我想制作一个类似《超人》的游戏,让您跳来跳去射击。但是我注意到碰撞出了点问题,下面有一个视频:
https://youtu.be/p2VCtbBkefo
我打算使该项目开源,因此任何人都可以对其进行自定义。请不要窃取此代码,但是您可以使用其中的大部分代码来帮助您。因为我还没有公开发布到GitHub上。
main.py:
import pygame as pg
from player import *
from settings import *
from levels import *
from block import *
from enemy import *
class Game:
def __init__(self):
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((width, height))
pg.display.set_caption("wait until realesed.")
self.clock = pg.time.Clock()
self.enemiesList = []
self.running = True
self.shootRight = True
def loadLevel(self, level, enemies, group, group2, group3):
for y in range(0, len(level)):
for x in range(0, len(level[y])):
if (level[y][x] == 1):
blockList.append(Block(x*32, y*32))
group.add(Block(x*32, y*32))
group2.add(Block(x*32, y*32))
for amount in range(0, enemies):
group2.add(FlyingEnemy(self))
group3.add(FlyingEnemy(self))
self.enemies.add(FlyingEnemy(self))
self.enemiesList.append(FlyingEnemy(self))
def new(self):
self.platforms = pg.sprite.Group()
self.all_sprites = pg.sprite.Group()
self.enemies = pg.sprite.Group()
self.bullets = pg.sprite.Group()
self.player = Player()
self.loadLevel(level1["platform"], level1["enemies"], self.platforms, self.all_sprites, self.enemies)
self.all_sprites.add(self.player)
self.run()
def shoot(self):
if self.shootRight:
self.bullet = Bullet(self.player.rect.centerx, self.player.rect.centery)
self.bullet.speed = 10
self.all_sprites.add(self.bullet)
self.bullets.add(self.bullet)
print(self.bullet)
elif self.shootRight == False:
self.bullet = Bullet(self.player.rect.centerx, self.player.rect.centery)
self.bullet.speed = -10
self.all_sprites.add(self.bullet)
self.bullets.add(self.bullet)
print(self.bullet)
def run(self):
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
self.all_sprites.update()
self.enemy_hits = pg.sprite.spritecollide(self.player, self.enemies, False)
#print(enemy_hits)
if self.enemy_hits:
pass
#print("hit")
self.bullet_hits = pg.sprite.groupcollide(self.enemies, self.bullets, True, True)
if self.bullet_hits:
print(self.bullet_hits)
pygame.quit()
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top + 1
self.player.vel.y = 0
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = false
if event.type == pg.KEYDOWN:
if event.key == pg.K_UP:
self.player.jump()
if event.key == pg.K_SPACE:
self.shoot()
if event.key == pg.K_RIGHT:
self.shootRight = True
if event.key == pg.K_LEFT:
self.shootRight = False
def draw(self):
self.screen.fill((255, 255, 255))
self.all_sprites.draw(self.screen)
pg.display.flip()
def show_start_screen(self):
pass
def show_go_screen(self):
pass
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_go_screen()
pg.quit()
"""width = 800
height = 600
FPS = 60
pg.init()
pg.mixer.init()
screen = pg.display.set_mode((width, height))
pg.display.set_caption("doom room")
clock = pg.time.Clock()
running = True
while running:
for event in pg.event.get():
clock.tick(FPS)
if event.type == pg.QUIT:
running = false
screen.fill((255, 255, 255))
pg.display.flip()
pg.quit()"""
import pygame
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((20, 10))
self.image.fill((240, 43, 12))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speed = -10
def update(self):
self.rect.x += self.speed
if self.rect.bottom < 0:
self.kill()
玩家
import pygame as pg
from settings import *
from laser import *
vec = pg.math.Vector2
class Player(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((40, 40))
self.image.fill((80, 123, 255))
self.rect = self.image.get_rect()
self.rect.center = (width / 2, height / 2)
self.pos = vec(width / 2, height / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
#self.vx = 0
#self.vy = 0
def jump(self):
self.vel.y = -15
def update(self):
self.acc = vec(0, player_gravity)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = -player_acc
if keys[pg.K_RIGHT]:
self.acc.x = player_acc
self.acc.x += self.vel.x * player_friction
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
if self.pos.x > width:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = width
if self.pos.y <= 0:
self.pos.y += 15
self.rect.midbottom = self.pos
py.py
import pygame as pg
from random import *
from settings import *
class FlyingEnemy(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = pg.Surface((45, 45))
self.image.fill((20, 203, 50))
self.rect = self.image.get_rect()
self.rect.centerx = choice([-100, width + 100])
self.vx = randrange(4, 7)
if self.rect.centerx > width:
self.vx *= -1
self.rect.y = height / 4
self.rect.x = 0
self.vy = 0
self.dy = 0.5
def update(self):
if self.rect.x > width:
self.rect.x = 0
if self.rect.x < 0:
self.rect.x = width
self.rect.x += self.vx
self.vy += self.dy
if self.vy > 3 or self.vy < -3:
self.dy *= -1
center = self.rect.center
if self.dy < 0:
pass
#print("bobbed up")
else:
pass
#print("bobbed down")
settings.py
import pygame
blockList = []
player_acc = 1.0
player_friction = -0.12
player_gravity = 0.5
bullets = pygame.sprite.Group()
true = True
false = False
width = 800
height = 600
FPS = 60
等级
level1 = {
"platform": [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1],
[1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0],
[0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0],
[0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
],
"enemies": 5
}
块
import pygame as pg
class Block(pg.sprite.Sprite):
def __init__(self, x, y):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((32, 32))
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
谢谢所有帮助。
最佳答案
loadLevel
方法的这一部分导致问题:
for amount in range(0, enemies):
group2.add(FlyingEnemy(self))
group3.add(FlyingEnemy(self))
self.enemies.add(FlyingEnemy(self))
self.enemiesList.append(FlyingEnemy(self))
您要向这些组和列表中添加4个不同的
FlyingEnemy
对象(顺便说一句,该列表无用),因此self.all_sprites
组和self.enemies
组中的精灵不相同。由于仅更新
all_sprites
而不是enemies
,用于冲突检测的enemies
组中的sprite始终保持在屏幕的左边缘,并且也不可见,因为不要画这个组。要解决该问题,请创建一个实例并将该实例添加到两组中:
for amount in range(0, enemies):
enemy = FlyingEnemy(self)
self.enemies.add(enemy)
self.all_sprites.add(enemy)
我通过在
self.enemies
组中打印一个敌方精灵的矩形找到了该错误。然后,我检查了此精灵的update
方法,但看起来正确,因此我进入了loadLevel
的实例化部分,并注意到了错误。关于python - 子弹未与敌方Pygame碰撞(Python 3),我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/46127776/