Pygame 查询 - 在同一类中生成多个精灵

发布于 2024-12-08 01:05:10 字数 4174 浏览 0 评论 0原文

不重要的前言:

你好,我正在使用Python和Pygame来创建一个游戏。这是为了提高我的编程技能,而不是认真尝试游戏创作。最近我为了 Objective C 而暂时离开了 Python,但现在我又回到了它。这是我短暂休息之前遇到的一个问题,现在又回到了一个原本让我困惑的问题。我花了很长时间研究它,我怀疑我已经找到了解决方案,但只是未能理解它。我对一些不好的命名约定/缺乏评论表示歉意。我正在努力改进这一点。

问题实质:

无论如何,我已经附上了我正在使用的四张图像。该程序使用一个简单的函数来在屏幕上定位各种图块。鼠标光标是一把剑。这是整个图像,但我稍后会更改它。每当光标与 Tile 碰撞时,我都会在 shell 中将程序类型设置为“蓝色”。我的目标是当它与该颜色的“任何”瓷砖碰撞时发生这种情况。

从长远来看,我希望能够修改这些图块精灵的属性。各种游戏部件会相互作用,我需要保存每个精灵的状态。我还会为其他精灵设置交互。

现在,精灵都在生成图像,但我的图块碰撞矩形在生成每个图像后只是移动。我认为考虑到代码,这是有意义的,但我需要一种处理多个精灵的方法,每个精灵都有一个用于碰撞的矩形。

谢谢

编辑:由于新用户限制,我无法添加图像。它们可以在此处输入链接描述我想我在人们可以(并且确实)编辑的地方读过在这里发帖。因此,如果有人能够将图像移动到此线程中,欢迎这样做。

import random,math,sys,os
import pygame
from pygame.locals import *

pygame.init() #Initializing Pygame

#Colors
black=(0,0,0)

#Screen
screen=pygame.display.set_mode((1200,800),0,0)
pygame.display.set_caption("Nero's Sandbox")
pygame.mouse.set_visible(False)
clock=pygame.time.Clock()
fps=40

#Game Functions:

def terminate():
    pygame.quit()
    sys.exit()

def numgen(x,y):
    return random.randint(x,y)

#Loop Variables
tri=2

#Groups:

allsprites = pygame.sprite.Group()
alltiles = pygame.sprite.Group()
allmice = pygame.sprite.Group()

#Mouse Classes

class Pointy(pygame.sprite.DirtySprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load('redsword.png').convert() #31x32 image
        self.image.set_colorkey(black)
        self.rect=self.image.get_rect()
        self.set=pygame.sprite.Group()
        self.add(allmice, allsprites, self.set)
        pygame.sprite.RenderPlain((self.set,allmice,allsprites))

    def update(self):
        screen.fill(black)
        alltiles.draw(screen)
        if event.type == pygame.MOUSEMOTION:
            pos = pygame.mouse.get_pos()
            self.rect.topright = pos
            self.set.draw(screen)

#Tile Sprites - only one rect is being recognized.

class Tile(pygame.sprite.Sprite):
    def __init__(self, graphic):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(graphic).convert()
        self.image = pygame.transform.scale((self.image),(50,50))
        self.rect=self.image.get_rect()
        self.add(alltiles, allsprites)
        self.set=pygame.sprite.RenderPlain((self))

    def update(self, x, y):
        pos = (x,y)
        self.rect.topleft = pos

#Micers
pointy1=Pointy()

#Game Loops

while True:  #Ensures all loops within program are constantly called when conditions are met.  
    screen.fill(black)
    while tri==2:                                   
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()
        pygame.display.flip()
        x = 0
        y = 50
        w = 0
        while  x!=600:
               x=x+50
               w = w+1
               if w%2==0:
                    purpletile1=Tile('purplesquare.png')
                    purpletile1.set.update(x,y)
                    purpletile1.set.draw(screen)
               else:
                   c=numgen(1,2)
                   if c==1:
                           bluetile1=Tile('lightbluesquare.png')
                           bluetile1.set.update(x,y)
                           bluetile1.set.draw(screen)
                   if c==2:
                           redtile1=Tile('redsquare.png')
                           redtile1.set.update(x,y)
                           redtile1.set.draw(screen)
               if x>=600 and y!=450:
                    if y<450:
                        x = 0
                        y = y+50
                        w=w-1
                    if y>=450:
                       tri=3

    while tri==3:
        for event in pygame.event.get():
           if event.type == QUIT:
               terminate()
           alltiles.draw(screen)
           pointy1.set.update()
           pointy1.set.draw(screen)
           pygame.display.flip()
           clock.tick(fps)
           if pygame.sprite.collide_rect(pointy1,bluetile1):
               print('blue')

Unimportant Preamble:

Hello, I'm using Python and Pygame to create a game. This is for the purpose of improving my programming skills rather than a serious attempt at game creation. I've taken a break from Python lately for Objective C, but I'm now returning to it. This is a problem that I was having before I took a brief break, and I've returned to a question that was originally puzzling me. I've spent quite a while researching it, and I have a suspicion I've come across the solution and merely failed to understand it. I apologize for some of the bad naming conventions/lack of comments. I'm working on improving that.

Substance of Question:

Anyway, I've attached the four images I'm using. The program uses a simple function to position various Tiles on the screen. The mouse cursor is a sword. It is the entire image, but I'll be changing that later. I've made the program type "blue" in the shell whenever the cursor collides with a Tile. My goal is to have this happen when it collides with "ANY" tile of that color.

Long-term, I want to be able to modify the properties of these tile sprites. Various game-pieces would interact, and I would need to save the state of each sprite. I'd also be setting interactions for the other sprites.

Right now the sprites are all generating images, but my collision rectangle for the Tile is simply moving after each image is generated. I suppose that makes sense given the code, but I need a way to multiple sprites, each with a rectangle for collision.

Thanks

EDIT: I was unable to add images due to a new-user restriction. They are available enter link description here I think I read somewhere that people can (and do) edit posts here. So if anyone who the ability to move the images into this thread is welcome to do so.

import random,math,sys,os
import pygame
from pygame.locals import *

pygame.init() #Initializing Pygame

#Colors
black=(0,0,0)

#Screen
screen=pygame.display.set_mode((1200,800),0,0)
pygame.display.set_caption("Nero's Sandbox")
pygame.mouse.set_visible(False)
clock=pygame.time.Clock()
fps=40

#Game Functions:

def terminate():
    pygame.quit()
    sys.exit()

def numgen(x,y):
    return random.randint(x,y)

#Loop Variables
tri=2

#Groups:

allsprites = pygame.sprite.Group()
alltiles = pygame.sprite.Group()
allmice = pygame.sprite.Group()

#Mouse Classes

class Pointy(pygame.sprite.DirtySprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load('redsword.png').convert() #31x32 image
        self.image.set_colorkey(black)
        self.rect=self.image.get_rect()
        self.set=pygame.sprite.Group()
        self.add(allmice, allsprites, self.set)
        pygame.sprite.RenderPlain((self.set,allmice,allsprites))

    def update(self):
        screen.fill(black)
        alltiles.draw(screen)
        if event.type == pygame.MOUSEMOTION:
            pos = pygame.mouse.get_pos()
            self.rect.topright = pos
            self.set.draw(screen)

#Tile Sprites - only one rect is being recognized.

class Tile(pygame.sprite.Sprite):
    def __init__(self, graphic):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(graphic).convert()
        self.image = pygame.transform.scale((self.image),(50,50))
        self.rect=self.image.get_rect()
        self.add(alltiles, allsprites)
        self.set=pygame.sprite.RenderPlain((self))

    def update(self, x, y):
        pos = (x,y)
        self.rect.topleft = pos

#Micers
pointy1=Pointy()

#Game Loops

while True:  #Ensures all loops within program are constantly called when conditions are met.  
    screen.fill(black)
    while tri==2:                                   
        for event in pygame.event.get():
            if event.type == QUIT:
                terminate()
        pygame.display.flip()
        x = 0
        y = 50
        w = 0
        while  x!=600:
               x=x+50
               w = w+1
               if w%2==0:
                    purpletile1=Tile('purplesquare.png')
                    purpletile1.set.update(x,y)
                    purpletile1.set.draw(screen)
               else:
                   c=numgen(1,2)
                   if c==1:
                           bluetile1=Tile('lightbluesquare.png')
                           bluetile1.set.update(x,y)
                           bluetile1.set.draw(screen)
                   if c==2:
                           redtile1=Tile('redsquare.png')
                           redtile1.set.update(x,y)
                           redtile1.set.draw(screen)
               if x>=600 and y!=450:
                    if y<450:
                        x = 0
                        y = y+50
                        w=w-1
                    if y>=450:
                       tri=3

    while tri==3:
        for event in pygame.event.get():
           if event.type == QUIT:
               terminate()
           alltiles.draw(screen)
           pointy1.set.update()
           pointy1.set.draw(screen)
           pygame.display.flip()
           clock.tick(fps)
           if pygame.sprite.collide_rect(pointy1,bluetile1):
               print('blue')

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坚持沉默 2024-12-15 01:05:10

我自己也有同样的问题!我做了一些调试,看来我的类的所有实例都共享 pygame.Rect() 的相同实例。

您可能需要更改该行:

pygame.sprite.Sprite.__init__(self)

这样

super.__init__(self)

,pygame.sprite.Sprite 的 init 将为您的图块设置属性。我可能是错的,我并不完全熟悉 python 的继承语法,但这就是我这样做的方式。

我也可能是 get_rect 导致所有类使用相同的矩形,但这似乎不太可能。

我希望我能提供一些帮助,并且记住 pygame.Rect 是一个对象,所以不知何故你只实例化一次。

I had this same problem myself! I did some debugging, and it appeared that all instances of my class shared the same instance of pygame.Rect()

You may want to change the line:

pygame.sprite.Sprite.__init__(self)

to

super.__init__(self)

This way, pygame.sprite.Sprite's init will set attributes to your tile. I could be wrong, I'm not entirely familiar with python's inheritance syntax, but that is the way I do it.

I could also be the get_rect that is causing the same rectangle to be used for all classes, but that doesn't seem to be likely.

I hope that I was some help, and just remember that pygame.Rect is an object, so somehow you are instantiating only once.

~没有更多了~
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