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
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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。
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)