我正在尝试制作一个基本游戏,其中地精从左侧移动到侧面然后再次返回。我试图在玩家攻击时检查玩家精灵是否与地精精灵重叠,然后对地精造成一些伤害。尽管我的玩家总是与敌人接触,即使他并没有接近接触。为什么会发生这种情况?
import pygame
pygame.init()
walkleft = [pygame.image.load("W_L.png"), pygame.image.load("W_L2.png")]
walkright = [pygame.image.load("W_R.png"), pygame.image.load("W_R2.png")]
walkup = [pygame.image.load("W_D.png"), pygame.image.load("W_D2.png")]
walkdown = [pygame.image.load("W_U.png"), pygame.image.load("W_U2.png")]
Link = pygame.image.load("Standing.png")
pygame.init()
win = pygame.display.set_mode((500, 480))
tan = ((230,220,170))
pygame.display.update()
clock = pygame.time.Clock()
attack = pygame.mixer.Sound('attack.wav')
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, location):
pygame.sprite.Sprite.__init__(self)
super().__init__()
self.image = pygame.image.load("standing.png")
self.rect = self.image.get_rect()
self.width = width
self.height = height
self.left = False
self.right = False
self.up = False
self.down = False
self.standing = True
self.x = x
self.y = y
self.walkcount = 0
self.vel = 5
self.attack = pygame.mixer.Sound("attack.wav")
def Hit(self):
if ( player.rect.colliderect( goblin.rect ) ):
self.attack.play()
goblin.hit()
def draw(self, win):
if self.walkcount + 1 >= 6:
self.walkcount = 0
if not(self.standing):
if self.left:
win.blit(walkleft[self.walkcount//3], (self.x, self.y))
self.walkcount += 1
elif self.right:
win.blit(walkright[self.walkcount//3], (self.x, self.y))
self.walkcount += 1
elif self.up:
win.blit(walkup[self.walkcount//3], (self.x, self.y))
self.walkcount += 1
elif self.down:
win.blit(walkdown[self.walkcount//3], (self.x, self.y))
self.walkcount += 1
else:
win.blit(Link, (self.x, self.y))
else:
win.blit(Link, (self.x, self.y))
class Goblin(pygame.sprite.Sprite):
E_walkright = [pygame.image.load('E_R.png'), pygame.image.load('E_R2.png')]
E_walkleft = [pygame.image.load('E_L.png'), pygame.image.load('E_L2.png')]
def __init__(self, x, y, width, height, end, location):
pygame.sprite.Sprite.__init__(self)
super().__init__()
self.image = pygame.image.load("E_Standing.png")
self.rect = self.image.get_rect()
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.walkCount = 0
self.vel = 3
self.health = 10
self.visible = True
def draw(self,win):
self.move()
if self.visible:
if self.walkCount + 1 >= 6:
self.walkCount = 0
if self.vel > 0:
win.blit(self.E_walkright[self.walkCount //3], (self.x, self.y))
self.walkCount += 1
else:
win.blit(self.E_walkleft[self.walkCount //3], (self.x, self.y))
self.walkCount += 1
def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
def hit(self):
if self.health > 0:
self.health -= 1
else:
self.visible = False
print('hit')
player = Player(0,0,24,24, 0)
goblin = Goblin(100, 100, 24,24,480, 0)
player_group = pygame.sprite.Group()
player_group.add(player)
goblin_group = pygame.sprite.Group()
goblin_group.add(goblin)
goblin_group.draw(win)
player_group.draw(win)
run = True
while run:
win.fill((tan))
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x > player.vel:
player.x -= player.vel
player.left = True
player.right = False
player.standing = False
player.down = False
player.up = False
elif keys[pygame.K_RIGHT] and player.x < 500 - player.width - player.vel:
player.x += player.vel
player.right = True
player.left = False
player.standing = False
player.down = False
player.up = False
elif keys[pygame.K_DOWN] and player.y < 480 - player.height - player.vel:
player.y += player.vel
player.right = False
player.left = False
player.up = True
player.standing = False
player.down = False
elif keys[pygame.K_UP] and player.y > player.vel:
player.y -= player.vel
player.right = False
player.left = False
player.up = False
player.down = True
player.standing = False
elif keys[pygame.K_SPACE]:
player.Hit()
else:
player.standing = True
player.walkCount = 0
goblin.draw(win)
player.draw(win)
pygame.display.update()
goblin.update()
答案 0 :(得分:0)
问题在于您将 Player.rect
与 Goblin.rect
进行比较。这些在创建对象时是正确的,但是当玩家(或地精)移动时,rect
不 更新以匹配。所以你仍然在比较起始状态的位置。
使用给定的 x,y
初始定位精灵的 .rect
会更好更简单,然后使用 .rect
保持该位置。它还可以(轻松)用于碰撞检测和绘制到屏幕上。
变化不大:
class Goblin(pygame.sprite.Sprite):
E_walkright = [pygame.image.load('E_R.png'), pygame.image.load('E_R2.png')]
E_walkleft = [pygame.image.load('E_L.png'), pygame.image.load('E_L2.png')]
def __init__(self, x, y, width, height, end, location):
pygame.sprite.Sprite.__init__(self)
super().__init__()
self.image = pygame.image.load("E_Standing.png")
self.rect = self.image.get_rect( topleft=(x,y) ) # set initial position
self.path = [ x, end ]
self.walkCount = 0
self.vel = 3
self.health = 10
self.visible = True
def draw(self,win):
self.move()
if self.visible:
if self.walkCount + 1 >= 6:
self.walkCount = 0
if self.vel > 0:
win.blit(self.E_walkright[self.walkCount //3], self.rect )
self.walkCount += 1
else:
win.blit(self.E_walkleft[self.walkCount //3], self.rect )
self.walkCount += 1
def move(self):
if self.vel > 0:
if self.rect.x + self.vel < self.path[1]:
self.rect.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
else:
if self.rect.x - self.vel > self.path[0]:
self.rect.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
def hit(self):
if self.health > 0:
self.health -= 1
else:
self.visible = False
print('hit')
显然,播放器也需要类似的更改。
因此,当进行任何移动时,它只会应用于 .rect.x
和 .rect.y
,而不是应用于离散的 x
和 y
。