弄清楚如何在子弹和敌人之间进行碰撞检测时遇到问题。敌人本身是阶级,但是子弹不是阶级的一部分。我不能使用内置的spritecollide
函数,因为我没有使用sprite.Sprite
。
我知道我将必须检查对象图像的各个位置,以查看它们是否重叠,但是不确定如何执行此操作。代码如下:
import pygame
import math, random, sys, pygame.mixer, time
from pygame.locals import *
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.mixer.init()
pygame.init()
jump = False
jump_offset = 0
jump_height = 250
#Defining colours
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
k = pygame.key.get_pressed()
#Window Settings
w = 1280
h = 720
half_w = w /2
half_h = h /2
AREA = w*h
#Initialising the window
display = pygame.display.set_mode((w,h))
pygame.display.set_caption("Cattleman")
Clock = pygame.time.Clock()
FPS = 600
bullets = []
bulletSprite = pygame.image.load("Bullet1R.png").convert_alpha()
bulletSprite = pygame.transform.scale(bulletSprite, (20,10))
shot = pygame.mixer.Sound("pew1.wav")
global scroll
scroll = 0
class Enemy(pygame.sprite.Sprite):
def __init__(self,x,y,img,):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("Enemy.png").convert_alpha()
self.image = pygame.transform.scale(self.image,(120,120))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.counter = 0
def move(self):
speed = 2
display.blit(self.image,(self.rect.x,self.rect.y))
if self.counter >= 0 and self.counter <= 300: #counter more then 0 but less than distance
self.rect.x += speed + scroll
elif self.counter >= 300 and self.counter <= 600:
self.rect.x += scroll
elif self.counter >= 600 and self.counter <= 900: #counter is greater than distance but less than double the distance.
self.rect.x -= speed - scroll
elif self.counter >= 900 and self.counter <= 1200:
self.rect.x += scroll
else:
self.counter = 0
self.counter += 1
def do_jumping():
global jump_height
global jump
global jump_offset
if jump:
jump_offset += 6
if jump_offset >= jump_height:
jump = False
elif jump_offset > 0 and jump == False:
jump_offset -= 6
#------------------------MAIN PROGRAM LOOP------------------------#
def game_loop():
global jump
global scroll
background = pygame.image.load("background.png").convert()
backgroundWidth, backgroundHeight = background.get_rect().size
stageWidth = backgroundWidth #sets the area which the player can move in
stagePosX = 0 #Records position of stage as the player moves
startScrollPosX = half_w
circleRadius = 25
circlePosX = circleRadius
playerPosX = circleRadius
playerPosY = 602
playerVelocityX = 0
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
playerMaxHealth = 100
next_bullet_time = 0 #Prevents multiple bullets spawning at once.
bullet_delay = 300 # 0.3 seconds
direction = True
gameX = 1000
enemy = Enemy(210,515,"Enemy.png")
enemy2 = Enemy(1505,515,"Enemy.png")
k = pygame.key.get_pressed()
while True:
current_time = pygame.time.get_ticks()
do_jumping()
for event in pygame.event.get():
k = pygame.key.get_pressed()
if k[K_RIGHT]:
playerVelocityX = 3 #Moves the player right
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
direction = True
if k[K_LEFT]:
playerVelocityX = -3 #Moves the player left
playersprite = pygame.image.load("player_spriteL2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
direction = False
if k[K_UP] and jump == False and jump_offset == 0:
jump = True
if not k[K_RIGHT] and not k[K_LEFT]:
playerVelocityX = 0 #If no input detected, the player does not move
if k[K_SPACE]:
if current_time > next_bullet_time:
shot.play()
next_bullet_time = current_time + bullet_delay
if not direction:
bullets.append([circlePosX-90, playerPosY-20 - jump_offset, -6 ])
else:
bullets.append([circlePosX+30, playerPosY-20 - jump_offset, 6])
enemy_list = pygame.sprite.Group()
enemy_list.add(enemy)
enemy_list.add(enemy2)
playerPosX += playerVelocityX
scroll = 0
if playerPosX > stageWidth - circleRadius-25: playerPosX = stageWidth - circleRadius-25
if playerPosX < circleRadius+55:playerPosX = circleRadius+55
if playerPosX < startScrollPosX: circlePosX = playerPosX
elif playerPosX > stageWidth - startScrollPosX: circlePosX = playerPosX - stageWidth + w
else:
circlePosX = startScrollPosX
stagePosX += -playerVelocityX
scroll = -playerVelocityX
for b in range(len(bullets)):
bullets[b][0] += bullets[b][2]
width = display.get_width()
for b in [b for b in bullets if b[0] < 0 or b[0] > width]:
bullets.remove(b)
rel_x = stagePosX % backgroundWidth
display.blit(background,(rel_x - backgroundWidth, 0))
if rel_x < w:
display.blit(background, (rel_x, 0))
for bullet in bullets:
display.blit(bulletSprite, pygame.Rect(bullet[0], bullet[1], 0, 0))
display.blit(playersprite, (int(circlePosX-80),playerPosY-100 - jump_offset))
for e in enemy_list:
e.move()
pygame.display.update()
Clock.tick(FPS)
display.fill(BLACK)
game_loop()
有什么想法吗?
答案 0 :(得分:3)
如果将子弹变成完全成熟的apiVersion: extensions/v1beta1
kind: Ingress
metadata:
name: redis-cluster-ing
annotations:
kubernetes.io/ingress.class: "nginx"
spec:
rules:
- http:
paths:
- backend:
serviceName: redis-cluster
servicePort: 6379
对象,则可以使用pygame.Rect()
。因此...
pygame.Rect.colliderect
然后...
# Creating a new bullet
bullets.append(pygame.Rect(X, Y, width, height))