敌人阶级互相重叠

时间:2018-12-07 11:19:25

标签: python pygame

import pygame
import os 
import random 
from pygame.locals import * # Constants
import math
import sys
import random

pygame.init()  

screen=pygame.display.set_mode((1280,700)) #(length,height)
screen_rect=screen.get_rect()
background = pygame.Surface(screen.get_size())
background.fill((255,255,255))     # fill the background white 
background = pygame.image.load('stage.png').convert()
Black=(0,0,0)

class Player(pygame.sprite.Sprite):
x = 20
y = 615
def __init__(self):
    super().__init__()   # calls the parent class allowing sprite to initalize
    self.image = pygame.Surface((50,25))   # this is used to create a blank image with the size inputted 
    self.image.fill((0,0,128))    # fills the blank image with colour

    self.rect = self.image.get_rect(topleft =(20,615))   # This place the player at the given position   

    self.dist = 10

def update(self): # code to make the character move when the arrow keys are pressed
    if self.rect.right > 100:   # These are to make the player so move constantly
         self.rect.y += 1
         self.rect.x += 2
    if self.rect.bottom == 700:
         pygame.quit() 

    keys = pygame.key.get_pressed()
    if keys[K_LEFT]:
        self.rect.move_ip(-1,0)
    elif keys[K_RIGHT]:
        self.rect.move_ip(0.5,0)
    elif keys[K_UP]:
        self.rect.move_ip(0,-0.5)
    elif keys[K_DOWN]:
        self.rect.move_ip(0,1)
    self.rect.clamp_ip(screen_rect)
    #while self.rect == (20,615):
    if keys [K_SPACE]:
        self.rect = self.image.get_rect(topleft =(100,100))

class Enemy(pygame.sprite.Sprite): # the enemy class which works fine
def __init__(self):
    super().__init__()
    x = random.randint(50,450)
    self.image = pygame.Surface((50,25))
    self.image.fill((128,0,0))
    self.rect = self.image.get_rect(topleft (300, 50))
    self.direction = 0

def update(self):
    self.rect.y += 2 if self.direction == 0 else -2
    if self.rect.bottom >= 600:
        self.direction = 1
    if self.rect.top <= 50:
        self.direction = 0


clock = pygame.time.Clock()  # A clock to limit the frame rate.
player = Player()
enemy = Enemy()
enemy_list = pygame.sprite.Group()  # a group where the enemys will be put
sprites = pygame.sprite.Group(player) # The group where evry spirte will be put into

for i in range (5):   # creates 5 enemy spirtes
enemy = Enemy()    # calls the enemy class

enemy.rect.x = random.randrange(200, 1100) # makes the enemny spawn random 
enemy.rect.y = random.randrange(50, 600)

enemy_list.add(enemy) # adds the enemy to the group
sprites.add(enemy)

我得到了这样的代码,敌人会随机移动,然后它们会上下移动,但是由于生成是随机的,所以它们有时会重叠,我想知道如何获得它,以便当它们向上移动时不会重叠和向下 我想知道我是否可以做到,所以当它们产生时它们之间有间隙在x轴上为50,但仍会产生5个敌人

def main():  #my main loop 
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    sprites.update()
    screen.blit(background, (0, 0))
    sprites.draw(screen)
    clock.tick(100)  # Limit the frame rate to 60 FPS.
    pygame.display.flip()   #updates the whole screen



#Collison check
    player_hit_list = pygame.sprite.spritecollide(player, enemy_list, True)

    for enemy in player_hit_list:
        pygame.quit()

if __name__ == '__main__': 
main()

1 个答案:

答案 0 :(得分:0)

尝试这种方法(我故意使代码有些冗长,以试图解释发生了什么事情):

...

number_of_enemies = 5
min_enemy_x = 200
max_enemy_x = 1100
enemy_x_range = max_enemy_x - min_enemy_x    # zone in which enemies can spawn
enemy_zone_width = enemy_x_range / number_of_enemies  # zone width for each enemy
pixel_buffer = 50  # gap between enemies

for i in range (number_of_enemies):   # creates 5 enemy spirtes
    enemy = Enemy()    # calls the enemy class
    min_x = min_enemy_x + enemy_zone_width * i + pixel_buffer / 2  # minimum x at which current enemy can spawn (including buffer)
    max_x = min_enemy_x + enemy_zone_width * (i + 1) - pixel_buffer / 2  # maximum x at which current enemy can spawn (including buffer)
    enemy.rect.x = random.randrange(min_x, max_x) # makes the enemy spawn random 
    enemy.rect.y = random.randrange(50, 600)

    enemy_list.add(enemy) # adds the enemy to the group
    ...

请注意,这将在起点和终点产生25像素的缓冲区(因此敌人实际上会在225和1075之间产生),但是您可以调整min_enemy_xmax_enemy_x进行补偿或删除第一次和最后一次循环迭代的缓冲。