2017-08-30 52 views
1

我正在制作pacman游戏,此刻我的基础知识正在工作,但是我们无法在pac粒子全部吃光后重新生成。目前,我已经设定,在吃了pac小丸之后,将它从pacpellets列表中移除。当列表为空时,它被重新填充,然后被告知将所有pac颗粒重新绘制到屏幕上。它虽然所有正确的功能和一切,我检查了打印报表,但pygame.draw.rect不工作,我不明白为什么。pygame在消失后不会重画矩形

import pygame 
import os 
import sys 
import copy 


#intialise the game 
pygame.init() 
myfont = pygame.font.SysFont("monospace", 15) 
screen = pygame.display.set_mode((448, 576)) 
done = False 
score=0 

y = 416 
x = 232 

#sets up clock and loads pacman image 
clock = pygame.time.Clock() 
PACMANSPRITE = pygame.image.load("pacman.png").convert_alpha() 
PACMAN_MAP = pygame.image.load("pacman_map.png").convert_alpha() 

#gets pacman intro music, sets music to lower volume then plays it 
pygame.mixer.music.load('pacman_beginning.WAV') 
pygame.mixer.music.set_volume(0.01) 
pygame.mixer.music.play(0) 


#box class, used for boxes to border pacmans map 
class boxcollisions(pygame.sprite.Sprite): 
    def __init__(self, x, y): 
     self.y = y 
     self.x = x 
     self.rect = pygame.Rect(self.x, self.y, 12, 12) 
     self.colour = (0, 128, 255) 

    def draw(self, screen): 
     pygame.draw.rect(screen, self.colour, self.rect) 

class pointclass(pygame.sprite.Sprite): 
    def __init__(self, x, y): 
     self.y = y 
     self.x = x 
     self.rect = pygame.Rect(self.x, self.y, 12, 12) 
     self.colour = (255, 204, 153) 
     self.score=0 

    def draw(self, screen): 
     pygame.draw.rect(screen, self.colour, self.rect) 


#pacmans class 
class pacman(pygame.sprite.Sprite): 
    def __init__(self, image, x, y): 
     self.image = image 
     self.y=416 
     self.x=216 
     self.currentx=self.x 
     self.currenty=self.y 
     self.rect = self.image.get_rect() 
     self.rect.left = self.x 
     self.rect.top = self.y 
     self.rect.width=16 
     self.rect.height=16 

    # move pacman 
    def movement(self): 
     pressed= pygame.key.get_pressed() 
     if pressed[pygame.K_UP]: 
      self.y -= 2 
     if pressed[pygame.K_DOWN]: 
      self.y += 2 
     if pressed[pygame.K_LEFT]: 
      self.x -= 2 
     if pressed[pygame.K_RIGHT]: 
      self.x += 2 
     self.rect.left = self.x 
     self.rect.top = self.y 

    def draw(self, surface): 
     # blit yourself at your current position 
     surface.blit(self.image, (self.x, self.y)) 
     self.currentx=self.x 
     self.currenty=self.y 

    def outofbounds(self): 
     self.y=self.currenty 
     self.x=self.currentx 
     self.rect.left = self.x 
     self.rect.top = self.y 



#spawn pellets function 
def spawnpellets(pointspawns): 
    broken=0 
    abc=0 
    efg=0 
    px=0 
    py=-16 
    for row in pointspawns: 
     #y co ordinate 
     py=py+16  
     for n in row: 
      #x co ordinate 
      n=n-1 
      px=n*16 
      point=(pointclass(px, py)) 
      #used to draw points 
      point.draw(screen) 
      if pygame.sprite.collide_rect(sprite, point): 
       removepellets(pointspawns, row, n , py) 
       global score 
       score+=1 
       allpelletsremoved(pointspawns, copyofpointspawns) 

def allpelletsremoved(pointspawns, copyofpointspawns): 
    total=0 
    print() 
    print('start of allpelletsremoved') 
    for row in pointspawns: 
     print('have gone through a row') 
     if not row: 
      total+=1 
      print('current total: ', total) 
    #if total =5 it means all rows are emtpy and thereofr all pellets have been eaten 
    if total==5: 
     pointspawns= copy.deepcopy(copyofpointspawns) 
     spawnpellets(pointspawns) 



def removepellets(pointspawns, row, n, py): 
    collidedx=n+1 
    collidedy=py/16 
    collidedy=int(collidedy) 
    tempindex=row.index(collidedx) 
    del pointspawns[collidedy][tempindex] 
    #pointspawns[int(collidedy)].insert(collidedx,0) 

#co-ordinates for boxes to set up map boundaries 
boxboundaries=[ 
    [], 
    [], 
    [], 
    [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28], 
    [1,14,15,28], #5 
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], 
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], 
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], 
    [1,28], 
    [1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28], #10 
    [1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28], 
    [1,8,9,14,15,20,21,28], 
    [1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28], 
    [1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28], 
    [6,8,9,20,21,23], #15 
    [6,8,9,11,12,13,14,15,16,17,18,20,21,23], 
    [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], 
    [1,11,12,13,14,15,16,17,18,28], 
    [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], 
    [6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], #20 
    [6,8,9,20,21,23], 
    [6,8,9,11,12,13,14,15,16,17,18,20,21,23], 
    [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], 
    [1,14,15,28], 
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], #25 
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], 
    [1,5,6,23,24,28], 
    [1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28], 
    [1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28], 
    [1,8,9,14,15,20,21,28], # 30 
    [1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28], 
    [1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28], 
    [1,28], 
    [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],     
    ] 


#point spawn locations, temporarily not using it as collecting 
#all points would be to difficult to test 
pointspawns1=[ 
    [], 
    [], 
    [], 
    [], 
    [2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27], #5 
    [2,7,13,16,22,27], 
    [2,7,13,16,22,27], 
    [2,7,13,16,22,27], 
    [2,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27], 
    [2,7,10,19,22,27], #10 
    [2,7,10,19,22,27], 
    [2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27], 
    [7,22], 
    [7,22], 
    [7,22], #15 
    [7,22], 
    [7,22], 
    [7,22], 
    [7,22], 
    [7,22], #20 
    [7,22], 
    [7,22], 
    [7,22], 
    [2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27], 
    [2,7,13,16,22,27], #25 
    [2,7,13,16,22,27], 
    [2,3,4,7,8,9,10,11,12,13,16,17,18,19,20,21,22,25,26,27], 
    [4,7,10,19,22,25], 
    [4,7,10,19,22,25], 
    [2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27], 
    [2,13,16,27], # 30 
    [2,13,16,27], 
    [2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27],      
    ] 

#temporary point spawn locations, used so it easier to test when they are all eaten 
pointspawns=[ 
    [], 
    [], 
    [], 
    [], 
    [2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27], #5      
    ] 

#makes a copy of pointspawns to reset pointspawns for later 
copyofpointspawns= copy.deepcopy(pointspawns) 


#instances the pacman class 
sprite = pacman(PACMANSPRITE, x ,y) 


#main game loop 
while not done: 
    for event in pygame.event.get(): 
     if event.type == pygame.QUIT: 
        done = True 
        pygame.quit() 
        sys.exit() 


    screen.fill((0,0,0)) 
    screen.blit(PACMAN_MAP, (0, 0)) 

    #moves pacman 
    sprite.movement() 

    #spawn pellets 
    spawnpellets(pointspawns) 

    #builds the boxes 
    bx=0 
    by=-16 
    for row in boxboundaries: 
     #y co ordinate 
     by=by+16  
     for n in row: 
      #x co ordinate 
      n=n-1 
      bx=n*16 
      box=(boxcollisions(bx, by)) 
      #used to draw boxes for visual repsentation 
      #box.draw(screen) 
      if pygame.sprite.collide_rect(sprite, box): 
       sprite.outofbounds() 



    #draws pacman 
    sprite.draw(screen) 


    #draws score to screen 
    label = myfont.render("HIGH SCORE:", 1, (255,255,255)) 
    screen.blit(label, (180, 0)) 
    labelscore = myfont.render(str(score), 1, (255,255,255)) 
    screen.blit(labelscore, (180, 16)) 


    pygame.display.flip() 
    clock.tick(60) 

回答

1

我会做这样的事情:定义一个函数,创建一个精灵组,然后用粒子精灵填充它,然后返回并将它赋给主函数中的一个变量。当pellets组为空时,只需再次调用该函数并将新组分配给旧变量,并且粒料将再次出现。

import pygame as pg 


class Player(pg.sprite.Sprite): 

    def __init__(self, pos, *groups): 
     super().__init__(*groups) 
     self.image = pg.Surface((30, 30)) 
     self.image.fill(pg.Color('yellow')) 
     self.rect = self.image.get_rect(center=pos) 
     self.vel = pg.math.Vector2(0, 0) 
     self.pos = pg.math.Vector2(pos) 

    def update(self): 
     self.pos += self.vel 
     self.rect.center = self.pos 


class Pellet(pg.sprite.Sprite): 

    def __init__(self, pos, *groups): 
     super().__init__(*groups) 
     self.image = pg.Surface((10, 6)) 
     self.image.fill(pg.Color('turquoise')) 
     self.rect = self.image.get_rect(center=pos) 


def create_map(): 
    """Create a sprite group filled with Pellet sprites.""" 
    group = pg.sprite.Group() 
    for i in range(10): 
     group.add(Pellet((50, 20*i+50))) 
    return group 


def main(): 
    screen = pg.display.set_mode((640, 480)) 
    clock = pg.time.Clock() 
    all_sprites = pg.sprite.Group() 
    player = Player((100, 300), all_sprites) 
    pellets = create_map() 
    all_sprites.add(pellets) 

    done = False 

    while not done: 
     for event in pg.event.get(): 
      if event.type == pg.QUIT: 
       done = True 
      elif event.type == pg.KEYDOWN: 
       if event.key == pg.K_d: 
        player.vel.x = 5 
       elif event.key == pg.K_a: 
        player.vel.x = -5 
       elif event.key == pg.K_w: 
        player.vel.y = -5 
       elif event.key == pg.K_s: 
        player.vel.y = 5 
      elif event.type == pg.KEYUP: 
       if event.key == pg.K_d: 
        player.vel.x = 0 
       elif event.key == pg.K_a: 
        player.vel.x = 0 
       elif event.key == pg.K_w: 
        player.vel.y = 0 
       elif event.key == pg.K_s: 
        player.vel.y = 0 

     all_sprites.update() 
     hit_pellets = pg.sprite.spritecollide(player, pellets, True) 
     for pellet in hit_pellets: 
      print('Yum!') 
     if not pellets: # If the pellets group is empty. 
      print('No food left. Respawing food!') 
      pellets = create_map() # Recreate the group. 
      all_sprites.add(pellets) # And add them to the general group. 
     screen.fill((30, 30, 30)) 
     all_sprites.draw(screen) 

     pg.display.flip() 
     clock.tick(30) 


if __name__ == '__main__': 
    pg.init() 
    main() 
    pg.quit()