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파일경로에 iamges가 2번 중첩됩니다
근데 왜 저 타임아웃 안 떠요? 주석은 상관없잖아요 import os import pygame ############################################################### # pygame.init() screen_width=640 screen_height=480 screen=pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption("나도 팡") clock = pygame.time.Clock() ################################################################## # 1. 사용자 게임 초기화 current_path = os.path.dirname(__file__) image_path = os.path.join(current_path, "images") # background make background = pygame.image.load(os.path.join(image_path, "background.png")) #stage make stage = pygame.image.load(os.path.join(image_path, "stage.png")) stage_size = stage.get_rect().size stage_height = stage_size[1] # 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 - character_height - stage_height # character_to_x = 0 character_speed = 5 # weapon = pygame.image.load(os.path.join(image_path, "weapon.png")) weapon_size = weapon.get_rect().size weapon_width = weapon_size[0] # weapons = [] # 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"))] # ball ball_speed_y = [-18, -15, -12, -9] # balls = [] # balls.append({ "pos_x" : 50, "pos_y" : 50, "img_idx" : 0, "to_x": 3, "to_y": -6, "init_spd_y": ball_speed_y[0]}) # weapon_to_remove = -1 ball_to_remove = -1 # game_font = pygame.font.Font(None, 40) total_time = 5 start_ticks = pygame.time.get_ticks() # # # # game_result = "Game Over" running=True while running: dt=clock.tick(30) print("fps : " + str(clock.get_fps())) for event in pygame.event.get(): if event.type==pygame.QUIT: running=False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: character_to_x -= character_speed elif event.key == pygame.K_RIGHT: character_to_x += character_speed elif event.key == pygame.K_SPACE: 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 # # # weapons = [ [w[0], w[1] - weapon_speed] for w in weapons] # weapons = [[w[0], w[1]] for w in weapons if w[1] > 0] # 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] # if ball_pos_x 0 or ball_pos_x > screen_width - ball_width: ball_val["to_x"] = ball_val["to_x"] *-1 # # if ball_pos_y >= screen_height - stage_height - ball_height: ball_val["to_y"] = ball_val["init_spd_y"] else: ball_val["to_y"] += 0.5 ball_val["pos_x"] += ball_val["to_x"] ball_val["pos_y"] += ball_val["to_y"] #4.충돌 체크 # 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_rect = ball_images[ball_img_idx].get_rect() ball_rect.left = ball_pos_x ball_rect.top = ball_pos_y # if character_rect.colliderect(ball_rect): running = False break # for weapon_idx, weapon_val in enumerate(weapons): weapon_pos_x = weapon_val[0] weapon_pos_y = weapon_val[1] # 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 ball_to_remove = ball_idx # if ball_img_idx 3: # ball_width = ball_rect.size[0] ball_height = ball_rect.size[1] # 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] # balls.append({ "pos_x" : ball_pos_x + (ball_width / 2) - (small_ball_width / 2), "pos_y" : ball_pos_y + (ball_height / 2) - (small_ball_height / 2), "img_idx" : ball_img_idx + 1, "to_x": -3, "to_y": -6, "init_spd_y": ball_speed_y[ball_img_idx + 1]}) # balls.append({ "pos_x" : ball_pos_x + (ball_width / 2) - (small_ball_width / 2), "pos_y" : ball_pos_y + (ball_height / 2) - (small_ball_height / 2), "img_idx" : ball_img_idx + 1, "to_x": 3, "to_y": -6, "init_spd_y": ball_speed_y[ball_img_idx + 1]}) break # 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.화면의 그리기 screen.blit(background, (0, 0)) 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)) # elapsed_time = (pygame.time.get_ticks() - start_ticks) / 1000 timer = game_font.render("Time: {}".format(int(total_time - elapsed_time)), True, (255, 255, 255,)) screen.blit(timer, (10, 10)) # if total_time - elapsed_time 0: game_result = "Time Over" running = False pygame.display.update() # msg = game_font.render(game_result, True (255, 255, 0)) msg_rect = msg.get_rect(center=(int(screen_width / 2), int(screen_height / 2))) screen.blit(msg, msg_rect) pygame.display.update() # time.sleep(2) pygame.quit()
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질문&답변
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