python - 如何一次停止超过 1 发子弹射击?
问题描述
import pygame
pygame.init()
red = 255,0,0
blue = 0,0,255
black = 0,0,0
screenWidth = 800
screenHeight = 600
gameDisplay = pygame.display.set_mode((screenWidth,screenHeight)) ## screen width and height
pygame.display.set_caption('JUST SOME BLOCKS') ## set my title of the window
clock = pygame.time.Clock()
class player(): ## has all of my attributes for player 1
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.height = height
self.width = width
self.vel = 5
self.left = False
self.right = False
self.up = False
self.down = False
class projectile(): ## projectile attributes
def __init__(self,x,y,radius,colour,facing):
self.x = x
self.y = y
self.radius = radius
self.facing = facing
self.colour = colour
self.vel = 8 * facing # speed of bullet * the direction (-1 or 1)
def draw(self,gameDisplay):
pygame.draw.circle(gameDisplay, self.colour , (self.x,self.y),self.radius) ## put a 1 after that to make it so the circle is just an outline
def redrawGameWindow():
for bullet in bullets: ## draw bullets
bullet.draw(gameDisplay)
pygame.display.update()
#mainloop
player1 = player(300,410,50,70) # moves the stuff from the class (when variables are user use player1.var)
bullets = []
run = True
while run == True:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.x < screenWidth and bullet.x > 0 and bullet.y < screenHeight and bullet.y > 0: ## makes sure bullet does not go off screen
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed() ## check if a key has been pressed
## red player movement
if keys[pygame.K_w] and player1.y > player1.vel: ## check if that key has been pressed down (this will check for w) and checks for boundry
player1.y -= player1.vel ## move the shape in a direction
player1.up = True
player1.down = False
if keys[pygame.K_a] and player1.x > player1.vel: ### this is for a
player1.x -= player1.vel
player1.left = True
player1.right = False
if keys[pygame.K_s] and player1.y < screenHeight - player1.height - player1.vel: ## this is for s
player1.y += player1.vel
player1.down = True
player1.up = False
if keys[pygame.K_d] and player1.x < screenWidth - player1.width - player1.vel: ## this is for d
player1.x += player1.vel
player1.right = True
player1.left = False
if keys[pygame.K_SPACE]: # shooting with the space bar
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5: ## max amounts of bullets on screen
bullets.append(projectile(player1.x + player1.width //2 ,player1.y + player1.height//2,6,black,facing)) ##just like calling upon a function
## level
gameDisplay.fill((0,255,0)) ### will stop the shape from spreading around and will have a background
pygame.draw.rect(gameDisplay,(red),(player1.x,player1.y,player1.width,player1.height)) ## draw player
pygame.display.update()
redrawGameWindow()
pygame.quit()
当我射击超过 1 发子弹时,我只想一次发射 1 发子弹(但不仅仅是屏幕上的 1 发子弹),它们都以大团的形式发射并粘在一起,所以我希望它们在不同的时间发射尝试过使用延迟clock.tick
,但这会使游戏非常滞后
我对 pygame 比较陌生,不完全理解它,任何帮助将不胜感激,谢谢!
解决方案
发射子弹的一般方法是将子弹的位置存储在列表中 ( bullet_list
)。发射子弹时,将子弹的起始位置 ( [start_x, start_y]
) 添加到列表中。起始位置是发射子弹的物体(玩家或敌人)的位置。使用for
-loop 遍历列表中的所有项目符号。移动循环中每个子弹的位置。从离开屏幕的列表中删除一个项目符号 ( bullet_list.remove(bullet_pos)
)。bullet_list[:]
出于这个原因,必须遍历列表 ( ) 的副本(请参阅如何在迭代时从列表中删除项目?)。对屏幕上的剩余项目符号使用另一个 for
循环:blit
bullet_list = []
while run == True:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
bullet_list.append([start_x, start_y])
for bullet_pos in bullet_list[:]:
bullet_pos[0] += move_bullet_x
bullet_pos[1] += move_bullet_y
if not screen.get_rect().colliderect(bullet_image.get_rect(center = bullet_pos))
bullet_list.remove(bullet_pos)
# [...]
for bullet_pos in bullet_list[:]
screen.blit(bullet_image, bullet_image.get_rect(center = bullet_pos))
# [...]
另请参阅射击子弹。
pygame.key.get_pressed()
只要按住一个键,就会设置返回的状态。这对玩家的移动很有用。只要按住一个键,玩家就会一直移动。
但是当你想发射子弹时,它与你的意图相矛盾。如果您想在按下某个键时发射子弹,则可以使用该KEYDOWN
事件。该事件仅在按下某个键时发生一次:
while run == True:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5: ## max amounts of bullets on screen
bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2
bullets.append(projectile(bx, by, 6, black, facing))
# [...]
如果你想实现某种快速射击,那么事情就会变得更加棘手。如果您使用pygame.key.get_pressed()
then 的状态,您将在每一帧中生成一个子弹。那太快了。你必须实现一些超时。
当子弹发射时,通过 获取当前时间pygame.time.get_ticks()
。为子弹之间的延迟定义毫秒数。将 dela 添加到时间并在变量 ( next_bullet_threshold
) 中说明时间。跳过子弹,只要不超过时间:
next_bullet_threshold = 0
run = True
while run == True:
# [...]
current_time = pygame.time.get_ticks()
if keys[pygame.K_SPACE] and current_time > next_bullet_threshold:
bullet_delay = 500 # 500 milliseconds (0.5 seconds)
next_bullet_threshold = current_time + bullet_delay
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5:
bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2
bullets.append(projectile(bx, by, 6, black, facing))
最小的例子: repl.it/@Rabbid76/PyGame-ShootBullet
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
tank_surf = pygame.Surface((60, 40), pygame.SRCALPHA)
pygame.draw.rect(tank_surf, (0, 96, 0), (0, 00, 50, 40))
pygame.draw.rect(tank_surf, (0, 128, 0), (10, 10, 30, 20))
pygame.draw.rect(tank_surf, (32, 32, 96), (20, 16, 40, 8))
tank_rect = tank_surf.get_rect(midleft = (20, window.get_height() // 2))
bullet_surf = pygame.Surface((10, 10), pygame.SRCALPHA)
pygame.draw.circle(bullet_surf, (64, 64, 62), bullet_surf.get_rect().center, bullet_surf.get_width() // 2)
bullet_list = []
max_bullets = 4
next_bullet_time = 0
bullet_delta_time = 200 # milliseconds
run = True
while run:
clock.tick(60)
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if len(bullet_list) < max_bullets and current_time >= next_bullet_time:
next_bullet_time = current_time + bullet_delta_time
bullet_list.insert(0, tank_rect.midright)
for i, bullet_pos in enumerate(bullet_list):
bullet_list[i] = bullet_pos[0] + 5, bullet_pos[1]
if bullet_surf.get_rect(center = bullet_pos).left > window.get_width():
del bullet_list[i:]
break
window.fill((224, 192, 160))
window.blit(tank_surf, tank_rect)
for bullet_pos in bullet_list:
window.blit(bullet_surf, bullet_surf.get_rect(center = bullet_pos))
pygame.display.flip()
pygame.quit()
exit()
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