【发布时间】:2020-10-16 17:24:38
【问题描述】:
对不起,如果这是一个非常愚蠢的问题,但我是一个初学者,正在尝试使用 Python 和 Pygame 编写一个小游戏。
我正在尝试将屏幕上的可能位置数组与用户鼠标位置进行比较,方法是创建一个def get_square_under_mousex() ,然后使用 for 循环遍历数组的每个成员,直到找到匹配项。
def get_square_under_mousex():
j= 0
if pygame.MOUSEBUTTONUP:
x, y = pygame.mouse.get_pos()
for i in range(0, 14):
if POSITIONy1[i] < x < POSITIONy1[i+1]:
return i
else:
i+=1
print("this is x", POSITIONx1[i])
return i
def get_square_under_mousey():
j = 0
if pygame.MOUSEBUTTONUP:
x, y = pygame.mouse.get_pos()
for j in range(0, 9):
if POSITIONy1[j] < y < POSITIONy1[j+1]:
return j
else:
j+=1
print("this is y",POSITIONy1[j])
return j
当我为 x 和 y 运行程序时,我的 for 循环都不会超过 1,我有一种感觉,这与在循环可以超过 1 之前的主循环有关,但我没有知道如何解决这个问题,或者这就是问题所在。
另外,当我运行游戏时,无论是否点击鼠标,精灵都会移动,并且当我移动鼠标时,精灵会四处移动,但只会在数组中匹配 1 的坐标内移动。
非常感谢任何帮助指出我正确的方向,如果这是愚蠢的,对不起。
import pygame
import os
import time
pygame.init()
#asset folder
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, 'img')
#Variables
WHITE = ( 255, 255, 255)
BLACK = (35, 39, 42)
drag = 0
position1 = 0
position2 = 0
width = 600
height = 800
POSITIONx1 = [75, 123, 171, 219, 267, 315, 363, 411, 459, 507, 555, 603, 651, 699, 747]
POSITIONy1 = [175, 223, 271, 319, 367, 415, 463, 511, 559, 607]
print(POSITIONy1[1])
x1 = 75
x2 = 730
y1 = 175
y2 = 580
#change highlighting positions to creating grid on floor for possible spaces,
#instead highlight the sprite
#Game Window
size = (height, width)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("THE HARVESTOR")
#Sprite(1)
plant_img1 = pygame.image.load(os.path.join(img_folder, 'plant1.png')).convert_alpha()
plant_img2 = pygame.image.load(os.path.join(img_folder, 'plant2.png')).convert_alpha()
plant_img3 = pygame.image.load(os.path.join(img_folder, 'plant3.png')).convert_alpha()
desk_img = pygame.image.load(os.path.join(img_folder, 'background.png')).convert_alpha()
outline_img = pygame.image.load(os.path.join(img_folder, 'outline.png')).convert_alpha()
background = pygame.transform.scale(desk_img, (800, 800))
# The loop will carry on until the user exit the game (e.g. clicks the close button).
carryOn = True
# The clock will be used to control how fast the screen updates
all_sprites = pygame.sprite.Group()
def get_square_under_mousex():
j= 0
if pygame.MOUSEBUTTONUP:
x, y = pygame.mouse.get_pos()
for i in range(0, 14):
if POSITIONy1[i] < x < POSITIONy1[i+1]:
return i
else:
i+=1
print("this is x", POSITIONx1[i])
return i
def get_square_under_mousey():
j = 0
if pygame.MOUSEBUTTONUP:
x, y = pygame.mouse.get_pos()
for j in range(0, 9):
if POSITIONy1[j] < y < POSITIONy1[j+1]:
return j
else:
j+=1
print("this is y",POSITIONy1[j])
return j
class plant(pygame.sprite.Sprite):
layer = 1
def __init__(self, width, height):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((width,height))
self.images = []
self.images.append(plant_img1)
self.images.append(plant_img2)
self.images.append(plant_img3)
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(5, 5, 48, 48)
self.image = pygame.transform.scale(self.image, (120, 120))
self.rect = self.image.get_rect()
#self.rect.center = (800 / 2, 600 / 2)
all_sprites.add(self, layer = self.layer)
def update(self):
if (drag == 1):
self.rect.center = pygame.mouse.get_pos()
if (position1 == 1):
self.rect = self.image.get_rect()
self.rect.y = POSITIONy1[get_square_under_mousey()] #UPDATED PLANT PLACEMENT AFTER TOUCHING OUTLINE
#print(self.rect.y)
self.rect.x = POSITIONx1[get_square_under_mousex()]
#print(self.rect.x)
if (position1 == 2):
self.rect = self.image.get_rect()
self.rect.y = 450 #MISSED OUTLINE PLACEMENT
self.rect.x = 50
class outline(pygame.sprite.Sprite):
layer = 2
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((width,height))
self.image = outline_img
self.image = pygame.transform.scale(self.image, (120, 120))
self.rect = self.image.get_rect()
self.rect.y = 190 #OUTLINE POSITION
self.rect.x = 340
all_sprites.add(self, layer = self.layer)
def update(self):
1 == 1
clock = pygame.time.Clock()
all_sprites = pygame.sprite.LayeredUpdates()
plant = plant(50, 50)
outline = outline()
all_sprites.add(plant)
# -------- Main Program Loop -----------
while carryOn:
# --- Main event loop
spritegroup = pygame.sprite.RenderPlain()
clock = pygame.time.Clock()
# --- getting mouse pos ----
x, y = pygame.mouse.get_pos()
#print(x, y)
all_sprites.update()
screen.fill(BLACK)
screen.blit(background, (0,0))
all_sprites.draw(screen)
# ---- EVENT LOOP ---
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
pygame.quit()
carryOn = False # Flag that we are done so we exit this loop
if event.type == pygame.MOUSEBUTTONDOWN:
if plant.rect.collidepoint(pygame.mouse.get_pos()):
all_sprites.add(outline)
outline.rect.collidepoint(pygame.mouse.get_pos())
drag = 1
position1 = 0
if event.type == pygame.MOUSEBUTTONUP:
if plant.rect.collidepoint(pygame.mouse.get_pos()):
position1 = 1
#print("true")
drag = 0
outline.kill()
#elif event.type == pygame.MOUSEBUTTONUP:
# if plant.rect.collidepoint(pygame.mouse.get_pos()):
# position1 = 2
# drag = 0
# outline.kill()
pygame.display.update()```
【问题讨论】:
标签: python python-3.x pygame