2017-08-29 85 views
1

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) 

回答

1

我所知道的最簡單的方法(我不知道很多)使用pygame.sprite.Group()pygame.sprite.spritecollide。這裏

的基本邏輯是,創建一個子畫面組爲丸粒,創建的每個粒料作爲子畫面,並將其添加到該組。在遊戲循環的每一次迭代中,將精靈組繪製到屏幕上並且驗證玩家角色與粒料組中的任何粒料之間是否存在碰撞spritecollide

spritecollide有paramenter消除顆粒時有衝突,所以要到設置爲true,以避免在未來的環描繪它。

#Basic logic as example. 

pellets = pygame.sprite.Group() 
#CREATE PELLETS AND ADD THEM TO THE pellets sprite group. 

player = Sprite() 

... 

#IN THE GAME LOOP 

    #Validate if there was a collision. 
    pellets_hit = pygame.sprite.spritecollide(player, pellets, True) #True indicates that, if there were any hit, remove the pellet from the group. 

    if len(pellet_hit): 
     #Increment score or something. 

    ... 

    #Updating the display 
    player.draw(screen) 
    pellets.draw(screen) #If there were any hit, the pellet won't be in this group and won't be drawn 

這是一個使用精靈和精靈羣體項目例如:

+0

生病嘗試在10分鐘內做的,謝謝幫助 – cdd

+0

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

+1

'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

0

我想通了很多工作後

#spawn pellets function 
def spawnpellets(pointspawns): 
    abc=0 
    efg=0 
    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): 
       tempfunc(pointspawns, row, n , py) 

def tempfunc(pointspawns, row, n, py): 
    abc=n+1 
    efg=py/16 
    efg=int(efg) 
    tempindex=row.index(abc) 
    del pointspawns[efg][tempindex] 
    pointspawns[int(efg)].insert(abc,0) 

基本上,我只好把產卵將粒子轉換爲函數,然後將collsions檢測爲另一個函數,然後在我的for循環中使用vaules或row和n,我計算出需要使用的確切列表和索引,然後用0代替元素不要重新繪製回覆。對不起,如果代碼lookes有點jimbled和IM知道我的變量名是可怕的,但我真的只是完成了這個現在經過2小時,即時通訊現在要採取當之無愧休息