你必须把所有的工作逻辑转移到
Worker
类(设置随机值、更新位置等)。然后创建多个实例。
下面是一个运行示例。请注意以下注释:
import pygame, random
import sys
WHITE = (255, 255, 255)
GREEN = (20, 255, 140)
GREY = (210, 210 ,210)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
SCREENWIDTH=1000
SCREENHEIGHT=578
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location, *groups):
# we set a _layer attribute before adding this sprite to the sprite groups
# we want the background to be actually in the back
self._layer = -1
pygame.sprite.Sprite.__init__(self, groups)
# let's resize the background image now and only once
# always call convert() (or convert_alpha) after loading an image
# so the surface will have to correct pixel format
self.image = pygame.transform.scale(pygame.image.load(image_file).convert(), (SCREENWIDTH, SCREENHEIGHT))
self.rect = self.image.get_rect(topleft=location)
# we do everthing with sprites now, because that will make our live easier
class GeoFence(pygame.sprite.Sprite):
def __init__(self, rect, *groups):
# we set a _layer attribute before adding this sprite to the sprite groups
self._layer = 0
pygame.sprite.Sprite.__init__(self, groups)
self.image = pygame.surface.Surface((rect.width, rect.height))
self.image.fill(GREEN)
self.rect = rect
class Worker(pygame.sprite.Sprite):
def __init__(self, image_file, location, *groups):
# we set a _layer attribute before adding this sprite to the sprite groups
# we want the workers on top
self._layer = 1
pygame.sprite.Sprite.__init__(self, groups)
self.image = pygame.transform.scale(pygame.image.load(image_file).convert_alpha(), (40, 40))
self.rect = self.image.get_rect(topleft=location)
# let's call this handy function to set a random direction for the worker
self.change_direction()
# speed is also random
self.speed = random.randint(2, 4)
def change_direction(self):
# let's create a random vector as direction, so we can move in every direction
self.direction = pygame.math.Vector2(random.randint(-100, 100), random.randint(-100, 100))
# we don't want a vector of length 0, because we want to actually move
# it's not enough to account for rounding errors, but let's ignore that for now
while self.direction.length() == 0:
self.direction = pygame.math.Vector2(random.randint(-100, 100), random.randint(-100, 100))
# always normalize the vector, so we always move at a constant speed at all directions
self.direction = self.direction.normalize()
def update(self, screen):
# there is a less than 1% chance every time that direction is changed
if random.uniform(0,1)<0.005:
self.change_direction()
# now let's multiply our direction with our speed and move the rect
vec = [int(v) for v in self.direction * self.speed]
self.rect.move_ip(*vec)
# if we're going outside the screen, move back and change direction
if not screen.get_rect().contains(self.rect):
self.change_direction()
self.rect.clamp_ip(screen.get_rect())
pygame.init()
# currently, one group would be enough
# but if you want to use some collision handling in the future
# it's best to group all sprites into special groups (no pun intended)
all_sprites = pygame.sprite.LayeredUpdates()
workers = pygame.sprite.Group()
fences = pygame.sprite.Group()
screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
pygame.display.set_caption("TEST")
# create multiple workers
for pos in ((0,0), (100, 100), (200, 100)):
Worker("worker.png", pos, all_sprites, workers)
# create multiple of these green thingies
for rect in (pygame.Rect(510,150,75,52), pygame.Rect(450,250,68,40)):
GeoFence(rect, all_sprites, fences)
# and the background
Background("background.jpg", [0,0], all_sprites)
carryOn = True
clock = pygame.time.Clock()
while carryOn:
for event in pygame.event.get():
if event.type==pygame.QUIT:
carryOn = False
# see how clean our main loop is
# just calling update and draw on the all_sprites group
all_sprites.update(screen)
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(20)