因此,我的代码中的“bullet(或laser.png)”精灵在运行时不会绘制。我在代码中破坏了一些东西,试图解决另一个问题,即精灵留下了痕迹。我尝试了多种方法,但最终破坏了我的代码(抱歉,我是 pygame 新手,无论如何,这可能是一个愚蠢的问题)。我之前还定义了所有变量
def redrawGameWindow(win, HeroX,HeroY):
win.blit(bg, (0,0))
win.blit(HeroSprite, (HeroX, HeroY))
win.blit(EnemySprite, (EnemyX, EnemyY))
pygame.draw.rect(bg, (211,211,211), (430 - 5, 25 - 5, EnemyHealth + 10, 30 + 10))
pygame.draw.rect(bg, (255,0,0), (430, 25, EnemyHealth, 30))
pygame.draw.rect(bg, (211,211,211), (430 - 5, 665 - 5, EnemyHealth + 10, 30 + 10))
pygame.draw.rect(bg, (0,255,0), (430, 665, PlayerHealth, 30))
pygame.display.update()
def fire_bullet(x, y):
global BulletState
BulletState = "fire"
win.blit(Laser, (BulletX,BulletY))
while GameRun:
clock.tick(60)
pressed = pygame.key.get_pressed()
EnemyX += EnemyVel
if EnemyX <= 0 :
EnemyVel = 5
elif EnemyX >= winX - 60:
EnemyVel = -5
if pressed[pygame.K_LEFT]:
HeroX -= vel if HeroX > 0 else 0
elif pressed[pygame.K_RIGHT]:
HeroX += vel if HeroX < winX - 57 else 0
if pressed[pygame.K_SPACE]:
if BulletState == "ready" :
BulletX = HeroX
fire_bullet(BulletX, BulletY)
for event in pygame.event.get():
if event.type == pygame.QUIT:
GameRun = False
if BulletY <= 0:
BulletY = HeroY
BulletState = "ready"
if BulletState == "fire":
fire_bullet(BulletX, BulletY)
BulletY -= BulletVel
redrawGameWindow(win, HeroX, HeroY)
pygame.quit()
素胚勾勒不出你
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