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对未在 pygame 中注册的矩形坐标的更新?

[英]Updates to a rectangles co-ordinates not being registered in pygame?

我正在尝试自学在 pygame 中编写代码,目前正在为家庭项目制作一个简单的游戏。 我编写的代码认为它应该根据玩家的输入在游戏循环的每次迭代中更新玩家矩形的坐标。 但是,矩形的坐标正在重置,而不是更改。 任何帮助,将不胜感激。

import pygame, sys

from pygame.locals import*
from sys import exit

pygame.init()

##Set up the colours
WHITE =(255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
ORANGE = (255, 165, 0)
PINK = (255, 192, 203)
YELLOW = (255, 255, 0)
KHAKI = (189, 183, 107)
MAGENTA = (255, 0, 255)

##Set up the window
WINDOWHEIGHT = 500
WINDOWWIDTH = 1000
screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Tower')


##Set up level variable    
level = 1

##Run game loop
while True:
    ##Check for quit event
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit(); sys.exit()


    ##Check for level
    if level == 1:
        screen.fill(WHITE)
        MOVESPEED = 10

    ##Enemy rectangles
        e1 = pygame.Rect(200, 0, 50, 100)
        e2 = pygame.Rect(250, 50, 50, 100) 
        e3 = pygame.Rect(300, 100, 50, 100)
        e4 = pygame.Rect(450, 250, 50, 100)
        e5 = pygame.Rect(500, 300, 50, 100)
        e6 = pygame.Rect(550, 350, 50, 100)

        enemies = [e1, e2, e3, e4, e5, e6]

    ##Draw enemy rectangles
        pygame.draw.rect(screen, RED, e1, 0)
        pygame.draw.rect(screen, RED, e2, 0)
        pygame.draw.rect(screen, RED, e3, 0)
        pygame.draw.rect(screen, RED, e4, 0)
        pygame.draw.rect(screen, RED, e5, 0)
        pygame.draw.rect(screen, RED, e6, 0)

    ##Player rectangle
        player = pygame.Rect(25, 25, 50, 50)

    ##Change keyboard variables

        if event.type == KEYDOWN:
            if event.key == K_LEFT or event.key == K_a:
                moveRight = False
                moveLeft = True
            if event.key == K_RIGHT or event.key == K_d:
                moveLeft = False
                moveRight = True
            if event.key == K_UP or event.key == K_w:
                moveDown = False
                moveUp = True
            if event.key == K_DOWN or event.key == K_s:
                moveUp = False
                moveDown = True
        if event.type == KEYUP:
            if event.key == K_ESCAPE:
                pygame.quit()
                sys.exit()
            if event.key == K_LEFT or event.key == K_a:
                moveLeft = False
            if event.key == K_RIGHT or event.key == K_d:
                moveRight = False
            if event.key == K_UP or event.key == K_w:
                moveUp = False
            if event.key == K_DOWN or event.key == K_s:
                moveDown = False    
    ##Move the player with the keyboard

        if event.type == KEYDOWN:
            if event.key == K_LEFT or event.key == K_a:
                player.left -= MOVESPEED
            if event.key == K_DOWN or event.key == K_s:
                player.top += MOVESPEED
            if event.key == K_RIGHT or event.key == K_d:
                player.left += MOVESPEED
            if event.key == K_UP or event.key == K_w:
                player.top -= MOVESPEED

    ##Check if player is in the window
        if player.top < 0:
    #The player has moved past the top
            player.top += 1

        if player.bottom > WINDOWHEIGHT:
    #The player has moved past the bottom
            player.top -= 1

        if player.left < 0:
    #The player has moved past the left side
            player.left += 1

        if player.right > WINDOWWIDTH:
    #The player has moved past the right side
            player.left -= 1

    #Draw player onto the screen
        pygame.draw.rect(screen, GREEN, player)
        pygame.display.flip()

您在每次循环迭代中一次又一次地定义敌人和玩家。 您需要定义一次。 然后更新并在循环中绘制它们。 这是您问题的解决方案。

我尝试了一些更改的代码。 为简单起见,我删除了您目前未使用的部分,并合并了一些 if 条件。

这是我的代码:

import pygame, sys

from pygame.locals import *
from sys import exit


#SET UP
pygame.init()

WHITE =(255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

WINDOWHEIGHT = 500
WINDOWWIDTH = 1000
MOVESPEED = 10

e1 = pygame.Rect(200, 0, 50, 100)
e2 = pygame.Rect(250, 50, 50, 100) 
e3 = pygame.Rect(300, 100, 50, 100)
e4 = pygame.Rect(450, 250, 50, 100)
e5 = pygame.Rect(500, 300, 50, 100)
e6 = pygame.Rect(550, 350, 50, 100)

player = pygame.Rect(25, 25, 50, 50)

screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Tower')

##GAME LOOP
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                pygame.quit()
                sys.exit()

            if (event.key == K_LEFT or event.key == K_a) and player.left > MOVESPEED:
                player.left -= MOVESPEED
                player.right -= MOVESPEED

            if (event.key == K_RIGHT or event.key == K_d) and player.right < WINDOWWIDTH - MOVESPEED:
                player.left += MOVESPEED
                player.right += MOVESPEED

            if (event.key == K_DOWN or event.key == K_s) and player.bottom < WINDOWHEIGHT - MOVESPEED:
                player.top += MOVESPEED
                player.bottom += MOVESPEED

            if (event.key == K_UP or event.key == K_w) and player.top > MOVESPEED:
                player.top -= MOVESPEED
                player.bottom -= MOVESPEED

    #DRAW SCREEN AT EACH ITERATION
    screen.fill(WHITE)

    pygame.draw.rect(screen, RED, e1, 0)
    pygame.draw.rect(screen, RED, e2, 0)
    pygame.draw.rect(screen, RED, e3, 0)
    pygame.draw.rect(screen, RED, e4, 0)
    pygame.draw.rect(screen, RED, e5, 0)
    pygame.draw.rect(screen, RED, e6, 0)

    pygame.draw.rect(screen, GREEN, player)

    pygame.display.flip()

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