python - Pygame 中的窗口边界不起作用
问题描述
我最近优化了游戏中的敌人goblin()
以通过 OOP 方法工作,但是,我设置的边界movement()
不起作用。在这个简单的游戏中,我必须player()
在princess
不击中goblin()
. 当我在不使用 OOP 方法的情况下执行此操作时,它运行良好,妖精会在屏幕上左右弹跳。现在,它只是向右走,并一直持续下去!超级令人沮丧,因为在我开始添加所有敌人之前,我想要一个class
功能强大的!谢谢!
import pygame
# Initialize the pygame
pygame.init()
# Setting up the screen and background
screen = pygame.display.set_mode((800,600))
# Title and Icon of window
pygame.display.set_caption("Get Princess")
icon = pygame.image.load('icon.png')
pygame.display.set_icon(icon)
#Player Image
playerImg = pygame.image.load('knight.png')
playerImg = pygame.transform.scale(playerImg, (50,50))
playerX = 360
playerY = 520
playerX_change = 0
playerY_change = 0
#Princess Image
princessImg = pygame.image.load('princess.png')
princessImg = pygame.transform.scale(princessImg, (50,50))
princessX = 360
princessY = 20
def player(x,y):
screen.blit(playerImg, (x, y))
def princess(x,y):
screen.blit(princessImg, (x, y))
class goblin():
def __init__(self, goblinX, goblinY):
self.goblinX = goblinX
self.goblinY = goblinY
self.goblinImg = pygame.image.load('goblin.png')
self.goblinImg = pygame.transform.scale(self.goblinImg,(50,50))
def draw(self):
screen.blit(self.goblinImg, (self.goblinX, self.goblinY))
def movement(self, goblinX_change):
self.goblinX_change = goblinX_change
self.goblinX += self.goblinX_change
if self.goblinX <= 0:
self.goblinX_change += 0.3
elif self.goblinX >= 750:
self.goblinX_change = -0.3
g = goblin(360,250)
running = True
while running:
screen.fill((50,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
playerY_change = -0.4
if event.key == pygame.K_DOWN:
playerY_change = 0.4
if event.key == pygame.K_LEFT:
playerX_change = -0.4
if event.key == pygame.K_RIGHT:
playerX_change = 0.4
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
playerY_change = 0
playerX += playerX_change
playerY += playerY_change
if playerX <= 0:
playerX = 0
elif playerX >= 750:
playerX = 750
if playerY <= 0:
playerY = 0
elif playerY >= 550:
playerY = 550
player(playerX,playerY)
princess(princessX, princessY)
g.movement(0.3)
g.draw()
pygame.display.update()
解决方案
goblinX_change
是 的一个属性goblin
。movement
在应用程序循环中不断调用。这会将属性设置为每个帧中的初始值。初始值必须在构造函数中设置,而不是在movement
方法中:
class goblin():
def __init__(self, goblinX, goblinY, goblinX_change):
self.goblinX = goblinX
self.goblinY = goblinY
self.goblinX_change = 0.3
self.goblinImg = pygame.image.load('goblin.png')
self.goblinImg = pygame.transform.scale(self.goblinImg,(50,50))
def draw(self):
screen.blit(self.goblinImg, (self.goblinX, self.goblinY))
def movement(self):
self.goblinX += self.goblinX_change
if self.goblinX <= 0:
self.goblinX_change += 0.3
elif self.goblinX >= 750:
self.goblinX_change = -0.3
g = goblin(360, 250, 0.3)
running = True
while running:
# [...]
g.movement()
g.draw()
pygame.display.update()