 
     index=0 
     velx=math.cos(bullet[0])*10 
     vely=math.sin(bullet[0])*10 
     bullet[1]+=velx 
     bullet[2]+=vely 
     if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480: 
      arrows.pop(index) 
     index+=1 
     for projectile in arrows: 
      arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29) 
      screen.blit(arrow1, (projectile[1], projectile[2])) 
    # 6.3 - Draw badgers 
    if badtimer==0: 
     badguys.append([640, random.randint(50,430)]) 
     badtimer=100-(badtimer1*2) 
     if badtimer1>=35: 
      badtimer1=35 
     else: 
      badtimer1+=5 
    index=0 
    for badguy in badguys: 
     if badguy[0]<-64: 
      badguys.pop(index) 
     badguy[0]-=7 
     # 6.3.1 - Attack castle 
     badrect=pygame.Rect(badguyimg.get_rect()) 
     badrect.top=badguy[1] 
     badrect.left=badguy[0] 
     if badrect.left<64: 
      hit.play() 
      healthvalue -= random.randint(5,20) 
      badguys.pop(index) 
     #6.3.2 - Check for collisions 
     index1=0 
     for bullet in arrows: 
      bullrect=pygame.Rect(arrow.get_rect()) 
      bullrect.left=bullet[1] 
      bullrect.top=bullet[2] 
      if badrect.colliderect(bullrect): 
       enemy.play() 
       acc[0]+=1 
       badguys.pop(index) 
       arrows.pop(index1) 
      index1+=1 
     # 6.3.3 - Next bad guy 
     index+=1 
    for badguy in badguys: 
     screen.blit(badguyimg, badguy) 
    # 6.4 - Draw clock 
    font = pygame.font.Font(None, 24) 
    survivedtext = font.render(str((90000-pygame.time.get_ticks())/60000)+":"+str((90000-pygame.time.get_ticks())/1000%60).zfill(2), True, (0,0,0)) 
    textRect = survivedtext.get_rect() 
    textRect.topright=[635,5] 
    screen.blit(survivedtext, textRect) 
    # 6.5 - Draw health bar 
    screen.blit(healthbar, (5,5)) 
    for health1 in range(healthvalue): 
     screen.blit(health, (health1+8,8)) 
    # 7 - update the screen 
    pygame.display.flip() 
    # 8 - loop through the events 
    for event in pygame.event.get(): 
     # check if the event is the X button 
     if event.type==pygame.QUIT: 
      # if it is quit the game 
      pygame.quit() 
      exit(0) 
     if event.type == pygame.KEYDOWN: 
      if event.key==K_w: 
       keys[0]=True 
      elif event.key==K_a: 
       keys[1]=True 
      elif event.key==K_s: 
       keys[2]=True 
      elif event.key==K_d: 
       keys[3]=True 
     if event.type == pygame.KEYUP: 
      if event.key==pygame.K_w: 
       keys[0]=False 
      elif event.key==pygame.K_a: 
       keys[1]=False 
      elif event.key==pygame.K_s: 
       keys[2]=False 
      elif event.key==pygame.K_d: 
       keys[3]=False 
     if event.type==pygame.MOUSEBUTTONDOWN: 
      shoot.play() 
      position=pygame.mouse.get_pos() 
      acc[1]+=1 
      arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32]) 

    # 9 - Move player 
    if keys[0]: 
     playerpos[1]-=5 
    elif keys[2]: 
     playerpos[1]+=5 
    if keys[1]: 
     playerpos[0]-=5 
    elif keys[3]: 
     playerpos[0]+=5 

    #10 - Win/Lose check 
    if pygame.time.get_ticks()>=90000: 
     running=0 
     exitcode=1 
    if healthvalue<=0: 
     running=0 
     exitcode=0 
    if acc[1]!=0: 
     accuracy=acc[0]*1.0/acc[1]*100 
    else: 
     accuracy=0 
# 11 - Win/lose display   
if exitcode==0: 
    pygame.font.init() 
    font = pygame.font.Font(None, 24) 
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0)) 
    textRect = text.get_rect() 
    textRect.centerx = screen.get_rect().centerx 
    textRect.centery = screen.get_rect().centery+24 
    screen.blit(gameover, (0,0)) 
    screen.blit(text, textRect) 
else: 
    pygame.font.init() 
    font = pygame.font.Font(None, 24) 
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (0,255,0)) 
    textRect = text.get_rect() 
    textRect.centerx = screen.get_rect().centerx 
    textRect.centery = screen.get_rect().centery+24 
    screen.blit(youwin, (0,0)) 
    screen.blit(text, textRect) 
while 1: 
    for event in pygame.event.get(): 
     if event.type == pygame.QUIT: 
      pygame.quit() 
      exit(0) 
    pygame.display.flip() 
+0

相同的問題(相同的措辭,相同的代碼),其它用戶:[上顯示對象的量到屏幕(http://stackoverflow.com/questions/ 19346318 /顯示屏幕上的對象數量) – sloth

回答

0

只有1 bager每次添加badtimer == 0。 badguys.append([640,random.randint(50,430)])會在屏幕上的該位置添加新的badguy(x = 640,y = random.randint(50,430)])。

如果你想改變壞人的數量加載你要更改代碼

if badtimer==0: 
    badguys.append([640, random.randint(50,430)]) 
    badtimer=100-(badtimer1*2) 
    if badtimer1>=35: 
     badtimer1=35 
    else: 
     badtimer1+=5 

,這部分有兩個varables上badguys產卵取決於badtimerbadtimer1

badtimer1用於提高遊戲進行時badguys的產生速度(從技術上講,每次產生badguy時都會增加)。

badtimer用於實際創建badguys每個這樣每個循環遞減的offten。


要讓它們從天而降,您需要更改它們的原始起點和更新。

badguys.append([random.randint(50,590), 0]) 

和更新

for badguy in badguys: 
    if badguy[1]<520: 
     badguys.pop(index) 
    badguy[1]+=7 //You can change this number if it is too fast 
+0

當我應用您的更改時,我收到一個空的列表錯誤,它不從天上掉落 –

+0

有什麼建議嗎? –

+0

你會得到空列表錯誤? – GeneralZero

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