<p>我建议使用<a href="https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Sprite" rel="nofollow noreferrer">^{<cd1>}</a>。从<code>Sprite</code>导出<code>Projectile</code>。一个<code>Sprite</code>应该具有<code>.image</code>和<code>.rect</code>属性。添加一个方法,该方法移动<code>Projectile</code>并且<a href="https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Sprite.kill" rel="nofollow noreferrer">^{<cd8>}</a>在它超出边界时将其移动。e、 克:</p>
<pre class="lang-py prettyprint-override"><code>class Projectile(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.originalImage = pygame.image.load("shot.png")
self.image = self.originalImage
self.rect = self.image.get_rect(center = (player.xposition, player.yposition))
self.speed = 1
def move(self):
self.rect.y -= self.speed
if self.rect.y < 0:
self.kill()
</code></pre>
<p>创建<a href="https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Group" rel="nofollow noreferrer">^{<cd9>}</a>以包含投射物:</p>
<pre class="lang-py prettyprint-override"><code>projectiles = pygame.sprite.Group()
</code></pre>
<p><code>Group</code>中的精灵可以由<a href="https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Group.draw" rel="nofollow noreferrer">^{<cd11>}</a>绘制。你知道吗</p>
<pre class="lang-py prettyprint-override"><code>projectiles.draw(screen)
</code></pre>
<p>每当玩家发射子弹时,必须创建一个新的子弹实例并将其添加到子弹组中。我向我们推荐键盘事件:</p>
<pre class="lang-py prettyprint-override"><code>for event in pygame.event.get():
# [...]
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_w or event.key == pygame.K_UP:
projectiles.add(Projectile())
</code></pre>
<p>密钥(<code>keys = pygame.key.get_pressed()</code>)的状态必须在主应用程序循环中进行评估。应用程序的速度可以由<a href="https://www.pygame.org/docs/ref/time.html#pygame.time.Clock" rel="nofollow noreferrer">^{<cd13>}</a>控制:</p>
<pre class="lang-py prettyprint-override"><code>import pygame
pygame.init()
class Player(pygame.sprite.Sprite):
def __init__(self):
self.originalImage = pygame.image.load("ship.png")
self.image = self.originalImage
self.rect = self.image.get_rect(center = (480, 450))
self.speed = 1
class Projectile(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.originalImage = pygame.image.load("shot.png")
elf.image = self.originalImage
self.rect = self.image.get_rect(center = player.rect.center)
self.speed = 1
def move(self):
self.rect.y -= self.speed
if self.rect.y < 0:
self.kill()
size = width, height = 960, 540
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
background = 0, 0, 0
player = Player()
projectiles = pygame.sprite.Group()
run = True
while run:
clock.tick(120)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_w or event.key == pygame.K_UP:
projectiles.add(Projectile())
keys = pygame.key.get_pressed()
if (keys[pygame.K_RIGHT] or keys[pygame.K_d]) == True:
player.rect.x += player.speed
if (keys[pygame.K_LEFT] or keys[pygame.K_a]) == True:
player.rect.x -= player.speed
for projectile in projectiles:
projectile.move()
screen.fill(background)
projectiles.draw(screen)
screen.blit(player.image, player.rect.topleft)
pygame.display.flip()
</code></pre>