我正在制作关于躲避来自不同方向的物体的游戏。我要实现的目标是使该对象(由计算机控制的“玩家”类)能够像由用户控制的玩家那样躲避。
我尝试使用pygame提供的基本冲突处理(当然,请阅读一些有关其工作原理以及如何解决该问题的文档)。我所做的基本上是检查对象的右矩形位置是否与“玩家的”左矩形重叠,反之亦然,因此它会朝相反的方向移动以避免碰撞。
TITLE = "Dodging-IA Attempt";
WIDTH = 320; HEIGHT = 400;
FPS = 60;
BLACK = (0,0,0); WHITE = (255,255,255);
RED = (255,0,0); GREEN = (0,255,0); BLUE = (0,0,255);
import pygame as pg;
import random, math;
class Game():
def __init__(self):
self.screen = pg.display.set_mode((WIDTH,HEIGHT));
self.clock = pg.time.Clock(); self.dt = FPS/1000;
self.running = True;
self.all_sprites = pg.sprite.Group();
self.bullets = pg.sprite.Group();
self.other_sprites = pg.sprite.Group();
self.player = Player(); self.all_sprites.add(self.player);
self.bullet_spawn = BulletSpawn(); self.other_sprites.add(self.bullet_spawn);
class Player(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self);
self.image = pg.Surface((16,32)); self.image.fill(GREEN);
self.rect = self.image.get_rect();
self.rect.centerx = WIDTH//2;
self.rect.y = HEIGHT*3//4;
self.vx = self.vy = 300;
def update(self,dt):
pass;
class Bullet(pg.sprite.Sprite):
def __init__(self,x):
pg.sprite.Sprite.__init__(self);
self.image = pg.Surface((16,16)); self.image.fill(RED);
self.rect = self.image.get_rect();
self.rect.centerx = x;
self.rect.bottom = 0;
self.vy = 70;
def update(self,dt):
self.rect.y += self.vy * dt;
if self.rect.top > HEIGHT:
self.kill();
class BulletSpawn(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self);
self.image = pg.Surface((1,1)); self.rect = self.image.get_rect();
self.new_bullet = pg.time.get_ticks();
def update(self):
now = pg.time.get_ticks();
if now - self.new_bullet > 500:
self.new_bullet = now;
for i in range(5):
bullet = Bullet(random.randint(8,WIDTH-8));
game.bullets.add(bullet);
game.all_sprites.add(bullet);
pg.init();
pg.display.set_caption(TITLE);
game = Game();
while game.running:
game.dt = game.clock.tick(FPS)/1000;
for event in pg.event.get():
if event.type == pg.QUIT:
game.running = False;
hits = pg.sprite.spritecollide(game.player,game.bullets,False)
for hit in hits:
if hit.rect.right > game.player.rect.left: #dodge moving to left
game.player.rect.x += game.player.vx*game.dt
print("DODGED TO LEFT")
if hit.rect.left < game.player.rect.right: #dodge moving to right
game.player.rect.x -= game.player.vx*game.dt
print("DODGED TO RIGHT")
game.all_sprites.update(game.dt);
game.other_sprites.update();
game.screen.fill(BLUE);
game.all_sprites.draw(game.screen)
game.other_sprites.draw(game.screen)
pg.display.flip();
pg.quit();
结果,“玩家”总是向一个方向移动,无论它是否在其路径中发生碰撞,而不是实际上躲避掉落的物体。我该怎么办?也许我必须重新制定碰撞的条件? 非常感谢您的宝贵时间。
答案 0 :(得分:2)
无论在冲突时刻玩家和子弹的位置如何,bullet.rect.right
始终大于player.rect.left
,而bullet.rect.left
始终小于player.rect.right
。如果在纸上绘图,您将在视觉上看到它。在这里最好检查移动侧推动直肠中心。
这段代码:
if hit.rect.right > game.player.rect.left: #dodge moving to left
game.player.rect.x += game.player.vx*game.dt
print("DODGED TO LEFT")
if hit.rect.left < game.player.rect.right: #dodge moving to right
game.player.rect.x -= game.player.vx*game.dt
print("DODGED TO RIGHT")
您可以对此进行更改:
if hit.rect.center > game.player.rect.center:
game.player.rect.x -= game.player.vx*game.dt
elif hit.rect.center < game.player.rect.center:
game.player.rect.x += game.player.vx*game.dt
您可以对抽搐的传递进行一些优化,但是我认为错误的性质很明显。
答案 1 :(得分:1)
检查方块边缘是否在玩家范围内是一种方法。如果您将支票包括在内,即使只有边缘对齐,播放器也应闪避。
if hit.rect.right >= game.player.rect.left and hit.rect.left <= game.player.rect.left:
game.player.rect.x += game.player.vx*game.dt
print("DODGED TO LEFT")
elif hit.rect.left <= game.player.rect.right and hit.rect.right >= game.player.rect.right:
game.player.rect.x -= game.player.vx*game.dt
print("DODGED TO RIGHT")