有些事情第一:
解决您的压痕
你的船的功能几乎是无用
使用矩形来处理移动
你真正的问题是,你的代码永远不会达到pygame.display.update()因为你的第二个while循环
所以,为了做出无尽的滚动背景,而简单的方法是做到以下几点:
BLIT背景图像两次,一旦在y位置,而一旦在y + image_width(与x取代y你想要的)。然后,您的主循环的每一次迭代都可以从y中减去以创建运动。一旦图像移动它的整个高度上,复位y起始值
这里的一个完整的例子,示出了一个滚动背景(以及如何使用精灵,组,载体和rects):
import pygame
pygame.init()
SCREEN = pygame.display.set_mode((300, 300))
move_map = {pygame.K_w: pygame.math.Vector2(0, -1),
pygame.K_s: pygame.math.Vector2(0, 1),
pygame.K_a: pygame.math.Vector2(-1, 0),
pygame.K_d: pygame.math.Vector2(1, 0)}
class Actor(pygame.sprite.Sprite):
def __init__(self, group, color, pos, size=(30, 30)):
self.image = pygame.Surface(size)
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
pygame.sprite.Sprite.__init__(self, group)
class Bullet(Actor):
def __init__(self, *args):
Actor.__init__(self, *args)
self.speed = 10
def update(self):
self.rect.move_ip(self.speed, 0)
if not SCREEN.get_rect().colliderect(self.rect):
self.kill()
class Player(Actor):
def __init__(self, *args):
self._layer = 4
Actor.__init__(self, *args)
self.speed = 4
self.timeout = 0
def update(self):
p = pygame.key.get_pressed()
move_vector = pygame.math.Vector2(0, 0)
for v in [move_map[key] for key in move_map if p[key]]:
move_vector += v
if move_vector:
self.rect.move_ip(*move_vector.normalize() * self.speed)
self.rect.clamp_ip(SCREEN.get_rect())
if self.timeout :
self.timeout -= 1
if p[pygame.K_SPACE] and not self.timeout:
Bullet(self.groups()[0], (130, 200, 77), self.rect.center, (10, 3))
self.timeout = 5
class Background(pygame.sprite.Sprite):
def __init__(self, number, *args):
self.image = pygame.image.load('back.jpg').convert()
self.rect = self.image.get_rect()
self._layer = -10
pygame.sprite.Sprite.__init__(self, *args)
self.moved = 0
self.number = number
self.rect.x = self.rect.width * self.number
def update(self):
self.rect.move_ip(-1, 0)
self.moved += 1
if self.moved >= self.rect.width:
self.rect.x = self.rect.width * self.number
self.moved = 0
group = pygame.sprite.LayeredUpdates()
Player(group, (255, 255, 255), (100, 100))
Background(0, group)
Background(1, group)
clock = pygame.time.Clock()
run = True
while run:
for e in pygame.event.get():
if e.type ==pygame.QUIT:
run = False
SCREEN.fill((0,0,0))
group.update()
group.draw(SCREEN)
pygame.display.flip()
clock.tick(60)
为了测试这一点,你可以使用此图片(保存为back.jpg):