目标是使子弹从播放器的当前位置出来,然后使其沿直线移动,该直线由矢量定义,该矢量由单击按钮时鼠标位置的点定义和播放器的位置,但是当按下按钮时什么也没发生。谁能告诉我这段代码有什么问题吗?谢谢
import pygame
import math
pygame.init()
win = pygame.display.set_mode((500,500))
pygame.display.set_caption("Space Shooter")
char = pygame.image.load("spaceship_sprite.png")
x = 500/2
y = 500/2
width = 50
height = 50
velocity = 6
list_of_bullets = []
def point_to_mouse(x,y,char):
mouse_x, mouse_y = pygame.mouse.get_pos()
vector_x, vector_y = mouse_x - x, mouse_y - y
angle = (180 / math.pi) * -math.atan2(vector_y, vector_x) - 90
updated_image = pygame.transform.rotate(char,int(angle))
image_location = updated_image.get_rect(center= (x,y))
win.blit(updated_image,image_location)
def update_game(x,y,width,height,char):
win.fill((0,0,0))
point_to_mouse(x,y,char)
pygame.display.update()
def spawn_bullet(x,y):
global list_of_bullets
initial_x = x
initial_y = y
mouse_x, mouse_y = pygame.mouse.get_pos()
vector_x, vector_y = mouse_x - x, mouse_y - y
#normalize the vector
distance = math.sqrt(vector_x ** 2 + vector_y **2)
normalized_vec = (vector_x/ distance, vector_y/distance)
list_of_bullets.append([initial_x,initial_y,normalized_vec])
run = True
while run:
#check for an event
pygame.time.delay(75)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
spawn_bullet(x,y)
for bullet in list_of_bullets:
bullet[0] = bullet[0] * bullet[2][0]
bullet[1] = bullet[1] * bullet[2][1]
pygame.draw.rect(win,(0,0,255),(int(bullet[0]),int(bullet[1]),20,20))
if bullet[0] > 500 or bullet[0] < 0 or bullet[1] < 0 or bullet[1] > 500:
del list_of_bullets[list_of_bullets.index(bullet)]
continue
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > 0 + width:
x = x - velocity
elif keys[pygame.K_RIGHT] and x < 500 - width:
x = x + velocity
elif keys[pygame.K_UP] and y > 0 + width:
y = y - velocity
elif keys[pygame.K_DOWN] and y < 500 - width:
y = y + velocity
update_game(x,y,width,height,char)
pygame.quit()
答案 0 :(得分:0)
有2个问题。子弹的当前位置乘以其归一化方向矢量。那没有道理:
for bullet in list_of_bullets: bullet[0] = bullet[0] * bullet[2][0] bullet[1] = bullet[1] * bullet[2][1]
将方向矢量添加到子弹的位置:
for bullet in list_of_bullets:
bullet[0] += bullet[2][0]
bullet[1] += bullet[2][1]
如果要提高子弹的速度,则必须将向量缩放一定的speed
。例如:
def spawn_bullet(x,y):
global list_of_bullets
initial_x = x
initial_y = y
mouse_x, mouse_y = pygame.mouse.get_pos()
vector_x, vector_y = mouse_x - x, mouse_y - y
distance = math.sqrt(vector_x ** 2 + vector_y **2)
speed = 5
move_vec = (speed*vector_x/distance, speed*vector_y/distance)
list_of_bullets.append([initial_x, initial_y, move_vec])
第二个问题是,在抽出子弹后清除了显示内容,因此您永远不会“看到”子弹。
清除显示后,在update_game
中绘制项目符号:
def update_game(x,y,width,height,char):
win.fill((0,0,0))
for bullet in list_of_bullets:
pygame.draw.rect(win,(0,0,255),(int(bullet[0]),int(bullet[1]),20,20))
point_to_mouse(x,y,char)
pygame.display.update()
(删除主应用程序循环的图形)