我正在尝试制作一款复古风格的2D射击游戏,目前我正在制作一枚归航导弹。我需要从一个组(pygame.sprite.Group)
中随机选择一个精灵,找出它的x
和y
坐标。我已经把它放在这些坐垫上,所以我不需要帮助。我的代码是:
Enemy class
(它们的大小和图片各不相同):
class EnemyShipLevel1(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("C:/Users /Me/PycharmProjects/Game folder/SpaceShip game/Enemy1.png")
self.rect = self.image.get_rect()
self.rect.y = -50
self.rect.centerx = random.randint(15, SCREEN_WIDTH-15)
self.change_y = 0
self.cooldown = 0
self.targetx = 500
self.health = 1
if self.targetx >= self.rect.centerx:
self.change_x = 2
else:
self.change_x = -2
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
if self.rect.centery < 200:
self.rect.centery += 2
self.get_target()
if self.targetx > self.rect.centerx+10:
self.change_x = 3
elif self.targetx < self.rect.centerx-10:
self.change_x = -3
else:
self.change_x = 0
self.cooldown -= 1
if self.rect.left < screen_rect.left:
self.change_x = -self.change_x
if self.rect.right > screen_rect.right:
self.change_x = -self.change_x
if self.cooldown < 0 and (self.rect.centerx-50 < self.targetx < self.rect.centerx+50) and player.trans is False:
self.cooldown = random.randint(15, 25)
laser = NormalLaser(self.rect.centery, self.rect.centerx, False, 0, 8)
all_sprite_list.add(laser)
enemy_laser_list.add(laser)
player_laser_hit_list = pygame.sprite.spritecollide(self, player_laser_list, True)
for laser in player_laser_hit_list:
if self.health < 1:
all_sprite_list.remove(self)
enemy_list.remove(self)
else:
self.health -= 1
def get_target(self):
self.targetx = player.rect.centerx
Targeting Laser class
(我知道你不能弯曲激光):
class TargetingLaser(pygame.sprite.Sprite):
def __init__(self, start_x, start_y, dest_x, dest_y):
super().__init__()
self.floating_point_x = start_x
self.floating_point_y = start_y
self.x_diff = dest_x - start_x
self.y_diff = dest_y - start_y
self.angle = math.atan2(self.y_diff, self.x_diff)
self.velocity = 10
self.change_x = math.cos(self.angle) * self.velocity
self.change_y = math.sin(self.angle) * self.velocity
self.image = pygame.image.load("C:/Users/Minecraft/PycharmProjects/Game folder/SpaceShip game/Laser.png")
self.image = pygame.transform.rotate(self.image, -(math.degrees(self.angle)+90))
self.rect = self.image.get_rect()
self.rect.centerx = start_x
self.rect.centery = start_y
def update(self):
self.floating_point_y += self.change_y
self.floating_point_x += self.change_x
self.rect.y = int(self.floating_point_y)
self.rect.x = int(self.floating_point_x)
if self.rect.top < screen_rect.top:
player_laser_list.remove(self)
enemy_laser_list.remove(self)
all_sprite_list.remove(self)
if self.rect.bottom > screen_rect.bottom:
player_laser_list.remove(self)
all_sprite_list.remove(self)
enemy_laser_list.remove(self)
if self.rect.left < screen_rect.left:
player_laser_list.remove(self)
all_sprite_list.remove(self)
enemy_laser_list.remove(self)
if self.rect.right > screen_rect.right:
player_laser_list.remove(self)
all_sprite_list.remove(self)
enemy_laser_list.remove(self)
游戏循环:
all_sprite_list = pygame.sprite.Group()
enemy_list = pygame.sprite.Group()
player_list = pygame.sprite.GroupSingle()
player_laser_list = pygame.sprite.Group()
enemy_laser_list = pygame.sprite.Group()
live_list = pygame.sprite.Group()
health_bar_list = pygame.sprite.GroupSingle()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
screen_rect = screen.get_rect()
pygame.display.set_caption('Game')
clock = pygame.time.Clock()
Play = True
player = Player(SCREEN_WIDTH/2, SCREEN_HEIGHT-30)
all_sprite_list.add(player)
player_list.add(player)
for counter in range(2):
enemy = EnemyShipLevel1()
all_sprite_list.add(enemy)
enemy_list.add(enemy)
live1 = LivesIcon(5, 0, 1)
live_list.add(live1)
live1 = LivesIcon(27, 30, 2)
live_list.add(live1)
live1 = LivesIcon(50, 0, 3)
live_list.add(live1)
live1 = LivesIcon(72, 30, 4)
live_list.add(live1)
live1 = LivesIcon(95, 0, 5)
live_list.add(live1)
all_sprite_list.add(live_list)
health_bar = PlayerHealthBar(0, 690)
all_sprite_list.add(health_bar)
health_bar_list.add(health_bar)
ship = EnemyShipLevel3()
all_sprite_list.add(ship)
enemy_list.add(ship)
while Play is True:
# Shooting
if player.shooting is True:
if player.laser_cooldown < 0:
player.laser_cooldown = 5
if player.last_shot == "left":
player.last_shot = "right"
laser = NormalLaser(player.rect.centery-2, player.rect.centerx + 11, True, 0, 8)
all_sprite_list.add(laser)
player_laser_list.add(laser)
else:
player.last_shot = "left"
laser = NormalLaser(player.rect.centery-2, player.rect.centerx - 11, True, 0, 8)
all_sprite_list.add(laser)
player_laser_list.add(laser)
if player.rocket_cooldown < 0:
player.rocket_cooldown = 15
for counter in range(10):
laser = TargetingLaser(player.rect.centerx,player.rect.centery, player.rect.centerx, 0)
all_sprite_list.add(laser)
player_laser_list.add(laser)
# Shooting
# Levels
if len(enemy_list) == 0:
all_sprite_list.remove(enemy_laser_list)
all_sprite_list.remove(player_laser_list)
enemy_laser_list.empty()
player_laser_list.empty()
player.level += 1
for counter in range(player.spawn_enemies1):
enemy = EnemyShipLevel1()
all_sprite_list.add(enemy)
enemy_list.add(enemy)
for counter in range(player.spawn_enemies2):
enemy2 = EnemyShipLevel2()
all_sprite_list.add(enemy2)
enemy_list.add(enemy2)
for counter in range(player.spawn_enemies3):
ship = EnemyShipLevel3()
all_sprite_list.add(ship)
enemy_list.add(ship)
if player.level == 2:
player.spawn_enemies1 = 3
player.spawn_enemies2 = 1
if player.level == 3:
player.spawn_enemies1 = 5
player.spawn_enemies2 = 2
if player.level == 4:
player.spawn_enemies1 = 10
player.spawn_enemies2 = 5
if player.level == 5:
player.spawn_enemies1 = 12
player.spawn_enemies2 = 8
player.spawn_enemies3 = 1
# Levels
# End Game
if player.lives == 0:
Play = False
# End Game
# Keys
for event in pygame.event.get():
if event.type == pygame.QUIT:
Play = False
elif event.type == pygame.KEYDOWN:
if (event.key == pygame.K_a) or (event.key == pygame.K_LEFT):
player.change_x = -5
elif (event.key == pygame.K_d) or (event.key == pygame.K_RIGHT):
player.change_x = 5
if event.key == pygame.K_SPACE:
player.shooting = True
elif event.type == pygame.KEYUP:
player.rotation = 0
player.change_x = 0
player.change_y = 0
if event.key == pygame.K_SPACE:
player.shooting = False
# Keys
all_sprite_list.update()
screen.fill(BLACK)
all_sprite_list.draw(screen)
enemy_laser_list.draw(screen)
player_laser_list.draw(screen)
pygame.display.update()
clock.tick(60)
quit()
每当你杀死所有衍生出来的敌人,游戏就会产生更多并将它们添加到enemy_list()
。
答案 0 :(得分:0)
如果你问如何随机选择一个精灵,那么使用random.randint(0,30)(或sprite的数量)然后做一系列if语句。示例代码。
import random
import pygame
class Enemy:
def __init__()
random_sprite = random.randint(0, 1)
# Then put in two variables which equal to the png (I will use sprite1 and sprite2)
def sprite_render
if random_sprite == 0:
# Just blit sprite1
elif random_sprite == 1:
# Just blit sprite2
(之所以我只是评论了图像内容的动作,是因为几乎每个人都以不同的方式进行操作,这不是这个答案的主要内容。)
答案 1 :(得分:0)
您可以为每个敌人分配number
属性。
例如,你可以像这样开始你的敌人功能:
class EnemyShipLevel1(pygame.sprite.Sprite):
number = None
def __init__(self,number):
super().__init__()
self.number = number
self.image = pygame.image.load("C:/Users /Me/PycharmProjects/Game folder/SpaceShip game/Enemy1.png")
现在当你在敌人中产生时,你会添加数字属性:
for counter in range(2): # change this number to use more than 2 enemies (I use 30 later)
enemy = EnemyShipLevel1(counter)
all_sprite_list.add(enemy)
enemy_list.add(enemy)
你要做的就是随机选择精灵:
choice = random.randrange(0,30) # between 0 and the number of enemies spawned
for i in enemy_list:
if i.number == choice:
# make i the target of the laser
target_x = i.rect.x
target_y = i.rect.y