pygame制作游戏左右键失灵了,按键代码没有改动

pygame制作游戏左右键失灵了,按键代码没有改动


import pygame
import random
import os
FPS=60
WHITE=(255,255,255)
GREEN=(0,255,0)
RED=(255,0,0)
YELLOW=(0,0,255)
BLACK=(0,0,0)
WIDTH=500
HEIGHT=600
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("飞机大战")
clock=pygame.time.Clock()
#载入图片
background_img=pygame.image.load(os.path.join("img","background.png")).convert()
player_img=pygame.image.load(os.path.join("img","player.png")).convert()
rock_img=pygame.image.load(os.path.join("img","rock.png")).convert()
bullet_img=pygame.image.load(os.path.join("img","bullet.png")).convert()
plane_img=pygame.image.load(os.path.join("img","plane.png")).convert()
#音乐
shoot_sound=pygame.mixer.Sound(os.path.join("sound","shoot.mp3"))
die_sound=pygame.mixer.Sound(os.path.join("sound","rock1.mp3"))
rock_sounds = [
    pygame.mixer.Sound(os.path.join("sound","rock1.mp3")),
    pygame.mixer.Sound(os.path.join("sound","rock2.mp3"))
    ]
pygame.mixer.music.load(os.path.join("sound","background.mp3"))
plane_sound=pygame.mixer.Sound(os.path.join("sound","plane.mp3"))


font_name=pygame.font.match_font('arail')

#爆炸动画
expl_anim={}
expl_anim['lg']=[]
expl_anim['sm']=[]
expl_anim['player']=[]
for i in range(9):
    expl_img=pygame.image.load(os.path.join("img",f"expl{i}.png")).convert()
    expl_img.set_colorkey(WHITE)
    expl_anim['lg'].append(pygame.transform.scale(expl_img,(75,75)))
    expl_anim['sm'].append(pygame.transform.scale(expl_img,(30,30)))
    player_expl_img=pygame.image.load(os.path.join("img",f"expl{i}.png")).convert()
    player_expl_img.set_colorkey(WHITE)
    expl_anim['player'].append(player_expl_img)
 


# 创建陨石事件
CREATE_ROCK_EVENT = pygame.USEREVENT
pygame.time.set_timer(CREATE_ROCK_EVENT, 1000)

def draw_text(surf,text,size,x,y):
    font=pygame.font.Font(font_name,size)
    text_surface=font.render(text,True,WHITE)
    text_rect=text_surface.get_rect()
    text_rect.centerx=x
    text_rect.top=y
    surf.blit(text_surface,text_rect)
    
def new_rock():
    r=Rock()
    all_sprites.add(r)
    rocks.add(r)
    
def new_plane():
    p=Plane()
    all_sprites.add(p)
    planes.add(p)
    
def draw_health(surf,hp,x,y):
    if hp<0:
        hp=0
        BAR_LENGTH=100
        BAR_HEIGHT=50
        fill=(hp/100)*BAR_LENGTH
        outline_rect=pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT)
        fill_rect=pygame.Rect(x,y,fill,BAR_HEIGHT)
        pygame.draw.rect(surf,GREEN,fill_rect)
        pygame.draw.rect(surf,WHITE,outline_rect,2)
class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image=player_img
        self.image.set_colorkey(WHITE)
        self.rect=self.image.get_rect()
        self.rect.centerx=WIDTH/2
        self.rect.bottom=HEIGHT-10
        self.speedx=8
        self.health=100
        self.lives=3
        self.hidden=False
        self.hide_time=0
        
    def update(self): 
        if self.hidden and pygame.time.get_ticks()-self.hide_time>1000:
            self.hidden=False
            self.rect.centerx=WIDTH/2
            self.rect.bottom=HEIGHT-10
        # 限制英雄在屏幕内
        if self.rect.x < 0:
            self.rect.x = 0
        self.speedx=0
    def shoot(self):
        if not(self.hidden):
            bullet=Bullet(self.rect.centerx,self.rect.top)
            all_sprites.add(bullets)
            bullets.add(bullet)
            shoot_sound.play()
        
    def hide(self):
        self.hidden=True
        self.hide_time=pygame.time.get_ticks()
        self.rect.center=(WIDTH/2,HEIGHT+500)

class Bullet(pygame.sprite.Sprite):
    def __init__(self,x,y):
        pygame.sprite.Sprite.__init__(self)
        self.image=bullet_img
        self.image.set_colorkey(WHITE)
        self.rect=self.image.get_rect()
        self.rect.centerx=x
        self.rect.bottom=y
        self.speedy=-10
    def update(self):
        self.rect.y+=self.speedy
        if self.rect.bottom < 0:
            self.kill()
            
class Rock(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)     
        self.image_orig = rock_img
        self.image = self.image_orig.copy()  # 复制一份新的Surface对象,避免图像变形
        self.rect=self.image.get_rect()
        self.image.set_colorkey(WHITE)
        self.radius=int(self.rect.width*0.85/2)
        self.rect.x=random.randrange(0,WIDTH-self.rect.width)
        self.rect.y=random.randrange(-180,-100)
        self.speedy=random.randrange(0,6)
        self.speedx=random.randrange(-3,3)
        self.rect.centerx = WIDTH / 2
        self.degree = 0                             # 初始化当前角度为0
        self.rot_speed = random.randint(-10, 10)      # 旋转变化的方向和角度随机
        self.last_update = pygame.time.get_ticks()  # 记录当前时间点

    def rotate(self):
        now = pygame.time.get_ticks()           # 获取当前时间点
        if now - self.last_update > 50:         # 间隔超过50毫秒时才旋转,以免转得过快
            self.last_update = now              # 刷新最后更新时间点
            # 增加旋转角度,对360取余数是为了让角度数值不超过360度
            self.degree = (self.degree + self.rot_speed*10) % 360
            # 旋转的是原始的Surface对象
            new_image= pygame.transform.rotate(self.image_orig, self.degree)
            roate_image = pygame.transform.rotate(self.image_orig, self.degree)
            new_image = pygame.transform.scale(roate_image, (self.rect.width+1, self.rect.height+1))
            old_center = self.rect.center       # 将原始的rect中心坐标暂存到变量old_center
            self.image = new_image              # 将旋转后的对象重新赋值给self.image
            self.rect = self.image.get_rect()   # 重新获取rect 
            self.rect.center = old_center       # 旋转后的rect中心坐标仍然与原来的中心相同

    def update(self):
        self.rotate()
        self.rect.y+=self.speedy
        self.rect.x+=self.speedx
        if self.rect.y >= HEIGHT or self.rect.x >= WIDTH or self.rect.x < 0:
            self.kill()
        if self.rect.top>HEIGHT or self.rect.left>WIDTH or self.rect.right<0:
            self.rect.x=random.randrange(0,WIDTH-self.rect.width)
            self.rect.y=random.randrange(-100,-40)
            self.speedy=random.randrange(2,10)
            self.speedx=random.randrange(-3,3)

class Plane(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image=plane_img
        self.rect=self.image.get_rect()
        self.radius=int(self.rect.width*0.85/2)
        self.image.set_colorkey(WHITE) 
        self.rect.x=random.randrange(0,WIDTH-self.rect.width)
        self.rect.y=random.randrange(-100,-40)
        self.speedy=2
    def update(self):
        self.rect.y+=self.speedy

class Explosion(pygame.sprite.Sprite):
    def __init__(self,center,size):
        pygame.sprite.Sprite.__init__(self)
        self.size=size
        self.image=expl_anim[self.size][0]
        self.rect=self.image.get_rect()
        self.rect.center=center
        self.frame=0
        self.last_update=pygame.time.get_ticks()
        self.frame_rate=50
        
    def update(self):
        now=pygame.time.get_ticks()
        if now-self.last_update>self.frame_rate:
            self.last_update=now
            self.frame+=1
            if self.frame==len(expl_anim[self.size]):
                self.kill()
            else:
                self.image=expl_anim[self.size][self.frame]
                center=self.rect.center
                self.rect=self.image.get_rect()
                self.rect.center=center

all_sprites=pygame.sprite.Group()
rocks=pygame.sprite.Group()
bullets=pygame.sprite.Group()
planes=pygame.sprite.Group()
player=Player() 
all_sprites.add(player)
for j in range(8):
    new_plane()
for i in range(8):
   new_rock()
score=0
pygame.mixer.music.play(-1)
running=True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type==pygame.QUIT:
            running=False
        elif event.type == CREATE_ROCK_EVENT:
            r=Rock()
            rocks.add(r)
        elif event.type==pygame.KEYDOWN:
            if event.key==pygame.K_SPACE:
                player.shoot()
       # 判断按键按住以及按下 - 元组
    keys_pressed  = pygame.key.get_pressed()
# 判断元组中对应的按键索引值,按为1
    if keys_pressed[pygame.K_RIGHT]:
        player.speedx = 3
    elif keys_pressed[pygame.K_LEFT]:
        player.speedx = -3
    else :
        player.speed = 0 
        
    hits=pygame.sprite.groupcollide(rocks,bullets,True,True)
    for hit in hits:
        random.choice(rock_sounds).play()
        score+=hit.radius
        expl=Explosion(hit.rect.center,'lg')
        all_sprites.add(expl)
        new_rock()
    hits=pygame.sprite.spritecollide(player,rocks,True,pygame.sprite.collide_circle)
    for hit in hits:
        new_rock()
        player.health-=hit.radius
        expl=Explosion(hit.rect.center,'sm')
        all_sprites.add(expl)
        if player.health<=0:
            if player.health<=0:
                die=Explosion(player.rect.center,'player')
                all_sprites.add(die)
                die_sound.play()
                player.lives-=1
                player.health=100
                player.hide()
            #running=False
    hits =pygame.sprite.groupcollide(bullets, rocks, True, True)
    for hit in hits:
        score+=1
        
        
          
    hits=pygame.sprite.groupcollide(planes,bullets,True,True)
    for hit in hits:
        plane_sound.play()
        score+=hit.radius
        expl=Explosion(hit.rect.center,'lg')
        all_sprites.add(expl)
        new_plane()
    hits=pygame.sprite.spritecollide(player,planes,True,pygame.sprite.collide_circle)
    for hit in hits:
       new_plane()
       player.health-=hit.radius
       expl=Explosion(hit.rect.center,'sm')
       all_sprites.add(expl)
       if player.health<=0:
           die=Explosion(player.rect.center,'player')
           all_sprites.add(die)
           die_sound.play()
           player.lives-=1
           player.health=100
           player.hide()
           #running=False
    hits =pygame.sprite.groupcollide(bullets,planes, True, True)
    for hit in hits:
         score+=1
        
    
    screen.blit(background_img,(0,0))
    all_sprites.update()
    all_sprites.draw(screen)
    rocks.update()
    rocks.draw(screen)
    bullets.update()
    bullets.draw(screen)
    draw_text(screen,str(score),40,WIDTH/2,10)
    draw_health(screen,player.health,5,15)
    pygame.display.update()
pygame.quit()

出问题代码

  # 判断按键按住以及按下 - 元组
    keys_pressed  = pygame.key.get_pressed()
# 判断元组中对应的按键索引值,按为1
    if keys_pressed[pygame.K_RIGHT]:
        player.speedx = 3
    elif keys_pressed[pygame.K_LEFT]:
        player.speedx = -3
    else :
        player.speed = 0 
        

你好,看到你的代码中有一处错误:

csharp
Copy code
all_sprites.add(bullets)

应该是:

csharp
Copy code
all_sprites.add(bullet)
因为 bullets 是一个 Group 对象,而 bullet 是一个 Bullet 对象。应该将 bullet 添加到 all_sprites 中,而不是 bullets。

修改代码后应该是这样的:

scss
Copy code
def shoot(self):
    if not(self.hidden):
        bullet = Bullet(self.rect.centerx,self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)
        shoot_sound.play()

希望能够解决你的问题。

  • 这有个类似的问题, 你可以参考下: https://ask.csdn.net/questions/7497215
  • 这篇博客你也可以参考下:pygame 贪吃蛇小游戏 部分代码错误分析
  • 除此之外, 这篇博客: pygame音乐播放器中的 哈哈 今天又了解了一个有趣的东西,是关于pygame模块播放音乐的,这里就不多说了,直接撸代码吧 部分也许能够解决你的问题, 你可以仔细阅读以下内容或跳转源博客中阅读:
  • import pygame,random
    
    def welcome():
        print('''
        *************************
        *  欢迎来到迷你音乐播放器  *
        *************************
        ''')
    def select():
        print('''
        **************************
        * 1.播放       2.停止     *
        * 3.下一曲      4.上一曲   *
        * 5.增大音量    6.减少音量  *
        * 7.点播       0.退出     *
        **************************
        ''')
        return input("请选择您要操作的选项:")
    def theSongPlay(songList,num,value):
        pygame.mixer.music.load(songList[num % len(songList)])
        pygame.mixer.music.play()
        pygame.mixer.music.set_volume(value)
    
    def myValuePrint(value):
        print('当前音量为:',(int(value*100)+1)//10*10)
    
    def mySongPlay(num):
        print('当前播放歌曲为:{}'.format(songList[num]))
    
    
    def SongPlay(songList):
        pygame.mixer.init()
        value = 0.5
        welcome()
        num = random.randrange(0,len(songList))
        theSongPlay(songList,num,value)
        myValuePrint(value)
        mySongPlay(num)
        while True:
            choose = select()
            if choose == '3':
                num += 1
                theSongPlay(songList,num%len(songList),value)
                mySongPlay(num%len(songList))
            elif choose == '4':
                num += len(songList)-1
                theSongPlay(songList,num%len(songList),value)
                mySongPlay(num%len(songList))
            elif choose == '1':
                pygame.mixer.music.unpause()
            elif choose == '2':
                pygame.mixer.music.pause()
            elif choose == '5':
                value += 0.1
                if value>1:
                    value = 0
                myValuePrint(value)
                pygame.mixer.music.set_volume(value)
            elif choose == '6':
                value -= 0.1
                if value<0.01 and value>0:
                    value = 0
                elif value <0:
                    value = 1
                myValuePrint(value)
                pygame.mixer.music.set_volume(value)
            elif choose == '7':
                str = input('请输入你要点播的歌曲')
                if str in songList:
                    num = songList.index(str)
                    theSongPlay(songList, num, value)
                else:
                    print('抱歉,曲库未收录此歌')
            elif choose == '0':
                break
            else:
                print('输入非法,请重新输入')
    
    if __name__ == '__main__':
        songList = ['传奇 - 王菲.mp3', '我曾 - 隔壁老樊.mp3', '我的名字 - 焦迈奇.mp3']
        SongPlay(songList)