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私はこのチュートリアルに従っています: http://www.raywenderlich.com/24252/beginning-game-programming-for-teens-with-python#comments そして、パーツから画面に描画されるアナグマの量を減らそうとしていますアナグマが描かれている場所。random.randint(50,430)50 から 430 の間の数のアナグマを描くように私には見えます。アナグマが来ている位置も知りたいです。アナグマが空中から落ちるようにしたいです。どうすればいいですか?

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)

完全なコードは次のとおりです。

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

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

# 3 - Load image
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
running = 1
exitcode = 0
while running:
    badtimer-=1
    # 5 - clear the screen before drawing it again
    screen.fill(0)
    # 6 - draw the player on the screen at X:100, Y:100
    for x in range(0, int(width/grass.get_width()+1)):
        for y in range(0, 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 - Set 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/2, 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)
        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
        # 6.3.1 - Attack castle
        badrect=pygame.Rect(badguyimg.get_rect())
        badrect.top=badguy[1]
        badrect.left=badguy[0]
        if badrect.left<64:
            hit.play()
            healthvalue -= random.randint(5,20)
            badguys.pop(index)
        #6.3.2 - Check for collisions
        index1=0
        for bullet in arrows:
            bullrect=pygame.Rect(arrow.get_rect())
            bullrect.left=bullet[1]
            bullrect.top=bullet[2]
            if badrect.colliderect(bullrect):
                enemy.play()
                acc[0]+=1
                badguys.pop(index)
                arrows.pop(index1)
            index1+=1
        # 6.3.3 - Next bad guy
        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())/60000)+":"+str((90000-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 - update 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()
            exit(0)
        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:
            shoot.play()
            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

    #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()
4

1 に答える 1

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badtimer==0 のたびに 1 つのベーガーのみが追加されます。行 badguys.append([640, random.randint(50,430)]) は、画面上のその場所 (x=640, y=random.randint(50,430)]) に新しい badguy を追加します。

ロードされた悪者の数を変更したい場合は、コードのこの部分を変更する必要があります

if badtimer==0:
    badguys.append([640, random.randint(50,430)])
    badtimer=100-(badtimer1*2)
    if badtimer1>=35:
        badtimer1=35
    else:
        badtimer1+=5

badguys のスポーンがbadtimerbadtimer1に依存する 2 つの変数があります。

badtimer1は、ゲームの進行に合わせて badguy がスポーンされる速度を上げるために使用されます (技術的には、badguy がスポーンされるたびに増加します)。

badtimerは、ループごとにデクリメントされる頻繁に badguys を実際に作成するために使用されます。


それらを空から落下させるには、元の開始点と更新を変更する必要があります。

badguys.append([random.randint(50,590), 0])

および更新中

for badguy in badguys:
    if badguy[1]<520:
        badguys.pop(index)
    badguy[1]+=7 //You can change this number if it is too fast
于 2013-10-13T17:32:17.473 に答える