我的python的敌机子弹为什么无法显示在程序中(敌机无法发射出子弹),我已经写了敌方子弹的类和画面更新了,不知道还是哪里有问题,而且当我取消掉敌机子弹与我机的碰撞注释时,程序无法正常运行?就这两个问题,求解答。
import pygame
import random
import os
FPS = 60
WIDTH = 500
HEIGHT = 850
pause = False
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# 游戏初始化和创建视窗
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("打飞机")
clock = pygame.time.Clock()
# 载入图片
background_img1 = pygame.image.load(os.path.join("picture", "background1.png")).convert()
background_img2 = pygame.image.load(os.path.join("picture", "background2.png")).convert()
background_img3 = pygame.image.load(os.path.join("picture", "background3.png")).convert()
background_img4 = pygame.image.load(os.path.join("picture", "background4.png")).convert()
background_img5 = pygame.image.load(os.path.join("picture", "background5.png")).convert()
background_img6 = pygame.image.load(os.path.join("picture", "background6.png")).convert()
background_img7 = pygame.image.load(os.path.join("picture", "background7.png")).convert()
background_img = background_img1
player_img = pygame.image.load(os.path.join("picture", "plane.png")).convert()
life_img = pygame.image.load(os.path.join("picture", "life.png")).convert()
gif_img = pygame.image.load(os.path.join("picture", "gif2.jpg")).convert()
pause_img = pygame.image.load(os.path.join("picture", "pause.png")).convert()
player_mini_img = life_img
# 游戏窗口左上角小图标
pygame.display.set_icon(gif_img)
bullet_img = pygame.image.load(os.path.join("img", "bullet.png")).convert()
enemy_bullet_img = pygame.image.load(os.path.join("picture", "zidan.png")).convert()
rock_imgs = []
for i in range(7):
rock_imgs.append(pygame.image.load(os.path.join("picture", f"enemy{i}.png")).convert())
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(BLACK)
expl_anim['lg'].append(pygame.transform.scale(expl_img, (150, 150)))
expl_anim['sm'].append(pygame.transform.scale(expl_img, (80, 80)))
player_expl_img = pygame.image.load(os.path.join("img", f"player_expl{i}.png")).convert()
player_expl_img.set_colorkey(BLACK)
expl_anim['player'].append(player_expl_img)
power_imgs = {}
power_imgs['cure'] = pygame.image.load(os.path.join("picture", "buff1.png")).convert()
power_imgs['gun'] = pygame.image.load(os.path.join("picture", "buff2.png")).convert()
power_imgs['speed'] = pygame.image.load(os.path.join("picture", "buff3.png")).convert()
# 载入音乐、音效
shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.wav"))
gun_sound = pygame.mixer.Sound(os.path.join("sound", "pow1.wav"))
shield_sound = pygame.mixer.Sound(os.path.join("sound", "pow0.wav"))
speed_sound = pygame.mixer.Sound(os.path.join("sound", "pow2.ogg"))
die_sound = pygame.mixer.Sound(os.path.join("sound", "rumble.ogg"))
expl_sounds = [
pygame.mixer.Sound(os.path.join("sound", "expl0.wav")),
pygame.mixer.Sound(os.path.join("sound", "expl1.wav"))
]
pygame.mixer.music.load(os.path.join("sound", "background.ogg"))
pygame.mixer.music.set_volume(0.4)
# 字体
font_name = os.path.join("STLITI.TTF")
def draw_text(surf, text, size, x, y, color=WHITE):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, color)
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 draw_health(surf, hp, x, y):
if hp < 0:
hp = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
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)
def draw_lives(surf, lives, img, x, y):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 32*i
img_rect.y = y
surf.blit(img, img_rect)
def draw_init():
screen.blit(background_img1, (0,0))
draw_text(screen, '天天打飞机', 80, WIDTH/2, HEIGHT/5, GREEN)
draw_text(screen, '↑ ↓ ← →移动飞船 空白键发射子弹', 30, WIDTH/2, HEIGHT/2.5)
draw_text(screen, 'Z键暂停', 30, WIDTH/2, HEIGHT/2.3)
draw_text(screen, '按任意键开始游戏!', 40, WIDTH/2, HEIGHT/1.5, RED)
pygame.display.update()
waiting = True
while waiting:
clock.tick(FPS)
# 获得输入
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return True
elif event.type == pygame.KEYUP:
waiting = False
return False
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = player_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 44
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 3
self.speedy = 3
self.health = 100
self.lives = 3
self.hidden = False
self.hide_time = 0
self.gun = 1
def update(self):
now = pygame.time.get_ticks()
if self.hidden and now - self.hide_time > 1000 and self.health > 0 :
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.rect.x += self.speedx
if key_pressed[pygame.K_LEFT]:
self.rect.x -= self.speedx
if key_pressed[pygame.K_UP]:
self.rect.y -= self.speedy
if key_pressed[pygame.K_DOWN]:
self.rect.y += self.speedy
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.top < 0:
self.rect.top = 0
def shoot(self):
if not(self.hidden):
if self.gun == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
elif self.gun == 2:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
elif self.gun >=3:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
bullet3 = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
all_sprites.add(bullet3)
bullets.add(bullet1)
bullets.add(bullet2)
bullets.add(bullet3)
shoot_sound.play()
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH/2, HEIGHT+500)
def gunup(self):
self.gun += 1
def speedup(self):
self.speedx +=1
self.speedy +=1
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = random.choice(rock_imgs)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * 0.85 / 2)
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-180, -100)
self.speedy = random.randrange(2, 4)
self.speedx = random.randrange(-3, 3)
self.hit_points = int(self.radius / 6)
def update(self):
self.rect.y += self.speedy
self.rect.x += self.speedx
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)
def shoot(self):
enemy_bullet = EnemyBullet(self.rect.centerx, self.rect.bottom)
all_sprites.add(enemy_bullet)
bullets.add(enemy_bullet)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
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 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 = 30
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
class Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['cure', 'gun', 'speed'])
self.image = power_imgs[self.type]
# self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 2
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT:
self.kill()
class EnemyBullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(enemy_bullet_img, (20, 40))
self.image.set_colorkey(BLACK)
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 > HEIGHT:
self.kill()
pygame.mixer.music.play(-1)
# 游戏回圈
show_init = True
running = True
rock_shoot_delay = 500
last_rock_shoot_time = 0
while running:
if show_init:
close = draw_init()
if close:
break
show_init = False
all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
enemy_bullets = pygame.sprite.Group()
powers = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(2):
new_rock()
score = 0
clock.tick(FPS)
# 获得输入
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and not pause:
player.shoot()
elif event.key == pygame.K_z:
pause = not pause
if not pause:
# 更新游戏
all_sprites.update()
# 检查分数,更换背景图片
if score >= 1000 and background_img == background_img1:
background_img = background_img2
elif score >= 2000 and background_img == background_img2:
background_img = background_img3
elif score >= 3000 and background_img == background_img3:
background_img = background_img4
elif score >= 4000 and background_img == background_img4:
background_img = background_img5
elif score >= 5000 and background_img == background_img5:
background_img = background_img6
elif score >= 6000 and background_img == background_img6:
background_img = background_img7
# 敌机发射子弹
now = pygame.time.get_ticks()
if now - last_rock_shoot_time > rock_shoot_delay:
last_rock_shoot_time = now
for rock in rocks:
rock.shoot()
# 判断敌方子弹、飞机相撞
#hits = pygame.sprite.spritecollide(player, ebullets, True)
#for hit in hits:
#player.health -= 20
#expl = Explosion(hit.rect.center, 'sm')
#all_sprites.add(expl)
#if player.health <= 0:
#death_expl = Explosion(player.rect.center, 'player')
#all_sprites.add(death_expl)
#die_sound.play()
#player.lives -= 1
#player.health = 100
#player.hide()
# 判断敌机、子弹相撞
hits = pygame.sprite.groupcollide(rocks, bullets, False, True)
for hit in hits:
hit.hit_points -=1
if hit.hit_points <= 0:
random.choice(expl_sounds).play()
score +=hit.radius *2
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() < 0.5:
pow = Power(hit.rect.center)
all_sprites.add(pow)
powers.add(pow)
hit.kill()
new_rock()
# 判断石头、飞船相撞
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:
death_expl = Explosion(player.rect.center, 'player')
all_sprites.add(death_expl)
die_sound.play()
player.lives -= 1
player.health = 100
player.hide()
# 判断增益、飞船相撞
hits = pygame.sprite.spritecollide(player, powers, True)
for hit in hits:
if hit.type == 'cure':
player.health += 20
if player.health > 100:
player.health = 100
shield_sound.play()
elif hit.type == 'gun':
player.gunup()
gun_sound.play()
elif hit.type == 'speed':
player.speedup()
if player.speedx > 7 and player.speedy > 7:
player.speedx = 6
player.speedy = 6
speed_sound.play()
if player.lives == 0 and not(death_expl.alive()):
show_init = True
# 画面显示
screen.fill(BLACK)
screen.blit(background_img, (0,0))
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH/2, 10)
draw_health(screen, player.health, 5, 15)
draw_lives(screen, player.lives, player_mini_img, WIDTH - 100, 15)
# 游戏暂停画面
if pause:
screen.blit(pause_img, (0,0))
pygame.display.update()
pygame.quit()
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