【问题标题】:Pygame player sprite not appearingPygame玩家精灵没有出现
【发布时间】:2018-04-27 02:46:31
【问题描述】:

我一直在为学校计算机课做这个项目,但无法让玩家精灵出现,有人可以帮忙吗?当我运行主游戏循环时,除了玩家精灵之外,一切都正确显示。它应该由于箭头输入而在屏幕上移动并受重力影响。当我删除图像并仅使用对象类和矩形时,该代码也可以工作。

import os
import random
import pygame

#start pygame
pygame.init()

#set up display
pygame.display.set_caption("Jump to escape!")
width = 720
height = 540
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
img = pygame.image.load('img.jpg')


#PLayer class
class Player(pygame.sprite.Sprite):
    #My sprite is going to be a player

    def __init__(self):
        super().__init__()

        self.image = pygame.image.load("player.png").convert_alpha()
        self.image.set_colorkey([255,255,255])

        self.rect = self.image.get_rect()
        #We have added a class variable called self.currentWalls.
        #This is blank initially but as soon as the game loop is called it will store the currently displayed walls.
        #It's effectively a copy of the walls variable within the game loop itself.
        self.currentWalls =[]

    def move(self,dx,dy, walls):

        #Every time the 'move' function is called, we update self.currentWalls with the walls passed to the function.
        self.currentWalls = walls

        if dx!=0:
            self.move_single_axis(dx,0)
        if dy!=0:
            self.move_single_axis(0,dy)

    def move_single_axis(self, dx, dy):

        self.rect.x += dx
        self.rect.y += dy

        #This is where we actually use self.currentWalls.
        #It is used for collision detection.
        #The code remains pretty much the same, however it is now referencing self.currentWalls instead of just walls.
        for wall in self.currentWalls:
            if self.rect.colliderect(wall.rect):
                if dx > 0:
                    self.rect.right = wall.rect.left
                if dx < 0:
                    self.rect.left = wall.rect.right
                if dy > 0:
                    self.rect.bottom = wall.rect.top
                if dy < 0:
                    self.rect.top = wall.rect.bottom




#a new class for walls / blocks to jump onto
class Wall(object):

    #Whenever this class is instantiated, an item with a property 'item.rect' is created.
    #We append copies of this class to the walls array later in the program.
    def __init__(self, wx, wy):
        self.rect = pygame.Rect(wx,wy,30,30)

    def reset_wall(self):
        self.active = False

#Start of the menu implementation.

#Function that, when called will quit pygame.
def quitgame():
    pygame.quit()
    quit()

#Function that creates a button to the required parameters.
def button(msg,x,y,w,h,ic,ac,action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()

    if x+w > mouse[0] > x and y+h > mouse[1] > y:
        pygame.draw.rect(screen, ac,(x,y,w,h))
        if click[0] == 1 and action != None:
            action()
    else:
        pygame.draw.rect(screen, ic,(x,y,w,h))
    smallText = pygame.font.SysFont("arialBold",20)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ( (x+(w/2)), (y+(h/2)) )
    screen.blit(textSurf, textRect)

#Function that creates a text object to the specified parameters.
def text_objects(text, font):
    textSurface = font.render(text, True, (0,0,0))
    return textSurface, textSurface.get_rect()




#Function that, when called, makes a menu appear.
#It makes use of the above few functions.
def game_intro():

    intro = True

    while intro:
        for event in pygame.event.get():
            #print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        screen.fill((255,255,255))
        screen.blit(img,(0,0))
        largeText = pygame.font.SysFont("Segoe UI Black",115)
        TextSurf, TextRect = text_objects("Pixel Dash", largeText)
        TextRect.center = ((width/2),(height/2))
        screen.blit(TextSurf, TextRect)


        button("GO!",150,450,100,50,(0,150,0),(0,255,0),game_loop)
        button("Quit",450,450,100,50,(150,0,0),(255,0,0),False)

        pygame.display.update()
        clock.tick(60)





#Function that, when called, will run the main game.
#It uses the other functions that the menu system doesn't.
def game_loop():

    #Create an empty list called walls.
    #At any point during the game this list will store the walls that are currently being displayed.
    walls = []

    player = Player() #create a player object using the class above
    colour = (0,128,255)
    wall_colour = (255,255,255)

    #In the level, W means wall & E means exit
    level = [
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    "W                      W",
    "W        WWW           W",
    "W                      W",
    "W                   E  W",
    "W        W     WWWWWW  W",
    "W       WW             W",
    "W      WW              W",
    "W     WWWWW            W",
    "W                      W",
    "W        WW         WWWW",
    "W                      W",
    "W                      W",
    "W         WWWWWW       W",
    "W      WWW             W",
    "W                      W",
    "W                      W",
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    ]

    levels = [[
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    "W                      W",
    "W                      W",
    "W                      W",
    "W                   E  W",
    "W              WWWWWW  W",
    "W                      W",
    "W                      W",
    "W     WWWWW            W",
    "W                      W",
    "W                   WWWW",
    "W                      W",
    "W                      W",
    "W         WWWWWW       W",
    "W                      W",
    "W                      W",
    "W                      W",
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    ],[
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    "W                      W",
    "W E                    W",
    "W WWWWW                W",
    "W        WWW           W",
    "W                      W",
    "W                      W",
    "W            WWWWW     W",
    "W                      W",
    "W                      W",
    "W                      W",
    "W                      W",
    "W                      W",
    "W         WWWWWW       W",
    "W                      W",
    "W                      W",
    "W                      W",
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    ],[
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    "W                      W",
    "W                W     W",
    "W           WWW  W    WW",
    "W                W E WWW",
    "W  WWWW                W",
    "W                      W",
    "W            WWWWW     W",
    "W                      W",
    "W                      W",
    "W    W                 W",
    "W                      W",
    "W                      W",
    "W            WWW       W",
    "W                      W",
    "W   W                  W",
    "W                      W",
    "WWWWWWWWWWWWWWWWWWWWWWWW",
    ]]


    x = y = 0
    for row in level:
        for col in row:
            if col == "W":
                #For each wall, create a new instance of the 'Wall' class and append it to the list 'walls'
                walls.append(Wall(x, y))
            if col == "E":
                end_rect = pygame.Rect(x,y,30,30)
            x += 30
        y += 30
        x=0

    #start the game play!
    running = True

    while running:
        clock.tick(60)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False

            if (event.type == pygame.KEYDOWN) and (event.key == pygame.K_SPACE):
                if colour == (0,128,255):
                    colour = (255,100,0)
                else:
                    colour = (0,128,255)


        #allow the player to move
        user_input = pygame.key.get_pressed()

        #Whenever we call the player.move function, we have added another parameter.
        #We pass the walls list in to the function so that it keeps the variable player.currentWalls up to date.
        if user_input[pygame.K_UP]:
            player.move(0,-5, walls)
        elif player.rect.y < (height -60):
            player.move(0,5, walls)

        if user_input[pygame.K_DOWN]:
            player.move(0,5, walls)

        if user_input[pygame.K_LEFT]:
            player.move(-5,0, walls)
            if player.rect.x < 0:
                player.rect.x= width -1

        if user_input[pygame.K_RIGHT]:
            player.move(5,0, walls)
            if player.rect.x > width:
                player.rect.x= -59


        if player.rect.colliderect(end_rect):
            #Clear the walls array.
            #Gets rid of all walls that are currently being drawn.
            del walls[:]

            level = random.choice(levels)
            wall_colour = (random.randint(0,255),random.randint(0,255),random.randint(0,255))
            x = y = 0
            for row in level:
                for col in row:
                    if col == "W":
                        #For each wall, create a new instance of the 'Wall' class and append it to the list 'walls'
                        walls.append(Wall(x, y))
                    if col == "E":
                        end_rect = pygame.Rect(x,y,30,30)
                    x += 30
                y += 30
                x=0


        #draw the screen
        screen.fill((0,0,0))
        for wall in walls:
            pygame.draw.rect(screen,wall_colour,wall.rect)
        pygame.draw.rect(screen,(255,0,0),end_rect)
        pygame.draw.rect(screen,colour,player.rect)
        pygame.display.flip()

game_intro()
game_loop()
pygame.quit()

【问题讨论】:

  • 如果 blit 位置或碰撞检测有问题,打印精灵的rect 通常会有所帮助。

标签: python pygame


【解决方案1】:

Player__init__ 方法中,您创建了一个矩形,但不设置其坐标,因此它位于默认坐标(0, 0)。然后您的碰撞检测代码似乎将其推到了级别之上,您无法再次输入它。

将矩形的坐标设置为关卡内的一个点,例如:

self.rect = self.image.get_rect(topleft=(400, 300))
# Or
self.rect.x = 400
self.rect.y = 300
# Or
self.rect.topleft = (400, 300)

您也可以将位置传递给__init__ 方法,然后将其分配给矩形,或者在级别更改时设置它。

【讨论】:

  • 谢谢,代码现在显示播放器,但它只是一个蓝色方块而不是精灵。这与我在游戏循环结束时绘制屏幕后如何打开播放器有关吗?
  • 那是因为你绘制了一个矩形而不是 blitting 图像。将此行 pygame.draw.rect(screen,colour,player.rect) 更改为 screen.blit(player.image, player.rect)
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