碰撞目前,我正在做一個吃豆子游戲,我在努力弄清楚如何從屏幕上與它相撞後刪除pelllet後刪除PAC顆粒。我嘗試將顏色改爲黑色,但我無法使其工作。我接下來嘗試了del
元素索引,但那也沒有奏效。製作一個吃豆子游戲,不知道如何與
import pygame
import os
import sys
#initialise the game
pygame.init()
screen = pygame.display.set_mode((448, 576))
done = False
y = 416
x = 232
#sets up clock and loads pacman image
clock = pygame.time.Clock()
PACMANSPRITE = pygame.image.load("pacman.png").convert_alpha()
PACMAN_MAP = pygame.image.load("pacman_map.png").convert_alpha()
#gets pacman intro music, sets music to lower volume then plays it
pygame.mixer.music.load('pacman_beginning.WAV')
pygame.mixer.music.set_volume(0.01)
pygame.mixer.music.play(0)
#box class, used for boxes to border pacmans map
class boxcollisions(pygame.sprite.Sprite):
def __init__(self, x, y):
self.y = y
self.x = x
self.rect = pygame.Rect(self.x, self.y, 12, 12)
self.colour = (0, 128, 255)
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect)
class pointclass(pygame.sprite.Sprite):
def __init__(self, x, y):
self.y = y
self.x = x
self.rect = pygame.Rect(self.x, self.y, 12, 12)
self.colour = (255, 204, 153)
self.score=0
def draw(self, screen):
pygame.draw.rect(screen, self.colour, self.rect)
def addpoint(self):
self.score+=1
print(self.score)
self.colour= (0,0,0)
print('why isnt it working')
#pacmans class
class pacman(pygame.sprite.Sprite):
def __init__(self, image, x, y):
self.image = image
self.y=416
self.x=216
self.currentx=self.x
self.currenty=self.y
self.rect = self.image.get_rect()
self.rect.left = self.x
self.rect.top = self.y
self.rect.width=16
self.rect.height=16
# move pacman
def movement(self):
pressed= pygame.key.get_pressed()
if pressed[pygame.K_UP]:
self.y -= 2
if pressed[pygame.K_DOWN]:
self.y += 2
if pressed[pygame.K_LEFT]:
self.x -= 2
if pressed[pygame.K_RIGHT]:
self.x += 2
self.rect.left = self.x
self.rect.top = self.y
def draw(self, surface):
# blit yourself at your current position
surface.blit(self.image, (self.x, self.y))
self.currentx=self.x
self.currenty=self.y
def outofbounds(self):
self.y=self.currenty
self.x=self.currentx
self.rect.left = self.x
self.rect.top = self.y
#instances the pacman class
sprite = pacman(PACMANSPRITE, x ,y)
#main game loop
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pygame.quit()
sys.exit()
screen.fill((0,0,0))
screen.blit(PACMAN_MAP, (0, 0))
#co-ordinates for boxes to set up map boundaries
boxboundaries=[
[],
[],
[],
[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],
[1,14,15,28], #5
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,28],
[1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28], #10
[1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28],
[1,8,9,14,15,20,21,28],
[1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
[1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
[6,8,9,20,21,23], #15
[6,8,9,11,12,13,14,15,16,17,18,20,21,23],
[1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
[1,11,12,13,14,15,16,17,18,28],
[1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
[6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], #20
[6,8,9,20,21,23],
[6,8,9,11,12,13,14,15,16,17,18,20,21,23],
[1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
[1,14,15,28],
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], #25
[1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
[1,5,6,23,24,28],
[1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
[1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
[1,8,9,14,15,20,21,28], # 30
[1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
[1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
[1,28],
[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],
]
#point spawn locations
pointspawns=[
[],
[],
[],
[],
[2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27], #5
[2,7,13,16,22,27],
[2,7,13,16,22,27],
[2,7,13,16,22,27],
[2,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27],
[2,7,10,19,22,27], #10
[2,7,10,19,22,27],
[2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27],
[7,22],
[7,22],
[7,22], #15
[7,22],
[7,22],
[7,22],
[7,22],
[7,22], #20
[7,22],
[7,22],
[7,22],
[2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27],
[2,7,13,16,22,27], #25
[2,7,13,16,22,27],
[2,3,4,7,8,9,10,11,12,13,16,17,18,19,20,21,22,25,26,27],
[4,7,10,19,22,25],
[4,7,10,19,22,25],
[2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27],
[2,13,16,27], # 30
[2,13,16,27],
[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27],
]
#moves pacman
sprite.movement()
px=0
py=-16
for row in pointspawns:
#y co ordinate
py=py+16
for n in row:
#x co ordinate
n=n-1
px=n*16
point=(pointclass(px, py))
#used to draw points
point.draw(screen)
if pygame.sprite.collide_rect(sprite, point):
point.addpoint()
#builds the boxes
bx=0
by=-16
for row in boxboundaries:
#y co ordinate
by=by+16
for n in row:
#x co ordinate
n=n-1
bx=n*16
box=(boxcollisions(bx, by))
#used to draw boxes for visual repsentation
#box.draw(screen)
if pygame.sprite.collide_rect(sprite, box):
sprite.outofbounds()
#draws pacman
sprite.draw(screen)
pygame.display.flip()
clock.tick(60)
生病嘗試在10分鐘內做的,謝謝幫助 – cdd
它根本不起作用,是IF len(pellet_hit):意思是說像這樣就剩下了嗎?還有我該如何讓我的團隊成爲一個團隊,我是否將團隊宣佈爲團隊,然後每次添加他們的團隊他們畫或什麼?感謝您的幫助以及 – cdd
'if'聲明是的,它意味着要保持那樣。如果len(pellets_hit):'意思是「如果pellets_hit列表裏面有東西」或「如果有任何粒子被擊中」,請參閱'spritecollide'從您的粒子組中取出命中的粒子並將它們添加到pellets_hit列表中。對於第二部分,就你的情況而言,你在開始時(在遊戲循環之前)添加小球,並且每次調用'pellets.draw'時,它都會畫出小精靈組中的所有小精靈。 – antorqs