[英]Python Game Movement
我正在為業務問題進行仿真,但是我試圖構建一個2D游戲來演示仿真動作。
為此,我從一個實際的python游戲開始,我在網上找到了一些代碼。
目標是通過隨機整數創建100個模擬運動(上,下,左,右,停止)。 例如,random = 1,然后向左移動。
由於某種原因,我可以發送第一個動作,但是第二到第100個動作將被游戲忽略。
有人可以給我提示我做錯了什么嗎?
我將不勝感激某人的專業知識。
GitHub鏈接:: https://github.com/deacons2016/pygame
from __future__ import division
import random
from cocos.actions import AccelDeccel
from cocos.actions import Delay
from cocos.actions import JumpBy
from cocos.actions import Move
from cocos.actions import MoveBy
from cocos.actions import Repeat
from cocos.actions import Reverse
from cocos.actions import RotateBy
from pyglet.window import key
import cocos
import cocos.collision_model as cm
import resources
import time
class Game(cocos.layer.ColorLayer):
is_event_handler = True
def __init__(self):
super(Game, self).__init__(102, 102, 225, 255)
self.collision_manager = cm.CollisionManagerBruteForce()
self.player = cocos.sprite.Sprite(resources.player)
self.player.position = 400, 25
self.player.velocity = 0, 0
self.player.speed = 150
self.add(self.player, z=2)
self.player.cshape = cm.AARectShape(
self.player.position,
self.player.width//2,
self.player.height//2
)
self.collision_manager.add(self.player)
self.boss = cocos.sprite.Sprite(resources.player)
self.boss.position = 400, 600
self.boss.scale = 0.4
self.add(self.boss, z=1)
self.boss.cshape = cm.AARectShape(
self.boss.position,
self.boss.width//2,
self.boss.height//2
)
self.collision_manager.add(self.boss)
self.batch = cocos.batch.BatchNode()
self.enemies = [cocos.sprite.Sprite(resources.player)
for i in range(6)]
positions = ((250, 125), (550, 125), (300, 325), (500, 325),
(150, 475), (650, 475))
for num, enem in enumerate(self.enemies):
enem.position = positions[num]
enem.cshape = cm.AARectShape(
enem.position,
enem.width//2,
enem.height//2
)
self.collision_manager.add(enem)
self.batch.add(enem)
self.add(self.batch, z=1)
self.player.do(Move())
move_basic = MoveBy((120, 0), 1)
self.enemies[0].do(Repeat(move_basic + Reverse(move_basic)))
self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic))
move_complex = (MoveBy((-75, 75), 1) +
Delay(0.5) +
MoveBy((-75, -75), 1) +
Delay(0.5) +
MoveBy((75, -75), 1) +
Delay(0.5) +
MoveBy((75, 75), 1) +
Delay(0.5))
self.enemies[2].do(Repeat(move_complex))
self.enemies[3].do(Repeat(Reverse(move_complex)))
move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3))
move_jump_rot = AccelDeccel(RotateBy(360, 3))
self.enemies[4].do(Repeat(move_jump + Reverse(move_jump)))
self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot)))
self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump))
self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot))
self.schedule(self.update)
def simulate(self):
x = 100
while x > 0:
rand = random.randint(1,5)
if rand == 1:
self.movePlayer("left")
time.sleep(.05)
print("left")
elif rand == 2:
self.movePlayer("right")
time.sleep(.05)
print("right")
elif rand == 3:
self.movePlayer("up")
time.sleep(.05)
print("up")
elif rand == 4:
self.movePlayer("down")
time.sleep(.05)
print("down")
elif rand == 5:
self.movePlayer("space")
time.sleep(.05)
print("space")
x -= 1
def update(self, dt):
self.player.cshape.center = self.player.position
for enem in self.enemies:
enem.cshape.center = enem.position
collisions = self.collision_manager.objs_colliding(self.player)
if collisions:
if self.boss in collisions:
print("You won!")
cocos.director.director.pop()
def movePlayer(self, symbol):
if symbol == "left":
self.player.velocity = -self.player.speed, 0
elif symbol == "right":
self.player.velocity = self.player.speed, 0
elif symbol == "up":
self.player.velocity = 0, self.player.speed
elif symbol == "down":
self.player.velocity = 0, -self.player.speed
elif symbol == "space":
self.player.velocity = 0, 0
if __name__ == '__main__':
cocos.director.director.init(
width=800,
height=650,
caption="Catch your husband!"
)
game_layer = Game()
game_scene = cocos.scene.Scene(game_layer)
game_layer.simulate()
cocos.director.director.run(game_scene)
print("after")
像@Blckknght指出,繪制層Game
並運行它的其他計划功能(在你的情況Game.update
)只調用cocos.director.director.run(game_scene)后開始。 這就是為什么您看不到速度更新的原因-它們是在繪圖開始時完成的。
您應該刪除調用game_layer.simulate()
因為它沒有達到預期的效果。
然后,您可以執行以下操作:
def simulate(self, dt):
if self.x > 0: # set this to 100 in constructor
rand = random.randint(1,5)
if rand == 1:
self.movePlayer("left")
print("left")
elif rand == 2:
self.movePlayer("right")
print("right")
elif rand == 3:
self.movePlayer("up")
print("up")
elif rand == 4:
self.movePlayer("down")
print("down")
elif rand == 5:
self.movePlayer("space")
print("space")
x -= 1
注意,我刪除了對time.sleep
。 不確定是否會導致問題,但是最好在cocos2d中調用專用的schedule_interval
(或schedule
)函數。
在Game
的構造函數中:
self.schedule_interval(self.simulate, 0.05)
self.schedule_interval(self.update, 0.05)
要安排Game.simulate
您必須將函數的簽名更改為以dt
作為其第二個參數,如Game.update
一樣。
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