我终于想出了如何射击子弹,但现在我想在球员头部旋转时旋转子弹的原点。现在它只是在x线上直接射击。小怪们工作正常。我只需要添加碰撞和在玩家角度旋转的子弹。我会自己做碰撞但是如果有人能暗示我会感激。我现在主要关注的是根据玩家的角度旋转子弹,并在飞出屏幕时“杀死”子弹。
import pygame
import random
import math
GRAD = math.pi / 180
black = (0,0,0)
class Config(object):
fullscreen = True
width = 1366
height = 768
fps = 60
class Player(pygame.sprite.Sprite): #player class
maxrotate = 180
down = (pygame.K_DOWN)
up = (pygame.K_UP)
def __init__(self, startpos=(102,579), angle=0):
super().__init__()
self.pos = list(startpos)
self.image = pygame.image.load('BigShagHoofdzzz.gif')
self.orig_image = self.image
self.rect = self.image.get_rect(center=startpos)
self.angle = angle
def update(self, seconds):
pressedkeys = pygame.key.get_pressed()
if pressedkeys[self.down]:
self.angle -= 2
self.rotate_image()
if pressedkeys[self.up]:
self.angle += 2
self.rotate_image()
def rotate_image(self):#rotating player image
self.image = pygame.transform.rotate(self.orig_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
class Mob(pygame.sprite.Sprite):#monster sprite
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('Monster1re.png')
self.rect = self.image.get_rect()
self.rect.x = 1400
self.rect.y = random.randrange(500,600)
self.speedy = random.randrange(-8, -1)
def update(self):
self.rect.x += self.speedy
if self.rect.x < -100 :
self.rect.x = 1400
self.speedy = random.randrange(-8, -1)
class Bullet(pygame.sprite.Sprite):#bullet sprite needs to rotate according to player's angle.
""" This class represents the bullet . """
def __init__(self):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = pygame.image.load('lols.png').convert()
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
def update(self):
""" Move the bullet. """
self.rect.x += 10
#end class
player = Player()
mobs = []
for x in range(0,10):
mob = Mob()
mobs.append(mob)
print(mobs)
all_sprites_list = pygame.sprite.Group()
allgroup = pygame.sprite.LayeredUpdates()
allgroup.add(player)
for mob in mobs:
all_sprites_list.add(mob)
def main():
#game
pygame.mixer.pre_init(44100, -16, 1, 512)
pygame.mixer.init()
pygame.init()
screen=pygame.display.set_mode((Config.width, Config.height),
pygame.FULLSCREEN)
background = pygame.image.load('BGGameBig.png')
sound = pygame.mixer.Sound("shoot2.wav")
bullet_list = pygame.sprite.Group
clock = pygame.time.Clock()
FPS = Config.fps
mainloop = True
while mainloop:
millisecond = clock.tick(Config.fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
mainloop = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
mainloop = False
if event.key == pygame.K_SPACE: #Bullet schiet knop op space
bullet = Bullet()
bullet.rect.x = player.rect.x
bullet.rect.y = player.rect.y
all_sprites_list.add(bullet)
bullet_list.add(bullet)
sound.play()
if event.key == pygame.K_ESCAPE:
mailoop = False
pygame.display.set_caption("hi")
allgroup.update(millisecond)
all_sprites_list.update()
screen.blit(background, (0,0))
allgroup.draw(screen)
all_sprites_list.draw(screen)
pygame.display.flip()
if __name__ == '__main__':
main()
pygame.quit()
所以它需要在玩家self.angle上旋转,按下按键或按键时会更新。
答案 0 :(得分:2)
你需要使用三角学或向量来计算子弹的速度(我在这里使用trig)。将玩家的角度传递给Bullet
,然后使用负角度math.cos
和math.sin
获取子弹的方向并按所需速度缩放。实际位置必须存储在列表或向量中,因为pygame.Rect
s只能将整数作为坐标。
class Bullet(pygame.sprite.Sprite):
"""This class represents the bullet."""
def __init__(self, pos, angle):
super().__init__()
# Rotate the image.
self.image = pygame.transform.rotate(your_bullet_image, angle)
self.rect = self.image.get_rect()
speed = 5 # 5 pixels per frame.
# Use trigonometry to calculate the velocity.
self.velocity_x = math.cos(math.radians(-angle)) * speed
self.velocity_y = math.sin(math.radians(-angle)) * speed
# Store the actual position in a list or a vector.
self.pos = list(pos)
def update(self):
""" Move the bullet. """
self.pos[0] += self.velocity_x
self.pos[1] += self.velocity_y
# Update the position of the rect as well.
self.rect.center = self.pos
# In the event loop.
if event.key == pygame.K_SPACE:
# Pass the position and angle of the player.
bullet = Bullet(player.rect.center, player.angle)
all_sprites_list.add(bullet)
bullet_list.add(bullet)