pygame не перерисовывает прямоугольники после их исчезновения

Я делаю игру pacman, и на данный момент у меня работают основы, но я не могу заставить pac-гранулы возродиться после того, как они все были съедены. На данный момент у меня настроено, что после того, как pacpellet съеден, он удаляется из списка pacpellets. Когда список пуст, он снова заполняется, а затем дается указание перерисовать все гранулы pac на экране. Это работает, хотя все правильные функции и все такое, я проверил с операторами печати, но pygame.draw.rect не работает, и я не могу понять, почему.

import pygame
import os
import sys
import copy


#intialise the game 
pygame.init()
myfont = pygame.font.SysFont("monospace", 15)
screen = pygame.display.set_mode((448, 576))
done = False
score=0

y = 416
x = 232

#sets up clock and loads pacman image
clock = pygame.time.Clock()
PACMANSPRITE = pygame.image.load("pacman.png").convert_alpha()
PACMAN_MAP = pygame.image.load("pacman_map.png").convert_alpha()

#gets pacman intro music, sets music to lower volume then plays it
pygame.mixer.music.load('pacman_beginning.WAV')
pygame.mixer.music.set_volume(0.01)
pygame.mixer.music.play(0)


#box class, used for boxes to border pacmans map
class boxcollisions(pygame.sprite.Sprite):
    def __init__(self, x, y):
        self.y = y
        self.x = x
        self.rect = pygame.Rect(self.x, self.y, 12, 12)
        self.colour = (0, 128, 255)

    def draw(self, screen):
        pygame.draw.rect(screen, self.colour, self.rect)

class pointclass(pygame.sprite.Sprite):
    def __init__(self, x, y):
        self.y = y
        self.x = x
        self.rect = pygame.Rect(self.x, self.y, 12, 12)
        self.colour = (255, 204, 153)
        self.score=0

    def draw(self, screen):
        pygame.draw.rect(screen, self.colour, self.rect)


#pacmans class
class pacman(pygame.sprite.Sprite):
    def __init__(self, image, x, y):
        self.image = image
        self.y=416
        self.x=216
        self.currentx=self.x
        self.currenty=self.y
        self.rect = self.image.get_rect()
        self.rect.left = self.x
        self.rect.top = self.y
        self.rect.width=16
        self.rect.height=16

    # move pacman 
    def movement(self):
        pressed= pygame.key.get_pressed()
        if pressed[pygame.K_UP]:
            self.y -= 2
        if pressed[pygame.K_DOWN]:
            self.y += 2
        if pressed[pygame.K_LEFT]:
            self.x -= 2
        if pressed[pygame.K_RIGHT]:
            self.x += 2
        self.rect.left = self.x
        self.rect.top = self.y

    def draw(self, surface):
        # blit yourself at your current position
        surface.blit(self.image, (self.x, self.y))
        self.currentx=self.x
        self.currenty=self.y

    def outofbounds(self):
        self.y=self.currenty
        self.x=self.currentx
        self.rect.left = self.x
        self.rect.top = self.y



#spawn pellets function
def spawnpellets(pointspawns):
    broken=0
    abc=0
    efg=0
    px=0
    py=-16
    for row in pointspawns:
        #y co ordinate
        py=py+16    
        for n in row:
            #x co ordinate
            n=n-1
            px=n*16
            point=(pointclass(px, py))
            #used to draw points
            point.draw(screen)
            if pygame.sprite.collide_rect(sprite, point):
                removepellets(pointspawns, row, n , py)
                global score
                score+=1
                allpelletsremoved(pointspawns, copyofpointspawns)

def allpelletsremoved(pointspawns, copyofpointspawns):
    total=0
    print()
    print('start of allpelletsremoved')
    for row in pointspawns:
        print('have gone through a row')
        if not row:
            total+=1
            print('current total: ', total)
    #if total =5 it means all rows are emtpy and thereofr all pellets have been eaten 
    if total==5:
        pointspawns= copy.deepcopy(copyofpointspawns)
        spawnpellets(pointspawns)



def removepellets(pointspawns, row, n, py):
    collidedx=n+1
    collidedy=py/16
    collidedy=int(collidedy)
    tempindex=row.index(collidedx)
    del pointspawns[collidedy][tempindex]
    #pointspawns[int(collidedy)].insert(collidedx,0)

#co-ordinates for boxes to set up map boundaries
boxboundaries=[   
    [],
    [],
    [],
    [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],
    [1,14,15,28], #5
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
    [1,28],
    [1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28], #10
    [1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28],
    [1,8,9,14,15,20,21,28],
    [1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
    [1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
    [6,8,9,20,21,23], #15
    [6,8,9,11,12,13,14,15,16,17,18,20,21,23],
    [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
    [1,11,12,13,14,15,16,17,18,28],
    [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
    [6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], #20
    [6,8,9,20,21,23],
    [6,8,9,11,12,13,14,15,16,17,18,20,21,23],
    [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
    [1,14,15,28],
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], #25
    [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
    [1,5,6,23,24,28],
    [1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
    [1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
    [1,8,9,14,15,20,21,28], # 30
    [1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
    [1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
    [1,28],
    [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],                   
  ]


#point spawn locations, temporarily not using it as collecting
#all points would be to difficult to test
pointspawns1=[ 
    [],
    [],
    [],
    [],
    [2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27], #5
    [2,7,13,16,22,27],
    [2,7,13,16,22,27],
    [2,7,13,16,22,27],
    [2,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27], 
    [2,7,10,19,22,27], #10
    [2,7,10,19,22,27],
    [2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27],
    [7,22],
    [7,22],
    [7,22], #15
    [7,22],
    [7,22],
    [7,22],
    [7,22],
    [7,22], #20
    [7,22],
    [7,22],
    [7,22],
    [2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27],
    [2,7,13,16,22,27], #25
    [2,7,13,16,22,27],
    [2,3,4,7,8,9,10,11,12,13,16,17,18,19,20,21,22,25,26,27],
    [4,7,10,19,22,25],
    [4,7,10,19,22,25],
    [2,3,4,5,6,7,10,11,12,13,16,17,18,19,22,23,24,25,26,27],
    [2,13,16,27], # 30
    [2,13,16,27],
    [2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27],                       
  ]

#temporary point spawn locations, used so it easier to test when they are all eaten
pointspawns=[ 
    [],
    [],
    [],
    [],
    [2,3,4,5,6,7,8,9,10,11,12,13,16,17,18,19,20,21,22,23,24,25,26,27], #5                     
  ]

#makes a copy of pointspawns to reset pointspawns for later
copyofpointspawns= copy.deepcopy(pointspawns)


#instances the pacman class
sprite = pacman(PACMANSPRITE, x ,y)


#main game loop
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
                    done = True
                    pygame.quit()
                    sys.exit()


    screen.fill((0,0,0))
    screen.blit(PACMAN_MAP, (0, 0))

    #moves pacman
    sprite.movement()

    #spawn pellets
    spawnpellets(pointspawns)

    #builds the boxes
    bx=0
    by=-16
    for row in boxboundaries:
        #y co ordinate
        by=by+16    
        for n in row:
            #x co ordinate
            n=n-1
            bx=n*16
            box=(boxcollisions(bx, by))
            #used to draw boxes for visual repsentation
            #box.draw(screen)
            if pygame.sprite.collide_rect(sprite, box):
                sprite.outofbounds()



    #draws pacman
    sprite.draw(screen)


    #draws score to screen
    label = myfont.render("HIGH SCORE:", 1, (255,255,255))
    screen.blit(label, (180, 0))
    labelscore = myfont.render(str(score), 1, (255,255,255))
    screen.blit(labelscore, (180, 16))


    pygame.display.flip()
    clock.tick(60)

person cdd    schedule 30.08.2017    source источник


Ответы (2)


Я бы сделал что-то вроде этого: определите функцию, которая создает группу спрайтов и заполняет ее спрайтами-шариками, затем возвращает ее и назначает переменной в основной функции. Когда группа pellets пуста, просто снова вызовите эту функцию и назначьте новую группу старой переменной, и гранулы появятся снова.

import pygame as pg


class Player(pg.sprite.Sprite):

    def __init__(self, pos, *groups):
        super().__init__(*groups)
        self.image = pg.Surface((30, 30))
        self.image.fill(pg.Color('yellow'))
        self.rect = self.image.get_rect(center=pos)
        self.vel = pg.math.Vector2(0, 0)
        self.pos = pg.math.Vector2(pos)

    def update(self):
        self.pos += self.vel
        self.rect.center = self.pos


class Pellet(pg.sprite.Sprite):

    def __init__(self, pos, *groups):
        super().__init__(*groups)
        self.image = pg.Surface((10, 6))
        self.image.fill(pg.Color('turquoise'))
        self.rect = self.image.get_rect(center=pos)


def create_map():
    """Create a sprite group filled with Pellet sprites."""
    group = pg.sprite.Group()
    for i in range(10):
        group.add(Pellet((50, 20*i+50)))
    return group


def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    all_sprites = pg.sprite.Group()
    player = Player((100, 300), all_sprites)
    pellets = create_map()
    all_sprites.add(pellets)

    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            elif event.type == pg.KEYDOWN:
                if event.key == pg.K_d:
                    player.vel.x = 5
                elif event.key == pg.K_a:
                    player.vel.x = -5
                elif event.key == pg.K_w:
                    player.vel.y = -5
                elif event.key == pg.K_s:
                    player.vel.y = 5
            elif event.type == pg.KEYUP:
                if event.key == pg.K_d:
                    player.vel.x = 0
                elif event.key == pg.K_a:
                    player.vel.x = 0
                elif event.key == pg.K_w:
                    player.vel.y = 0
                elif event.key == pg.K_s:
                    player.vel.y = 0

        all_sprites.update()
        hit_pellets = pg.sprite.spritecollide(player, pellets, True)
        for pellet in hit_pellets:
            print('Yum!')
        if not pellets:  # If the pellets group is empty.
            print('No food left. Respawing food!')
            pellets = create_map()  # Recreate the group.
            all_sprites.add(pellets)  # And add them to the general group.
        screen.fill((30, 30, 30))
        all_sprites.draw(screen)

        pg.display.flip()
        clock.tick(30)


if __name__ == '__main__':
    pg.init()
    main()
    pg.quit()
person skrx    schedule 03.09.2017

Если вы уверены, что pygame.rect.draw не работает, попробуйте использовать функцию рисования, которую я использую, и она работает. Посмотрите здесь, чтобы узнать больше о функции рисования

https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Group.draw

и пример кода

Отображение платформ с помощью строк (Pygame)

Я мало что знаю о ваших длинных списках, которые у вас есть, но вы могли бы сделать их короче, если бы использовали списки строк (также в примере кода). Надеюсь, я смог помочь.

person Matt    schedule 31.08.2017