我想将tree
精灵添加到名为的精灵组tree_group
中,我希望树木产卵的距离计算如下:if 800 - (tree.x + TREE_HEIGHT) > Tree.get_distance(score): tree_group.draw(tree)
由于某种原因,树没有出现,我相信这是因为树精灵还没有在组中,这就是我想使用该add()
功能的原因。
我希望 draw_display 函数遍历屏幕上当前的所有树并使用 get_speed 方程移动它们。
我的代码是这样的:
import pygame
import sys
import random
import os
import time
from pygame.event import post
# initializes pygame libraries
pygame.init()
pygame.font.init()
pygame.mixer.init()
score = 0
FPS = 60
VEL = 5
# region | main window attributes and background
WIDTH, HEIGHT = 800, 800
display = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Ski Game")
BACKGROUND = pygame.transform.scale(pygame.image.load(os.path.join(
"assets", "background", "background.jpg")), (WIDTH, HEIGHT))
# endregion
# region | fonts and colors
SCORE_FONT = pygame.font.SysFont('comicsans', 40)
GAME_OVER_FONT = pygame.font.SysFont('comicsans', 100)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# endregion
# region | linking sprites and resizing then
SKIER_WIDTH = 65
SKIER_HEIGHT = 105
SKIER = pygame.transform.scale(pygame.image.load(
os.path.join("assets", "sprites", "skier.png")), (SKIER_WIDTH, SKIER_HEIGHT))
# endregion
clock = pygame.time.Clock()
done = False
# create a custom event
CRASH_TREE = pygame.USEREVENT + 1
def draw_display(score, skier):
# blits the background
display.blit(BACKGROUND, (0, 0))
score_text = SCORE_FONT.render("Score: " + str(score), 1, BLACK)
display.blit(score_text, (WIDTH / 2 - score_text.get_width()/2, 10))
display.blit(SKIER, (skier.x, skier.y))
tree_group = pygame.sprite.Group()
tree_group.draw(display)
pygame.display.update()
class Tree(pygame.sprite.Sprite):
def __init__(self, score):
super().__init__()
self.TREE_WIDTH = 80
self.TREE_HEIGHT = 150
self.image = pygame.transform.scale(pygame.image.load(os.path.join(
"assets", "sprites", "tree.png")), (self.TREE_WIDTH, self.TREE_HEIGHT))
self.rect = self.image.get_rect()
self.rect.x = random.randrange(0, WIDTH)
self.rect.y = 800
self.rect.y += self.get_speed(score)
def get_speed(score, base=2, interval=10, multiplier=0.05):
return base + ((score//interval) * multiplier)
def get_distance(score, base=2, interval=10, multiplier=5):
return base + ((score//interval) * multiplier)
def handle_skier_movement(keys_pressed, skier):
if keys_pressed[pygame.K_LEFT] and skier.x - VEL > 0: # LEFT
skier.x -= VEL
if keys_pressed[pygame.K_RIGHT] and skier.x + VEL + skier.width < WIDTH: # RIGHT
skier.x += VEL
if keys_pressed[pygame.K_UP] and skier.y - VEL > 0: # UP
skier.y -= VEL
if keys_pressed[pygame.K_DOWN] and skier.y + VEL + skier.width < WIDTH: # DOWN
skier.y += VEL
def game_over():
game_over_text = GAME_OVER_FONT.render("GAME OVER", 1, BLACK)
display.blit(game_over_text, (WIDTH/2 - game_over_text.get_width() /
2, HEIGHT/2 - game_over_text.get_height()/2))
pygame.display.update()
pygame.time.delay(5000)
def main():
skier = pygame.Rect(700, 300, SKIER_WIDTH, SKIER_HEIGHT)
trees = 1
score = 0
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
keys_pressed = pygame.key.get_pressed()
handle_skier_movement(keys_pressed, skier)
draw_display(score, skier)
if event.type == CRASH_TREE:
game_over()
score = 0
break
if __name__ == "__main__":
main()