Pygame - 没有 Sprite 或类的子弹和敌人碰撞
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【中文标题】Pygame - 没有 Sprite 或类的子弹和敌人碰撞【英文标题】:Pygame- bullet and enemy collision without Sprite or classes 【发布时间】:2019-08-12 05:05:54 【问题描述】:在弄清楚如何进行子弹和敌人之间的碰撞检测时遇到问题。敌人本身是一个类,但子弹不是一个类的一部分。我无法使用内置的spritecollide
函数,因为我没有使用sprite.Sprite
。
我知道我必须检查对象图像的各自位置,以查看它们是否重叠,但不确定如何执行此操作。代码贴在下面:
import pygame
import math, random, sys, pygame.mixer, time
from pygame.locals import *
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.mixer.init()
pygame.init()
jump = False
jump_offset = 0
jump_height = 250
#Defining colours
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
k = pygame.key.get_pressed()
#Window Settings
w = 1280
h = 720
half_w = w /2
half_h = h /2
AREA = w*h
#Initialising the window
display = pygame.display.set_mode((w,h))
pygame.display.set_caption("Cattleman")
Clock = pygame.time.Clock()
FPS = 600
bullets = []
bulletSprite = pygame.image.load("Bullet1R.png").convert_alpha()
bulletSprite = pygame.transform.scale(bulletSprite, (20,10))
shot = pygame.mixer.Sound("pew1.wav")
global scroll
scroll = 0
class Enemy(pygame.sprite.Sprite):
def __init__(self,x,y,img,):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("Enemy.png").convert_alpha()
self.image = pygame.transform.scale(self.image,(120,120))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.counter = 0
def move(self):
speed = 2
display.blit(self.image,(self.rect.x,self.rect.y))
if self.counter >= 0 and self.counter <= 300: #counter more then 0 but less than distance
self.rect.x += speed + scroll
elif self.counter >= 300 and self.counter <= 600:
self.rect.x += scroll
elif self.counter >= 600 and self.counter <= 900: #counter is greater than distance but less than double the distance.
self.rect.x -= speed - scroll
elif self.counter >= 900 and self.counter <= 1200:
self.rect.x += scroll
else:
self.counter = 0
self.counter += 1
def do_jumping():
global jump_height
global jump
global jump_offset
if jump:
jump_offset += 6
if jump_offset >= jump_height:
jump = False
elif jump_offset > 0 and jump == False:
jump_offset -= 6
#------------------------MAIN PROGRAM LOOP------------------------#
def game_loop():
global jump
global scroll
background = pygame.image.load("background.png").convert()
backgroundWidth, backgroundHeight = background.get_rect().size
stageWidth = backgroundWidth #sets the area which the player can move in
stagePosX = 0 #Records position of stage as the player moves
startScrollPosX = half_w
circleRadius = 25
circlePosX = circleRadius
playerPosX = circleRadius
playerPosY = 602
playerVelocityX = 0
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
playerMaxHealth = 100
next_bullet_time = 0 #Prevents multiple bullets spawning at once.
bullet_delay = 300 # 0.3 seconds
direction = True
gameX = 1000
enemy = Enemy(210,515,"Enemy.png")
enemy2 = Enemy(1505,515,"Enemy.png")
k = pygame.key.get_pressed()
while True:
current_time = pygame.time.get_ticks()
do_jumping()
for event in pygame.event.get():
k = pygame.key.get_pressed()
if k[K_RIGHT]:
playerVelocityX = 3 #Moves the player right
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
direction = True
if k[K_LEFT]:
playerVelocityX = -3 #Moves the player left
playersprite = pygame.image.load("player_spriteL2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
direction = False
if k[K_UP] and jump == False and jump_offset == 0:
jump = True
if not k[K_RIGHT] and not k[K_LEFT]:
playerVelocityX = 0 #If no input detected, the player does not move
if k[K_SPACE]:
if current_time > next_bullet_time:
shot.play()
next_bullet_time = current_time + bullet_delay
if not direction:
bullets.append([circlePosX-90, playerPosY-20 - jump_offset, -6 ])
else:
bullets.append([circlePosX+30, playerPosY-20 - jump_offset, 6])
enemy_list = pygame.sprite.Group()
enemy_list.add(enemy)
enemy_list.add(enemy2)
playerPosX += playerVelocityX
scroll = 0
if playerPosX > stageWidth - circleRadius-25: playerPosX = stageWidth - circleRadius-25
if playerPosX < circleRadius+55:playerPosX = circleRadius+55
if playerPosX < startScrollPosX: circlePosX = playerPosX
elif playerPosX > stageWidth - startScrollPosX: circlePosX = playerPosX - stageWidth + w
else:
circlePosX = startScrollPosX
stagePosX += -playerVelocityX
scroll = -playerVelocityX
for b in range(len(bullets)):
bullets[b][0] += bullets[b][2]
width = display.get_width()
for b in [b for b in bullets if b[0] < 0 or b[0] > width]:
bullets.remove(b)
rel_x = stagePosX % backgroundWidth
display.blit(background,(rel_x - backgroundWidth, 0))
if rel_x < w:
display.blit(background, (rel_x, 0))
for bullet in bullets:
display.blit(bulletSprite, pygame.Rect(bullet[0], bullet[1], 0, 0))
display.blit(playersprite, (int(circlePosX-80),playerPosY-100 - jump_offset))
for e in enemy_list:
e.move()
pygame.display.update()
Clock.tick(FPS)
display.fill(BLACK)
game_loop()
有什么想法吗?
【问题讨论】:
@Pygasm 在下面给出了一个很好的答案。但是,如果您努力重构代码以使用 PyGame Sprites,它将在整个项目的其余部分中为您节省大量时间(并使代码更简洁)。 @Kingsley 这个。一旦我学会了如何创建一个可以工作的精灵框架,我在项目中可以执行的复杂性就大大增加了。 【参考方案1】:如果您将子弹变成完全成熟的pygame.Rect()
对象,则可以使用pygame.Rect.colliderect
。所以……
# Creating a new bullet
bullets.append(pygame.Rect(X, Y, width, height))
然后……
# Checking if a bullet has collided
for bullet in bullets:
for enemy in enemy_list:
if bullet.colliderect(enemy):
# Do Damage or Killing code
【讨论】:
好吧,这看起来是个好主意,你能解释一下myPlayerOrEnemy
部分吗?
另外,只需放入 pygame.Rect 部分并得到此错误: bullets.append(pygame.Rect(circlePosX+30, playerPosY-20 - jump_offset, 6)) TypeError: Argument must be rect样式对象
@JackHarrison myPlayerOrEnemy
是一个占位符变量,把你想要子弹检查的矩形放在里面。至于pygame.Rect()
对象,我弄错了。像这样传递你需要的参数:bullets.append(pygame.Rect(X, Y, Width, Height))
很酷,解决了第一个问题,我用我的enemy_list
替换了myPlayerorEnemy
,因此它会检查每个敌人实例,并让它向外壳打印一条消息:if bullet.colliderect(enemy_list): print("collision detected")
但得到: 参数必须是 Rect 样式对象。我以为 id 已经把敌人的类变成了 rect 吗?
@JackHarrison 问题在于您使用的是数组。我已经进行了编辑以显示如何解决该问题。以上是关于Pygame - 没有 Sprite 或类的子弹和敌人碰撞的主要内容,如果未能解决你的问题,请参考以下文章