问题描述
大家好,我正在使用 pygame
在 python 中制作游戏。我有一段代码可以在太空主题游戏中从船上发射激光。代码如下:
# Laser
laserImg = pygame.image.load('assets/PNG/Lasers/laserBlue01.png')
laserX = 0
laserY = 480
laserX_change = 0
laserY_change = 8
laser_state = "ready"
def fire_laser(x,y):
global laser_state
laser_state = "fire"
screen.blit(laserImg,(x+20,y+9))
screen.blit(laserImg,(x+70,y+9))
running = True
while running:
screen.fill((0,0))
screen.blit(background,(0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.key == pygame.K_SPACE:
if laser_state is "ready":
laser_sound = mixer.sound('assets/Bonus/sfx_laser1.ogg')
laser_sound.play()
laserX = playerX
fire_laser(playerX,laserY)
# Bullet movement
if laserY <= 0:
laserY = 475
laser_state = "ready"
if laser_state is "fire":
fire_laser(laserX,laserY)
laserY -= laserY_change
好吧,这段代码从船上发射了两束激光,
喜欢这个。
但我不想那样。我想如果玩家按下空格键一次发射左边的激光,如果玩家再次按下空格键而不是发射右边的激光,当他再次按下空格键时,它会再次发射左边的激光。我希望你明白。
解决方法
左右激光需要单独的位置和状态
laserX = [0,0]
laserY = [480,480]
laser_state = ["ready","ready"]
您还需要一个变量来指示下一个将发射的激光
next_laser = 0
按下空格键时发射下一束激光并改变下一束激光:
while running:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if laser_state[next_laser] is "ready":
laser_sound = mixer.Sound('assets/Bonus/sfx_laser1.ogg')
laser_sound.play()
laserX[next_laser] = playerX
laser_state[next_laser] = "fire"
next_laser = (next_laser + 1) % 2
根据状态移动和绘制两个激光
while running:
# [...]
for i in range(2):
if laser_state[i] is "fire":
laserY[i] -= laserY_change
if laserY[i] <= 0:
laserY[i] = 475
laser_state[i] = "ready"
for i in range(2):
if laser_state[i] is "fire":
screen.blit(laserImg,(laserX[i] + 20 + i*50,laserY[i]+9))
最小示例:
import pygame
pygame.init()
screen = pygame.display.set_mode((400,400))
laserImg = pygame.Surface((3,12))
laserImg.fill((255,255,255))
laserX_change = 0
laserY_change = 8
laserX = [0,0]
laserY = [330,330]
laser_state = ["ready","ready"]
next_laser = 0
playerX,playerY = 175,330
clock = pygame.time.Clock()
running = True
while running:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if laser_state[next_laser] is "ready":
laserX[next_laser] = playerX
laser_state[next_laser] = "fire"
next_laser = (next_laser + 1) % 2
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
playerX -= 5
playerX = max(25,playerX)
if keys[pygame.K_RIGHT]:
playerX += 5
playerX = min(375,playerX)
for i in range(2):
if laser_state[i] is "fire":
laserY[i] -= laserY_change
if laserY[i] <= 0:
laserY[i] = 330
laser_state[i] = "ready"
screen.fill(0)
for i in range(2):
if laser_state[i] is "fire":
screen.blit(laserImg,(laserX[i] + i*50,laserY[i]+9))
pygame.draw.rect(screen,(64,127,255),(playerX,playerY,50,50))
pygame.display.flip()
,
你可以用计数器来做:
cor