我正在制作一个游戏与pygame和sprite,游戏有鸟,枪和子弹类。
当枪射出一颗子弹,子弹碰到鸟时,鸟和子弹应该立即消失。
我现在的挑战是知道子弹什么时候碰到鸟,然后让子弹和鸟一起消失。
我意识到的一件事是,当我朝鸟的方向开枪时,我的鸟不知何故消失了,但我发现,在子弹击中鸟之前,鸟就消失了。
有人能看看我的代码,告诉我哪里做错了吗?
import pygame
import os
import random
BACKGROUND_IMAGE = pygame.image.load(
os.path.join("Assets", "2dforest.jpeg"))
BACKGROUND_WIDTH, BACKGROUND_HEIGHT = 900, 500
pygame.display.set_caption("Hunting Birds")
WIN = pygame.display.set_mode((BACKGROUND_WIDTH, BACKGROUND_HEIGHT))
COLOR = (255, 200, 98)
class Birds(pygame.sprite.Sprite):
def __init__(self, image, width, height, pos_x, pos_y):
super().__init__()
self.width = width
self.height = height
self.pos_x = pos_x
self.pos_y = pos_y
self.image = pygame.image.load(
os.path.join("Assets", image)).convert_alpha()
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.pos_x, self.pos_y)
class HunterGun(pygame.sprite.Sprite):
def __init__(self, image, width, height, pos_x, pos_y):
super().__init__()
self.width = width
self.height = height
self.pos_x = pos_x
self.pos_y = pos_y
self.image = pygame.image.load(
os.path.join("Assets", image)).convert_alpha()
self.image = pygame.transform.scale(self.image, (175, 175))
self.rect = self.image.get_rect()
self.rect.center = (self.pos_x, self.pos_y)
def move_and_turn(self, mover):
keys_pressed = pygame.key.get_pressed()
if (keys_pressed[pygame.K_LEFT]):
pos_x, pos_y = self.rect.center
pos_x -= mover
self.rect.center = (pos_x, pos_y)
elif (keys_pressed[pygame.K_RIGHT]):
pos_x, pos_y = self.rect.center
pos_x += mover
self.rect.center = (pos_x, pos_y)
elif (keys_pressed[pygame.K_UP]):
pos_x, pos_y = self.rect.center
pos_y -= mover
self.rect.center = (pos_x, pos_y)
elif (keys_pressed[pygame.K_DOWN]):
pos_x, pos_y = self.rect.center
pos_y += mover
self.rect.center = (pos_x, pos_y)
print(self.rect, "Down")
def rotate(self, angle):
self.angle = angle
self.image = pygame.transform.rotate(
self.image, self.angle)
self.pos_y += 2
self.pos_x -= 18
print(self.pos_x)
self.rect.center = (self.pos_x, self.pos_y)
self.rect = self.image.get_rect(center=(self.rect.center))
def create_bullect(self):
pos_x, pos_y = self.rect.center
return Bullet(pos_x + 95, pos_y - 67)
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.pos_x = pos_x
self.pos_y = pos_y
self.image = pygame.image.load(
os.path.join("Assets", "bullet.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (50, 80))
self.rect = self.image.get_rect(center=(pos_x, pos_y))
def update(self):
self.rect.x += 13
self.pos_x
if(self.rect.x >= BACKGROUND_WIDTH + 200):
print(self.rect)
self.kill()
elif(self.rect.y >= BACKGROUND_HEIGHT + 200):
self.kill()
birds_sprite = pygame.sprite.Group()
for target in range(10):
new_target = Birds("birds.png", 100, 100,
random.randrange(0, BACKGROUND_WIDTH), random.randrange(0, BACKGROUND_HEIGHT))
birds_sprite.add(new_target)
gunhunter = HunterGun("gunner.png", 100, 100,
BACKGROUND_WIDTH // 2, BACKGROUND_HEIGHT//2)
gun_sprite = pygame.sprite.Group()
gun_sprite.add(gunhunter)
bullet_group = pygame.sprite.Group()
pygame.init()
clock = pygame.time.Clock()
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys_pressed = pygame.key.get_pressed()
if (keys_pressed[pygame.K_k]):
bullet_group.add(gunhunter.create_bullect())
pygame.sprite.spritecollideany(
birds_sprite, bullet_group, True, True)
if(keys_pressed[pygame.K_r]):
gunhunter.rotate(3)
picture = pygame.transform.scale(BACKGROUND_IMAGE, (1000, 540))
pygame.display.flip()
WIN.blit(picture, (0, 0))
birds_sprite.draw(WIN)
bullet_group.draw(WIN)
gun_sprite.draw(WIN)
gunhunter.move_and_turn(4)
birds_sprite.update()
gun_sprite.update()
bullet_group.update()
clock.tick(60)
pygame.quit()
1条答案
按热度按时间3pvhb19x1#
pygame.key.get_pressed()
不是一个事件。pygame.key.get_pressed()
返回一个序列,其中包含每个键的状态。如果某个键被按住,则该键的状态为1
,否则为0
。因此,您可以使用keys[pygame.K_d] - keys[pygame.K_a]
和keys[pygame.K_s] - keys[pygame.K_w]
计算按下2个键时的移动结果。使用pygame.key.get_pressed()
评估按钮的当前状态并获得连续移动。键盘事件(请参阅pygame.event模块)只会在按钮状态变更时发生一次。
KEYDOWN
事件会在每次按下按钮时发生一次。KEYUP
会在每次放开按钮时发生一次。请使用键盘事件来执行单一动作。另请参阅How can i shoot a bullet with space bar?和How do I stop more than 1 bullet firing at once?。
冲突检测必须在应用程序循环中完成。另请参见How do I detect collision in pygame?
例如: