pygame与子弹的碰撞找不到碰撞

时间:2018-11-28 18:47:35

标签: python pygame collision-detection

运行代码时,程序对我说:

    Traceback (most recent call last):
  File "C:\Users\User\Documents\projects\two_player_gun_game.py", line 192, in <module>
    if player_one_bullet.is_collided_with(player_two):
NameError: name 'player_one_bullet' is not defined

我不明白为什么会出现这个原因,我在is_collided_with但是其中一个类中创建了一个函数。看来还是行不​​通的。我在底部放置了一个if语句来检查冲突。玩家1和2的子弹会发生冲突。 这是我要提供帮助的代码:

import pygame
import random
import sys

pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()  # A clock to limit the frame rate.
pygame.display.set_caption("this game")


class Background:
    picture = pygame.image.load("C:/images/space.jpg").convert()
    picture = pygame.transform.scale(picture, (1280, 720))

    def __init__(self, x, y):
        self.xpos = x
        self.ypos = y

    def draw(self):
        screen.blit(self.picture, (self.xpos, self.ypos))


class player_first:
    picture = pygame.image.load("C:/aliens/ezgif.com-crop.gif")
    picture = pygame.transform.scale(picture, (200, 200))

    def __init__(self, x, y):
        self.xpos = x
        self.ypos = y
        self.speed_x = 0
        self.speed_y = 0
        self.rect = self.picture.get_rect()


    def update(self):
        self.xpos += self.speed_x
        self.ypos += self.speed_y

    def draw(self):      #left right
        #screen.blit(pygame.transform.flip(self.picture, True, False), self.rect)
        screen.blit(self.picture, (self.xpos, self.ypos))


class player_second:
    picture = pygame.image.load("C:/aliens/Giantmechanicalcrab2 - Copy.gif")
    picture = pygame.transform.scale(picture, (300, 200))

    def __init__(self, x, y):
        self.xpos = x
        self.ypos = y
        self.speed_x = 0
        self.speed_y = 0
        self.rect = self.picture.get_rect()


    def update(self):
        self.xpos += self.speed_x
        self.ypos += self.speed_y

    def draw(self):      #left right
        #screen.blit(pygame.transform.flip(self.picture, True, False), self.rect)
        screen.blit(self.picture, (self.xpos, self.ypos))







class player_one_Bullet(pygame.sprite.Sprite):
    picture = pygame.image.load("C:/aliens/giphy.gif").convert_alpha()
    picture = pygame.transform.scale(picture, (100, 100))


    def __init__(self):
        self.xpos = 360
        self.ypos = 360
        self.speed_x = 0
        super().__init__()
        self.rect = self.picture.get_rect()


    def update(self):
        self.xpos += self.speed_x

    def draw(self):
        screen.blit(self.picture, (self.xpos, self.ypos))
        #self.screen.blit(pygame.transform.flip(self.picture, False, True), self.rect)

    def is_collided_with(self, sprite):
        return self.rect.colliderect(sprite.rect)


class player_two_Bullet(pygame.sprite.Sprite):
    picture = pygame.image.load("C:/aliens/MajesticLavishBackswimmer-size_restricted.gif").convert_alpha()
    picture = pygame.transform.scale(picture, (100, 100))
    picture = pygame.transform.rotate(picture, 180)


    def __init__(self):
        self.xpos = 360
        self.ypos = 360
        self.speed_x = 0
        super().__init__()
        self.rect = self.picture.get_rect()


    def update(self):
        self.xpos -= self.speed_x

    def draw(self):
        screen.blit(self.picture, (self.xpos, self.ypos))
        #self.screen.blit(pygame.transform.flip(self.picture, False, True), self.rect)

    def is_collided_with(self, sprite):
        return self.rect.colliderect(sprite.rect)


player_one = player_first(0, 0)
player_two = player_second(1000, 0)
cliff = Background(0, 0)
player_one_bullet_list = pygame.sprite.Group()
player_two_bullet_list = pygame.sprite.Group()



while True:

    for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w:
                    player_one.speed_y = -5

                elif event.key == pygame.K_s:
                    player_one.speed_y = 5

                elif event.key == pygame.K_UP:
                    player_two.speed_y = -5

                elif event.key == pygame.K_DOWN:
                    player_two.speed_y = 5







                elif event.key == pygame.K_SPACE:
                    player_one_bullet = player_one_Bullet()

                    player_one_bullet.ypos = player_one.ypos
                    player_one_bullet.xpos = player_one.xpos

                    player_one_bullet.speed_x = 14

                    player_one_bullet_list.add(player_one_bullet)



                elif event.key == pygame.K_KP0:
                    player_two_bullet = player_two_Bullet()

                    player_two_bullet.ypos = player_two.ypos
                    player_two_bullet.xpos = player_two.xpos

                    player_two_bullet.speed_x = 14

                    player_two_bullet_list.add(player_two_bullet)




            elif event.type == pygame.KEYUP:
                # Stop moving when the keys are released.
                if event.key == pygame.K_s and player_one.speed_y > 0:
                    player_one.speed_y = 0
                elif event.key == pygame.K_w and player_one.speed_y < 0:
                    player_one.speed_y = 0


                if event.key == pygame.K_DOWN and player_two.speed_y > 0:
                    player_two.speed_y = 0
                elif event.key == pygame.K_UP and player_two.speed_y < 0:
                    player_two.speed_y = 0


    if player_one_bullet.is_collided_with(player_two):  
            player_one_bullet.kill()


    if player_two_bullet.is_collided_with(player_one):  
            player_two_bullet.kill()

    player_one.update()
    player_two.update()
    cliff.draw()
    player_one.draw()
    player_two.draw()

    player_one_bullet_list.update()
    player_two_bullet_list.update()

    for player_one_bullet in player_one_bullet_list:
            player_one_bullet.draw()


    for player_two_bullet in player_two_bullet_list:
            player_two_bullet.draw()



    pygame.display.flip()
    clock.tick(60)



#IGNORE THIS 
#player_one_bullet_list = pygame.sprite.Group()



#elif event.key == pygame.K_SPACE:
#                    player_one_bullet = player_one_Bullet()
#
#                    player_one_bullet.ypos = player_one.ypos
#                    player_one.xpos = player_one.xpos
#
#                    player_one_bullet.speed_x = 14
#
#                    player_one_bullet_list.add(player_one_bullet)
#
#    
#player_one_bullet_list.update()
#
#    for player_one_bullet in player_one_bullet_list:
#            player_one_bullet.draw()


#if hammerhood.rect.colliderect(crab):  #.rect.top
#            hammerhood.speed_y = 0

1 个答案:

答案 0 :(得分:0)

当python抱怨未定义的东西时,通常意味着您正在尝试使用不存在或尚未制造的东西。

这是您唯一定义“ player_one_bullet”的时间:

elif event.key == pygame.K_SPACE:
    player_one_bullet = player_one_Bullet()`

只要您不按空格,就不会有子弹,并且'player_one_bullet'仍然不确定。

这就是这段代码给出错误的原因:

if player_one_bullet.is_collided_with(player_two):

您不能使用不存在的东西!

另外,只有从每个玩家发射的最后一颗子弹会检查它是否击中了另一个玩家,其他子弹会忽略所有内容!

幸运的是,有一种简单的方法可以修复它;而不是这样做:

if player_one_bullet.is_collided_with(player_two):  
    player_one_bullet.kill()

if player_two_bullet.is_collided_with(player_one):  
    player_two_bullet.kill()

您可以使用player_one_bullet_listplayer_two_bullet_list来检查子弹是否存在以及它们是否在碰撞!

for bullet in player_one_bullet_list.sprites():
    if bullet.is_collided_with(player_two):
        player_one_bullet.kill()

for bullet in player_two_bullet_list.sprites():
    if bullet.is_collided_with(player_one):
        player_two_bullet.kill()

现在,您有一个用于循环浏览子弹列表的for循环,如果仅存在子弹,则它将检查是否存在碰撞。

希望这对您有所帮助!