【发布时间】:2018-11-30 15:39:54
【问题描述】:
当我运行我的代码时,程序对我说:
Traceback (most recent call last):
File "C:\Users\User\Documents\projects\two_player_gun_game.py", line 192, in <module>
if player_one_bullet.is_collided_with(player_two):
NameError: name 'player_one_bullet' is not defined
我不明白为什么会出现这个原因我已经在 is_collided_with 但是的类之一中创建了一个函数。好像还是不行可以。我在底部放了一个检查冲突的 if 语句。碰撞意味着玩家 1 和 2 的子弹会发生碰撞。这是我的帮助代码:
import pygame
import random
import sys
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock() # A clock to limit the frame rate.
pygame.display.set_caption("this game")
class Background:
picture = pygame.image.load("C:/images/space.jpg").convert()
picture = pygame.transform.scale(picture, (1280, 720))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
class player_first:
picture = pygame.image.load("C:/aliens/ezgif.com-crop.gif")
picture = pygame.transform.scale(picture, (200, 200))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
self.speed_x = 0
self.speed_y = 0
self.rect = self.picture.get_rect()
def update(self):
self.xpos += self.speed_x
self.ypos += self.speed_y
def draw(self): #left right
#screen.blit(pygame.transform.flip(self.picture, True, False), self.rect)
screen.blit(self.picture, (self.xpos, self.ypos))
class player_second:
picture = pygame.image.load("C:/aliens/Giantmechanicalcrab2 - Copy.gif")
picture = pygame.transform.scale(picture, (300, 200))
def __init__(self, x, y):
self.xpos = x
self.ypos = y
self.speed_x = 0
self.speed_y = 0
self.rect = self.picture.get_rect()
def update(self):
self.xpos += self.speed_x
self.ypos += self.speed_y
def draw(self): #left right
#screen.blit(pygame.transform.flip(self.picture, True, False), self.rect)
screen.blit(self.picture, (self.xpos, self.ypos))
class player_one_Bullet(pygame.sprite.Sprite):
picture = pygame.image.load("C:/aliens/giphy.gif").convert_alpha()
picture = pygame.transform.scale(picture, (100, 100))
def __init__(self):
self.xpos = 360
self.ypos = 360
self.speed_x = 0
super().__init__()
self.rect = self.picture.get_rect()
def update(self):
self.xpos += self.speed_x
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
#self.screen.blit(pygame.transform.flip(self.picture, False, True), self.rect)
def is_collided_with(self, sprite):
return self.rect.colliderect(sprite.rect)
class player_two_Bullet(pygame.sprite.Sprite):
picture = pygame.image.load("C:/aliens/MajesticLavishBackswimmer-size_restricted.gif").convert_alpha()
picture = pygame.transform.scale(picture, (100, 100))
picture = pygame.transform.rotate(picture, 180)
def __init__(self):
self.xpos = 360
self.ypos = 360
self.speed_x = 0
super().__init__()
self.rect = self.picture.get_rect()
def update(self):
self.xpos -= self.speed_x
def draw(self):
screen.blit(self.picture, (self.xpos, self.ypos))
#self.screen.blit(pygame.transform.flip(self.picture, False, True), self.rect)
def is_collided_with(self, sprite):
return self.rect.colliderect(sprite.rect)
player_one = player_first(0, 0)
player_two = player_second(1000, 0)
cliff = Background(0, 0)
player_one_bullet_list = pygame.sprite.Group()
player_two_bullet_list = pygame.sprite.Group()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
player_one.speed_y = -5
elif event.key == pygame.K_s:
player_one.speed_y = 5
elif event.key == pygame.K_UP:
player_two.speed_y = -5
elif event.key == pygame.K_DOWN:
player_two.speed_y = 5
elif event.key == pygame.K_SPACE:
player_one_bullet = player_one_Bullet()
player_one_bullet.ypos = player_one.ypos
player_one_bullet.xpos = player_one.xpos
player_one_bullet.speed_x = 14
player_one_bullet_list.add(player_one_bullet)
elif event.key == pygame.K_KP0:
player_two_bullet = player_two_Bullet()
player_two_bullet.ypos = player_two.ypos
player_two_bullet.xpos = player_two.xpos
player_two_bullet.speed_x = 14
player_two_bullet_list.add(player_two_bullet)
elif event.type == pygame.KEYUP:
# Stop moving when the keys are released.
if event.key == pygame.K_s and player_one.speed_y > 0:
player_one.speed_y = 0
elif event.key == pygame.K_w and player_one.speed_y < 0:
player_one.speed_y = 0
if event.key == pygame.K_DOWN and player_two.speed_y > 0:
player_two.speed_y = 0
elif event.key == pygame.K_UP and player_two.speed_y < 0:
player_two.speed_y = 0
if player_one_bullet.is_collided_with(player_two):
player_one_bullet.kill()
if player_two_bullet.is_collided_with(player_one):
player_two_bullet.kill()
player_one.update()
player_two.update()
cliff.draw()
player_one.draw()
player_two.draw()
player_one_bullet_list.update()
player_two_bullet_list.update()
for player_one_bullet in player_one_bullet_list:
player_one_bullet.draw()
for player_two_bullet in player_two_bullet_list:
player_two_bullet.draw()
for player_one_bullet in player_one_bullet_list.sprites():
if player_one_bullet.is_collided_with(player_two):
player_one_bullet.kill()
for player_two_bullet in player_two_bullet_list.sprites():
if player_two_bullet.is_collided_with(player_one):
player_two_bullet.kill()
pygame.display.flip()
clock.tick(60)
我现在已经添加了其他人的答案,但不幸的是,子弹.draw() 函数发生后子弹突然离开屏幕
还是一头雾水,能否给我看看代码,这会有所帮助。
【问题讨论】:
-
@Blckknght 你能告诉我它需要在代码中的什么位置吗?这对我有更大的帮助。
-
@Blckknght 这不起作用,子弹仍在消失
-
@skrx 你知道如何解决这个问题
标签: python oop pygame collision kill