我正在用pygame和random模块在python中编写2D游戏,并且代码有问题。一个问题是,没有一个玩家受到任何伤害,这对每个击中100个生命值的子弹来说应该是10点伤害(子弹和玩家都是精灵)。第二个问题是,我希望使用一种pygame.sprite.collide_rect()来使两个播放器发生碰撞,而不是彼此重叠,而不是使用刺入式函数,因此,如果您可以解决这个问题,我可以摆脱被刺伤的功能,可以省去第三个问题。第三个问题是我的刺伤功能是当两个玩家彼此接触时重复“玩家1获胜”和“玩家2获胜”。 谢谢!!
import OpenGL
import panda3d
import pygame
import pyglet
import tkinter
import time
import random
pygame.init()
display_width = 1200
display_height = 600
green = (0, 255, 0)
yellow = (255, 255, 0)
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
blue = (0, 0, 255)
person_height = 113
person_width = 150
person2_width = 150
person2_height = 113
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Wert')
clock = pygame.time.Clock()
personImg = pygame.image.load('Untitled.png').convert_alpha()
personImg2 = pygame.image.load('Untitled2.png').convert_alpha()
bulletImg = pygame.image.load('Untitled1.png').convert_alpha()
player_health = 100
player2_health = 100
x = (0)
y = (display_height * 0.37)
ny = (display_height * 0.37)
nx = (display_width * 0.87)
#ny1 = (display_height * 0.87)
#thing_startx = display_width/2
#thing_starty = display_height/2
#thing_width = 100
#thing_height = 100
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = personImg
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.player_health = 100
self.x_change = 0
self.y_change = 0
def update(self):
self.x_change = 0
self.y_change = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_w]:
self.y_change = -5
if keystate[pygame.K_s]:
self.y_change = 5
if keystate[pygame.K_d] and pygame.key.get_mods() and pygame.KMOD_LSHIFT:
self.x_change = 10
elif keystate[pygame.K_d]:
self.x_change = 5
if keystate[pygame.K_a]:
self.x_change = -5
self.rect.x += self.x_change
self.rect.y +=self.y_change
if self.rect.right > display_width:
self.rect.right = display_width
if self.rect.left < 0:
self.rect.left = 0
if self.rect.top < 0:
self.rect.top = 0
if self.rect.bottom > display_height:
self.rect.bottom = display_height
def shoot(self):
bullet = Bullet1(self.rect.x, self.rect.y)
all_sprites.add(bullet)
bullets.add(bullet)
class Player2(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = personImg2
self.rect = self.image.get_rect()
self.rect.x = nx
self.rect.y = ny
self.player2_health = 100
self.x_change1 = 0
self.y_change1 = 0
def update(self):
self.x_change1 = 0
self.y_change1 = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_UP]:
self.y_change1 = -5
if keystate[pygame.K_DOWN]:
self.y_change1 = 5
if keystate[pygame.K_LEFT] and pygame.key.get_mods() and pygame.KMOD_RSHIFT:
self.x_change1 = -10
elif keystate[pygame.K_LEFT]:
self.x_change1 = -5
if keystate[pygame.K_RIGHT]:
self.x_change1 = 5
self.rect.x += self.x_change1
self.rect.y += self.y_change1
if self.rect.right > display_width:
self.rect.right = display_width
if self.rect.left < 0:
self.rect.left = 0
if self.rect.top < 0:
self.rect.top = 0
if self.rect.bottom > display_height:
self.rect.bottom = display_height
def shoot(self):
bullet = Bullet(self.rect.x, self.rect.y)
all_sprites.add(bullet)
bullets1.add(bullet)
all_sprites = pygame.sprite.Group()
player = Player()
player2 = Player2()
bullets = pygame.sprite.Group()
bullets1 = pygame.sprite.Group()
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((20, 10))
self.mask = pygame.mask.from_surface(gameDisplay)
self.image.fill(black)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.x_change = -10
def update(self):
self.rect.x += self.x_change
if self.rect.bottom > display_width:
self.kill()
if self.rect.bottom < 0:
self.kill()
class Bullet1(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((20, 10))
self.mask = pygame.mask.from_surface(gameDisplay)
self.image.fill(black)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.x_change1 = 10
def update(self):
self.rect.x += self.x_change1
if self.rect.bottom > display_width:
self.kill()
if self.rect.bottom < 0:
self.kill()
bullets = pygame.sprite.Group()
players1 = pygame.sprite.Group()
players2 = pygame.sprite.Group()
bullet1 = Bullet1(x, y)
players1.add(player)
players2.add(player2)
bullet = Bullet(x, y)
all_sprites.add(bullet1)
all_sprites.add(bullet)
all_sprites.add(player)
all_sprites.add(player2)
def person(x, y):
gameDisplay.blit(personImg, (x, y))
def person2(nx,ny):
gameDisplay.blit(personImg2, (nx, ny))
#def boundary():
#if x > thing_startx and x < thing_startx + thing_width or x + person_width > thing_startx and x + person_width < thing_startx + thing_width:
#if x > display_width - person_width or x < 0:
def button(msg,x,y,w,h,ic,ac,action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(gameDisplay, ac,(x,y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(gameDisplay, ic,(x,y,w,h))
smallText = pygame.font.SysFont("timesnewromanms",20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
gameDisplay.blit(textSurf, textRect)
def died():
GameOver = True
while GameOver:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
largeText = pygame.font.SysFont("timesnewromanms", 115)
TextSurf, TextRect = text_objects("Player 2 wins", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
button("Play Again", 450, 450, 100, 50, blue, blue, game_loop)
button("Quit", 650, 450, 100, 50, red, red, quitgame)
pygame.display.update()
clock.tick(15)
def died1():
GameOver = True
while GameOver:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
largeText = pygame.font.SysFont("timesnewromanms", 115)
TextSurf, TextRect = text_objects("Player 1 wins", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
button("Play Again", 450, 450, 100, 50, blue, blue, game_loop)
button("Quit", 650, 450, 100, 50, red, red, quitgame)
pygame.display.update()
clock.tick(15)
def health_bars(player_health, player2_health):
if player_health > 75:
player_health_color = green
elif player_health > 50:
player_health_color = yellow
else:
player_health_color = red
if player2_health > 75:
player2_health_color = green
elif player2_health > 50:
player2_health_color = yellow
else:
player2_health_color = red
pygame.draw.rect(gameDisplay, player_health_color, (1080, 25, player2_health, 25))
pygame.draw.rect(gameDisplay, player2_health_color, (20, 25, player_health, 25))
def redrawgame():
player.rect.x = x
player.rect.y = y
player2.rect.x = nx
player2.rect.y = ny
def stabbed ():
stabbed = True
a = ["Player 1 wins", "Player 2 wins"]
b = []
while stabbed:
for event in pygame.event.get():
a = ["Player 1 wins", "Player 2 wins"]
b = []
if event.type == pygame.QUIT:
pygame.quit()
quit()
if player_health > player2_health:
b.clear()
b.insert(0, "Player 1 wins")
elif player2_health > player_health:
b.clear()
b.insert(0, "Player 2 wins")
elif player_health == player2_health:
b.clear()
b.insert(0, random.choice(a))
redrawgame()
gameDisplay.fill(white)
redrawgame()
largeText = pygame.font.SysFont("timesnewromanms", 115)
TextSurf, TextRect = text_objects(b[0], largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
button("Play Again", 450, 450, 100, 50, blue, blue, game_loop)
button("Quit", 650, 450, 100, 50, red, red, quitgame)
pygame.display.update()
clock.tick(15)
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
largeText = pygame.font.SysFont("timesnewromanms", 115)
TextSurf, TextRect = text_objects("Wert", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
button("Play", 450, 450, 100, 50, blue, blue, game_loop)
button("Quit", 650, 450, 100, 50, red, red, quitgame)
pygame.display.update()
clock.tick(15)
def quitgame():
pygame.quit()
quit()
def text_objects(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
def paused():
largeText = pygame.font.SysFont("timesnewromanms", 115)
TextSurf, TextRect = text_objects("Paused", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
pause = True
while pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
button("Continue", 450, 450, 100, 50, blue, blue, game_loop)
button("Quit", 650, 450, 100, 50, red, red, quitgame)
pygame.display.update()
clock.tick(15)
def game_loop():
x = (0)
y = (display_height * 0.37)
ny = (display_height * 0.37)
nx = (display_width * 0.87)
y_change = 0
x_change = 0
x_change1 = 0
y_change1 = 0
#thing_startx = display_width/2
#thing_starty = display_height/2
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
if event.type == pygame.MOUSEBUTTONDOWN:
player2.shoot()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
paused()
y += y_change
x += x_change
ny += y_change1
nx += x_change1
player_health = 100
player2_health = 100
gameDisplay.fill(white)
#pygame.draw.rect(gameDisplay, black, (thing_startx, thing_starty, thing_width, thing_height))
player
player2
#if x > thing_startx and x < thing_startx + thing_width or x + person_width > thing_startx and x + person_width < thing_startx + thing_width:
#hit()
#if thing_starty > display_height:
#thing_starty = 0 - thing_height
#thing_startx = random.randrange(0, display_width)
if pygame.sprite.collide_rect(player, player2):
stabbed()
player_health = 100
player2_health = 100
if pygame.sprite.collide_rect(bullet, player):
bullet1.kill()
player_health -= 10
#return player_health
if player_health == 0:
died()
if pygame.sprite.collide_rect(bullet1, player2):
bullet.kill()
player2_health -= 10
#return player2_health
if player2_health == 0:
died1()
#print(player_health)
#print(player2_health)
all_sprites.update()
health_bars(player_health, player2_health)
all_sprites.draw(gameDisplay)
pygame.display.flip()
pygame.display.update()
clock.tick(60)
game_intro()
game_loop()
pygame.quit()
quit()
答案 0 :(得分:1)
在游戏循环内,玩家的生命值被100快速初始化。在循环之前,初始化播放器的运行状况。清除项目符号组,这在重新启动游戏时很重要:
player_health = 100
player2_health = 100
for bullet in bullets:
bullet.kill()
for bullet in bullets1:
bullet.kill()
while not gameExit:
# [...]
检查容器bullets1
中的项目符号是否击中player
,并检查容器bullets
中的项目符号是否击中player2
:
for bullet in bullets1:
if pygame.sprite.collide_rect(bullet, player):
bullet.kill()
player_health -= 10
break
if player_health == 0:
died()
for bullet in bullets:
if pygame.sprite.collide_rect(bullet, player2):
bullet.kill()
player2_health -= 10
break
if player2_health == 0:
died1()
跳过将一个独立的项目符号添加到all_sprites
组:
all_sprites.add(bullet1)
all_sprites.add(bullet)
2名球员的杠铃颜色令人困惑:
pygame.draw.rect(gameDisplay, player_health_color, (1080, 25, player_health, 25))
pygame.draw.rect(gameDisplay, player2_health_color, (20, 25, player2_health, 25))
pygame.draw.rect(gameDisplay, player2_health_color, (1080, 25, player2_health, 25))
pygame.draw.rect(gameDisplay, player_health_color, (20, 25, player_health, 25))
类update
和Bullet
的{{1}}方法中存在问题。您必须分别测试Bullet2
self.rect.left
,而不是self.rect.right
:
self.rect.bottom