我目前正在參加一個A級計算機科學課程,我必須爲一個項目創建一個遊戲。我知道這段代碼可能效率不高,但我試圖將它保留在我自己的工作中,並希望有一個兩位的手,我有點卡住了滾動限制
此代碼當前以介紹屏幕開始,並且一次在遊戲,向左滾動,向右滾動,當玩家脫離屏幕時移除生命。當所有的生命都失敗時,屏幕上會顯示一個遊戲
我想知道是否有辦法設置滾動屏幕的限制,以便當玩家離開時停止在特定點滾動並停止屏幕邊緣的玩家阻止它們脫落。我想設置最左邊的底部平臺,爲邊緣,這迫使玩家向右走
另一個小一個是,如果有什麼辦法可以減少滯後
如果沒有了你需要的信息爲了幫助隨意問 任何建議,將不勝感激 感謝所有幫助
import pygame as pg
import time
import random
pg.init()#initiates pygame
display_height = 690#Creates width and height of screen
display_width = 1024
#Colours
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
grass = (24,85,36)
yellow = (255,255,0)
lightGrey = (184,184,184)
grey = (73,71,65)
Robot_height = 99#Height of robot
Robot_width = 112#Width of robot
Bullet_Fired = False
PowerUp_Active = False
Robot_acc = 0.3 #Robot Acceleration
vec = pg.math.Vector2
gameDisplay = pg.display.set_mode((display_width,display_height)) #Sets display properties of window
pg.display.set_caption ("Game") #Title on window
clock = pg.time.Clock()
robotImg = pg.image.load("robot1.png") #Loads robots image
lifeImg = pg.image.load("Life.png")#Loads image from folder
lifeImg = pg.transform.scale(lifeImg, (80, 80))#Sets dimensions of image
backgroundImg = pg.image.load("Background.png")#Loads background image
backgroundImg = pg.transform.scale(backgroundImg, (display_width, display_height))#Sets dimensions of background to fit the screen
inBackgroundImg = pg.image.load("IntroBackground1.png")#Loads intro background
controlsImg = pg.image.load("controls.png")#Loads controls screen background
controlsImg = pg.transform.scale(controlsImg, (display_width, display_height))#Sets dimensions to fit screen
largeText = pg.font.Font("Font.ttf",77)#Large text set
smallText = pg.font.Font("Font.ttf",32)#Small text set
#Class for platforms
class Platform(pg.sprite.Sprite):
def __init__(self, x,y,w,h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w,h))#sets width and height of platform
self.image.fill(grass)#Fills rectangle with blue
self.rect = self.image.get_rect()#Rectangle set
self.rect.x = x#x position
self.rect.y = y#y position
#List of platforms
PLATFORM_LIST = [[0,display_height - 40,display_width,40],
[display_width + 300,display_height - 40,display_width,40],
[display_width /2 - 50,display_height * 3/4,100,20],
[display_width -10,display_height * 3/4,100,20]]
#Platform group
platforms = pg.sprite.Group()
#Checks through "PLATFORM_LIST" and adds all the platforms the the grounp "platforms"
for plat in PLATFORM_LIST:
p = Platform(*plat)
platforms.add(p)
#Draws platforms to the screen
def draw():
for plat in platforms:
pg.draw.rect(gameDisplay, grass, plat)
#Class for robot
class RobotClass(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((Robot_width,Robot_height))#Height and width of the robot
self.rect = self.image.get_rect()#Gets rectangle of robot
self.rect.center = (display_width/2, display_height/2)#Location of center of robot
self.RobotPos = vec(display_width/2, display_height/2)#Position of robot as vector
self.bottom = (0,0)#Bottom of robot
self.vel = vec(0, 0)#Robots velocity
self.acc = vec(0, 0.3)#Robots Acceleration
startX = display_width/2
startY = display_height/2
#Creates Robot
Robot = RobotClass()
#Jump function
def jump():
#Checks pixel below robot to see if there is a collision
Robot.rect.x = Robot.rect.x +1
hits = pg.sprite.spritecollide(Robot , platforms, False)
Robot.rect.x = Robot.rect.x -1
if hits:
#Gives robot velocity of 5 upwards
Robot.vel.y = -10
#Settings for text
def text_objects(text, font):
textSurface = font.render(text, True, white)
return textSurface, textSurface.get_rect()
#Displays lives of Robot
def display_lives(lives):
global lifeImg
TextSurf, TextRect = text_objects("Lives:", smallText)#Sets text and font
TextRect.topleft = (1,16)#Places text in top left of screen
gameDisplay.blit(TextSurf, TextRect) #displays text
if lives == 3:#Displays 3 spanners
gameDisplay.blit(lifeImg,(110,0))
gameDisplay.blit(lifeImg,(160,0))
gameDisplay.blit(lifeImg,(210,0))
if lives == 2:#Displays 2 spanners
gameDisplay.blit(lifeImg,(110,0))
gameDisplay.blit(lifeImg,(160,0))
if lives == 1:#Displays 1 spanners
gameDisplay.blit(lifeImg,(110,0))
if lives == 0:#Should end game when all lives are lost
game_over()
#Function for button that takes parameters (message,x,y,height,width,active colour,inactive colour,text size,action)
def button(msg,x,y,w,h,i,a,t,action=None):
mouse = pg.mouse.get_pos() #Gets (x,y) position of mouse
Text = pg.font.Font("Font.ttf",t) #Lets text size be input
click = pg.mouse.get_pressed() #Gets whenther mouse has been clicked (mouse1,middle mouse,mouse2)
if x+w > mouse[0] > x and y+50 > mouse[1] > y:#Checks to see if mouse is within boundaries of button
pg.draw.rect(gameDisplay, a,(x,y,w,h),5)#Changes color of box when being hovered over
if click[0] == 1 and action != None:#If mouse1 is clicked and there is an action to be performed it will be run
action()#action is parameter and the() is used to initiate function
else:
pg.draw.rect(gameDisplay, i,(x,y,w,h),5)#Sets default button
TextSurf, TextRect = text_objects(msg, Text)#Runs text_objects with inputted parameter of the message
TextRect.center = ((x+(w/2)),(y+(h/2)))#Places text inside the button
gameDisplay.blit(TextSurf, TextRect)#Displays text
def Exit():#Used for button on intro screen to exit
pg.quit()
quit()
#What happens when player runs out of lives
def game_over():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(inBackgroundImg, (0, 0))
TextSurf, TextRect = text_objects(("Game"), largeText)#Places large text on screen
TextRect.center = ((display_width/2+10),(180))#location of text
gameDisplay.blit(TextSurf, TextRect)
TextSurf, TextRect = text_objects(("Over"), largeText)
TextRect.center = ((display_width/2+10),(280))
gameDisplay.blit(TextSurf, TextRect)
pg.draw.rect(gameDisplay, yellow,(290,125,445,220),5)#Puts yellow box over game over
button("Retry",410,600,207,70,yellow,lightGrey,45,game_loop)
button("Quit",display_width-105,display_height-55,100,50,yellow,lightGrey,33,Exit)
pg.display.update()#updates screen
clock.tick(15)
#Function for control screen
def controls():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(controlsImg, (0, 0))#Places controlsImg on screen
button("Back",5,display_height-55,100,50,black,grey,30,game_intro)#places back button in bottom left corner
pg.display.update()#updates screen
clock.tick(15)#sets clock rate
#Function to gun the intro screen
def game_intro():
while True:
for event in pg.event.get():#lets window be closed
if event.type == pg.QUIT:
pg.quit()
quit()
gameDisplay.blit(inBackgroundImg, (0, 0))#Places background image
TextSurf, TextRect = text_objects(("Lost on planet X"), largeText)#Places large text on screen
TextRect.center = ((display_width/2),(200))#location of text
gameDisplay.blit(TextSurf, TextRect)#displays text
pg.draw.rect(gameDisplay, yellow,(65,130,900,150),5)#Puts yellow box over title
button("Play",412,550,200,50,yellow,lightGrey,36,game_loop) #Play button at middle bottom
button("Controls",412,450,200,50,yellow,lightGrey,32,controls) #Controls button in middle of screen
button("Quit",display_width-105,display_height-55,100,50,yellow,lightGrey,33,Exit) #Quit button in bottom right
pg.display.update()#updates screen
clock.tick(15)#sets clock rate
#game loop
def game_loop():
global PLATFORM_LIST
global startX
global startY
global backgroundImg
Robot.RobotPos = (startX,startY)
lives = 3 #Robot Lives
Robot_friction = -0.3 #Friction value
vec = pg.math.Vector2 #Setting vec as vector quantity
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit
quit()
#Starts acceleration when key is pressed
if event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
Robot.acc.x = -Robot_acc
elif event.key == pg.K_RIGHT:
Robot.acc.x = Robot_acc
elif event.key == pg.K_UP:
jump()
#Adds friction to accleration to slow robot down when key is not being pressed
if event.type == pg.KEYUP:
if event.key == pg.K_LEFT or event.key == pg.K_RIGHT:
Robot.acc.x = Robot.acc.x * Robot_friction
#Adjusts velocity of robot by adding the acceleration on each cycle
Robot.vel = Robot.vel+ Robot.acc
#gameDisplay.fill(sky)
gameDisplay.blit(backgroundImg,(0,0))
#Draws the platforms to the screen and adds them to platform group
draw()
#Changes Robot position according to its velocity,acceleration and the friction
Robot.RobotPos = Robot.RobotPos + Robot.vel + 0.5 * Robot.acc
#Loads robot onto screen
gameDisplay.blit(robotImg,(Robot.rect))
#pg.draw.rect(gameDisplay, red, Robot.rect, 2
display_lives(lives)#lives
pg.display.update()#Updates display
clock.tick(60)
#Sets bottom of robot to its position
Robot.rect.midbottom = Robot.RobotPos
#Collision detection
if Robot.vel.y > 0:
hits = pg.sprite.spritecollide(Robot , platforms, False)
if hits:
#Puts Robot on top of platform
Robot.RobotPos.y = hits[0].rect.top + 1
Robot.vel.y = 0
#Scrolling
if Robot.rect.left < display_width/4:
Robot.RobotPos.x = Robot.RobotPos.x + abs(Robot.vel.x)
startX = startX + abs(Robot.vel.x)
for plat in platforms:
plat.rect.x = plat.rect.x + int(abs(Robot.vel.x))
draw()
if Robot.rect.right > (display_width-display_width/4):
Robot.RobotPos.x = Robot.RobotPos.x - abs(Robot.vel.x)
startX = startX - abs(Robot.vel.x)
for plat in platforms:
plat.rect.x = plat.rect.x - int(abs(Robot.vel.x))
draw()
#Losing a life
if Robot.rect.top > display_height:
lives = lives - 1
Robot.RobotPos.y = Robot.RobotPos.y - (40+Robot_height)
Robot.RobotPos.x = Robot.RobotPos.x - 200
Robot.vel.x = 0
#Sets top velocity of robot
if Robot.vel.x > 6:
Robot.vel.x = 6
if Robot.vel.x < -6:
Robot.vel.x = -6
#Makes robot velocity = 0 when it is close to 0
if Robot.vel.x < 0.05 and Robot.vel.x > -0.05:
Robot.acc.x = 0
Robot.vel.x = 0
game_intro()
pg.quit()
quit()
提問時,一定要問一個問題。這縮小了答案,使問題更易於理解並增加了其他用戶的可搜索性。在你的問題中還包括[mcve](如果有必要),而不是你的代碼,因爲太多的代碼需要閱讀SO問題。正如我在你之前的問題中所寫的那樣;請遵循命名約定,否則讀取和理解代碼將變得更加困難,因爲不清楚單獨名稱中的變量,類,函數或常量是什麼,這意味着我們必須在每次遇到它時查找它的定義位置。 –
In [this](http://stackoverflow.com/a/14357169/6486738)所以回答你會找到你要找的東西(爲你的第一個子問題)。 –
爲了減少延遲,確保每循環只畫一次屏幕。在你正在繪製的遊戲循環中(使用你的'draw()'函數),然後在檢查滾動('如果Robot.rect.left