求大佬们帮个忙
为什么set_timer方法能打印数字但调用不了函数,请帮忙解答下,谢谢!
import time
import pygame
import random
import math
# 初始化
pygame.init()
screen = pygame.display.set_mode((500, 666))
pygame.display.set_caption("飞机大战2")
icon = pygame.image.load("./resource/ufo.png")
pygame.display.set_icon(icon)
bgimg = pygame.image.load("./resource/bg.jpeg")
timer_event = pygame.USEREVENT + 1
pygame.time.set_timer(timer_event, 5000)
# 背景音乐
pygame.mixer.music.load("./resource/bg.wav")
pygame.mixer.music.play(-1)
# 射中音效
bao_sound = pygame.mixer.Sound("./resource/exp.wav")
# 子弹音效
shout_sound = pygame.mixer.Sound("./resource/laser.wav")
# 飞机
playerimg = pygame.image.load("./resource/雷霆.png")
playerx = 250
playery = 550
playerStep = 0
# 分数
score = 0
font = pygame.font.Font("freesansbold.ttf", 32)
def show_score():
text = f"score: {score}"
score_render = font.render(text, True, (0, 0, 255))
screen.blit(score_render, (10, 10))
# 游戏结束
is_over = False
over_font = pygame.font.Font("freesansbold.ttf", 40)
def check_is_over():
if is_over:
text = "GAME OVER"
render = over_font.render(text, True, (255, 0, 0))
screen.blit(render, (145, 300))
class Enemy:
def __init__(self):
self.img = pygame.image.load("./resource/enemy.png")
self.x = 100
self.y = 0
self.rect = self.img.get_rect()
self.stepz = 0.1
self.step = self.stepz / 2
def show(self):
screen.blit(self.img, (self.x, self.y))
pygame.display.update()
enemy_group = pygame.sprite.Group()
enemy = Enemy()
enemy_group.add()
# enemies = []
# for i in range(number_of_enemies):
# enemies.append(Enemy())
def distance(bx, by, ex, ey):
a = bx - ex
b = by - ey
return math.sqrt(a * a + b * b)
class Bullet:
def __init__(self):
self.img = pygame.image.load("./resource/bullet.png")
self.x = playerx + 16
self.y = playery + 10
self.step = 10
def hit(self):
global score
# for e in enemies:
# if distance(self.x, self.y, e.x, e.y) < 50:
# 子弹命中
pygame.sprite.groupcollide(bullet_group, enemy_group, True, True)
bao_sound.play()
bullets.remove(self)
score += 1
print(score)
bullet_group = pygame.sprite.Group()
bullet = Bullet()
bullet_group.add()
bullets = []
def show_bullets():
bullets_to_remove = []
for b in bullets:
screen.blit(b.img, (b.x, b.y))
b.hit()
b.y -= b.step
if b.y < 0:
bullets_to_remove.append(b)
for b in bullets_to_remove:
bullets.remove(b)
def show_enemy():
Enemy.show(Enemy())
pygame.display.update()
def move_player():
global playerx
playerx += playerStep
# 防止飞机出界
if playerx > 404:
playerx = 404
if playerx < 0:
playerx = 0
# 游戏主循环
running = True
while running:
screen.blit(bgimg, (0, 0))
show_score()
for event in pygame.event.get():
if event.type == timer_event:
print(1)
show_enemy()
if event.type == pygame.QUIT:
running = False
# 控制飞机移动
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_RIGHT]:
playerStep = 2
elif keys_pressed[pygame.K_LEFT]:
playerStep = -2
else:
playerStep = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 其他事件处理逻辑
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
print("发射子弹")
# 创建子弹
b = Bullet()
bullets.append(b)
shout_sound.play()
screen.blit(playerimg, (playerx, playery))
move_player()
show_bullets()
check_is_over()
pygame.display.update()
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