import pygame
import os,sys
import random
import math
img_path = os.path.join("punch.png")
img_blob = os.path.join("blob.png")
img_bullet = os.path.join("bullet.png")
img_heart = os.path.join("heart.png")
score = 0
class Actor(pygame.sprite.Sprite):
def __init__(self, x, y):
super(Actor,self).__init__()
self.image = pygame.Surface([116,116])
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 2
class Enemy(Actor):
def __init__(self, x, y):
super(Enemy, self).__init__(x, y)
self.target = None
self.image.blit(pygame.image.load(img_blob),(0,0))
def update(self, enemies):
if self.target:
dx,dy = self.target.rect.x - self.rect.x, self.target.rect.y - self.rect.y
dist = math.hypot(dx,dy)
dx,dy = dx / dist,dy / dist
self.rect.x += dx * self.speed
self.rect.y += dy * self.speed
class Character(Actor):
def __init__(self, x = 275, y = 250):
super(Character, self).__init__(x, y)
self.speed = 10
self.image.blit(pygame.image.load(img_path),(0,0))
self.score = 0
self.heart = 5
def update(self, enemies):
if pygame.sprite.spritecollide(self, enemies, False):
self.heart -= 1
pygame.sprite.spritecollide(self, enemies, True)
key = pygame.key.get_pressed()
if key[pygame.K_w]:
self.rect.y -= self.speed
elif key[pygame.K_s]:
self.rect.y += self.speed
if key[pygame.K_a]:
self.rect.x -= self.speed
elif key[pygame.K_d]:
self.rect.x += self.speed
if self.rect.x > 1110:
self.rect.x = 1110
if self.rect.y < 20:
self.rect.y = 20
elif self.rect.y > 710:
self.rect.y = 710
if self.rect.x <20:
self.rect.x = 20
elif self.rect.x == 1110 and self.rect.y > 300 and self.rect.y < 400:
self.rect.x = 25
if self.rect.y == 20 and self.rect.x >500 and self.rect.x < 600:
self.rect.y = 715
elif self.rect.x == 20 and self.rect.y > 300 and self.rect.y < 400:
self.rect.x = 1090
if self.rect.y == 710 and self.rect.x >500 and self.rect.x < 600:
self.rect.y = 25
class Bullet(pygame.sprite.Sprite):
def __init__(self,mouse,bird):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(img_bullet)
self.mouse_x,self.mouse_y = mouse[0], mouse[1]
self.bird = bird
self.rect = self.image.get_rect()
def update(self,enemies):
if pygame.sprite.spritecollide(self, enemies, False):
bird.score += 10
pygame.sprite.spritecollide(self, enemies, True)
speed = -10.
range = 50
distance = [self.mouse_x - self.bird[0],self.mouse_y - self.bird[1]]
norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2)
direction = [distance[0] / norm, distance[1] / norm]
bullet_vector = [direction[0] * speed,direction[1] * speed]
self.rect.x -=bullet_vector[0]
self.rect.y -= bullet_vector[1]
pygame.init() # Pygame is initialised (starts running)
players = pygame.sprite.Group()
screen = pygame.display.set_mode([1250,850]) # Set the width and height of the screen [width,height]
pygame.display.set_caption("My Game") # Name your window
background_image = pygame.image.load("untilted.png")
done = False # Loop until the user clicks the close button.
clock = pygame.time.Clock() # Used to manage how fast the screen updates
black = ( 0, 0, 0) # Define some colors using rgb values. These can be
white = ( 255, 255, 255) # used throughout the game instead of using rgb values.
font = pygame.font.Font(None,36)
# Define additional Functions and Procedures here
score = 0
bird = Character()
bullet = Bullet(pygame.mouse.get_pos(),[bird.rect.x,bird.rect.y])
blob = Enemy(random.randint(200,1000),random.randint(200,300))
blob.target=bird
all_sprites = pygame.sprite.Group([blob, bird])
enemies = pygame.sprite.Group([blob])
# -------- Main Program Loop -----------
while done == False:
for event in pygame.event.get(): # Check for an event (mouse click, key press)
key = pygame.key.get_pressed()
if event.type == pygame.QUIT: # If user clicked close window
done = True # Flag that we are done so we exit this loop
elif key[pygame.K_e]:
bullet = Bullet(pygame.mouse.get_pos(),[bird.rect.x,bird.rect.y])
bullet.rect.x = bird.rect.x
bullet.rect.y = bird.rect.y
all_sprites.add(bullet)
screen.blit(background_image, (0, 0))
all_sprites.update(enemies)
all_sprites.draw(screen)
textImg = font.render("Score: " + str(bird.score),1,white)
textImg2 = font.render("Lives: " + str(bird.heart),1,white)
screen.blit(textImg,(10,10))
screen.blit(textImg2,(150,10))
pygame.display.update() # Go ahead and update the screen with what we've drawn.
clock.tick(20) # Limit to 20 frames per second
if bird.heart == 0:
pygame.quit()
pygame.quit()
所以在Character类中,在更新部分,它的底部是它通过门的地方,但当它通过门时,我想要杀死敌人,然后重新产生它,所以它看起来好像玩家正在进入另一个房间。
答案 0 :(得分:0)
某处,您的Enemy(Actor)
应该有HP值。在你的角色类中,玩家通过门,你可以将所有敌人HP设置为0并且它们全部死亡,这样你就可以重生它们。
如果你想让它们瞬间消失(如果你有死亡动画可能就是这种情况),你可以使用一个常见的技巧,只需将它们的Y坐标设置在地下并在那里杀死它们。
答案 1 :(得分:0)
在班级respawn()
或Enemy
中创建方法Actor
,并在需要时使用它。
在此方法中使用random
来更改位置。
即使您创建新的Enemy