python
main.py:import pygame
import sys
import traceback
import my_plane
import enemy
import bullet
from pygame.locals import *
pygame.init()
bg_size = weight, height = 400, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战")
background = pygame.image.load('背景.png').convert()
def add_enemies(group, num):
for i in range(num):
e = enemy.Enemy(bg_size)
group.add(e)
def main():
me = my_plane.MyPlane(bg_size)
enemies = pygame.sprite.Group()
add_enemies(enemies, 15)
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
clock = pygame.time.Clock()
delay = 100
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed or key_pressed:
me.move_up()
if key_pressed or key_pressed:
me.move_down()
if key_pressed or key_pressed:
me.move_left()
if key_pressed or key_pressed:
me.move_right()
screen.blit(background, (0, 0))
if not(delay % 10):
bullet1.reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
for b in bullet1:
if b.active:
b.move()
screen.blit(b.image, b.rect)
enemy_hit = pygame.sprite.spritecollide(b, enemies, False)
if enemy_hit:
b.active = False
for e in enemy_hit:
e.active = False
for each in enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
each.reset()
enemies_down = pygame.sprite.spritecollide(me, enemies, False)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
if me.active:
screen.blit(me.image, me.rect)
else:
running = False
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
traceback.print_exc()
pygame.quit()
input()
bullet.py:
import pygame
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('子弹.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 12
self.active = True
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
谁知道为什么子弹的射程这么短? 子弹的射程短可能是因为在主循环中,子弹的速度设置得太快,导致子弹在很短的时间内就超出了屏幕范围。可以尝试将子弹的速度调慢一些,看看是否能延长子弹的射程。
在bullet.py文件中,将Bullet1类的速度改为较小的值,例如将self.speed = 12改为self.speed = 6。
修改后的代码如下:
import pygame
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('子弹.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 6# 修改子弹速度为6
self.active = True
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
修改后,子弹的速度将变慢,可能会延长子弹的射程。你可以尝试运行代码,看看是否解决了问题。 子弹射程短的原因可能是因为更新子弹位置的逻辑存在问题。在给子弹设置初始位置之后,子弹的移动逻辑是通过 move() 方法实现的。根据提供的代码,子弹的速度为 12,每次调用 move() 方法时,子弹的 top 值会减去速度。
然而,在主循环中,子弹的位置更新逻辑如下:
if not(delay % 10):
bullet1.reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
for b in bullet1:
if b.active:
b.move()
根据这段代码的逻辑,每隔 10 个循环周期,会通过 reset() 方法将当前子弹的位置重置为飞机的位置。然后,对于所有活跃的子弹,都会调用 move() 方法。这导致每个子弹的位置更新都是相同的,没有按照预期进行移动。
为了解决这个问题,你可以将 reset() 方法的调用移动到 move() 方法之前。同时,将 reset() 方法的调用放在条件 if not (delay % 10) 的外部,以确保子弹位置只在固定的时间间隔内被重置。
修改后的代码如下所示:
while running:
# 其他代码...
if not (delay % 10):
for b in bullet1:
if not b.active:
b.reset(me.rect.midtop)
break
for b in bullet1:
if b.active:
b.move()
通过这样的修改,每个子弹的位置更新就会独立进行,射程也会延长。希望这可以解决你的问题!如果还有其他疑问,请随时提问。
如果问题已经解决,请设置最佳答案 为什么我现在连子弹都看不见了? 而且这样就没有用到bullet_index 陶远航 发表于 2023-8-13 17:33
子弹射程短的原因可能是因为更新子弹位置的逻辑存在问题。在给子弹设置初始位置之后,子弹的移动逻辑是通过 ...
可以把改进后的代码完整的发给我吗?不要省略的形式 adsl9999 发表于 2023-8-13 18:21
可以把改进后的代码完整的发给我吗?不要省略的形式
import pygame
import sys
import traceback
import my_plane
import enemy
import bullet
from pygame.locals import *
pygame.init()
bg_size = weight, height = 400, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战")
background = pygame.image.load('背景.png').convert()
def add_enemies(group, num):
for i in range(num):
e = enemy.Enemy(bg_size)
group.add(e)
def main():
me = my_plane.MyPlane(bg_size)
enemies = pygame.sprite.Group()
add_enemies(enemies, 15)
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
clock = pygame.time.Clock()
delay = 100
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed or key_pressed:
me.move_up()
if key_pressed or key_pressed:
me.move_down()
if key_pressed or key_pressed:
me.move_left()
if key_pressed or key_pressed:
me.move_right()
screen.blit(background, (0, 0))
if not (delay % 10):
for b in bullet1:
if not b.active:
b.reset(me.rect.midtop)
break
for b in bullet1:
if b.active:
b.move()
screen.blit(b.image, b.rect)
enemy_hit = pygame.sprite.spritecollide(b, enemies, False)
if enemy_hit:
b.active = False
for e in enemy_hit:
e.active = False
for each in enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
each.reset()
enemies_down = pygame.sprite.spritecollide(me, enemies, False)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
if me.active:
screen.blit(me.image, me.rect)
else:
running = False
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
traceback.print_exc()
pygame.quit()
input()
import pygame
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('子弹.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 12
self.active = True
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
页:
[1]