我正在尝试使用Python和Pygame编写我的第一款游戏。我对Python和编码一般还很陌生,所以对我的代码难以阅读感到抱歉。
有4个圆圈,从屏幕中间移动到4个边缘。 我正在将4个边缘的立方体(敌人)放到中间。目的是通过按键盘箭头来阻止这些多维数据集到达屏幕中间。我
现在,我正在研究生活逻辑。玩家有5条生命。 如果敌人到达屏幕中间,玩家将丧命。我有这部分。
玩家爬坡时也会丧命。我正在为这部分苦苦挣扎。 我可以看到一些情况。假设玩家单击“左”:
有什么主意吗?
这是我的代码。
# ---------- Packages and Inits ----------
import pygame, random, math
pygame.init()
# ---------- Settings ----------
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 600
FPS = 60
SPEED = 1
SPEED_ENEMIES = 0.5
CIRCLE_RADIUS = 50
ENEMY_SIZE = 40
red = (255,000,000)
blue = (000,000,255)
yellow = (255,255,000)
green = (000,128,000)
pink = (255,192,203)
black = (000,000,000)
# ---------- Classes ----------
class Enemies:
def __init__(self, x, y, size=ENEMY_SIZE, thick=5, color=blue, speed=SPEED_ENEMIES, position="top"):
self.rect = pygame.Rect(0, 0, size, size)
if ( x == 0 and y == 0 ):
self.randomise()
self.rect.centerx = x
self.rect.centery = y
self.size = size
self.thick = thick
self.color = color
self.speed = speed
self.calcDirection()
self.position = position
def calcDirection( self ):
self.x_float = 1.0 * self.rect.centerx
self.y_float = 1.0 * self.rect.centery
# Determine direction vector from (x,y) to the centre of the screen
self.position_vector = pygame.math.Vector2( self.x_float, self.y_float )
self.velocity_vector = pygame.math.Vector2( SCREEN_WIDTH/2 - self.x_float, SCREEN_HEIGHT/2 - self.y_float )
self.velocity_vector = self.velocity_vector.normalize()
def update( self ):
x_delta = self.speed * self.velocity_vector[0]
y_delta = self.speed * self.velocity_vector[1]
self.x_float += x_delta
self.y_float += y_delta
self.rect.centerx = int( self.x_float )
self.rect.centery = int( self.y_float )
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect )
def reachedPoint( self, x, y ):
return self.rect.collidepoint( x, y )
def randomise( self ):
self.rect.centerx = SCREEN_WIDTH//2
self.rect.centery = SCREEN_HEIGHT//2
side = random.randint( 0, 4 )
if ( side == 0 ):
self.rect.centery = SCREEN_HEIGHT
self.color = green
self.position= "bot"
elif ( side == 1 ):
self.rect.centery = 0
self.color = yellow
self.position= "top"
elif ( side == 2 ):
self.rect.centerx = 0
self.color = blue
self.position= "left"
else:
self.rect.centerx = SCREEN_WIDTH
self.color = red
self.position= "right"
self.calcDirection()
class Circle:
def __init__(self, x, y, radius=CIRCLE_RADIUS, thick=5, color=blue, speed=SPEED, position="top"):
self.rect = pygame.Rect(0, 0, 2*radius, 2*radius)
self.rect.centerx = x
self.rect.centery = y
self.radius = radius
self.thick = thick
self.color = color
self.speed = speed
self.position = position
if speed >= 0:
self.directionX = 'right'
self.direction = 'up'
else:
self.directionX = 'left'
self.direction = 'down'
def draw(self, screen):
pygame.draw.circle(screen, self.color, self.rect.center, self.radius, self.thick)
def swing(self):
if self.position == "top":
self.rect.y -= self.speed
if self.rect.top <= 0 and self.direction == 'up':
self.direction = 'down'
self.speed = -self.speed
elif self.rect.bottom > int(SCREEN_HEIGHT/2) - self.radius and self.direction == 'down':
self.direction = 'up'
self.speed = -self.speed
if self.position == "bot":
self.rect.y -= self.speed
if self.rect.top < int(SCREEN_HEIGHT/2) + self.radius and self.direction == 'up':
self.direction = 'down'
self.speed = -self.speed
elif self.rect.bottom >= SCREEN_HEIGHT and self.direction == 'down':
self.direction = 'up'
self.speed = -self.speed
if self.position == "left":
self.rect.x -= self.speed
if self.rect.right > int(SCREEN_WIDTH/2) - self.radius and self.directionX == 'left':
self.directionX = 'right'
self.speed = -self.speed
elif self.rect.left <= 0 and self.directionX == 'right':
self.directionX = 'left'
self.speed = -self.speed
if self.position == "right":
self.rect.x -= self.speed
if self.rect.left < int(SCREEN_WIDTH/2) + self.radius and self.directionX == 'right':
self.directionX = 'left'
self.speed = -self.speed
elif self.rect.right >= SCREEN_WIDTH and self.directionX == 'left':
self.directionX = 'right'
self.speed = -self.speed
def isCollision(self, enemyX, enemyY, circleX, circleY):
distance = math.sqrt((math.pow(enemyX-circleX,2))+(math.pow(enemyY-circleY,2)))
if distance < 65:
return True
else:
return False
# ---------- Main ----------
def main():
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
game_over = False
lifes = 5
score = 0
myFont = pygame.font.SysFont("monospace", 25)
# Start with 4 enemies
all_enemies = [
Enemies(int(SCREEN_WIDTH/2) , 0 , color = yellow, position = "top"),
Enemies(int(SCREEN_WIDTH/2) , SCREEN_HEIGHT-ENEMY_SIZE, color = green , position = "bot"),
Enemies(0 ,int(SCREEN_HEIGHT/2) , color = blue , position = "left"),
Enemies(SCREEN_WIDTH-ENEMY_SIZE, int(SCREEN_HEIGHT/2) , color = red , position = "right")
]
# Start with 4 circles
all_circles = [
Circle(screen_rect.centerx, screen_rect.centery - 2*CIRCLE_RADIUS, position="top"),
Circle(screen_rect.centerx, screen_rect.centery + 2*CIRCLE_RADIUS, position="bot"),
Circle(screen_rect.centerx + 2*CIRCLE_RADIUS, screen_rect.centery, position="right"),
Circle(screen_rect.centerx - 2*CIRCLE_RADIUS, screen_rect.centery, position="left")
]
while not game_over:
screen.fill(black)
# Reference enemy lists
left_enemies = [x for x in all_enemies if x.position == "left"]
right_enemies = [x for x in all_enemies if x.position == "right"]
top_enemies = [x for x in all_enemies if x.position == "top"]
bot_enemies = [x for x in all_enemies if x.position == "bot"]
# Place and swing 4 circles (the player)
for c in all_circles:
c.draw(screen)
c.swing()
# The enemy reaches the middle
for e in all_enemies:
e.update()
if ( e.reachedPoint( SCREEN_WIDTH//2, SCREEN_HEIGHT//2 ) ):
lifes -=1
e.randomise()
e.draw( screen )
# Score points with keyboard arrow
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
for c in all_circles:
if event.type == pygame.KEYDOWN:
# LEFT
if event.key == pygame.K_LEFT and c.position == "left":
if not left_enemies :
lifes -=1
for e in left_enemies:
collision = c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)
if e.position == "left" and collision == True :
score +=1
e.randomise()
else:
lifes -=1
# RIGHT
if event.key == pygame.K_RIGHT and c.position == "right":
if not right_enemies :
lifes -=1
for e in right_enemies:
collision = c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)
if e.position == "right" and collision == True :
score +=1
e.randomise()
else:
lifes -=1
# TOP
if event.key == pygame.K_UP and c.position == "top":
if not top_enemies :
lifes -=1
for e in top_enemies:
collision = c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)
if e.position == "top" and collision == True :
score +=1
e.randomise()
else:
lifes -=1
# BOT
if event.key == pygame.K_DOWN and c.position == "bot":
if not bot_enemies :
lifes -=1
for e in bot_enemies:
collision = c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)
if e.position == "bot" and collision == True :
score +=1
e.randomise()
else:
lifes -=1
print_lifes = myFont.render("Lifes:" + str(lifes), 1, red)
screen.blit(print_lifes, (10, SCREEN_HEIGHT-50))
print_score = myFont.render("Score:" + str(score), 1, red)
screen.blit(print_score, (10, 10))
pygame.display.update()
clock.tick(FPS)
main()
pygame.quit()
答案 0 :(得分:3)
您的规则可以分解为一个简单的规则:
如果玩家按下某个键,则查看圆圈下是否有敌人。
因此,在KEYDOWN
上,过滤所有与圆碰撞的敌人的敌人列表,然后检查数字是否大于0。
替换检查/循环:
if not left_enemies:
lifes -=1
for e in left_enemies:
collision = c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery)
if e.position == "left" and collision == True :
score +=1
e.randomise()
else:
lifes -=1
具有这样的内容:
hits = [e for e in left_enemies if c.isCollision(e.rect.centerx,e.rect.centery,c.rect.centerx,c.rect.centery) and position == "left"]
if not hits:
lifes -=1
for e in hits:
score +=1
e.randomise()