所以我遵循了在StackOverflow上提出的另一个问题的答案,但似乎我错过了一些东西。阅读答案后,我继续进行操作,并复制了代码并将其调整为我的变量和类名。
以下是空闲给我的错误代码:
Traceback (most recent call last):
File "D:\Programme (x86)\Python\Games\Zombie Game\Zombie Game_Test1.py", line 133, in <module>
Zombie.move_towards_Char(Char)
TypeError: move_towards_Char() missing 1 required positional argument: 'Char'
这是我看过的地方: How to make an enemy follow the player in pygame?
import pygame
import turtle
import time
import math
import random
import sys
import os
pygame.init()
WHITE = (255,255,255)
GREEN = (0,255,0)
RED = (255,0,0)
BLUE = (0,0,255)
BLACK = (0,0,0)
BGColor = (96,128,56)
ZColor = (225,0,0)
PColor = (0,0,255)
MOVE = 2.5
size = (1920, 1080)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Zombie Game")
class Char(pygame.sprite.Sprite):
def __init__(self, color, pos, radius, width):
super().__init__()
self.image = pygame.Surface([radius*2, radius*2])
self.image.fill(WHITE)
self.image.set_colorkey(WHITE)
pygame.draw.circle(self.image, color, [radius, radius], radius, width)
self.rect = self.image.get_rect()
def moveRightP(self, pixels):
self.rect.x += pixels
pass
def moveLeftP(self, pixels):
self.rect.x -= pixels
pass
def moveUpP(self, pixels):
self.rect.y -= pixels
pass
def moveDownP(self, pixels):
self.rect.y += pixels
pass
class Zombie(pygame.sprite.Sprite):
def __init__(self2, color, pos, radius, width):
super().__init__()
self2.image = pygame.Surface([radius*2, radius*2])
self2.image.fill(WHITE)
self2.image.set_colorkey(WHITE)
pygame.draw.circle(self2.image, color, [radius, radius], radius, width)
self2.rect = self2.image.get_rect()
self2.rect.center = pos
def move_towards_Char(self2, Char):
dx, dy = self2.rect.x - Char.rect.x, self2.rect.y - Char.rect.y
dist = math.hypot(dx, dy)
dx, dy = dx / dist, dy / dist
self2.rect.x += dx * self2.speed
self2.rect.y += dy * self2.speed
def moveRightZ(self2, pixels):
self2.rect.x += pixels
pass
def moveLeftZ(self2, pixels):
self2.rect.x -= pixels
pass
def moveUpZ(self2, pixels):
self2.rect.y -= pixels
pass
def moveDownZ(self2, pixels):
self2.rect.y += pixels
pass
all_sprites_list = pygame.sprite.Group()
playerChar = Char(PColor, [0, 0], 15, 0)
playerChar.rect.x = 960
playerChar.rect.y = 505
all_sprites_list.add(playerChar)
carryOn = True
clock = pygame.time.Clock()
zombie_list = []
zombie_rad = 15
zombie_dist = (200, 900)
next_zombie_time = pygame.time.get_ticks() + 10000
zombie_list = []
zombie_rad = 15
zombie_dist = (200, 900)
next_zombie_time = 10000
while carryOn:
for event in pygame.event.get():
if event.type==pygame.QUIT:
carryOn=False
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_x:
carryOn=False
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
playerChar.moveLeftP(MOVE)
if keys[pygame.K_d]:
playerChar.moveRightP(MOVE)
if keys[pygame.K_w]:
playerChar.moveUpP(MOVE)
if keys[pygame.K_s]:
playerChar.moveDownP(MOVE)
current_time = pygame.time.get_ticks()
if current_time > next_zombie_time:
next_zombie_time = current_time + 2000
on_screen_rect = pygame.Rect(zombie_rad, zombie_rad, size[0]-2*zombie_rad, size[1]-2*zombie_rad)
zombie_pos = (-1, -1)
while not on_screen_rect.collidepoint(zombie_pos):
dist = random.randint(*zombie_dist)
angle = random.random() * math.pi * 2
p_pos = (playerChar.rect.centerx, playerChar.rect.centery)
zombie_pos = (p_pos[0] + dist * math.sin(angle), p_pos[1] + dist * math.cos(angle))
new_pos = (random.randrange(0, size[0]), random.randrange(0, size[1]))
new_zombie = Zombie(RED, zombie_pos, zombie_rad, 0)
zombie_list.append(new_zombie)
screen.fill(BGColor)
screen.blit(playerChar.image,playerChar.rect)
for zombie in zombie_list:
screen.blit(zombie.image,zombie.rect)
pygame.display.flip()
clock.tick(60)
pygame.quit()
答案 0 :(得分:1)
L {Zombie.move_towards_Char}是一种自我方法。您需要创建Zombie类的对象,并传递L {Zombie。 init }中提到的必需参数。
如下所示:
zm = Zombie(color=<color>, pos=<pos>, radius=<radius>, width=<width>)
zm.move_towards_Char(Char)
答案 1 :(得分:0)
主要问题是,您使用整数数据类型进行僵尸移动计算。如果僵尸的移动量为1个像素,并且移动量为对角线,则该移动量的x和y分量<1。使用整数数据类型,由于截断为 {{ 1}} 。请注意,int
的成员是整数值。
您必须切换到浮点值才能解决此问题。使用pygame.math.Vector2
进行计算。
将类型为pygame.Rect
的成员pos
添加到类Vector2
中,该成员存储僵尸的浮点位置:
Zombie
向类class Zombie(pygame.sprite.Sprite):
def __init__(self2, color, pos, radius, width):
super().__init__()
self2.image = pygame.Surface([radius*2, radius*2])
self2.image.fill(WHITE)
self2.image.set_colorkey(WHITE)
pygame.draw.circle(self2.image, color, [radius, radius], radius, width)
self2.rect = self2.image.get_rect()
self2.speed = 1
self2.pos = pygame.Vector2(pos[0], pos[1])
# [...]
中添加一个新方法draw
,该方法在位置Zombie
上绘制(blit
)僵尸:
pos
根据class Zombie(pygame.sprite.Sprite):
# [...]
def draw(self2):
self2.rect.center = (int(round(self2.pos.x)), int(round(self2.pos.y)))
screen.blit(self2.image, self2.rect)
计算僵尸的运动。确保播放器与僵尸之间的距离大于0,并且僵尸不会越过播放器的位置(Vector2
):
min(len, self2.speed)
在应用程序的主循环中,为每个僵尸调用方法class Zombie(pygame.sprite.Sprite):
# [...]
def move_towards_Char(self2, Char):
deltaVec = pygame.Vector2(Char.rect.center) - self2.pos
len = deltaVec.length()
if len > 0:
self2.pos += deltaVec/len * min(len, self2.speed)
和move_towards_Char
:
draw