I am building a top down shooter in the style of Raiden 2. I need to know how to get access to the enemy object when I detect collision using 'spritecollide'.
The reason I need the enemy object is so that I can lower their energy level for every bullet that hits them.
This is the dictionary that I have to work with:
enemyCollisions = pygame.sprite.groupcollide(shipBulletGroup, enemyGroup, True, False)
Here's my Bullet class:
class Bullet(Entity):
def __init__(self, ship, angle):
Entity.__init__(self)
self.speed = 8
self.level = 0
self.image = pygame.Surface((BULLET_DIMENSIONS, BULLET_DIMENSIONS)).convert()
self.rect = self.image.get_rect()
self.rect.x = ship.rect.centerx
self.rect.y = ship.rect.top
self.angle = angle
def update(self, enemyGroup):
if self.rect.bottom < 0:
self.kill()
else:
self.rect.y -= self.speed
Here's my unfinished Enemy class:
class Enemy_1(Entity):
def __init__(self):
Entity.__init__(self)
self.speed = (1, 1)
self.energy = 10
self.begin = False
self.run = False
self.image = pygame.Surface((WIN_W/5, WIN_H/15)).convert()
self.image.fill((70, 70, 70))
self.rect = self.image.get_rect()
self.rect.centerx = WIN_W/1.333
self.rect.y = -WIN_H/15
def shoot(self):
bullet_1 = Bullet(self, 270)
bullet_2 = Bullet(self, 225)
bullet_3 = Bullet(self, 315)
def update(self, enemyGroup, timer):
if timer == 300:
self.begin = True
elif timer == 900:
self.run = True
elif timer > 900 and self.rect.x > WIN_W:
self.remove(enemyGroup)
if self.run:
self.rect.x += self.speed[0]
self.rect.y += self.speed[1]
elif self.begin:
self.rect.y += self.speed[1]
if self.rect.y > WIN_H/4:
self.rect.y = WIN_H/4
if self.energy == 0:
self.kill()
Here's the complete program:
import sys, pygame, os, random, math
from ast import literal_eval
# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'
# Constants
LEFT = 'left'
RIGHT = 'right'
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
PILL_WIDTH = 5
PILL_HEIGHT = 20
WIN_W = 500
WIN_H = 800
SHIP_WIDTH = WIN_W/15
SHIP_HEIGHT = WIN_H/15
BULLET_DIMENSIONS = 5
TIMER = 0
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Text(Entity):
def __init__(self, text, size, color, position, font=None):
Entity.__init__(self)
self.color = color
self.font = pygame.font.Font(font, size)
self.text = text
self.set(text, position)
def set(self, text, position):
self.image = self.font.render(str(text), 1, self.color)
self.rect = self.image.get_rect()
self.rect.move_ip(position[0]-self.rect.width/2, (position[1]-self.rect.height)/2)
class Ship(Entity):
def __init__(self, container):
Entity.__init__(self)
self.speed = 5
self.score = 0
self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
self.rect = self.image.get_rect()
self.rect.centerx = container.centerx
self.rect.y = container.centery
def update(self, bulletGroup):
key = pygame.key.get_pressed()
if key[pygame.K_w]:
self.rect.centery -= self.speed
if key[pygame.K_s]:
self.rect.centery += self.speed
if key[pygame.K_d]:
self.rect.centerx += self.speed
if key[pygame.K_a]:
self.rect.centerx -= self.speed
if key[pygame.K_SPACE]:
if TIMER % 7 == 0:
bullet = Bullet(self, 90, 'friend')
bulletGroup.add(bullet)
# Ship Movement Boundaries
if self.rect.y < WIN_H/25:
self.rect.y = WIN_H/25
if self.rect.y > WIN_H - SHIP_HEIGHT:
self.rect.y = WIN_H - SHIP_HEIGHT
if self.rect.x < 0:
self.rect.x = 0
if self.rect.x > WIN_W - SHIP_WIDTH:
self.rect.x = WIN_W - SHIP_WIDTH
class Bullet(Entity):
def __init__(self, ship, angle, type):
Entity.__init__(self)
self.speed = 8
self.level = 0
self.image = pygame.Surface((BULLET_DIMENSIONS, BULLET_DIMENSIONS)).convert()
self.rect = self.image.get_rect()
self.dx = math.cos(math.radians(angle)) * self.speed
self.dy = math.sin(math.radians(angle)) * self.speed
self.setXY(ship, type)
def setXY(self, ship, type):
self.rect.x = ship.rect.centerx
if type == 'friend':
self.rect.y = ship.rect.top
elif type == 'enemy':
self.rect.y = ship.rect.bottom
def update(self):
if self.rect.bottom < 0:
self.kill()
else:
self.rect.x -= self.dx
self.rect.y -= self.dy
if type == 'friend':
self.rect.y = -self.rect.y
self.rect.x = -self.rect.x
class Powerup(Entity):
def __init__(self, xden, pillCount):
Entity.__init__(self)
self.speed = 3
self.density = xden
self.image = pygame.Surface((PILL_WIDTH, PILL_HEIGHT)).convert()
self.rect = self.image.get_rect()
self.rect = self.rect.move(100,100)
def restart(self):
pass
def update(self):
if self.rect.y > WIN_H:
del self
else:
self.rect = self.rect.move((0, self.speed))
class Enemy(Entity):
def __init__(self):
Entity.__init__(self)
self.begin = False
self.run = False
self.color = (153, 0, 76)
class Planes(Enemy):
def __init__(self, speed, energy, size, location):
Enemy.__init__(self)
self.speed = speed
self.energy = energy
self.image = pygame.Surface(size).convert()
self.image.fill(self.color)
self.rect = self.image.get_rect()
self.rect.centerx = location[0]
self.rect.y = location[1]
def shoot(self, enemyBulletGroup):
bullet_1 = Bullet(self, 240, 'enemy')
bullet_2 = Bullet(self, 270, 'enemy')
bullet_3 = Bullet(self, 300, 'enemy')
enemyBulletGroup.add(bullet_1, bullet_2, bullet_3)
def update(self, enemyGroup, enemyBulletGroup):
if TIMER == 300:
self.begin = True
elif TIMER == 900:
self.run = True
elif self.rect.x > WIN_W or self.energy == 0:
self.kill()
if self.run:
self.rect.x += self.speed[0]
self.rect.y += self.speed[1]
if TIMER % 100 == 0:
self.shoot(enemyBulletGroup)
elif self.begin:
self.rect.y += self.speed[1]
if self.rect.y > WIN_H/4:
self.rect.y = WIN_H/4
if TIMER % 100 == 0:
self.shoot(enemyBulletGroup)
def main():
# Initialize Everything
pygame.init()
global TIMER
fps = 60
lLeft = lRight = lUp = lDown = shoot = False
clock = pygame.time.Clock()
play = True
pygame.display.set_caption('Pong')
screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)
# Create Game Objects
ship = Ship(pygame.rect.Rect(0, 0, WIN_W, WIN_H))
score1 = Text("Score: " + str(ship.score), 40, BLACK, (WIN_W/2, (WIN_H/25)))
enemy_1 = Planes((1, 1), 10, (WIN_W/5, WIN_H/15), (WIN_W/1.4, -WIN_H/15))
# Create Groups
powerupGroup = pygame.sprite.Group()
shipGroup = pygame.sprite.Group()
shipGroup.add(ship)
textGroup = pygame.sprite.Group()
textGroup.add(score1)
shipBulletGroup = pygame.sprite.Group()
enemyBulletGroup = pygame.sprite.Group()
enemyGroup = pygame.sprite.Group()
enemyGroup.add(enemy_1)
# Gameplay
while play:
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
# Update
powerupGroup.update()
ship.update(shipBulletGroup)
shipBulletGroup.update()
textGroup.update()
enemyGroup.update(enemyGroup, enemyBulletGroup)
enemyBulletGroup.update()
enemyCollisions = pygame.sprite.groupcollide(shipBulletGroup, enemyGroup, True, False)
for key in enemyCollisions:
print enemyCollisions[key].energy
# Print Background/Sprites
screen.fill(WHITE)
powerupGroup.draw(screen)
shipGroup.draw(screen)
shipBulletGroup.draw(screen)
textGroup.draw(screen)
enemyGroup.draw(screen)
enemyBulletGroup.draw(screen)
# Print Score Bar
hori_partition = pygame.Surface((WIN_W, 1))
screen.blit(hori_partition, (0, WIN_H/25))
TIMER += 1
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
if __name__ == "__main__":
main()
答案 0 :(得分:1)
pygame.sprite.groupcollide()
函数返回值为列表对象的字典:
group1 中的每个Sprite都会添加到返回字典中。每个项目的值是 group2 中相交的精灵列表。
这就是为什么在迭代返回dict时调用print enemyCollisions[key].energy
失败的原因,因为列表对象 - enemyCollisions[key]
的值 - 没有energy()
方法。
要在Python 2.X中访问字典的所有值,您可以使用dict实例的.itervalues()
方法。要获取每个碰撞的精灵,请再次迭代这些值:
enemyCollisions = pygame.sprite.groupcollide(shipBulletGroup, enemyGroup, True, False)
#iterate over all values of the enemyCollisions dict
for enemyCollisions in enemyCollisions.itervalues():
#access all enemies which collided with an shipBullet
for enemy in enemyCollisions:
print enemy.energy
答案 1 :(得分:0)
访问碰撞精灵属性的语法如下:
collisions = pygame.sprite.spritecollide(self, pillGroup, True)
for key in collisions:
self.density += key.density