我正在为一个商业问题做一个模拟,但我试图建立一个二维游戏来演示模拟的动作。在
为此,我从一个实际的python游戏开始,我找到了一些在线代码。在
目标是通过随机整数创建100个模拟动作(上、下、左、右、停)。例如,random=1,然后向左移动。在
由于某些原因,我可以发送第一乐章,但第二至第一百乐章被游戏忽略。在
有人能告诉我我做错了什么吗?在
我将非常感谢某人的专业知识。在
GitHub链接::https://github.com/deacons2016/pygame
from __future__ import division
import random
from cocos.actions import AccelDeccel
from cocos.actions import Delay
from cocos.actions import JumpBy
from cocos.actions import Move
from cocos.actions import MoveBy
from cocos.actions import Repeat
from cocos.actions import Reverse
from cocos.actions import RotateBy
from pyglet.window import key
import cocos
import cocos.collision_model as cm
import resources
import time
class Game(cocos.layer.ColorLayer):
is_event_handler = True
def __init__(self):
super(Game, self).__init__(102, 102, 225, 255)
self.collision_manager = cm.CollisionManagerBruteForce()
self.player = cocos.sprite.Sprite(resources.player)
self.player.position = 400, 25
self.player.velocity = 0, 0
self.player.speed = 150
self.add(self.player, z=2)
self.player.cshape = cm.AARectShape(
self.player.position,
self.player.width//2,
self.player.height//2
)
self.collision_manager.add(self.player)
self.boss = cocos.sprite.Sprite(resources.player)
self.boss.position = 400, 600
self.boss.scale = 0.4
self.add(self.boss, z=1)
self.boss.cshape = cm.AARectShape(
self.boss.position,
self.boss.width//2,
self.boss.height//2
)
self.collision_manager.add(self.boss)
self.batch = cocos.batch.BatchNode()
self.enemies = [cocos.sprite.Sprite(resources.player)
for i in range(6)]
positions = ((250, 125), (550, 125), (300, 325), (500, 325),
(150, 475), (650, 475))
for num, enem in enumerate(self.enemies):
enem.position = positions[num]
enem.cshape = cm.AARectShape(
enem.position,
enem.width//2,
enem.height//2
)
self.collision_manager.add(enem)
self.batch.add(enem)
self.add(self.batch, z=1)
self.player.do(Move())
move_basic = MoveBy((120, 0), 1)
self.enemies[0].do(Repeat(move_basic + Reverse(move_basic)))
self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic))
move_complex = (MoveBy((-75, 75), 1) +
Delay(0.5) +
MoveBy((-75, -75), 1) +
Delay(0.5) +
MoveBy((75, -75), 1) +
Delay(0.5) +
MoveBy((75, 75), 1) +
Delay(0.5))
self.enemies[2].do(Repeat(move_complex))
self.enemies[3].do(Repeat(Reverse(move_complex)))
move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3))
move_jump_rot = AccelDeccel(RotateBy(360, 3))
self.enemies[4].do(Repeat(move_jump + Reverse(move_jump)))
self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot)))
self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump))
self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot))
self.schedule(self.update)
def simulate(self):
x = 100
while x > 0:
rand = random.randint(1,5)
if rand == 1:
self.movePlayer("left")
time.sleep(.05)
print("left")
elif rand == 2:
self.movePlayer("right")
time.sleep(.05)
print("right")
elif rand == 3:
self.movePlayer("up")
time.sleep(.05)
print("up")
elif rand == 4:
self.movePlayer("down")
time.sleep(.05)
print("down")
elif rand == 5:
self.movePlayer("space")
time.sleep(.05)
print("space")
x -= 1
def update(self, dt):
self.player.cshape.center = self.player.position
for enem in self.enemies:
enem.cshape.center = enem.position
collisions = self.collision_manager.objs_colliding(self.player)
if collisions:
if self.boss in collisions:
print("You won!")
cocos.director.director.pop()
def movePlayer(self, symbol):
if symbol == "left":
self.player.velocity = -self.player.speed, 0
elif symbol == "right":
self.player.velocity = self.player.speed, 0
elif symbol == "up":
self.player.velocity = 0, self.player.speed
elif symbol == "down":
self.player.velocity = 0, -self.player.speed
elif symbol == "space":
self.player.velocity = 0, 0
if __name__ == '__main__':
cocos.director.director.init(
width=800,
height=650,
caption="Catch your husband!"
)
game_layer = Game()
game_scene = cocos.scene.Scene(game_layer)
game_layer.simulate()
cocos.director.director.run(game_scene)
print("after")
就像@Blckknght指出的,绘制层
Game
并运行它的其他调度函数(在您的例子中是Game.update
)只有在调用之后才开始董事总经理.run(游戏场景)。这就是为什么你看不到速度更新-它们是在绘图开始时完成的。在您应该删除调用
game_layer.simulate()
,因为它没有预期的效果。在然后你可以:
请注意,我删除了对} (或
time.sleep
的调用。不确定这些是否会导致问题,但最好在cocos2d中调用专用的^{schedule
)函数在
^{pr2}$Game
的构造函数中:要调度
Game.simulate
,必须将函数的签名改为将dt
作为第二个参数,就像Game.update
一样。在相关问题 更多 >
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