在添加第 7 行和第 8 行之前,我的游戏就可以运行。 游戏中发生的情况是,从屏幕上掉下来的红色精灵会击中绿色的主角精灵,游戏就会按照我需要的那样停止。
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__),'PNG')
background = pygame.image.load(path.join(img_dir,'Space-Background.png')).convert()
background_rect = background.get_rect()
WIDTH = 480
HEIGHT = 600
FPS = 60
WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50,40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT-10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centrex,self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30,40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(1,8)
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT +10:
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(1,8)
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10,20))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centrex = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
# player_img = pygame.image.load(path.join(img_dir,"spaceShips_003.png")).convert()
# bullet_img = pygame.image.load(path.join(img_dir,"spaceMissile_006.png")).convert()
# mob_img = pygame.image.load(path.join(img_dir,"SpaceMeteor_004.png")).convert()
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
all_sprites.add(player)
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
for hit in hits:
m = Mob()
all_sprites.add(m)
hits = pygame.sprite.spritecollide(player,mobs,False)
if hits:
running = False
screen.fill(BLACK)
# screen.split(background.background_rect)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
添加图像的两行后出现错误消息。我不确定发生了什么,我需要一些帮助来修复它。
>>> %Run trial.py
pygame 2.1.2 (SDL 2.0.18, Python 3.7.9)
Hello from the pygame community. https://www.pygame.org/contribute.html
Traceback (most recent call last):
File "C:\Users\Mish Mash\Documents\School File\trial.py", line 7, in <module>
background = pygame.image.load(path.join(img_dir,'Space-Background.png')).convert()
pygame.error: cannot convert without pygame.display initialized
以下错误的含义:
pygame.error: cannot convert without pygame.display initialized
是您尝试使用pygame.display
(convert
方法)的方法,而没有先初始化pygame
。要解决此问题,只需将 pygame.init()
移动到导入语句下方即可。
import pygame
import random
from os import path
pygame.init()
pygame.mixer.init()
img_dir = path.join(path.dirname(__file__), 'PNG')
background = pygame.image.load(path.join(img_dir, 'Space-Background.png')).convert()
background_rect = background.get_rect()
WIDTH = 480
HEIGHT = 600
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centrex, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10:
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 20))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centrex = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
# player_img = pygame.image.load(path.join(img_dir,"spaceShips_003.png")).convert()
# bullet_img = pygame.image.load(path.join(img_dir,"spaceMissile_006.png")).convert()
# mob_img = pygame.image.load(path.join(img_dir,"SpaceMeteor_004.png")).convert()
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
all_sprites.add(player)
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
m = Mob()
all_sprites.add(m)
hits = pygame.sprite.spritecollide(player, mobs, False)
if hits:
running = False
screen.fill(BLACK)
# screen.split(background.background_rect)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
随机导入
AI_Car类(汽车): def init(自身): 超级()。init() self.drive_style = random.choice(['激进', '谨慎'])
def update(self):
# Randomized decision-making
if self.driving_style == 'aggressive':
self.speed += random.uniform(0.05, 0.1)
if random.random() < 0.1: # Randomly decide to turn sharply
self.angle += random.randint(-10, 10)
else: # cautious
self.speed += random.uniform(0.01, 0.05)
if random.random() < 0.05: # Rarely turn
self.angle += random.randint(-5, 5)
# Simulate an occasional error
if random.random() < 0.02: # 2% chance to make a mistake
self.angle += random.choice([-15, 15])
# Update position as before
rad = math.radians(self.angle)
self.rect.x += self.speed * math.sin(rad)
self.rect.y -= self.speed * math.cos(rad)
ai_car = AI_Car()