你可以让它们沿着罪恶波移动。在你的情况下,它可能看起来像这样:
class Alien(Sprite):
def __init__(self,ss_game):
#...
self.frequency = 2
self.ySpeed = 0.01
self.overallY = self.rect.y
self.amplitude = 30
def update(self):
t = pygame.time.get_ticks() * self.ySpeed % 500
self.rect.x += (self.settings.alien_speed * self.settings.fleet_direction * self.frequency)
self.rect.y = (self.amplitude * math.sin(t)) + self.overallY
这是一个独立的例子。
import pygame
import math
ySpeed = 0.01
xVel = 0.1
x = 0
y = 250
amplitude = 20
frequency = 2
window = pygame.display.set_mode((600, 600))
pygame.init()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
#stuff to do with x direction
x += xVel * frequency
if (x < 0 or x > 600 - 30):
xVel *= -1
#generate the zigzag y
t = pygame.time.get_ticks() * ySpeed % 500
zigzagY = (amplitude * math.sin( t )) + y
#draw
window.fill((0, 0, 0))
pygame.draw.rect(window, (255, 255, 255), (x, zigzagY, 30, 30))
pygame.display.flip()
您的整个更新代码:
import pygame
import math
from pygame.locals import *
class Settings:
def __init__(self):
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
self.ship_speed = 1.5
self.bullet_speed = 1.5
self.bullet_width = 15
self.bullet_height = 3
self.bullet_color = (60, 60, 60)
self.bullet_allowed = 3
self.alien_speed = 1
self.fleet_drop_speed = 10
self.fleet_direction = 1
class Ship:
def __init__(self, ai_game):
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
self.image = pygame.image.load('images/ship_2.bmp')
self.rect = self.image.get_rect()
self.rect.midright = self.screen_rect.midright
self.y = float(self.rect.y)
self.moving_up = False
self.moving_down = False
def update(self):
if self.moving_down and self.y < 750:
self.y += self.settings.ship_speed
if self.moving_up and self.y > 0:
self.y -= self.settings.ship_speed
self.rect.y = self.y
def blitme(self):
self.screen.blit(self.image, self.rect)
class Bullet(pygame.sprite.Sprite):
def __init__(self,ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
self.rect = pygame.Rect(0,0, self.settings.bullet_width, self.settings.bullet_height)
self.rect.midright = ai_game.ship.rect.midright
self.x = float(self.rect.x)
def update(self):
self.x -= self.settings.bullet_speed
self.rect.x = self.x
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
class Alien(pygame.sprite.Sprite):
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.image = pygame.image.load('images/alien_2.bmp')
self.rect = self.image.get_rect()
# Start each new alien near the top left of the screen.
self.rect.y = self.rect.width
self.rect.x = self.rect.height
# Store the alien's exact horizontal position.
self.y = float(self.rect.y)
self.frequency = 1
self.ySpeed = 0.09
self.overallY = self.rect.y
self.amplitude = 4
def check_edges(self):
screen_rect = self.screen.get_rect()
if self.rect.top <= screen_rect.top or self.rect.bottom >= 800:
return True
def update(self):
self.rect.x += (self.settings.alien_speed * self.settings.fleet_direction * self.frequency)
#you can either comment out the one bellow and use the next two lines
#or you can leave it as it is.
#You might also want to change the frequency, ySpeed, amplitude and
#self.settings.alien_speed values to get it to zigzag exactly how you
#want it.
self.rect.y = self.overallY + (self.amplitude * math.sin(self.ySpeed * self.rect.x))
## t = pygame.time.get_ticks() * self.ySpeed % 500
## self.rect.y = (self.amplitude * math.sin(t)) + self.overallY
class SideShooter:
def __init__(self):
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
def run_game(self):
"""Start the main loop for the game."""
while True:
self._check_events()
self.ship.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_events(self):
"""Respond to keypresses and mouse events."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
def _check_keydown_events(self, event):
"""Respond to keypresses."""
if event.key == pygame.K_UP:
self.ship.moving_up = True
elif event.key == pygame.K_DOWN:
self.ship.moving_down = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
"""Respond to key releases."""
if event.key == pygame.K_UP:
self.ship.moving_up = False
elif event.key == pygame.K_DOWN:
self.ship.moving_down = False
def _fire_bullet(self):
if len(self.bullets) < self.settings.bullet_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
self.bullets.update()
for bullet in self.bullets.copy():
if bullet.rect.right <= self.screen.get_rect().left:
self.bullets.remove(bullet)
self._check_bullet_detection()
def _check_bullet_detection(self):
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if not self.aliens:
self.bullets.empty()
self._create_fleet()
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
def _create_fleet(self):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2* alien_width)
number_aliens_x = available_space_x // (3*alien_width)
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.overallY = alien_width + 2 * alien_width * alien_number
#alien.rect.y = alien.y
#self.overallY = alien.y
alien.rect.x = alien.rect.height + 2 * alien.rect.height * row_number
self.aliens.add(alien)
def _check_fleet_edges(self):
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
for alien in self.aliens.sprites():
alien.rect.x += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
pygame.display.flip()
ss = SideShooter()
ss.run_game()