Pygame飞机大战为什么飞机与敌机碰撞后不再有图片动态切换效果

这是原来的错误代码(只是其中一部分,主模块(未写完的)),其中的错误是自定义的delay引起的

import pygame as pg
import sys
import traceback
import Plane
import Enemy
import Bullet

pg.init()
pg.mixer.init()
pm = pg.mixer
pg.display.set_caption('飞机大战')                                                          #屏幕设置
running = True
clock = pg.time.Clock()
size = width,height = 480,700
screen = pg.display.set_mode(size)
bg = pg.image.load(r'images\background.png').convert()

pm.music.load('sound/game_music.ogg')                                               #载入音乐
pm.music.set_volume(0.05)
bullet_sound = pm.Sound('sound/bullet.wav')
bullet_sound.set_volume(0.2)
bomb_sound = pm.Sound('sound/use_bomb.wav')
bomb_sound.set_volume(0.2)
supply_sound = pm.Sound('sound/supply.wav')
supply_sound.set_volume(0.2)
get_bomb_sound = pm.Sound('sound/get_bomb.wav')
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pm.Sound('sound/get_bullet.wav')
get_bullet_sound.set_volume(0.2)
upgrade_sound = pm.Sound('sound/upgrade.wav')
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pm.Sound('sound/enemy3_flying.wav')
enemy3_fly_sound.set_volume(0.7)
enemy1_down_sound = pm.Sound('sound/enemy1_down.wav')
enemy1_down_sound.set_volume(0.1)
enemy2_down_sound = pm.Sound('sound/enemy2_down.wav')
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pm.Sound('sound/enemy3_down.wav')
enemy3_down_sound.set_volume(0.5)
me_down_sound = pm.Sound('sound/me_down.wav')
me_down_sound.set_volume(0.05)

def add_enemys1(group1,group2,num):
    for i in range(num):
        e1 = Enemy.enemy1(size)
        group1.add(e1)
        group2.add(e1)

def add_enemys2(group1,group2,num):
    for i in range(num):
        e1 = Enemy.enemy2(size)
        group1.add(e1)
        group2.add(e1)

def add_enemys3(group1,group2,num):
    for i in range(num):
        e1 = Enemy.enemy3(size)
        group1.add(e1)
        group2.add(e1)

def add_bullets_1(group1,group2,num,plane):
    for i in range(num):
        e1 = Bullet.Bullet_1(size,plane)
        group1.add(e1)
        group2.add(e1)        

def main(): 
    me_switch = True                  #我方飞机动态切换
    delay = 10
    pm.music.play(-1)                 #-1意为无限循环此音乐
    bullets_1 = []                         #创建对象容器
    enemys1 = []
    enemys2 = []
    enemys3 = []

    me = Plane.MyPlane(size)                     #我方飞机实例化

    groups = pg.sprite.Group()

    enemys1 = pg.sprite.Group()                 #生成小型敌机
    add_enemys1(enemys1,groups,15)

    enemys2 = pg.sprite.Group()                 #生成中型敌机
    add_enemys2(enemys2,groups,15)

    enemys3 = pg.sprite.Group()                 #生成大型敌机
    add_enemys3(enemys3,groups,15)
    
    bullets_1 = pg.sprite.Group()                 #生成子弹
    
    add_bullets_1(bullets_1,groups,150,me)

    e1_destory_index = 0                            #毁灭图像集合索引
    e2_destory_index = 0
    e3_destory_index = 0
    me_destory_index = 0

    while running:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                pg.quit()                    #这个必须在sys.quit前面,否则程序冲突
                sys.exit()

        key_pressed = pg.key.get_pressed()      #获得哪些按键被长按
        
        if key_pressed[pg.K_w]:                         #游戏操作
            me.moveUp()
        if key_pressed[pg.K_s]:
            me.moveDown()
        if key_pressed[pg.K_a]:
            me.moveLeft()
        if key_pressed[pg.K_d]:
            me.moveRight()

        screen.blit(bg,(0,0))

        collide = pg.sprite.spritecollide(me,groups,False,pg.sprite.collide_mask)          #碰撞检测
        if collide:
            me.alive = False
            for each in collide:
                each.alive = False

        delay -= 1                                              #我方飞机动态切换
        if me.alive:
            if me_switch:
                screen.blit(me.image1,me.rect)
            else:
                screen.blit(me.image2,me.rect)
            if not delay :
                me_switch = not me_switch
                delay = 10
        else:       #毁灭
            if not (delay % 3):
                me_down_sound.play()
                screen.blit(me.destory_images[me_destory_index],me.rect)
                me_destory_index = (me_destory_index+1) % 4
                if me_destory_index == 0:
                    me.reset()

        for each in bullets_1:
            if not (delay%10):
                each.Flying(me)
            screen.blit(each.image,each.rect)
            
        for each in enemys3:                               #引入大型敌机
            if each.alive:
                each.moveEnemy3(enemy3_fly_sound)
                if each.rect.bottom == -0.5*each.rect.height or each.rect.bottom == 0:
                    enemy3_fly_sound.play(-1)
                if me_switch:
                    screen.blit(each.image1,each.rect)
                else:
                    screen.blit(each.image2,each.rect)
            else:       #毁灭
                if not (delay % 3):
                    enemy3_down_sound.play()
                    enemy3_fly_sound.stop()
                    screen.blit(each.destory_images[e3_destory_index],each.rect)
                    e3_destory_index = (e3_destory_index+1) % 6
                    if e3_destory_index == 0:
                        each.reset( )

        for each in enemys2:                               #引入中型敌机
            if each.alive:
                each.moveEnemy2()
                screen.blit(each.image1,each.rect)
            else:       #毁灭
                if not (delay % 3):
                    enemy2_down_sound.play()
                    screen.blit(each.destory_images[e2_destory_index],each.rect)
                    e2_destory_index = (e2_destory_index+1) % 4
                    if e2_destory_index == 0:
                        each.reset( )

        for each in enemys1:                               #引入小型敌机
            if each.alive:
                each.moveEnemy1()
                screen.blit(each.image1,each.rect)
            else:       #毁灭
                if not (delay % 3):
                    enemy1_down_sound.play()
                    screen.blit(each.destory_images[e1_destory_index],each.rect)
                    e1_destory_index = (e1_destory_index+1) % 4
                    if e1_destory_index == 0:
                        each.reset( )
            
        pg.display.flip()
        clock.tick(60)

if __name__ == '__main__':
    try:
        main( )
    except SystemExit:
        pass
    except :
        traceback.print_exc()
        pg.quit()
        input()`在这里插入代码片`

其中错误的主要部分如下

delay = 10
.......
if collide:
            me.alive = False
            for each in collide:
                each.alive = False

        delay -= 1                                              #我方飞机动态切换
        if me.alive:
            if me_switch:
                screen.blit(me.image1,me.rect)
            else:
                screen.blit(me.image2,me.rect)
            if not delay :
                me_switch = not me_switch
                delay = 10
        else:       #毁灭
            if not (delay % 3):
                me_down_sound.play()
                screen.blit(me.destory_images[me_destory_index],me.rect)
                me_destory_index = (me_destory_index+1) % 4
                if me_destory_index == 0:
                    me.reset()

其中的delay赋值太小(delay=10),进行碰撞检测后飞机处于me.alive = False的状态,而此时的帧数delay仍然在随着pygame的帧率随时间减少,并且这一块代码中if me.alive:是一直不会运行的,导致其中的if not delay:也失去了他本来具有的检测功能。

碰撞检测的时间较长(我做了测试计算,在后面的飞机爆炸动画中算出大约12帧左右),因此在这段时间内,delay早已被减小的小过了0,因此在碰撞后,if not delay:
已经不再具有检测作用,从而导致在其中的飞机动态开关不再会打开或关闭,导致了飞机与敌机碰撞后不再有图片动态切换效果。

既然原因已经分析出来,那么解决方案就显而易见了。

解决方案1:

直接把if not delay: 改成 if (delay <= 0): 即可,这个方法的好处是不需去改变其他对象或者参数的值。

解决方案2:

把代码中的delay = 10 改为更大的数,多大自己具体决定,但值得注意的是,下面的if not delay:也需要修改,否则飞机动态切换一次的帧数就随之变大了(以及其他涉及delay变量的对象也可能会随之改变),可以改成常用的if not (delay%10): 方法来解决。

从这个解决方案可以反思到程序员应该具备的一个特点就是 “ 不是哪里出错,就像打补丁一样补上去,而是认真分析代码,把根本性的原因找出来”。否则很可能像解决方案2一样只记得了把delay改成更大就好,却忘记了去考虑受其影响的对象,因此程序员很重要的应该就是这种全局观。

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转载自blog.csdn.net/The_RedMaple/article/details/106026149