问题描述
每次“points % 1000 == 0”时,我都试图增加游戏的难度。所以如果我的点数是 1000,那么将 game_speed 增加 10,如果它达到 2000 然后再次增加它 10,它应该继续下去。我试过了
def score(self):
global points,game_speed
points += 1
if points % 1000 == 0:
game_speed += 10
text = font.render("Points : " + str(points),True,WHITE)
textrec = text.get_rect()
textrec.center = (700,50)
self.screen.blit(text,textrec)
但我的游戏速度总是恒定不变的。
这是我的完整代码 - :
main.py
import pygame as pg
import random
from settings import *
from sprites import *
from os import path
class Game(object):
"""docstring for Game"""
def __init__(self):
# initialise game
global points
pg.init()
self.screen = pg.display.set_mode((s_HEIGHT,s_WIDTH))
pg.display.set_caption(TITLE)
self.icon = pg.image.load("C:/Users/DELL/Documents/Jump Cube/Img/cube.png")
pg.display.set_icon(self.icon)
self.clock = pg.time.Clock()
self.running = True
points = 0
font = pygame.font.Font('freesansbold.ttf',20)
self.load_data()
def load_data(self):
self.dir = path.dirname(__file__)
img_dir = path.join(self.dir,"Img")
#load spritesheet image
self.spritesheet = Spritesheet(path.join(img_dir,SPRITESHEET))
def new(self):
# Stars a new game
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.ene = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
pl = Platform(0,s_HEIGHT - 230,800,40)
# en1 = Enemy(800,517,50,50)
self.all_sprites.add(pl)
self.platforms.add(pl)
# self.all_sprites.add([en1])
# self.ene.add([en1])
self.Run()
def Run(self):
a = [1000,2000,3000]
self.next_enemy_time = 0
self.enemy_time_interval = random.choices(a) # 1000 milliseconds == 1 second
self.b = self.enemy_time_interval[0]
print(self.enemy_time_interval)
# Game Loop
self.playing = True
while self.playing:
current_time = pygame.time.get_ticks()
if current_time > self.next_enemy_time:
self.next_enemy_time += self.b
self.n = random.choices(a)
self.b = self.n[0]
new_enemy = Enemy(1000,50)
new_enemy1 = Enemy(1300,30,70)
self.all_sprites.add(new_enemy)
self.ene.add(new_enemy)
if points > 1000:
self.all_sprites.add(new_enemy1)
self.ene.add(new_enemy1)
self.clock.tick(FPS)
self.Events()
self.Update()
self.Draw()
self.score()
def Update(self):
# Game Loop - Update
self.all_sprites.update()
hits = pg.sprite.spritecollide(self.player,self.platforms,False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
pass
def score(self):
global points,game_speed
points += 1
if points % 1000 == 0:
game_speed += 10
# self.game_speed += 1
text = font.render("Points : " + str(points),textrec)
def Events(self):
# Game Loop - Events
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
if event.type == pg.KEYDOWN:
if event.key == pg.K_RIGHT:
self.player.mover()
elif event.key == pg.K_LEFT:
self.player.movel()
def Draw(self):
# Game Loop - Draw
self.screen.fill(BLACK)
self.score()
self.all_sprites.draw(self.screen)
pg.display.update()
pass
def start_screen(self):
# shows the start screen
pass
def end_screen(self):
# shows the end screen
pass
g = Game()
g.start_screen()
while g.running:
g.new()
g.end_screen()
pg.quit()
精灵.py
import pygame as pg
from settings import *
vec = pg.math.Vector2
class Spritesheet():
# utility class for laoding and parsing spritesheets
def __init__(self,filename):
self.spritesheet = pg.image.load(filename).convert()
def get_image(self,x,y,width,height):
# grabs images from large spritesheets
image = pg.Surface((width,height))
image.blit(self.spritesheet,(0,0),(x,height))
image = pg.transform.scale(image,(50,85))
return image
class Player(pg.sprite.Sprite):
def __init__(self,game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = self.game.spritesheet.get_image(614,1063,120,191)
self.image.set_colorkey(BLACK1)
self.rect = self.image.get_rect()
self.rect.center = (s_WIDTH / 2,s_HEIGHT / 2)
self.pos = vec(100,600)
self.vel = (0,0)
self.acc = (0,0)
def jump(self):
#jump only if standing on plat
self.rect.y += 1
hits = pg.sprite.spritecollide(self,self.game.platforms,False)
self.rect.y -= 1
if hits:
self.vel.y = -15
def mover(self):
#move right
self.vel.x = 5
def movel(self):
#move right
self.vel.x = -5
def update(self):
self.acc = vec(0,PLAYER_GRAV)
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self,w,h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w,h))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Enemy(pg.sprite.Sprite):
def __init__(self,w1,h1):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w1,h1))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
global game_speed
self.rect.x -= game_speed
settings.py
import pygame
pygame.init()
#game options
TITLE = "Ninja Jump"
s_WIDTH = 600
s_HEIGHT = 800
FPS = 30
game_speed = 8
points = 0
font = pygame.font.Font('freesansbold.ttf',20)
SPRITESHEET = "spritesheet_jumper.png"
#player properties
PLAYER_ACC = 0.5
PLAYER_GRAV = 1
#colors
WHITE = (199,198,196)
BLACK = (23,23,23)
GRAY = (121,121,120)
GREEN = (72,161,77)
BLACK1 = (0,0)
GRAY1 = (162,162,162)
解决方法
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