我在PyGame中创建了两个简单的精灵,其中一个是雨伞,另一个是雨滴。
雨滴被添加到名为all_sprites
的精灵组中。伞形精灵有自己的组Umbrella_sprite
雨滴落在"从屏幕的顶部,如果其中一个触摸伞/碰撞它..雨滴应该被删除。 但不是那些特定的雨滴,所有其他都受此影响。
#!/usr/bin/python
VERSION = "0.1"
import os, sys, raindrop
from os import path
try:
import pygame
from pygame.locals import *
except ImportError, err:
print 'Could not load module %s' % (err)
sys.exit(2)
# main variables
WIDTH, HEIGHT, FPS = 300, 300, 30
# initialize game
pygame.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("Rain and Rain")
# background
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((40,44,52))
# blitting
screen.blit(background,(0,0))
pygame.display.flip()
# clock for FPS settings
clock = pygame.time.Clock()
def main():
all_sprites = pygame.sprite.Group()
umbrella_sprite = pygame.sprite.Group()
# a function to create new drops
def newDrop():
nd = raindrop.Raindrop()
all_sprites.add(nd)
# creating 10 rain drops
for x in range(0,9): newDrop()
# variable for main loop
running = True
# init umbrella
umb = raindrop.Umbrella()
# all_sprites.add(umb)
umbrella_sprite.add(umb)
# event loop
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for enemy in all_sprites:
gets_hit = pygame.sprite.spritecollideany(umb, all_sprites)
if gets_hit:
all_sprites.remove(enemy)
screen.blit(background,(100,100))
# clear
all_sprites.clear(screen,background)
umbrella_sprite.clear(screen,background)
# update
all_sprites.update()
umbrella_sprite.update()
# draw
all_sprites.draw(screen)
umbrella_sprite.draw(screen)
# flip the table
pygame.display.flip()
pygame.quit()
if __name__ == '__main__':
main()
import pygame
from pygame.locals import *
from os import path
from random import randint
from rain import HEIGHT, WIDTH
img_dir = path.join(path.dirname(__file__), 'img')
class Raindrop(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.width = randint(32, 64)
self.height = self.width + 33
self.image = pygame.image.load(path.join(img_dir, "raindrop.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (self.width, self.height))
self.speedy = randint(1, 15)
self.rect = self.image.get_rect()
self.rect.x = randint(0, 290)
self.rect.y = -self.height
def reset(self):
self.rect.y = -self.height
def update(self):
self.rect.y += self.speedy
if self.rect.y >= HEIGHT:
self.rect.y = -self.height
self.rect.x = randint(0, 290)
class Umbrella(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.width = 50
self.height = 50
self.image = pygame.image.load(path.join(img_dir,"umbrella.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (self.width, self.height))
self.speedx = 10
self.rect = self.image.get_rect()
self.rect.x = (WIDTH/2) - self.width
self.rect.y = (0.7 * HEIGHT)
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.x > 0:
self.rect.x -= self.speedx
elif keys[pygame.K_RIGHT] and self.rect.x < (WIDTH - self.width):
self.rect.x += self.speedx
答案 0 :(得分:2)
这是你的问题:
for enemy in all_sprites:
gets_hit = pygame.sprite.spritecollideany(umb, all_sprites)
if gets_hit:
all_sprites.remove(enemy)
您正在遍历该组,如果任何精灵发生碰撞,则删除所有精灵。
您不需要遍历组 - 碰撞功能可以解决这个问题。你只需要使用spritecollide函数,它可以比较sprite和group。该函数将返回一个冲突列表,并使用DOKILL标志自动删除它们:
gets_hit = pygame.sprite.spritecollide(umb, all_sprites, True)
答案 1 :(得分:1)
spritecollideany
检查sprite是否与组中的任何sprite冲突并返回此sprite,因此gets_hit
只要未删除组中的冲突sprite且if gets_hit:
为真值。 1}}块被执行。这意味着for循环中的代码只是保持删除在到达和移除碰撞的精灵之前出现的组中的每个精灵。一个简单的解决方法是检查命中精灵是否是敌人:if enemy == gets_hit:
,但代码仍然效率低下,因为spritecollideany
必须一次又一次地在all_sprites
组内循环for循环。
我建议使用spritecollide
代替spritecollideany
,因为它效率更高,只需一行代码。