我创建了以下代码,但不知道为什么无法创建圆形精灵。我真的在网上到处找,发现了同样的事情,但当我尝试它时,它不起作用。我想我只需要在更新和其他代码行之间切换。我是 pygame 的新手,所以请非常明确。
谢谢
这是主要功能:
import pygame as pg
import random
import dots
############ Some color codes ############
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
GREY = (169, 169, 169)
TEXTCOLOR = (0, 0, 0)
###########################################
(width,height)=(800,800)
dotStartPos = (width/2, height/2)
goalPos = (int(width/2), 5)
alldotsaredead = False
# Initiliaze pygame #
pg.init()
# Make screen and filling it with color
window = pg.display.set_mode((width, height))
# Create dots sprite group
dotssprite = pg.sprite.Group()
goaldotsprite = pg.sprite.Group()
# Draw the goal dot
dot_goal=dots.Dots(RED,width/2,5,2,window,0,0)
goaldotsprite.add(dot_goal)
# pg.draw.circle(window, RED, goalPos, 5)
running = True
FONT = pg.font.Font("freesansbold.ttf", 15)
clock = pg.time.Clock()
# Creating dots
# for i in range(50):
# x = random.randrange(width)
# y = random.randrange(height)
# my_dot=dots.Dots(BLUE,x,y,5,window,1,0)
# dotssprite.add(my_dot)
my_dot=dots.Dots(BLUE,400,400,5,window,1,0)
dotssprite.add(my_dot)
pg.draw.circle(window,GREEN,(300,300),5)
# Function to update screen
def udpatescreen():
window.fill(WHITE)
dotssprite.draw(window)
goaldotsprite.draw(window)
pg.display.update()
# Function to update dots sprite
def rundots():
dotssprite.update()
while running:
for event in pg.event.get():
if event.type==pg.QUIT:
running = False
if alldotsaredead is False:
rundots()
udpatescreen()
这是点类:
import pygame as pg
import random
vec = pg.math.Vector2
class Dots(pg.sprite.Sprite):
def __init__(self,color,x,y,radius,window,id,step):
pg.sprite.Sprite.__init__(self)
self.maxspeed = 4
self.window = window
self.id = id
self.color = color
self.x = x
self.y = y
self.pos = vec (self.x,self.y)
self.radius=radius
self.image = pg.Surface((10, 10))
self.rect = self.image.get_rect(center=self.pos)
pg.draw.circle(self.image,self.color,self.rect.center,5)
self.image.fill(color)
self.vel = vec(0, 0)
self.accel = vec(0, 0)
self.dead = False