好的,所以我现在已经尝试修复我的 Pygame 代码 5 天,这样我就可以像平台精灵一样绘制怪物精灵了。
我的代码找不到错误,我的朋友也找不到。
#!/usr/bin/env python
# -*- coding: utf-8 -*-
import pygame, random, sys, os
from pygame.locals import *
pygame.init() #pygame initieres
#skærm indstillinger
window_size = [800, 600]
window_mode = 0
window_color_rate = 32
screen = pygame.display.set_mode(window_size, window_mode, window_color_rate)
background_image = 'background.jpg'
background = (pygame.transform.scale(pygame.image.load(background_image).convert(), (800, 600)))
pygame.display.set_caption('I Wanna Be the Reindeer')
clock = pygame.time.Clock()
class Platform(pygame.sprite.Sprite):
def __init__(self, color, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
platform_image = 'platform.jpg'
self.image = pygame.transform.scale(pygame.image.load(platform_image).convert(), ([width, height]))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Monster(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
monster_image = 'platform.jpg'
self.image = pygame.transform.scale(pygame.image.load(monster_image).convert(), ([width, height]))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Goal(pygame.sprite.Sprite):
def __init__(self, color, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Player(pygame.sprite.Sprite):
#variabler spilleren ændre
change_x = 0
change_y = 0
jump_ready = False
frame_since_collision = 0
frame_since_jump = 0
levelpoints = 0
player_right = 'mobright.png'
player_left = 'mobleft.png'
def __init__(self, color, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(pygame.image.load(Player.player_right).convert_alpha(), [30, 30])
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def changespeed_x(self, x):
self.change_x = x
def changespeed_y(self, y):
self.change_y = y
def jump(self):
self.jump_ready = True
self.frame_since_jump = 0
def update(self, platforms):
old_x = self.rect.x
new_x = old_x + self.change_x
self.rect.x = new_x
old_y = self.rect.y
new_y = old_y + self.change_y
self.rect.y = new_y
collide = pygame.sprite.spritecollide(self, platforms, False)
if collide:
self.rect.x = old_x
platform_hit_list = pygame.sprite.spritecollide(self, platforms, False)
for platform in platform_hit_list:
self.rect.x = old_x
self.rect.y = old_y
self.change_y = 0
self.frame_since_collision = 0
if self.frame_since_collision < 1 and self.frame_since_jump < 6:
self.frame_since_jump = 5
self.change_y -= 10
self.frame_since_collision += 1
self.frame_since_jump += 1
def gravity(self):
self.change_y += 0.35
if self.rect.y >= 570 and self.change_y >= 0:
self.change_y = 0
self.rect.y = 570
self.frame_since_collision = 0
def goalcheck(self, goals):
goal_hit_list = pygame.sprite.spritecollide(self, goals, True)
for goals in goal_hit_list:
Player.levelpoints += 1
'''class Monster(pygame.sprite.Sprite):
global walk_quota
walk_quota = 0
def __init__(self, x, y, walk_distance, walk_interval):
pygame.sprite.Sprite.__init__(self)
monster_image = 'monsterright.png'
self.image = pygame.transform.scale(pygame.image.load(monster_image).convert_alpha(), [35, 35])
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.walk_distance = walk_distance
self.walk_interval = walk_interval
def walking(self):
global walk_quota
if self.walk_distance > walk_quota:
self.rect.x += self.walk_interval
walk_quota += self.walk_interval
print walk_quota
'''
#spilleren skabes
player = Player([255, 255, 0], 20, 15)
player.rect.x = 700
player.rect.y = 550
#monster funktioner
#def monsterwalk():
# for monster in monster_list:
# monster.walking()
#gruppe indstillinger
all_sprites_list = pygame.sprite.Group()
platform_list = pygame.sprite.Group()
goal_list = pygame.sprite.Group()
monster_list = pygame.sprite.Group()
all_sprites_list.add(player)
all_sprites_list.add(platform_list)
all_sprites_list.add(goal_list)
all_sprites_list.add(monster_list)
#level 1
def level1():
if Player.levelpoints == 0:
goal = goal_list.add(Goal((0, 255, 0), 50, 80, 20, 20))
monster = monster_list.add(Monster(400, 600, 200, 200))
for i in range(1, 6):
platform = platform_list.add(
[Platform((0, 0, 255), 50, 100, i * 20, 20)])
for i in range(1, 6):
platform = platform_list.add(
[Platform((0, 0, 255), 150, 200, i * 20, 20)])
for i in range(1, 6):
platform = platform_list.add(
[Platform((0, 0, 255), 250, 300, i * 20, 20)])
for i in range(1, 6):
platform = platform_list.add(
[Platform((0, 0, 255), 350, 400, i * 20, 20)])
for i in range(1, 6):
platform = platform_list.add(
[Platform((0, 0, 255), 450, 500, i * 20, 20)])
Player.levelpoints += 1
#level2
def level2():
if Player.levelpoints == 2:
platform_list.empty()
platform = platform_list.add(
[Platform((0, 0, 255), 600, 200, 100, 20)],
[Platform((0, 0, 255), 600, 300, 100, 20)],
[Platform((0, 0, 255), 600, 400, 100, 20)])
Player.levelpoints += 1
#*------Main loop------*
while True:
#styring af spiller
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == K_LEFT:
player.changespeed_x(-4)
player.image = pygame.transform.scale(pygame.image.load(Player.player_left).convert_alpha(), [30, 30])
if event.key == K_RIGHT:
player.changespeed_x(4)
player.image = pygame.transform.scale(pygame.image.load(Player.player_right).convert_alpha(), [30, 30])
if event.key == K_DOWN:
player.changespeed_y(6)
if event.key == K_UP:
player.jump()
if event.type == KEYUP:
if event.key == K_LEFT:
player.changespeed_x(0)
if event.key == K_RIGHT:
player.changespeed_x(0)
if player.rect.x >= 800:
player.rect.x = -15
if player.rect.x <= -20:
player.rect.x = 799
#initiering af levels
level1()
level2()
#funktioner til opdating af objekter
player.gravity()
player.update(platform_list)
player.goalcheck(goal_list)
platform_list.update()
monster_list.update()
#monsterwalk()
#sprites og billeder der skal tegnes på skærmen
screen.fill((0, 0, 0))
screen.blit(background, [0, 0])
all_sprites_list.draw(screen)
platform_list.draw(screen)
monster_list.draw(screen)
goal_list.draw(screen)
clock.tick(500)
print Player.levelpoints
pygame.display.update()
就像现在一样,我可以让我的球员、目标和平台展示,但不能展示怪物。
注意:怪物只使用平台图像作为占位符。