如何从多个精灵中杀死一个?

问题描述

我正在创建简单的游戏,我在其中扮演飞机并躲避火箭。 我想做“屏障”,我可以用键盘激活它。 当火箭撞到障碍物时,这枚火箭应该被杀死。 我试过kill(),但没有用,我也试过从精灵组中删除等等。

我真的很感谢你的帮助,因为我被卡住了,再见

这是我的代码

import pygame,random,time
from pygame.locals import(
    RLEACCEL,K_LEFT,K_DOWN,K_UP,K_RIGHT,K_ESCAPE,K_SPACE,K_w,K_a,K_s,K_d,KEYDOWN,QUIT,)

SCREEN_WIDTH = 700
SCREEN_HEIGHT = 700

class Player(pygame.sprite.Sprite):
    def __init__(self):
        super(Player,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\jet.png').convert()
        self.surf.set_colorkey((255,255,255),RLEACCEL)
        self.rect = self.surf.get_rect()

    def update(self,pressed_keys):
        if pressed_keys[K_w]:
            self.rect.move_ip(0,-5)
        if pressed_keys[K_s]:
            self.rect.move_ip(0,5)
        if pressed_keys[K_a]:
            self.rect.move_ip(-5,0)
        if pressed_keys[K_d]:
            self.rect.move_ip(5,0)

        if pressed_keys[K_UP]:
            self.rect.move_ip(0,-5)
        if pressed_keys[K_DOWN]:
            self.rect.move_ip(0,5)
        if pressed_keys[K_LEFT]:
            self.rect.move_ip(-5,0)
        if pressed_keys[K_RIGHT]:
            self.rect.move_ip(5,0)

        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.right > SCREEN_WIDTH:
            self.rect.right = SCREEN_WIDTH
        if self.rect.top <= 0:
            self.rect.top = 0
        if self.rect.bottom >= SCREEN_HEIGHT:
            self.rect.bottom = SCREEN_HEIGHT

class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super(Enemy,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\missile.png').convert()
        self.surf.set_colorkey((255,RLEACCEL)
        self.rect = self.surf.get_rect(
            center =(
                random.randint(SCREEN_WIDTH + 20,SCREEN_WIDTH + 100),random.randint(0,SCREEN_HEIGHT),)
        )
        self.speed = random.randint(5,16)

    def update(self):
        self.rect.move_ip(-self.speed,0)
        if self.rect.right < 0:
            self.kill()

class Cloud(pygame.sprite.Sprite):
    def __init__(self):
        super(Cloud,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\cloud.png').convert()
        self.surf.set_colorkey((0,0),RLEACCEL)

        self.rect = self.surf.get_rect(
            center =(
                random.randint(SCREEN_WIDTH + 20,)
        )

    def update(self):
        self.rect.move_ip(-6,0)
        if self.rect.right < 0:
            self.kill()

class Sun(pygame.sprite.Sprite):
    def __init__(self):
        super(Sun,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\sunnn.png').convert()
        self.surf.set_colorkey((0,RLEACCEL)

        self.rect = self.surf.get_rect()

class Ballon(pygame.sprite.Sprite):
    def __init__(self):
        super(Ballon,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\gula.png').convert()
        self.surf.set_colorkey((0,RLEACCEL)
        self.rect = self.surf.get_rect(

            center =(
                random.randint(SCREEN_WIDTH + 20,)
        )
    
    def update(self):
        self.rect.move_ip(-6,0)
        if self.rect.right < 0:
            self.kill()

class Barrier(pygame.sprite.Sprite):
    def __init__(self):
        super(Barrier,self).__init__()
        self.surf = pygame.image.load('C:\Sprites\shield.png').convert()
        self.surf.set_colorkey((0,RLEACCEL)
        self.rect = self.surf.get_rect()
    
    def update(self):
        
        if pressed_keys[K_w]:
            self.rect.move_ip(0,0)

pygame.init()

pygame.display.set_caption('Simple game')

screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))

ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY,250)

ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD,3100)

ADDBALLON = pygame.USEREVENT + 3
pygame.time.set_timer(ADDBALLON,4500)

enemy = Enemy()
player = Player()
barrier = Barrier()
sun = Sun()
ballon = Ballon()

enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
ballons = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(sun)
all_sprites.add(enemy)

Time = 0

clock = pygame.time.Clock()
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.USEREVENT:
            Time += 0.25

        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
            
            elif event.key == K_SPACE:
                all_sprites.add(barrier)
                
        elif event.type == QUIT:
            running = False

        


        elif event.type == ADDENEMY:
            new_enemy = Enemy()
            enemies.add(new_enemy)
            all_sprites.add(new_enemy)
        elif event.type == ADDCLOUD:
            new_cloud = Cloud()
            clouds.add(new_cloud)
            all_sprites.add(new_cloud)

        elif event.type == ADDBALLON:
            new_ballon = Ballon()
            ballons.add(new_ballon)
            all_sprites.add(new_ballon)

    

    clock.tick(40)
    screen.blit(player.surf,player.rect)

    pressed_keys = pygame.key.get_pressed()
    player.update(pressed_keys)

    enemies.update()
    clouds.update()
    ballons.update()
    barrier.update()

    screen.fill((135,206,250))

    for entity in all_sprites:
        screen.blit(entity.surf,entity.rect)
        pygame.display.flip()

    if pygame.sprite.spritecollideany(player,enemies):
        player.kill()
        running = False


    counter,text = str(Time),'                       score: ' + str(Time)
    pygame.time.set_timer(pygame.USEREVENT,1000)
    font = pygame.font.SysFont('Consolas',30)
    
    if pygame.sprite.spritecollideany(barrier,enemies):
        enemy.kill()

    

    screen.blit(font.render(text,True,(0,0)),(32,48))
    pygame.display.flip()


pygame.quit()

解决方法

你杀错了敌人。 enemy 变量包含一个随机敌人,但不包含正在碰撞的敌人。 pygame.sprite.spritecollideany() 返回碰撞的敌人 Sprite

collided_enemy = pygame.sprite.spritecollideany(barrier,enemies):
if collided_enemy != None:
    collided_enemy .kill()

或者,您可以使用 pygame.sprite.spritecollide() 并将 dokill 参数设置为 True

dokill 参数是一个布尔值。如果设置为 True,所有发生碰撞的 Sprite 将从 Group 中移除。

pygame.sprite.spritecollide(barrier,enemies,True)

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