碰撞检测在我的游戏中起作用,但是每次子弹碰撞时我都无法找到任何方法来增加分数计数器。
[相关代码]
[class Bullet]
def collide(self, spriteGroup):
return pygame.sprite.spritecollide(self, spriteGroup, False)
[对手]
def collide(self, spriteGroup):
return pygame.sprite.spritecollide(self, spriteGroup, True)
[全局]
all_sprites_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
player = Agent()
all_sprites_list.add(player)
opponent = Opponent()
all_sprites_list.add(opponent)
[游戏循环内部]
bullet = Bullet()
Agent()
Opponent()
bullet_list.add(opponent)
# Call the update() method on all the sprites
all_sprites_list.update()
for b in bullet_list:
bullet_list.remove(b)#Otherwise it'll detect itself
b.collide(bullet_list)
bullet_list.add(b)
[尝试] 我已经尝试将碰撞方法转换为if语句并向player.score添加1,然后返回当前代码中显示的相同内容,但每次开始添加超过1子弹与对手相撞。我也在游戏循环中尝试了相同的方法,在b.collide(bullet_list)上使用if语句,但在打印player.score时也返回了一个数字流。我试着搜索.collide返回的内容,但我只能在pygame.sprite.collide_rect等命令中找到它。我使用了this tutorial中使用的.collide。有没有其他方法可以做到这一点,还是我使用错误命令?
[游戏代码]
import pygame
import time
import random
from pygame.locals import *
pygame.init()
display_width = 1002
display_height = 720
black = (0,0,0)
white = (255,255,255)
blue = (53,155,255)
gameDisplay = pygame.display.set_mode((display_width,display_height)) #creates surface/ display
clock = pygame.time.Clock() #sets a clock
bulletpicture = pygame.image.load("bullet.png")
bullet_width = 12
bullet_height = 5
blob_width = 51
blob_height = 51
class Agent(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("blob2.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.score = 0
self.previous_time = pygame.time.get_ticks()
self.speed = 5
def update(self):
""" Update the player's position. """
self.movex = 0
self.movey = 0
keystate = pygame.key.get_pressed()
#set boundaries:
if self.rect.y < 0:
self.rect.y = 0
if self.rect.y > display_height - blob_height:
self.rect.y = display_height - blob_height
if self.rect.x < 0:
self.rect.x = 0
if self.rect.x > 401 - blob_width:
self.rect.x = 401 - blob_width
#player movements
if keystate[pygame.K_a]:
self.movex = -self.speed
elif keystate[pygame.K_d]:
self.movex = self.speed
if keystate[pygame.K_w]:
self.movey = -self.speed
elif keystate[pygame.K_s]:
self.movey = self.speed
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.x += self.movex
self.rect.y += self.movey
def shoot(self):
# to tell the bullet where to spawn
current_time = pygame.time.get_ticks()
# ready to fire when 500 ms have passed.
if current_time - self.previous_time > 500:
self.previous_time = current_time
all_sprites_list.add(bullet)
bullet_list.add(bullet)
class Bullet(pygame.sprite.Sprite):
""" This class represents the bullet . """
def __init__(self):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = pygame.image.load("bullet.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.x = player.rect.x + 20
self.rect.y = player.rect.y + 20
def update(self):
""" Move the bullet. """
self.rect.x += 5
def collide(self, spriteGroup):
return pygame.sprite.spritecollide(self, spriteGroup, False)
class Opponent(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("blob2.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.velocity = [3, 3]
self.rect.x = display_width/1.2
self.rect.y = display_height/1.2
self.previous_time = pygame.time.get_ticks()
self.bullet_lst = []
self.lives = 3
def update(self):
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]
if self.rect.x + blob_width > display_width or self.rect.x < 601:
self.velocity[0] = -self.velocity[0]
if self.rect.y + blob_height > display_height or self.rect.y < 0:
self.velocity[1] = -self.velocity[1]
for b in range(len(self.bullet_lst)):
self.bullet_lst[b][0] -= 6
for bullet in self.bullet_lst:
if bullet[0] < 0:
self.bullet_lst.remove(bullet)
current_time = pygame.time.get_ticks()
# ready to fire when 500 ms have passed.
if current_time - self.previous_time > 600:
self.previous_time = current_time
self.bullet_lst.append([self.rect.x + 25, self.rect.y + 24])
def collide(self, spriteGroup):
return pygame.sprite.spritecollide(self, spriteGroup, True)
all_sprites_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
player = Agent()
all_sprites_list.add(player)
opponent = Opponent()
all_sprites_list.add(opponent)
done = False
while not done:
x = (display_width * 0.08)
y = (display_height * 0.2)
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# --- Game logic
bullet = Bullet()
Agent()
Opponent()
bullet_list.add(opponent)
# Call the update() method on all the sprites
all_sprites_list.update()
for b in bullet_list:
bullet_list.remove(b)#Otherwise it'll detect itself
b.collide(bullet_list)
bullet_list.add(b)
# Calculate mechanics for each bullet
for bullet in bullet_list:
# Remove the bullet if it flies up off the screen
if bullet.rect.x > 1010:
bullet_list.remove(bullet)
all_sprites_list.remove(bullet)
# --- Draw a frame
# Clear the screen
gameDisplay.fill(blue)
# Draw all the spites
all_sprites_list.draw(gameDisplay)
for bullet in opponent.bullet_lst:
gameDisplay.blit(bulletpicture, pygame.Rect(bullet[0], bullet[1], 0, 0))
if bullet[0] + bullet_width < player.rect.x + blob_width and bullet[0] > player.rect.x:
if bullet[1] > player.rect.y and bullet[1] < player.rect.y + blob_height or bullet[1] + bullet_height > player.rect.y and bullet[1] + bullet_height < player.rect.y + blob_height:
opponent.bullet_lst.remove(bullet)
opponent.lives -= 1
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 20 frames per second
clock.tick(60)
答案 0 :(得分:2)
使用pygame.sprite.spritecollide
查看哪些子弹与对手发生了碰撞:collided_bullets = pygame.sprite.spritecollide(opponent, bullet_list, True)
。它返回一个碰撞子弹的列表,您可以使用for循环进行迭代以增加分数并减少生命(每个碰撞的子弹一次)。
编辑:如果对手应该被移除并且如果同时应该有很多对手,那么最好使用pygame.sprite.groupcollide
并将对手组和子弹组作为参数传递。 groupcollide
返回一个字典,其中碰撞的对手作为键,列表中的子弹作为值。一旦对手的lives
用完,就会调用kill
方法,将其从all_sprites
和opponent
组中移除。
这是一个简单,完整的例子:
import pygame
pygame.init()
display_width = 1002
display_height = 720
blue = (53,155,255)
gameDisplay = pygame.display.set_mode((display_width,display_height))
clock = pygame.time.Clock()
bulletpicture = pygame.Surface((12, 5))
bulletpicture.fill((20, 30, 20))
class Bullet(pygame.sprite.Sprite):
"""This class represents the bullet."""
def __init__(self, pos):
super().__init__()
self.image = bulletpicture
self.rect = self.image.get_rect(center=pos)
def update(self):
"""Move the bullet."""
self.rect.x += 5
# Remove the bullet if it flies up off the screen
if self.rect.x > display_width+12:
self.kill() # Remove the sprite from all sprite groups.
class Opponent(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((30, 50))
self.image.fill((250, 130, 20))
self.rect = self.image.get_rect()
self.rect.x = display_width/1.2
self.rect.y = display_height/1.2
self.lives = 3
def update(self):
if self.lives <= 0:
self.kill() # Remove the sprite from all sprite groups.
all_sprites_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
opponents = pygame.sprite.Group()
opponent = Opponent()
all_sprites_list.add(opponent)
opponents.add(opponent)
score = 0
done = False
while not done:
# --- Event Processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Click a mouse button to instantiate a bullet.
bullet = Bullet(event.pos)
bullet_list.add(bullet)
all_sprites_list.add(bullet)
# --- Game logic
# Call the update() method on all the sprites.
all_sprites_list.update()
# Check which bullets have collided with the opponents.
collided_opponents = pygame.sprite.groupcollide(opponents, bullet_list, False, True)
for opponent, bullets in collided_opponents.items():
for bullet in bullets:
score += 1 # Increment the score.
opponent.lives -= 1 # Decrement the lives.
pygame.display.set_caption(str(score))
# --- Draw a frame
gameDisplay.fill(blue)
all_sprites_list.draw(gameDisplay)
pygame.display.flip()
clock.tick(60)