如何使精灵随机生成?

时间:2019-06-06 06:42:16

标签: python pygame

我是pygame的新手,所以我需要一些问题的帮助。我在做蛇游戏,但是有敌人和“迷宫”。

我认为,我最大的问题是,如果您运行我的代码,那会很刺眼。我已经编码了“食物”以随机出现,但它不是在1个随机位置出现,而是在屏幕上移动。 [已解决]

我的第二个问题是我想在随机位置生成多个敌人(大约5个),而不仅仅是一个敌人,但是我不知道该怎么做。

我的第三个问题是从墙到墙的碰撞检测。如果我一次发射一颗子弹,但是一次发射多颗子弹,则所有子弹都会穿过墙壁,最后一颗会击中墙壁。

这些是敌人代码:

CCombo comboBox = new CCombo(parent, ... style flags ....);
m_comboBoxViewer = new ComboViewer(comboBox);
Code is removed for now. Will re-upload in 1 to 2 months.

这些是项目符号的代码:

enemy = Enemy(500, 500, 1, wall_list)
all_sprite_list.add(enemy)
Code is removed for now. Will re-upload in 1 to 2 months.

这是我的整个代码(如果有帮助的话):

Code is removed for now. Will re-upload in 1 to 2 months.

我非常感谢我能获得的任何帮助,即使它与我上面提出的问题无关。非常感谢您的帮助!

2 个答案:

答案 0 :(得分:1)

您可以将一个实例添加到Enemy类中,并生成该实例以添加另一个敌人,只需为它提供与第一个敌人不同的坐标即可:

enemy = Enemy(500, 500, 1, wall_list)
enemy2 = Enemy(400,400,1, wall_list)
all_sprite_list.add(enemy)
all_sprite_list.add(enemy2)

对于食物,id像以前一样添加另一个类。

class Food(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()

        self.image = pygame.Surface([10,10])
        self.image.fill(green)

        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(20,780)
        self.rect.y = random.randrange(20,780)

删除以下行:

pygame.draw.rect(win,green,[randfoodx,randfoody,10,10])

将其添加到与产生敌人和玩家精灵相同的位置:

food = Food()
all_sprite_list.add(food)

对于您提到的项目符号问题,请更改以下行:

if pygame.sprite.spritecollideany(bullet, wall_list):

进入:

if pygame.sprite.spritecollideany(self, wall_list):

这很重要,因为当您生成新的项目符号时,项目符号变量名称将被覆盖。

一起:

#Import

import pygame
import math
import time
import random
from pygame.locals import *

#Initialize

pygame.init()
pygame.mixer.init()
clock=pygame.time.Clock()
win = pygame.display.set_mode((800,800))
pygame.display.set_caption("Essential Python CA1")

#Define

black = (0, 0, 0)
white = (255, 250, 250)
green = (0, 255, 0)
red = (255, 0, 0)
blue = (70,130,180)
font = pygame.font.Font(None, 60)
display_instructions = True
instruction_page = 1

#Bullet

class Bullet(pygame.sprite.Sprite):

    def __init__(self):
        super().__init__()

        self.image = pygame.Surface([5, 5])
        self.image.fill(green)

        self.rect = self.image.get_rect()

    def update(self):
        self.rect.move_ip(self.vec.x, self.vec.y)

        if pygame.sprite.spritecollideany(self, wall_list):
            self.kill()


#Enemy

class Enemy(pygame.sprite.Sprite):

    def __init__(self, x, y, speed, walls):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.Surface([20, 20])
        self.image.fill(red)

        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x

        self.speed = speed # speed of the enemy
        self.walls = walls # walls for the collision test

    def move(self, player):
        dx, dy = player.rect.x - self.rect.x, player.rect.y - self.rect.y
        dist = math.hypot(dx, dy)
        dx, dy = dx / dist, dy / dist
        Enemy.move_x = dx * self.speed
        Enemy.move_y = dy * self.speed

    def update(self):

        self.rect.x += round(self.move_x)
        block_collide = pygame.sprite.spritecollide(self, self.walls, False)
        for block in block_collide:
            if self.move_x > 0:
                self.rect.right = block.rect.left
            else:
                self.rect.left = block.rect.right

        self.rect.y += round(self.move_y)
        block_collide = pygame.sprite.spritecollide(self, self.walls, False)
        for block in block_collide:
            if self.move_y > 0:
                self.rect.bottom = block.rect.top
            else:
                self.rect.top = block.rect.bottom



#Player

class Player(pygame.sprite.Sprite):

    move_x = 0
    move_y = 0
    walls = None

    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.Surface([20, 20])
        self.image.fill(white)

        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x

    def move(self, x, y):
        self.move_x += x
        self.move_y += y

    def update(self):

        self.rect.x += self.move_x

        block_collide = pygame.sprite.spritecollide(self, self.walls, False)
        for block in block_collide:
            if self.move_x > 0:
                self.rect.right = block.rect.left
            else:
                self.rect.left = block.rect.right

        self.rect.y += self.move_y

        block_collide = pygame.sprite.spritecollide(self, self.walls, False)
        for block in block_collide:

            if self.move_y > 0:
                self.rect.bottom = block.rect.top
            else:
                self.rect.top = block.rect.bottom

#Maze
class Wall(pygame.sprite.Sprite):
    def __init__(self, x, y, width, height):
        super().__init__()

        self.image = pygame.Surface([width, height])
        self.image.fill(blue)

        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x

class Food(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()

        self.width = 10
        self.height = 10

        self.image = pygame.Surface([10,10])
        self.image.fill(green)

        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(20,780)
        self.rect.y = random.randrange(20,780)


all_sprite_list = pygame.sprite.Group()

wall_list = pygame.sprite.Group()

walls = ((0, 0, 10, 800),
         (40, 40, 10, 75),
         (50, 40, 190, 10),
         (790, 10, 10, 800),
         (10, 0, 800, 10),
         (10, 790, 800, 10),
         (50, 750, 170, 10),
         (40, 145, 10, 615),
         (80, 710, 310, 10),
         (250, 750, 110, 10),
         (390, 680, 10, 80),
         (400, 750, 200, 10),
         (430, 710, 10, 50),
         (470, 710, 200, 10),
         (630, 750, 130, 10),
         (750, 40, 10, 720),
         (550, 40, 210, 10),
         (270, 40, 250, 10),
         (410, 80, 310, 10),
         (410, 120, 310, 10),
         (80, 80, 300, 10),
         (370, 40, 10, 90),
         (130, 120, 240, 10),
         (300, 160, 450, 10),
         (50, 160, 220, 10),
         (700, 710, 50, 10),
         (80, 670, 670, 10),
         (80, 160, 10, 510),
         (80, 200, 100, 10),
         (210, 200, 120, 10),
         (270, 200, 10, 90),
         (120, 240, 150, 10),
         (80, 280, 250, 10),
         (360, 200, 100, 10),
         (310, 240, 150, 10),
         (460, 160, 10, 130),
         (360, 280, 100, 10))

for wall_coords in walls:
    wall = Wall(*wall_coords)
    wall_list.add(wall)
    all_sprite_list.add(wall)

player = Player(10, 10)
player.walls = wall_list
enemy = Enemy(500, 500, 1, wall_list)
enemy2 = Enemy(400,400,1, wall_list)
all_sprite_list.add(enemy)
all_sprite_list.add(enemy2)

food = Food()
all_sprite_list.add(food)

all_sprite_list.add(player)

#Start screen Loop
done = False
while not done and display_instructions:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            instruction_page += 1
            if instruction_page == 2:
                display_instructions = False

    # Set the screen background
    win.fill(black)

    if instruction_page == 1:

        text = font.render("Instructions:", True, white)
        win.blit(text, [10, 20])

        text = font.render("Use WASD, or the Arrow Keys to move", True, white)
        win.blit(text, [10, 100])

        text = font.render("Left click to shoot", True, white)
        win.blit(text, [10, 150])

        text = font.render("Can you beat your highscore?", True, red)
        win.blit(text, [100, 370])

        text = font.render("Click to start", True, white)
        win.blit(text, [270, 600])

    clock.tick(60)

    pygame.display.flip()

# Programme loop
run = True

while run:
    for event in pygame.event.get():
        if event.type == pygame.QUIT: 
            run = False

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT or event.key == ord('a'):
                player.move(-2, 0)
            elif event.key == pygame.K_RIGHT or event.key == ord('d'):
                player.move(2, 0)
            elif event.key == pygame.K_UP or event.key == ord('w'):
                player.move(0, -2)
            elif event.key == pygame.K_DOWN or event.key == ord('s'):
                player.move(0, 2)

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT or event.key == ord('a'):
                player.move(2, 0)
            elif event.key == pygame.K_RIGHT or event.key == ord('d'):
                player.move(-2, 0)
            elif event.key == pygame.K_UP or event.key == ord('w'):
                player.move(0, 2)
            elif event.key == pygame.K_DOWN or event.key == ord('s'):
                player.move(0, -2)

        elif event.type == pygame.MOUSEBUTTONDOWN:
            aim_pos = event.pos
            player_position = player.rect.center
            bullet_vec = pygame.math.Vector2(aim_pos[0] - player_position[0], aim_pos[1] - player_position[1]).normalize() * 10
            bullet = Bullet()
            bullet.rect.center = player.rect.center
            bullet.vec = bullet_vec
            all_sprite_list.add(bullet)

    enemy.move(player)
    all_sprite_list.update()

    win.fill(black)


    all_sprite_list.draw(win)

    # pygame.draw.rect(win,green,[randfoodx,randfoody,10,10])

    pygame.display.flip()

    clock.tick(100)

pygame.quit()

答案 1 :(得分:0)

对于食物问题,您只需要在地图上没有食物的情况下就可以产生食物。或者,如果少于x。因此,设置一个numberOfFood变量,而不是while run:,您可以放while numberOfFood < 2: