Pygame работает со сбоями - PullRequest
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Pygame работает со сбоями

0 голосов
/ 10 января 2020

Это игра для подростков.

Главный парень отображается хорошо, время, звук и фон также показывают. Но плохие парни и клавиша, чтобы нажать плохого парня, не работают.

# 1 - Importing library
import pygame
from pygame.locals import *
import math
import random

# 2 - Initializing the game
pygame.init()
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
keys = {True, False, False, False}
playerpos =[100,100]
acc = [0,0]
arrows = []
badtimer = 100
badtimer1 = 0
badguys = [[300,100]]
healthvalue = 194
pygame.mixer.init()


# 3 - Loading images
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
badguyimg = badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")
# 3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load('resources/audio/moonlight.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)


# 4 - keep looping through
# 4 - keep looping through
running = 1
exitcode = 0
# 5 - clearing the screen before drawing it again
screen.fill(0)
while running:
    badtimer -= 1
    for x in range(int(width / grass.get_width() + 1)):
        for y in range(int(height / grass.get_height() + 1)):
            screen.blit(grass, (x * 100, y * 100))
    screen.blit(castle, (0, 30))
    screen.blit(castle, (0, 135))
    screen.blit(castle, (0, 240))
    screen.blit(castle, (0, 345))

       # 6.1 - Seting player position and rotation
    position = pygame.mouse.get_pos()
    angle = math.atan2(position[1] - (playerpos[1] + 32), position[0] - (playerpos[0] + 26))
    playerrot = pygame.transform.rotate(player, 360 - angle * 57.29)
    playerpos1 = (playerpos[0] - playerrot.get_rect().width / 10, playerpos[1] - playerrot.get_rect().height / 2)
    screen.blit(playerrot, playerpos1)
    # 6.2 - Draw arrows
    for bullet in arrows:
        index = 0
        velx = math.cos(bullet[0]) * 10
        vely = math.sin(bullet[0]) * 10
        bullet[1] += velx
        bullet[2] += vely
        if bullet[1] < -64 or bullet[1] > 640 or bullet[2] < -64 or bullet[2] > 480:
            arrows.pop(index)
            # 6.3.1 - Attack castle
            for bullet in arrows:
                bullrect = pygame.Rect(arrow.get_rect())
                bullrect.left = bullet[1]
                bullrect.top = bullet[2]
                if badrect.colliderect(bullrect):
                    acc[0] += 1
                    badguys.pop(index)
                    arrows.pop(index1)
                    index1 += 1
                    badrect = pygame.Rect(badguyimg.get_rect())
                    badrect.top = badguy[1]
                    badrect.left = badguy[0]
                    if badrect.left < 64:
                        healthvalue -= random.randint(5, 20)
                        badguys.pop(index)

            # section 6.3.1 after if badrect.left<64:
            hit.play()
            # section 6.3.2 after if badrect.colliderect(bullrect):
            enemy.play()
            # 6.3.2 - Check for collisions
            index1 = 0
            # section 8, after if event.type==pygame.MOUSEBUTTONDOWN:
            shoot.play()

            # 6.3.3 - Next bad guy

        index += 1
        for projectile in arrows:
            arrow1 = pygame.transform.rotate(arrow, 360 - projectile[0] * 57.29)
            screen.blit(arrow1, (projectile[1], projectile[2]))
            # 6.3 - Draw badgers
            if badtimer == 0:
                badguys.append([640, random.randint(50, 430)])
                badtimer = 100 - (badtimer1 * 2)
                if badtimer1 >= 35:
                    badtimer1 = 35
                else:
                    badtimer1 += 5
            index = 0
            for badguy in badguys:
                if badguy[0] < -64:
                    badguys.pop(index)
                badguy[0] -= 7
                index += 1
            for badguy in badguys:
                screen.blit(badguyimg, badguy)
    # 6.4 - Draw clock

    font = pygame.font.Font(None, 24)
    survivedtext = font.render(str((90000-pygame.time.get_ticks()))+":"+str((pygame.time.get_ticks())/1000%60).zfill(2), True, (0,0,0))
    textRect = survivedtext.get_rect()
    textRect.topright=[635,5]
    screen.blit(survivedtext, textRect)
    # 6.5 - Draw health bar
    screen.blit(healthbar, (5,5))
    for health1 in range(healthvalue):
        screen.blit(health, (health1+8,8))

    # 7 - updating the screen
    pygame.display.flip()
    # 8 - loop through the events
    for event in pygame.event.get():
        # check if the event is the X button
        if event.type == pygame.QUIT:
            # if it is quit the game
            pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == K_w:
                    keys[0] = True
                elif event.key == K_a:
                    keys[1] = True
                elif event.key == K_s:
                    keys[2] = True
                elif event.key == K_d:
                    keys[3] = True
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_w:
                    keys[0] = False
                elif event.key == pygame.K_a:
                    keys[1] = False
                elif event.key == pygame.K_s:
                    keys[2] = False
                elif event.key == pygame.K_d:
                    keys[3] = False
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        position = pygame.mouse.get_pos()
                        acc[1] += 1
                        arrows.append(
                            [math.atan2(position[1] - (playerpos1[1] + 32), position[0] - (playerpos1[0] + 26)),
                             playerpos1[0] + 32, playerpos1[1] + 32])

                    # 9 - Move player
                    if keys[0]:
                        playerpos[1] -= 5
                    elif keys[2]:
                        playerpos[1] += 5
                    if keys[1]:
                        playerpos[0] -= 5
                    elif keys[3]:
                        playerpos[0] += 5
            exit(0)
    #10 - Win/Lose check
    if pygame.time.get_ticks()>=90000:
        running=0
        exitcode=1
    if healthvalue<=0:
        running=0
        exitcode=0
    if acc[1]!=0:
        accuracy=acc[0]*1.0/acc[1]*100
    else:
        accuracy=0
# 11 - Win/lose display
if exitcode==0:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(gameover, (0,0))
    screen.blit(text, textRect)
else:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (0,255,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(youwin, (0,0))
    screen.blit(text, textRect)
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()

1 Ответ

0 голосов
/ 10 января 2020

У вас неправильные отступы.

Вы проверяете ключи внутри if event.type == pygame.QUIT:, поэтому они проверяются только при закрытии окна.

for event in pygame.event.get():
    # check if the event is the X button
    if event.type == pygame.QUIT:
        # if it is quit the game
        pygame.quit()

    # the same indentation like for other event.type
    if event.type == pygame.KEYDOWN:
        if event.key == K_w:
            keys[0] = True
        elif event.key == K_a:
            keys[1] = True
        elif event.key == K_s:
            keys[2] = True
        elif event.key == K_d:
            keys[3] = True

    # the same indentation like for other event.type
    if event.type == pygame.KEYUP:
        if event.key == pygame.K_w:
            keys[0] = False
        elif event.key == pygame.K_a:
            keys[1] = False
        elif event.key == pygame.K_s:
            keys[2] = False
        elif event.key == pygame.K_d:
            keys[3] = False

    # the same indentation like for other event.type
    if event.type == pygame.MOUSEBUTTONDOWN:
        position = pygame.mouse.get_pos()
        acc[1] += 1
        arrows.append(
           [math.atan2(position[1] - (playerpos1[1] + 32), position[0] - (playerpos1[0] + 26)),
           playerpos1[0] + 32, playerpos1[1] + 32])

# it should be outside `for event` loop
# 9 - Move player
if keys[0]:
    playerpos[1] -= 5
elif keys[2]:
    playerpos[1] += 5
if keys[1]:
    playerpos[0] -= 5
elif keys[3]:
    playerpos[0] += 5

Аналогичная проблема возникает при рисовании багги.


Кстати: вместо всех настроек и проверок ключей, которые вы можете использовать pygame.key.get_pressed

keys = pygame.key.get_pressed()

if keys[pygame.K_w]:
    playerpos[1] -= 5
elif keys[pygame.K_a]:
    playerpos[1] += 5
if keys[pygame.K_s]:
    playerpos[0] -= 5
elif keys[pygame.K_d]:
    playerpos[0] += 5
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