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실행해서 무기와 공이 맞닿으면 로딩상태로 멈추네요

21.01.30 00:08 작성 조회수 220

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import pygame
import os
############################################
# 0. 기본 초기화 (반드시 해야 하는 것들)
pygame.init()

# 화면 크기 설정

screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))


# 화면 타이틀 설정
pygame.display.set_caption("Nado Pang")

# FPS
clock = pygame.time.Clock()
############################################

# 1. 사용자 게임 초기화 (배경 화면, 게임 이미지, 좌표, 속도, 폰트 등)
# 현재 파일의 위치를 반환 e:\PythonWorkspace\pygame_basic\pygame_project
current_path = os.path.dirname(__file__)
# images 폴더 위치 반환
image_path = os.path.join(current_path, "images")
# 배경만들기
background = pygame.image.load(os.path.join(image_path, "background.png"))

# 스테이지 만들기
stage = pygame.image.load(os.path.join(image_path, "stage.png"))
stage_size = stage.get_rect().size
stage_height = stage_size[1]

# 캐릭터 만들기
character = pygame.image.load(os.path.join(image_path, "character.png"))
character_size = character.get_rect().size
character_width = character_size[0]
character_height = character_size[1]
character_x_pos = (screen_width / 2) - (character_width / 2)
character_y_pos = screen_height - (stage_height + character_height)

# 캐릭터 이동 방향
character_to_x = 0

# 캐릭터 이동 속도
character_speed = 5

# 무기 만들기
weapon = pygame.image.load(os.path.join(image_path, "weapon.png"))
weapon_size = weapon.get_rect().size
weapon_width = weapon_size[0]


# 무기는 한 번에 여러 발 발사 가능
weapons = []

# 무기 이동속도
weapon_speed = 10

ball_images = [
    pygame.image.load(os.path.join(image_path, "balloon1.png")),
    pygame.image.load(os.path.join(image_path, "balloon2.png")),
    pygame.image.load(os.path.join(image_path, "balloon3.png")),
    pygame.image.load(os.path.join(image_path, "balloon4.png"))
]

# 공 크기에 따른 최초 스피드
ball_speed_y = [-18, -15, -12, -9]  # index 0,1,2,3에 해당하는 값

# 공들
balls = []

balls.append({
    "pos_x"50,  # 공의 x 좌표
    "pos_y"50,  # 공의 y좌표
    "img_idx"0,  # 공의 이미지 인덱스
    "to_x"3,  # x축 이동 방향, -3 이면 왼쪽으로, +3 이면 오른쪽으로
    "to_y"6,  # y축 이동방향
    "init_spd_y": ball_speed_y[0]  # y 최초 속도
})

# 사라질 무기와 공 정보
weapon_to_remove = -1
ball_to_remove = -1

running = True
while running:
    dt = clock.tick(30)

    # 2. 이벤트 처리 (키보드, 마우스 등)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:  # 캐릭터를 왼쪽으로
                character_to_x -= character_speed
            elif event.key == pygame.K_RIGHT:  # 캐릭터를 오른쪽으로
                character_to_x += character_speed
            elif event.key == pygame.K_SPACE:  # 무기발사
                weapon_x_pos = character_x_pos + \
                    (character_width / 2) - (weapon_width / 2)
                weapon_y_pos = character_y_pos
                weapons.append([weapon_x_pos, weapon_y_pos])

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                character_to_x = 0

    # 3. 게임 캐릭터 위치 정의
    character_x_pos += character_to_x

    if character_x_pos < 0:
        character_x_pos = 0
    elif character_x_pos > screen_width - character_width:
        character_x_pos = screen_width - character_width

    # 무기 위치 조정
    weapons = [[w[0], w[1] - weapon_speed] for w in weapons]  # 무기 위치를 위로

    # 천장에 닿은 무기 없애기
    weapons = [[w[0], w[1]] for w in weapons if w[1] > 0]

    # 공 위치 정의
    for ball_idx, ball_val in enumerate(balls):
        ball_pos_x = ball_val["pos_x"]
        ball_pos_y = ball_val["pos_y"]
        ball_img_idx = ball_val["img_idx"]

        ball_size = ball_images[ball_img_idx].get_rect().size
        ball_width = ball_size[0]
        ball_height = ball_size[1]

        # 가로벽에 닿았을 때 공 이동위치 변경 (튕겨나오는 효과)
        if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width:
            ball_val["to_x"] = ball_val["to_x"] * -1

        # 세로벽에 닿았을 때
        if ball_pos_y >= screen_height - stage_height - ball_height:
            ball_val["to_y"] = ball_val["init_spd_y"]  # 스테이지에 튕김
        else:  # 그 외 모든 경우에는 속도를 증가
            ball_val["to_y"] += 0.5

        ball_val["pos_x"] += ball_val["to_x"]
        ball_val["pos_y"] += ball_val["to_y"]

        # 4. 충돌 처리

        # 캐릭터 rect 정보 업데이트
        character_rect = character.get_rect()
        character_rect.left = character_x_pos
        character_rect.top = character_y_pos

        for ball_idx, ball_val in enumerate(balls):
            ball_pos_x = ball_val["pos_x"]
            ball_pos_y = ball_val["pos_y"]
            ball_img_idx = ball_val["img_idx"]

            # ball 정보 업데이트
            ball_rect = ball_images[ball_img_idx].get_rect()
            ball_rect.left = ball_pos_x
            ball_rect.top = ball_pos_y

            # 공과 캐릭터 충돌처리
            if character_rect.colliderect(ball_rect):
                running = False
                break

            # 공과 무기들 충돌처리
            for weapon_idx, weapon_val in enumerate(weapons):
                weapon_pos_x = weapon_val[0]
                weapon_pos_y = weapon_val[1]

                # 무기 rect 정보 업데이트
                weapon_rect = weapon.get_rect()
                weapon_rect.left = weapon_pos_x
                weapon_rect.top = weapon_pos_y

                if weapon_rect.colliderect(ball_rect):
                    weapon_to_remove = weapon_idx  # 해당 무기 값 설정
                    ball_to_remove = ball_idx  # 해당 볼 없애기 위한 값 설정

                    # 가장 작은 크기의 공이 아니라면 둘로 나눠준다
                    if ball_img_idx < 3:
                        # 현재 공크기 정보를 가지고 옴
                        ball_width = ball_rect.size[0]
                        ball_height = ball_rect.size[1]

                        # 나눠진 공 정보
                        small_ball_rect = ball_images[ball_img_idx + 1].get_rect()
                        small_ball_width = small_ball_rect.size[0]
                        small_ball_height = small_ball_rect.size[1]

                        # 왼쪽으로 튕겨나가는 작은공
                        balls.append({
                            # 공의 x 좌표
                            "pos_x": ball_pos_x + (ball_width/2) - (small_ball_width/2),
                            # 공의 y좌표
                            "pos_y": ball_pos_y + (ball_height/2) - (small_ball_height/2),
                            "img_idx": ball_img_idx + 1,  # 공의 이미지 인덱스
                            "to_x": -3,  # x축 이동 방향, -3 이면 왼쪽으로, +3 이면 오른쪽으로
                            "to_y": -6,  # y축 이동방향
                            # y 최초 속도
                            "init_spd_y": ball_speed_y[ball_img_idx + 1]
                        })
                        # 오른쪽으로 튕겨나가는 작은공
                        balls.append({
                            # 공의 x 좌표
                            "pos_x": ball_pos_x + (ball_width/2) - (small_ball_width/2),
                            # 공의 y좌표
                            "pos_y": ball_pos_y + (ball_height/2) - (small_ball_height/2),
                            "img_idx": ball_img_idx + 1,  # 공의 이미지 인덱스
                            "to_x"3,  # x축 이동 방향, -3 이면 왼쪽으로, +3 이면 오른쪽으로
                            "to_y": -6,  # y축 이동방향
                            # y 최초 속도
                            "init_spd_y": ball_speed_y[ball_img_idx + 1]
                        })
                    break

    # 충돌된 공 or 무기 없애기
    if ball_to_remove > -1:
        del balls[ball_to_remove]
        ball_to_remove = -1
    if weapon_to_remove > -1:
        del weapons[weapon_to_remove]
        weapon_to_remove = -1

    # 5. 화면에 그리기
    screen.blit(background, (00))
    for weapon_x_pos, weapon_y_pos in weapons:
        screen.blit(weapon, (weapon_x_pos, weapon_y_pos))

    for idx, val in enumerate(balls):
        ball_pos_x = val["pos_x"]
        ball_pos_y = val["pos_y"]
        ball_img_idx = val["img_idx"]
        screen.blit(ball_images[ball_img_idx], (ball_pos_x, ball_pos_y))

    screen.blit(stage, (0, screen_height - stage_height))
    screen.blit(character, (character_x_pos, character_y_pos))

    pygame.display.update()

pygame.quit()

무기를 발사하면 공과 무기가 맞닿는 순간 무한루프처럼 로딩이 되는데 왜 그런지 모르겠습니다

의심가는 곳을 주석처리하고 실행해 봤을 때

append 코드를 만나면 로딩이 길어지는 것 같은데

정확한 원인이 뭔지 모르겠어요

도와주세요 ㅠㅠ 

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질문자

2021.01.30

아.. 들여쓰기... 들여쓰기 오류네요