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我正在使用 python 和 pygame 制作太空入侵者类型的游戏。我目前可以使用箭头键沿底部来回移动我的用户船,并且我的敌人会产生并在顶部来回移动。我的问题在于敌人。我已经设置好了,所以如果他们从游戏屏幕的边缘击中 100 像素,他们就会开始回到另一个方向。这会导致重叠,而那些已经达到极限的已经在往回走,而那些没有达到极限的仍然朝着原来的方向前进。我希望当边缘的敌人达到极限时,所有的敌人都会立即向另一个方向返回,就像在太空入侵者中一样。我的代码如下。我在敌人下有 KeepFormation 试图做我想做的事,但它不起作用。谢谢!

from pygame import *

size_x = 900
size_y = 650

class Object:
    def disp(self, screen):
        screen.blit(self.sprite, self.rect)

class User_Ship(Object):
    def __init__(self):
        self.sprite = image.load("mouse.bmp")
        self.rect = self.sprite.get_rect()
        self.rect.centerx = size_x/2
        self.rect.centery = size_y - 40
        self.count = 0
        self.move_x = 0
        self.move_y = 0

    def checkwith(self, otherrect):
        if self.rect.colliderect(otherrect):
            exit()

    def cycle(self):
        self.rect.centerx += self.move_x
        if self.rect.centerx < 100:
            self.rect.centerx = 100
        if self.rect.centerx > size_x - 100:
            self.rect.centerx = size_x - 100

        self.rect.centery += self.move_y
        if self.rect.centery < 0:
            self.rect.centery = 800

    def right(self):
        self.move_x += 10

    def left(self):
        self.move_x -= 10

    def stop_x(self):
        self.move_x = 0

    def stop_y(self):
        self.move_y = 0

    def shoot(self):
        if keys[pygame.K_SPACE]:
            self.Bullet.x = self.rect.centerx
            self.Bullet.y = self.rect.centery
            self.Bullet.speed = 10

class Enemys(Object):
    def __init__(self):
        self.sprite = image.load("ball.bmp")
        self.rect = self.sprite.get_rect()
        self.rect.centerx = size_x/3
        self.rect.centery = 200
        self.mval = -2

    def KeepFormation(self, otherrect):
        if self.rect.colliderect(otherrect):
            self.rect.centerx += 5

    def cycle(self):
        self.rect.centerx += self.mval
        if self.rect.centerx < 100:
            self.mval = 2
        elif self.rect.centerx > (size_x - 100):
            self.mval = -2

class Bullet(Object):
    def __init__(self):
        self.sprite = image.load("missile.png")
        self.rect = self.sprite.get_rect()
        self.rect.centerx = -100
        self.rect.centery = 100
        self.speed = 0

EnemyList = []
for i in range(14):
    EnemyList.append(Enemys())
    EnemyList[i].rect.centerx = (i) * 50
#   EnemyList[i].count = i * 20 

init()
screen = display.set_mode((size_x, size_y))
m = User_Ship()
en = Enemys()
b = Bullet()
clock = time.Clock()

while True:
    for e in event.get():
        if e.type == QUIT:
            quit()
        if e.type == KEYDOWN:
            if e.key == K_RIGHT:
                m.right()
            elif e.key == K_LEFT:
                m.left()
        if e.type == KEYUP:
            if e.key == K_RIGHT or e.key == K_LEFT:
                m.stop_x()

    m.cycle()
    screen.fill((255,255,255))
    for enemy in EnemyList:
        enemy.cycle()
        enemy.disp(screen)
        enemy.KeepFormation(enemy.rect)
    m.disp(screen)
    b.disp(screen)
    display.flip()
    clock.tick(60)  
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1 回答 1

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Add a flag in

def cycle(self):
    self.rect.centerx += self.mval
    if self.rect.centerx < 100:
        self.mval = 2
        return True # Direction change!
    elif self.rect.centerx > (size_x - 100):
        self.mval = -2
        return True
    return False # no change

But then you need to make this change happen only once. Thus...

done_once = False
for enemy in EnemyList:
    if not done_once:
        change = enemy.cycle()
    if change and not done_once:
        # call the new enemy function that changes every enemy's direction
        done_once = True
    enemy.disp(screen)
    enemy.KeepFormation(enemy.rect)

Process this flag such that everyone should change direction now. You may need another function & direction_tracking variable in your Enemy class. Good luck & good job!

于 2013-11-15T03:27:01.880 回答