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)