如何在碰撞时增加Player类大小?

时间:2016-05-01 01:41:20

标签: python class pygame size

我目前正在制作一个方形收集游戏,其中用户/玩家将是一个蓝色方块,只能收集小于玩家方阵的方块。这些用颜色表示,如果方块小于播放器而不是绿色,如果它更大则为红色。

我遇到了一个问题,当玩家与绿色方块发生碰撞时,我无法弄清楚如何增加玩家的尺寸。我已经尝试了许多似乎不起作用的不同的东西,并会欣赏一些不同的选项来尝试完成这项任务。

以下是我目前使用的代码:

import pygame
import random

# Define some colors
BLACK = (  0,   0,   0)
WHITE = (255, 255, 255)
RED   = (255,   0,   0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)

class Block(pygame.sprite.Sprite):
    """
    This class represents the ball.
    It derives from the "Sprite" class in Pygame.
    """

    def __init__(self, color, width, height):
        """ Constructor. Pass in the color of the block,
        and its x and y position. """

        # Call the parent class (Sprite) constructor
        super().__init__()

        # Create an image of the block, and fill it with a color.
        # This could also be an image loaded from the disk.
        self.image = pygame.Surface([width, height])
        self.image.fill(color)

        # Fetch the rectangle object that has the dimensions of the image
        # image.
        # Update the position of this object by setting the values
        # of rect.x and rect.y
        self.rect = self.image.get_rect()

class Player(pygame.sprite.Sprite):
    """ The class is the player-controlled sprite. """

    # -- Methods
    def __init__(self, x, y):
        """Constructor function"""
        # Call the parent's constructor
        super().__init__()

        # Set height, width
        self.image = pygame.Surface([15, 15])
        self.image.fill(BLUE)

        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

        # -- Attributes
        # Set speed vector
        self.change_x = 0
        self.change_y = 0

    def changespeed(self, x, y):
        """ Change the speed of the player"""
        self.change_x += x
        self.change_y += y

    def update(self):
        """ Find a new position for the player"""
        # move left or right
        self.rect.x += self.change_x
        if self.rect.x <= 0:
            self.rect.x = 1
            wall_sound.play()
        if self.rect.x >= 680:
            self.rect.x = 679
            wall_sound.play()
        # move up or down
        self.rect.y += self.change_y
        if self.rect.y <= 0:
            self.rect.y = 1
            wall_sound.play()
        if self.rect.y >= 385:
            self.rect.y = 384
            wall_sound.play()


# Initialize Pygame
pygame.init()

# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])

# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'Group.'
block_list = pygame.sprite.Group()

# This is a list of every sprite. 
# All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()

# Create a BLUE player block
p_width = 30
p_height = 25
p_size = (p_width, p_height)
player = Player(p_width, p_height)
all_sprites_list.add(player)

# BLOCK LIST 
for i in range(50):
    width = random.randrange(20, 50)
    height = width - 5
    b_size = (width, height)
    if b_size <= p_size:
        color = GREEN
    if b_size > p_size:
        color = RED
    # This represents a block
    block = Block(color, width, height)

    # Set a random location for the block
    block.rect.x = random.randrange(screen_width - width)
    block.rect.y = random.randrange(screen_height - height)

    # Add the block to the list of objects
    block_list.add(block)
    all_sprites_list.add(block)

# Loop until the user clicks the close button.
done = False

# Pygame sound effects

collect_good = pygame.mixer.Sound("SnowWalk.ogg")
collect_bad = pygame.mixer.Sound("icebreaks.ogg")
wall_sound = pygame.mixer.Sound("evillaugh.ogg")

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

font = pygame.font.Font(None, 25)

score = 0

# -------- Main Program Loop -----------
while not done:
    for event in pygame.event.get(): 
        if event.type == pygame.QUIT: 
            done = True

     # Set the speed based on the key pressed
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                player.changespeed(-3, 0)
            elif event.key == pygame.K_RIGHT:
                player.changespeed(3, 0)
            elif event.key == pygame.K_UP:
                player.changespeed(0, -3)
            elif event.key == pygame.K_DOWN:
                player.changespeed(0, 3)

        # Reset speed when key goes up
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                player.changespeed(3, 0)
            elif event.key == pygame.K_RIGHT:
                player.changespeed(-3, 0)
            eli
    # See if the player block has collided with anything.
        #good
    blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)

    # Check the list of collisions.
        #good
    for block in blocks_hit_list:
        score += 1
        collect_good.play()

    if score <= -1:
        done = True
    # Draw all the spites
    all_sprites_list.draw(screen)

    text = font.render("Score: " + str(score), True, BLACK)
    screen.blit(text, [20, 300])

    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # Limit to 60 frames per second
    clock.tick(60)

pygame.quit()f event.key == pygame.K_UP:
                player.changespeed(0, 3)
            elif event.key == pygame.K_DOWN:
                player.changespeed(0, -3)

     # This calls update on all the sprites
    all_sprites_list.update()

    # Clear the screen
    screen.fill(WHITE)

    # See if the player block has collided with anything.
        #good
    blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)

    # Check the list of collisions.
        #good
    for block in blocks_hit_list:
        score += 1
        collect_good.play()

    if score <= -1:
        done = True
    # Draw all the spites
    all_sprites_list.draw(screen)

    text = font.render("Score: " + str(score), True, BLACK)
    screen.blit(text, [20, 300])

    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # Limit to 60 frames per second
    clock.tick(60)

pygame.quit()

1 个答案:

答案 0 :(得分:0)

让玩家构造函数获取宽度和高度以及x和y。在碰撞检查中,增加这些并为新增加的x和y值为玩家创建新图像。不要忘记同时重置播放器矩形。

此外,您正在传递宽度和高度,并将它们用作x和y而不是宽度和高度。