Pygame - 设计代码

Pygame - designing the code

我为糟糕的标题道歉。我有使用 C# (XNA) 或 java (LibGDX) 编写游戏代码的经验,但我最近开始专门使用 python 和 pygame,但我遇到了麻烦弄清楚如何设计代码。这就是我认为它会做的事情:

game.py 文件:

import pygame
import entities

width = 400
height = 300
# Set up the window size
screen = pygame.display.set_mode((width, height), 0, 32) 
player = entities.Player(width / 2, height / 2)  # The player

#main game loop is here...

entities.py 文件:

import pygame
import game

class Player:
    def __init__(self, x, y):
        # Texture for the player
        self.texture = pygame.image.load('player.png')

    def draw(self):
        """ Draws the player """
        game.screen.blit(self.texture, (self.position.x, self.position.y))

#class Enemy: ...

但是这段代码给我错误。我认为问题在于我在 game.py 中导入 entities.py,然后在 entities.py 中导入 game.py

我将如何在 python 中正确设计它?

您应该将变量传递到相关的 类,而不是将它们设为全局变量并导入它们。因此,一种可能的解决方案是使 screen 成为 Player:

的属性
class Player:
    def __init__(self, x, y, screen):
        self.screen = screen
        ...

    def draw(self):
        """ Draws the player """
        self.screen.blit(...)

现在,无需在 entities.py 中导入 game,您可以像这样实例化播放器:

player = entities.Player(width / 2, height / 2, screen)

可能还有其他方法可以做到这一点,但这应该能让您有所了解。

我建议使用 pygame 已经提供的功能。

看看 classes Sprite and Group(及其更复杂的子classes)。

因此您的播放器 class 可能看起来像:

class Player(pygame.sprite.Sprite):

    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        # Texture for the player
        self.image = pygame.image.load('player.png')
        self.rect = self.image.get_rect(topleft=(x, y))

    # no need for a draw function
    # the sprite class will handle this
    # just make sure you store the coordinates of 
    # your entity in self.rect

    def update(self, some_game_state):
        pass # do something with some_game_state

然后,在您的游戏中,您可以将所有实体放入一个(或多个)组中,然后在该组中调用 drawupdate

entities = pygame.sprite.Group(player) # add other sprite here, too

# main loop
while True:
    ...

    # pass the game state to all entities
    # how you design this is up to you
    # (pass multiple values, pass a single instace of the game class,
    # create a class that encapsulates the state necesseray for the entities etc.)
    entites.update(some_game_state) 

    # pass the main surface to the draw function
    entities.draw(screen) 

    ...