Моя проблема очень проста. Пули, которые я стреляю, прилипают к экрану, если я стреляю быстро. Если я стреляю медленно, они не держатся. У кого-нибудь есть идеи, как происходит это явление?
снимок экрана с прилипшими к экрану пулями
Ниже я ввел код. Я следую этой схеме игры по умолчанию:
Мне любопытно узнать причину проблемы. Это код или аппаратное обеспечение?
import sys
import pygame
from pygame.sprite import Sprite
from pygame.sprite import Group
# pygame initializing
pygame.init()
#create the screen surface
screen = pygame.display.set_mode((800, 700))
class Color():
def __init__(self):
self.black = (0, 0, 0)
self.white = (255, 255, 255)
self.red = (255, 0, 0)
self.green = (0, 255, 0)
self.green_lambda = (10, 255, 150)
self.blue = (0, 0, 255)
# set up the colors
color = Color() # make an instance of this class - this makes some colors available
class Spaceship(Sprite):
"""
This class represents the Spaceship.
It derives from the "Sprite" class in Pygame.
"""
def __init__(self):
""" Constructor"""
# Call the parent class (Sprite) constructor
super().__init__()
width = 22
height = 32
self.screen = screen
self.image = pygame.Surface((width, height))
self.image.fill(color.black)
self.image.set_colorkey(color.black)
pygame.draw.polygon(self.image, color.green_lambda, [[10,0],[15,22],[20,30],[10,27],[0,30],[5,22]],2)
self.rect = self.image.get_rect()
self.screen_rect = self.screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# As the rect method only take integers we store a
# This value is only used at the beginning, i.e. before the game loop starts
self.center_x = self.rect.centerx
self.center_y = self.rect.centery
class Bullet(Sprite):
"""
This class represents the bullets.
It derives from the "Sprite" class in Pygame.
"""
def __init__(self):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = pygame.Surface((8,10))
self.image.fill(color.red)
self.image.set_colorkey((color.red))
pygame.draw.ellipse(self.image, color.green, [1, 0, 5, 8], 2)
self.rect = self.image.get_rect()
self.rect.centerx = defender.rect.centerx
self.rect.bottom = defender.rect.top
# def function to move the bullets
def update_pos(self):
self.rect.y -= bullet_speed
# create spaceship instance
defender = Spaceship()
# create group to store sprites in
all_sprites_list = Group()
all_sprites_list.add(defender)
ship_speed = 0.5
bullet_speed = 3
def run_game():
m_right = False
m_left = False
m_up = False
m_down = False
new_bullet = False
while True:
"""This is the user interaction section"""
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_RIGHT:
m_right = True
elif event.key == pygame.K_LEFT:
m_left = True
elif event.key == pygame.K_UP:
m_up = True
elif event.key == pygame.K_DOWN:
m_down = True
elif event.key == pygame.K_SPACE:
new_bullet = Bullet()
#print(dir(new_bullet))
all_sprites_list.add(new_bullet)
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
m_right = False
elif event.key == pygame.K_LEFT:
m_left = False
elif event.key == pygame.K_UP:
m_up = False
elif event.key == pygame.K_DOWN:
m_down = False
"""Below is the game logic, which gets input from the user interaction
section and more"""
# Movement of spaceship depending on the flag boolean value and on screen width and height
if m_right and defender.rect.right < defender.screen_rect.right:
defender.center_x += ship_speed
if m_left and defender.rect.left > defender.screen_rect.left:
defender.center_x -= ship_speed
if m_up and defender.rect.top > defender.screen_rect.top:
defender.center_y -= ship_speed
if m_down and defender.rect.bottom < defender.screen_rect.bottom:
defender.center_y += ship_speed
# The cumulative value (which is a float number) for the spaceships movement
# is given to the spaceship rect variable (which can only be integer) now.
# This enables fine adjusting of the speed
defender.rect.centerx = defender.center_x
defender.rect.centery = defender.center_y
all_sprites_list.update()
screen.fill(color.black)
if new_bullet:
new_bullet.update_pos()
# Below the bullets which leaves the screen display are deleted
if new_bullet.rect.bottom < defender.screen_rect.top:
all_sprites_list.remove(new_bullet)
all_sprites_list.draw(screen)
print(all_sprites_list)
pygame.display.flip()
run_game()