只有一发子弹发射出去其他三个如何调试
import pygameimport sys
import traceback
from pygame.locals import *
from random import *
import myplane
import enemy
import bullet
import supply
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')
BLACK=(0,0,0)
GREEN=(0,255,0)
RED=(255,0,0)
WHITE=(255,255,255)
#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):
e1=enemy.MidEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1,group2,num):
for i in range(num):
e1=enemy.BigEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def inc_speed(target,inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
#生成我方飞机
me=myplane.MyPlane(bg_size)
enemies=pygame.sprite.Group()
#生成敌方小型飞机
small_enemies=pygame.sprite.Group()
add_small_enemies(small_enemies,enemies,15)
#生成敌方中型飞机
mid_enemies=pygame.sprite.Group()
add_mid_enemies(mid_enemies,enemies,4)
#生成敌方大型飞机
big_enemies=pygame.sprite.Group()
add_big_enemies(big_enemies,enemies,4)
#生成普通子弹
bullet1=[]
bullet1_index=0
BULLET1_NUM=8
for i in range(BULLET1_NUM//4):
#bullet1.append(bullet.Bullet1(me.rect.midtop))
bullet1.append(bullet.Bullet1((me.rect.centerx-33,me.rect.centery)))
bullet1.append(bullet.Bullet1((me.rect.centerx-13,me.rect.centery)))
bullet1.append(bullet.Bullet1((me.rect.centerx+13,me.rect.centery)))
bullet1.append(bullet.Bullet1((me.rect.centerx+30,me.rect.centery)))
#生成超级子弹
bullet2=[]
bullet2_index=0
BULLET2_NUM=8
for i in range(BULLET2_NUM//2):
bullet2.append(bullet.Bullet2((me.rect.centerx-33,me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx+30,me.rect.centery)))
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
#设置难度级别
level=1
#全屏炸弹
bomb_image=pygame.image.load('images/bomb.png').convert_alpha()
bomb_rect=bomb_image.get_rect()
bomb_font=pygame.font.Font('font/font.ttf',48)
bomb_num=10
#每30秒发放一个补给包
bullet_supply=supply.Bullet_Supply(bg_size)
bomb_supply=supply.Bomb_Supply(bg_size)
SUPPLY_TIME=USEREVENT
pygame.time.set_timer(SUPPLY_TIME,10*1000)
#超级子弹定时器
DOUBLE_BULLET_TIME=USEREVENT+1
#标志是否使用超级子弹
is_double_bullet=False
#解除我方无敌定时器
INVINCIBLE_TIME=USEREVENT+2
#生命数量
life_image=pygame.image.load('images/life.png').convert_alpha()
life_rect=life_image.get_rect()
life_num=6
#游戏结束界面
gameover_font=pygame.font.Font('font/font.ttf',48)
again_image=pygame.image.load('images/again.png').convert_alpha()
again_rect=again_image.get_rect()
gameover_image=pygame.image.load('images/gameover.png').convert_alpha()
gameover_rect=gameover_image.get_rect()
#用于阻值重复打开文件
recorded=False
#用于切换飞机移动图片
switch_image=True
#统计得分
score=0
score_font=pygame.font.Font('font/font.ttf',36)
#标志是否暂停游戏
paused=False
pause_nor_image=pygame.image.load('images/pause_nor.png').convert_alpha()
pause_pressed_image=pygame.image.load('images/pause_pressed.png').convert_alpha()
resume_nor_image=pygame.image.load('images/resume_nor.png').convert_alpha()
resume_pressed_image=pygame.image.load('images/resume_pressed.png').convert_alpha()
paused_rect=pause_nor_image.get_rect()
paused_rect.right,paused_rect.top=width-10,10
paused_image=pause_nor_image
running=True
#用于延时
delay=100
while running:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
elif event.type==MOUSEBUTTONDOWN:
if event.button==1 and paused_rect.collidepoint(event.pos):
paused= not paused
if paused:
pygame.time.set_timer(SUPPLY_TIME,0)
pygame.mixer.music.pause()
pygame.mixer.pause()
else:
pygame.time.set_timer(SUPPLY_TIME,30*1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
elif event.type==MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image=resume_pressed_image
else:
paused_image=pause_pressed_image
else:
if paused:
paused_image=resume_nor_image
else:
paused_image=pause_nor_image
elif event.type==KEYDOWN:
if event.key==K_SPACE:
if bomb_num:
bomb_num-=1
bomb_sound.play()
for each in enemies:
if each.rect.bottom>0:
each.active=False
elif event.type==SUPPLY_TIME:
supply_sound.play()
if choice():
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type==DOUBLE_BULLET_TIME:
is_double_bullet=False
pygame.time.set_timer(DOUBLE_BULLET_TIME,0)
elif event.type==INVINCIBLE_TIME:
me.invincible=False
pygame.time.set_timer(INVINCIBLE_TIME,0)
#根据用户的得分增加难度
if level==1 and score>50000:
level=2
upgrade_sound.play()
#增加3架小飞机,2架中敌机,1架大敌机
add_small_enemies(small_enemies,enemies,3)
add_mid_enemies(mid_enemies,enemies,2)
add_big_enemies(big_enemies,enemies,1)
#提升小飞机速度
inc_speed(small_enemies,1)
elif level==2 and score>300000:
level=3
upgrade_sound.play()
#增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
#提升小中飞机速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
elif level==3 and score>600000:
level=4
upgrade_sound.play()
#增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
#提升小中飞机速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
elif level==4 and score>1000000:
level=5
upgrade_sound.play()
#增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
#提升小中飞机速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
screen.blit(background,(0,0))
if life_num and not paused:
#检测用户键盘操作
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()
#绘制全屏炸弹补给并检测是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image,bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply,me):
get_bomb_sound.play()
if bomb_num<3:
bomb_num+=1
bomb_supply.active=False
#绘制超级子弹补给并检测是否获得
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image,bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply,me):
get_bullet_sound.play()
is_double_bullet=True
pygame.time.set_timer(DOUBLE_BULLET_TIME,18*1000)
bullet_supply.active=False
#发射子弹
if not(delay%10):
bullet_sound.play()
if is_double_bullet:
bullets=bullet2
bullets.reset((me.rect.centerx-33,me.rect.centery))
bullets.reset((me.rect.centerx+30,me.rect.centery))
bullet2_index=(bullet2_index+2)%BULLET2_NUM
else:
bullets=bullet1
#bullets.reset(me.rect.midtop)
bullet1[(bullet1_index + 1) % BULLET1_NUM].reset((me.rect.centerx - 13, me.rect.centery))
bullet1[(bullet1_index + 2) % BULLET1_NUM].reset((me.rect.centerx + 13, me.rect.centery))
bullet1[(bullet1_index + 3) % BULLET1_NUM].reset((me.rect.centerx + 33, me.rect.centery))
bullet1[(bullet1_index + 4) % BULLET1_NUM].reset((me.rect.centerx - 33, me.rect.centery))
bullet1_index=(bullet1_index+1)%BULLET1_NUM
#检测子弹是否击中敌机
for b in bullets:
if b.active:
b.move()
screen.blit(b.image,b.rect)
enemy_hit=pygame.sprite.spritecollide(b,enemies,False,pygame.sprite.collide_mask)
if enemy_hit:
b.active=False
for e in enemy_hit:
if e in mid_enemies or e in big_enemies:
e.hit=True
e.energy-=1
if e.energy==0:
e.active=False
else:
e.active=False
#绘制大型敌机
for each in big_enemies:
if each.active:
each.move()
if each.hit:
#绘制被打倒图片
screen.blit(each.image_hit,each.rect)
each.hit=False
else:
if switch_image:
screen.blit(each.image1,each.rect)
else:
screen.blit(each.image2,each.rect)
#绘制血槽
pygame.draw.line(screen,BLACK,\
(each.rect.left,each.rect.top-5),\
(each.rect.right,each.rect.top-5),\
2)
#当生命大于%20显示绿色,否则显示红色
energy_remain=each.energy/enemy.BigEnemy.energy
if energy_remain>0.2:
energy_color=GREEN
else:
energy_color=RED
pygame.draw.line(screen,energy_color,\
(each.rect.left,each.rect.top-5),\
(each.rect.left+each.rect.width*energy_remain,\
each.rect.top-5),2)
#展示大型机音效
if each.rect.bottom==-50:
enemy3_fly_sound.play(-1)
else:
#大飞机毁灭
if not(delay%3):
if e3_destroy_index==0:
enemy3_down_sound.play()
screen.blit(each.destroy_images,each.rect)
e3_destroy_index=(e3_destroy_index+1)%6
if e3_destroy_index==0:
enemy3_fly_sound.stop()
score+=10000
each.reset()
#绘制中型机
for each in mid_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit,each.rect)
each.hit=False
else:
screen.blit(each.image,each.rect)
#绘制血槽
pygame.draw.line(screen,BLACK,\
(each.rect.left,each.rect.top-5),\
(each.rect.right,each.rect.top-5),\
2)
#当生命大于%20显示绿色,否则显示红色
energy_remain=each.energy/enemy.MidEnemy.energy
if energy_remain>0.2:
energy_color=GREEN
else:
energy_color=RED
pygame.draw.line(screen,energy_color,\
(each.rect.left,each.rect.top-5),\
(each.rect.left+each.rect.width*energy_remain,\
each.rect.top-5),2)
else:
#中飞机毁灭
if not(delay%3):
if e2_destroy_index==0:
enemy2_down_sound.play()
screen.blit(each.destroy_images,each.rect)
e2_destroy_index=(e2_destroy_index+1)%4
if e2_destroy_index==0:
score+=6000
each.reset()
#绘制小型机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image,each.rect)
else:
#小飞机毁灭
if not(delay%3):
if e1_destroy_index==0:
enemy1_down_sound.play()
screen.blit(each.destroy_images,each.rect)
e1_destroy_index=(e1_destroy_index+1)%4
if e1_destroy_index==0:
score+=1000
each.reset()
#检测我方飞机是否被撞
enemies_down=pygame.sprite.spritecollide(me,enemies,False,pygame.sprite.collide_mask)
if enemies_down and not me.invincible:
me.active=False
for each in enemies_down:
each.active=False
#绘制我方飞机
if me.active:
if switch_image:
screen.blit(me.image1,me.rect)
else:
screen.blit(me.image2,me.rect)
else:
#本机毁灭
if not(delay%3):
if me_destroy_index==0:
me_down_sound.play()
screen.blit(me.destroy_images,me.rect)
me_destroy_index=(me_destroy_index+1)%4
if me_destroy_index==0:
life_num-=1
me.reset()
pygame.time.set_timer(INVINCIBLE_TIME,3*1000)
#绘制全屏炸弹数量
bomb_text=bomb_font.render('× %d'%bomb_num,True,WHITE)
text_rect=bomb_text.get_rect()
screen.blit(bomb_image,(10,height-10-bomb_rect.height))
screen.blit(bomb_text,(20+bomb_rect.width,height-5-text_rect.height))
#绘制剩余生命数量
if life_num:
for i in range(life_num):
screen.blit(life_image,\
(width-10-(i+1)*life_rect.width,\
height-10-life_rect.height))
#绘制得分
score_text=score_font.render('Score : %s'%str(score),True,WHITE)
screen.blit(score_text,(10,5))
#绘制游戏结束画面
elif life_num==0:
#背景音乐停止
pygame.mixer.music.stop()
#停止全部音效
pygame.mixer.stop()
#停止发放补给
pygame.time.set_timer(SUPPLY_TIME,0)
if not recorded:
#读取历史最高分
recorded=True
with open('record.txt','r')as f:
record_score=int(f.read())
#如果玩家得分高于历史最高得分,存档
if score>record_score:
with open('record.txt','w')as f:
f.write(str(score))
#绘制结束界面
record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
screen.blit(record_score_text, (50, 50))
gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = \
(width - gameover_text1_rect.width) // 2, height // 3
screen.blit(gameover_text1, gameover_text1_rect)
gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
gameover_text2_rect = gameover_text2.get_rect()
gameover_text2_rect.left, gameover_text2_rect.top = \
(width - gameover_text2_rect.width) // 2, \
gameover_text1_rect.bottom + 10
screen.blit(gameover_text2, gameover_text2_rect)
again_rect.left, again_rect.top = \
(width - again_rect.width) // 2, \
gameover_text2_rect.bottom + 50
screen.blit(again_image, again_rect)
gameover_rect.left, gameover_rect.top = \
(width - again_rect.width) // 2, \
again_rect.bottom + 10
screen.blit(gameover_image, gameover_rect)
# 检测用户的鼠标操作
# 如果用户按下鼠标左键
if pygame.mouse.get_pressed():
# 获取鼠标坐标
pos = pygame.mouse.get_pos()
# 如果用户点击“重新开始”
if again_rect.left < pos < again_rect.right and \
again_rect.top < pos < again_rect.bottom:
# 调用main函数,重新开始游戏
main()
# 如果用户点击“结束游戏”
elif gameover_rect.left < pos < gameover_rect.right and \
gameover_rect.top < pos < gameover_rect.bottom:
# 退出游戏
pygame.quit()
sys.exit()
#绘制暂停按钮
screen.blit(paused_image,paused_rect)
#切换图片
if not(delay%5):
switch_image= not switch_image
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()
你好!在代码中,生成普通子弹的部分缺少了完整的代码。可以参考下面的代码来生成三发子弹。
首先,在导入库的部分添加:
from collections import deque
然后,在`add_small_enemies`函数之后添加以下代码:
# 生成子弹
bullet1 = deque()
bullet1_index = 0
BULLET1_NUM = 8
for i in range(BULLET1_NUM // 4):
bullet1.append(bullet.Bullet1((me.rect.centerx - 33, me.rect.centery)))
bullet1.append(bullet.Bullet1((me.rect.centerx - 13, me.rect.centery)))
bullet1.append(bullet.Bullet1((me.rect.centerx + 13, me.rect.centery)))
bullet1.append(bullet.Bullet1((me.rect.centerx + 30, me.rect.centery)))
接下来,在主循环中,绘制子弹的部分添加以下代码:
# 绘制子弹
for b in bullet1:
if b.active:
b.move()
screen.blit(b.image, b.rect)
# 检测子弹是否击中敌机
if pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask):
b.active = False
# 敌机被击中,加分
score += 100
else:
# 子弹消失,从双端队列中移除
bullet1.remove(b)
这样就可以生成三发子弹了。希望对你有帮助!
以上回复来自 FishC AI 小助理,如未能正确解答您的问题,请继续追问。 FishC 发表于 2024-4-2 19:58
你好!在代码中,生成普通子弹的部分缺少了完整的代码。可以参考下面的代码来生成三发子弹。
首先,在导 ...
有完整版一次发射四个子弹的程序吗 lc88824 发表于 2024-04-02 20:06
有完整版一次发射四个子弹的程序吗
当然可以!下面是完整版一次发射四个子弹的程序:
```python
import pygame
import sys
import traceback
from pygame.locals import *
from random import *
import myplane
import enemy
import bullet
import supply
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')
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
# 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):
e1 = enemy.MidEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.BigEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
# 生成我方飞机
me = myplane.MyPlane(bg_size)
enemies = pygame.sprite.Group()
# 生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
# 生成敌方中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
# 生成敌方大型飞机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 4)
bullet1 = []# 子弹
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
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
# 设置难度级别
level = 1
# 全屏炸弹
bomb_image = pygame.image.load('images/bomb.png').convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font('font/font.ttf', 48)
bomb_num = 10
# 每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 10 * 1000)
# 超级子弹定时器
DOUBLE_BULLET_TIME = USEREVENT + 1
# 标志是否使用超级子弹
is_double_bullet = False
# 解除我方无敌定时器
INVINCIBLE_TIME = USEREVENT + 2
# 生命数量
life_image = pygame.image.load('images/life.png').convert_alpha()
life_rect = life_image.get_rect()
life_num = 6
# 游戏结束界面
gameover_font = pygame.font.Font('font/font.ttf', 48)
again_image = pygame.image.load('images/again.png').convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load('images/gameover.png').convert_alpha()
gameover_rect = gameover_image.get_rect()
# 用于阻值重复打开文件
recorded = False
# 用于切换飞机移动图片
switch_image = True
# 统计得分
score = 0
score_font = pygame.font.Font('font/font.ttf', 36)
# 标志是否暂停游戏
paused = False
pause_nor_image = pygame.image.load('images/pause_nor.png').convert_alpha()
pause_pressed_image = pygame.image.load('images/pause_pressed.png').convert_alpha()
resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()
resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()
paused_rect = pause_nor_image.get_rect()
paused_rect.right, paused_rect.top = width - 10, 10
paused_image = pause_nor_image
running = True
# 用于延时
delay = 100
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
if paused:
pygame.time.set_timer(SUPPLY_TIME, 0)
pygame.mixer.music.pause()
pygame.mixer.pause()
else:
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = pause_nor_image
elif event.type == KEYDOWN:
if event.key == K_SPACE:
if bomb_num:
bomb_num -= 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0:
each.active = False
elif event.type == SUPPLY_TIME:
supply_sound.play()
if choice():
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0)
# 根据用户的得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
# 增加3架小飞机,2架中敌机,1架大敌机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
# 提升小飞机速度
inc_speed(small_enemies, 1)
elif level == 2 and score > 300000:
level = 3
upgrade_sound.play()
# 增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小中飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 600000:
level = 4
upgrade_sound.play()
# 增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小中飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
# 增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
以上回复来自 FishC AI 小助理,如未能正确解答您的问题,请继续追问。 FishC 发表于 2024-4-2 20:07
当然可以!下面是完整版一次发射四个子弹的程序:
```python
#发射子弹
if not(delay%10):
bullet_sound.play()
if is_double_bullet:
bullets=bullet2
bullets.reset((me.rect.centerx-33,me.rect.centery))
bullets.reset((me.rect.centerx+30,me.rect.centery))
bullet2_index=(bullet2_index+2)%BULLET2_NUM
else:
bullets=bullet1
#bullets.reset(me.rect.midtop)
bullet1[(bullet1_index + 1) % BULLET1_NUM].reset((me.rect.centerx - 33, me.rect.centery))
bullet1[(bullet1_index + 2) % BULLET1_NUM].reset((me.rect.centerx - 13, me.rect.centery))
bullet1[(bullet1_index + 3) % BULLET1_NUM].reset((me.rect.centerx + 13, me.rect.centery))
bullet1[(bullet1_index + 4) % BULLET1_NUM].reset((me.rect.centerx + 30, me.rect.centery))
#bullet1_index=(bullet1_index+1)%BULLET1_NUM
#检测子弹是否击中敌机
for b in bullets:
if b.active:
b.move()
screen.blit(b.image,b.rect)
enemy_hit=pygame.sprite.spritecollide(b,enemies,False,pygame.sprite.collide_mask)
if enemy_hit:
b.active=False
for e in enemy_hit:
if e in mid_enemies or e in big_enemies:
e.hit=True
e.energy-=1
if e.energy==0:
e.active=False
else:
e.active=False
lc88824 发表于 2024-04-02 20:20
#发射子弹
if not(delay%10):
...
这是完整的发射四个子弹的程序:
```python
# 发射子弹
if not (delay % 10):
bullet_sound.play()
if is_double_bullet:
bullets = bullet
以上回复来自 FishC AI 小助理,如未能正确解答您的问题,请继续追问。 FishC 发表于 2024-4-2 20:20
这是完整的发射四个子弹的程序:
```python
为什么子弹就到前面一段距离就没有了 ,不是直接打到窗口顶部 lc88824 发表于 2024-04-02 20:22
为什么子弹就到前面一段距离就没有了 ,不是直接打到 ...
这个问题可能是由于子弹的移动速度与屏幕刷新频率不匹配所致。在游戏中,子弹在每次循环中都会移动一个固定的距离,但是屏幕的刷新速度是有限的,如果子弹的速度过快,可能会导致在两次刷新之间子弹已经超出屏幕顶部而未被绘制出来。
为了解决这个问题,你可以尝试以下几种方法:
1. **调整子弹的速度:** 减慢子弹的移动速度,使其在两次刷新之间移动的距离不至于太远。可以尝试适当降低子弹的移动速度,以保证其能够在屏幕内完整地显示出来。
2. **增加屏幕刷新率:** 增加游戏主循环中的屏幕刷新率,可以通过调整 `clock.tick()` 方法的参数来实现。增加刷新率可以使得屏幕更新更频繁,从而减少子弹“穿透”的可能性。
3. **检查子弹的移动逻辑:** 确保子弹的移动逻辑正确,没有出现意外的异常情况,例如在碰撞检测前子弹已经移动超出屏幕范围等。
通过调整以上方法,你应该能够解决子弹在发射后未能完整显示在屏幕内的问题。
以上回复来自 FishC AI 小助理,如未能正确解答您的问题,请继续追问。
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