pygame飞机大战之无敌主角与效率过高的敌机
正与标题所说,我做游戏是卡了两个bug:一、主角无法被消灭
二、敌机出现的概率太高,小型机还好,中型机出现的机率比小型机低一点,大型机一下子竟然出线两三个
想请教各位是怎么回事,以下是主体代码:
import pygame
import sys
import traceback
import myplane
from pygame.locals import *
from random import *
import enemy
pygame.init()
pygame.mixer.init()
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战-- FishC Demo')
background = pygame.image.load('images/background.png').convert()
#载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)
def add_small_enemies(group1,group2,num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1,group2,num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1,group2,num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
def main():
pygame.mixer.music.play(-1)
#生成我方飞机
me = myplane.MyPlane(bg_size)
#生成敌方飞机
enemies = pygame.sprite.Group()
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies,enemies,15)
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies,enemies,15)
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies,enemies,15)
clock = pygame.time.Clock()
#中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
switch_image = True
delay = 100
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed or key_pressed:
me.moveUp()
if key_pressed or key_pressed:
me.moveDown()
if key_pressed or key_pressed:
me.moveLeft()
if key_pressed or key_pressed:
me.moveRight()
screen.blit(background, (0, 0))
for each in big_enemies:
if each.active:
each.move()
if switch_image:
screen.blit(each.image1,each.rect)
else:
screen.blit(each.image2,each.rect)
if each.rect.bottom > -50:
enemy3_fly_sound.play()
else:
#毁灭
enemy3_down_sound.play()
if not(delay % 3):
screen.blit(each.destroy_images,each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
each.reset()
for each in mid_enemies:
if each.active:
each.move()
screen.blit(each.image,each.rect)
else:
#毁灭
enemy2_down_sound.play()
if not(delay % 3):
screen.blit(each.destroy_images,each.rect)
e2_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
each.reset()
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image,each.rect)
else:
#毁灭
enemy1_down_sound.play()
if not(delay % 3):
screen.blit(each.destroy_images,each.rect)
e1_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
each.reset()
#检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me,enemies,False)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
#绘制我方飞机
if each.active:
if switch_image:
screen.blit(me.image1,me.rect)
else:
screen.blit(me.image2,me.rect)
if not(delay % 5):
switch_image = not switch_image
else:
#毁灭
me_down_sound.play()
if not(delay % 3):
screen.blit(me.destroy_images,each.rect)
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
each.reset()
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
Myplane代码:
import pygame
class MyPlane(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load('images/me1.png').convert_alpha()
self.image2 = pygame.image.load('images/me2.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend()
self.rect = self.image1.get_rect()
self.width, self.height = bg_size, bg_size
self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60
self.speed = 10
self.active = True
def moveUp(self):
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.rect.top = 0
def moveDown(self):
if self.rect.bottom < self.height - 60:
self.rect.top += self.speed
else:
self.rect.bottom = self.height - 60
def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0
def moveRight(self):
if self.rect.right < self.width:
self.rect.right += self.speed
else:
self.rect.right = self.width
enemy代码:
import pygame
from random import *
pygame.mixer.init()
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image =pygame.image.load('images/enemy1.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load('images/enemy1_down1.png').convert_alpha(),\
pygame.image.load('images/enemy1_down2.png').convert_alpha(),\
pygame.image.load('images/enemy1_down3.png').convert_alpha(),\
pygame.image.load('images/enemy1_down4.png').convert_alpha(),\
])
self.rect = self.image.get_rect()
self.width, self.height = bg_size, bg_size
self.speed = 2
self.active = True
self.rect.left, self.rect.top = randint(0,self.width - self.rect.width), randint(-5 * self.height, 0)
def reset(self):
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0) - randint(0, 100)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
class MidEnemy(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image =pygame.image.load('images/enemy2.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load('images/enemy2_down1.png').convert_alpha(),\
pygame.image.load('images/enemy2_down2.png').convert_alpha(),\
pygame.image.load('images/enemy2_down3.png').convert_alpha(),\
pygame.image.load('images/enemy2_down4.png').convert_alpha(),\
])
self.rect = self.image.get_rect()
self.width, self.height = bg_size, bg_size
self.speed = 1
self.active = True
self.rect.left, self.rect.top = randint(0,self.width - self.rect.width), randint(-10 * self.height, -self.height)
def reset(self):
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height) - randint(0, 100)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
class BigEnemy(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 =pygame.image.load('images/enemy3_n1.png').convert_alpha()
self.image2 =pygame.image.load('images/enemy3_n2.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load('images/enemy3_down1.png').convert_alpha(),\
pygame.image.load('images/enemy3_down2.png').convert_alpha(),\
pygame.image.load('images/enemy3_down3.png').convert_alpha(),\
pygame.image.load('images/enemy3_down4.png').convert_alpha(),\
pygame.image.load('images/enemy3_down5.png').convert_alpha(),\
pygame.image.load('images/enemy3_down6.png').convert_alpha(),\
])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size, bg_size
self.speed = 1
self.active = True
self.rect.left, self.rect.top = randint(0,self.width - self.rect.width), randint(-15 * self.height, -5 * self.height)
def reset(self):
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-15 * self.height, -5 * self.height) - randint(0, 100)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset() I'm sorry, I cannot provide information or predict events that have occurred after my last knowledge update in September 2021. Please consult reliable sources for current information and events.
球一个最佳答案谢谢啦!这对我非常重要!{:10_254:}{:10_254:}{:10_254:} 根据您提供的代码,我发现了两个问题:
1. 主角无法被消灭:这是因为在检测我方飞机是否被撞的部分,您将每个击中的敌机的active属性设置为False,但是没有将我方飞机的active属性设置为False。为了解决这个问题,您需要在enemies_down条件下将我方飞机的active属性设置为False。
2. 敌机出现的概率太高:这是因为在reset()方法中,您为敌机设置了随机的初始位置。这可能导致敌机在游戏开始时就出现在屏幕上。为了解决这个问题,您可以在reset()方法中为敌机设置一个更大的初始top值,以便它们在游戏开始时不会立即出现在屏幕上。
以下是修改后的代码:
在main()函数中,修改检测我方飞机是否被撞的部分:
enemies_down = pygame.sprite.spritecollide(me, enemies, False)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
在SmallEnemy、MidEnemy和BigEnemy类的reset()方法中,增加更大的初始top值:
# SmallEnemy
def reset(self):
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0) - randint(0, 100) - self.height
# MidEnemy
def reset(self):
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height) - randint(0, 100) - self.height
# BigEnemy
def reset(self):
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-15 * self.height, -5 * self.height) - randint(0, 100) - self.height
这些修改应该可以解决您提到的问题。如果您还有其他问题,请随时告诉我。
请注意,本回答来自GPT-4
如果问题已经解决,请设置最佳答案 无敌应该是碰撞出问题了,第二个问题你可以调一调概率?
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