[英]Updates to a rectangles co-ordinates not being registered in pygame?
我正在嘗試自學在 pygame 中編寫代碼,目前正在為家庭項目制作一個簡單的游戲。 我編寫的代碼認為它應該根據玩家的輸入在游戲循環的每次迭代中更新玩家矩形的坐標。 但是,矩形的坐標正在重置,而不是更改。 任何幫助,將不勝感激。
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()
您在每次循環迭代中一次又一次地定義敵人和玩家。 您需要定義一次。 然后更新並在循環中繪制它們。 這是您問題的解決方案。
我嘗試了一些更改的代碼。 為簡單起見,我刪除了您目前未使用的部分,並合並了一些 if 條件。
這是我的代碼:
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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