新程序员,在我的带领下有了三个月的Python(只有pygame几个星期)...
我正在设计一个2D,自上而下的游戏,并且一直在尝试突破精灵LOS的障碍。我目前的尝试是让每个精灵向可见范围内的其他所有精灵投射一条光线,如果该光线与LOS阻止者的直肠碰撞,则停止,并仅将可见的精灵添加到列表中。
到目前为止,精灵总是穿过墙彼此看见。我认为这是一个迭代/缩进/太多循环的问题。我尝试过布尔类型的中断,然后将代码放入带有return的函数中(在代码中的几个不同点),但这并没有帮助-怪物总是直奔玩家,直到他们撞墙。 / p>
图片:X-Ray Vision
已经过了几天的Google研究和反复试验,但并不高兴。任何朝着正确方向解决或轻推的方法,将不胜感激!
相关代码如下。
实施
wall = GraphBoxSprite('wall', (WIDTH // 2 - 25, HEIGHT // 2 - 10), 50, 20, BLACK, False, walls, obstacles, losBlockers, allSprites)
代码
class GraphBoxSprite(pygame.sprite.Sprite):
# Creates a sprite the size and shape of supplied graph size
def __init__(self, ID, position, squareWidth, squareHeight, colour, transparent=False, *groups):
super().__init__(*groups)
self.ID = ID
self.position = position
self.image = pygame.Surface((squareWidth, squareHeight)) # Blank surface
self.rect = self.image.get_rect(topleft=position)
self.image.fill(colour)
if transparent is True:
self.image.set_colorkey(colour) # Transparent background
实施
character = CreatureSprite('character', (WIDTH // 2, HEIGHT // 2 - 50), MEDIUM, QUICK, QUIET, BLUE_LINE, CANDLELIGHT, None, None, characters, allCreatures, allSprites)
代码
class CreatureSprite(pygame.sprite.Sprite):
# Creates a sprite to order
def __init__(self, ID, position, size, speed, noiseLevel=None, colour=GREY, lightRadius=None, infravision=None, image=None, *groups):
super().__init__(*groups)
self.image = pygame.Surface(size) # Blank surface for image
self.image.fill(WHITE)
self.image.set_colorkey(WHITE) # Transparent background
self.rect = self.image.get_rect(topleft=position)
self.ID = ID
self.size = size
self.colour = colour
self.lightRadius = lightRadius
self.losLength = 600 # view distance
self.losWidth = 150 # degrees
self.position = Vector2(position)
self.speed = int(speed / (GRID_SCALE * 10))
self.velocity = Vector2(0, 0)
self.destination = Vector2(position)
self.destinationRadius = 40
self.heading = self.destination - self.position
def update(self, walls, dungeonDressings, obstacles, losBlockers, monsters, characters, allCreatures, dungeonLights, creatureLights, allLights, allSprites):
# Draw the creature
pygame.draw.circle(self.image, self.colour, (self.size[0] // 2, self.size[1] // 2), self.size[0] // 2)
pygame.draw.line(self.image, WHITE, (self.size[0] // 2, self.size[1] // 2), (self.size[0] // 2, self.size[1] - 20), 1)
# Draw light over darkness and colour over light
if self.lightRadius:
spritePosition = (int(self.position[0]), int(self.position[1])) # syntactic sugar
pygame.draw.circle(DARKNESS, (COLOURKEY), spritePosition, self.lightRadius * GRID_SCALE)
pygame.draw.circle(LIGHTNESS, (GOLDENROD), spritePosition, self.lightRadius * GRID_SCALE)
# Movement
self.position += self.velocity # Update the position vector first
self.rect.center = self.position # Update the rect afterwards
# This vector points to the destination
self.heading = self.destination - self.position
distance = self.heading.length()
# Normalize heading for scale to desired length/speed below
if self.heading: # Cannot normalize a zero vector
self.heading.normalize_ip()
# Sprite rotation to heading
#self.image = pygame.transform.rotate(self.image, self.heading) --- won't accept Vector2, only real number ---
# Slow down when approaching destination
if distance > self.destinationRadius:
self.velocity = self.heading * self.speed
elif distance <= 15:
for sprite in allSprites:
if sprite in allCreatures or sprite in obstacles: # Creatures maintain personal space
self.velocity = Vector2(0, 0)
else:
self.velocity = self.heading * (distance / self.destinationRadius * self.speed)
# Line of Sight
targets = []
visible = []
seen = []
for target in allSprites:
if target != self:
targets.append(target.ID)
lineOfSight = target.position - self.position
lineOfSightDist = lineOfSight.length()
if lineOfSightDist < self.losLength: # Target in range
#if self.heading < self.losWidth: # Target in field of view --- need to convert to comparable format ---
x = self.position[0]
y = self.position[1]
for i in range(int(lineOfSightDist)): # Try to reach target with a cast ray
x += lineOfSight[0]
y += lineOfSight[1]
for sprite in allSprites:
if sprite.rect.collidepoint(int(round(x)), int(round(y))):
if sprite in losBlockers: # Stop ray
seen.append(sprite)
visible.append(target.ID)
break
else:
seen.append(sprite)
visible.append(target.ID)
break
print('{} sees {} out of {} in range'.format(self.ID, visible, targets))
# Creature AI
if self.ID == 'monster':
if seen:
for sprite in seen:
if sprite.ID == 'character':
self.destination = sprite.position
# When sprites collide
for sprite in allSprites:
if self.rect.colliderect(sprite):
if self in allCreatures and sprite in obstacles:
self.velocity = Vector2(0, 0)
def changeColour(self, colour):
self.colour = colour
import os, sys, ctypes, random, math, copy, time, pickle, shelve, pprint, pygame # Inbuilt functions
import charReference, equipment # Reference material
from pygame.locals import *
from pygame.math import Vector2
pygame.init()
pygame.display.set_caption('LOOT OR DIE!')
directory = 'C:\\Users\\user\\OneDrive\\LootOrDie\\'
pygame.font.init()
# Main fonts
font = pygame.font.Font(directory + 'fonts\\Cour.ttf', 18)
fontB = pygame.font.Font(directory + 'fonts\\Courbd.ttf', 18)
fontI = pygame.font.Font(directory + 'fonts\\Couri.ttf', 18)
fontBI = pygame.font.Font(directory + 'fonts\\Courbi.ttf', 18)
smallFont = pygame.font.Font(directory + 'fonts\\Cour.ttf', 16)
smallFontB = pygame.font.Font(directory + 'fonts\\Courbd.ttf', 16)
smallFontI = pygame.font.Font(directory + 'fonts\\Couri.ttf', 16)
smallFontBI = pygame.font.Font(directory + 'fonts\\Courbi.ttf', 16)
bigFont = pygame.font.Font(directory + 'fonts\\Cour.ttf', 24)
bigFontB = pygame.font.Font(directory + 'fonts\\Courbd.ttf', 24)
bigFontI = pygame.font.Font(directory + 'fonts\\Couri.ttf', 24)
bigFontBI = pygame.font.Font(directory + 'fonts\\Courbi.ttf', 24)
# Colours
COLOURKEY = (127, 33, 33) # Transparent colour key
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
DARKGREY = ( 64, 64, 64)
GREY = (128, 128, 128)
LIGHTGREY = (200, 200, 200)
PINK_LINE = (238, 106, 167)
RED = (179, 0, 0)
BLOOD = (138, 3, 3)
ORANGE = (255, 185, 0)
GOLD = (100, 84, 0)
GOLDENROD = (212, 175, 55)
GREEN = ( 0, 130, 0)
FOREST_GREEN = ( 11, 102, 35)
BLUE_LINE = (100, 149, 237)
BLUE_INK = ( 0, 0, 128)
DARK_BLUE = ( 0, 60, 120)
""" Define Screen """
# Prevent screen stretching
preventStretch = True
if preventStretch is True:
user32 = ctypes.windll.user32
user32.SetProcessDPIAware()
SCREEN_SIZE = WIDTH, HEIGHT = (1440, 900)
SCREEN = pygame.display.set_mode(SCREEN_SIZE, pygame.RESIZABLE) # FULLSCREEN
LEFT_MARGIN = 40
TOP_MARGIN = 26
LINE_HEIGHT = 22
COL1 = LEFT_MARGIN
COL2 = int(SCREEN.get_width() / 4 + (LEFT_MARGIN * 2))
COL3 = int(((SCREEN.get_width() / 4) + (LEFT_MARGIN * 2)) * 2)
COL4 = int(((SCREEN.get_width() / 4) + (LEFT_MARGIN * 2)) * 3)
# Timing and FPS
clock = pygame.time.Clock()
FPS = 60
# Double mouse-click half second delay
doubleClickClock = pygame.time.Clock()
DOUBLE_MOUSE_CLICK_TIME = 500
""" Define Buttons """
MENU_BUTTON_WIDTH = 150
MENU_BUTTON_HEIGHT = 30
LINE_BUTTON_WIDTH = int(SCREEN.get_width() / 4 - (LEFT_MARGIN * 2))
LINE_BUTTON_HEIGHT = LINE_HEIGHT - 2
EQUIP_BUTTON_WIDTH = int(SCREEN.get_width() / 2 - (LEFT_MARGIN * 2))
BODY_BUTTON_WIDTH = 255
# TextLine Buttons
col_1_textLines = []
col_2_textLines = []
col_3_textLines = []
lineNo = 0
for line in range(40): # The maximum number of lines per screen
line = COL1, TOP_MARGIN + LINE_HEIGHT * lineNo
col_1_textLines.append(line)
lineNo += 1
col_2_textLines = []
lineNo = 0
for line in range(40):
line = COL2, TOP_MARGIN + LINE_HEIGHT * lineNo
col_2_textLines.append(line)
lineNo += 1
col_2_textLines = []
lineNo = 0
for line in range(40):
line = COL2, TOP_MARGIN + LINE_HEIGHT * lineNo
col_2_textLines.append(line)
lineNo += 1
""" Dungeon Settings """
# Graph paper coordinates
GRID_SCALE = 5 # feet per square
SQUARE_WIDTH = 20
SQUARE_HEIGHT = 20
GRID_MARGIN = 1 # between squares
# Creature Sizes
TINY = (5, 5)
SMALL = (10, 10)
MEDIUM = (15, 15)
LARGE = (20, 20)
HUGE = (40, 40)
# Creature Speeds and Noise Levels
""" Run is * 10 """
STATIONARY = SILENT = 0
SHAMBOLIC = STEALTHY = 15
SLUGGISH = QUIET = 30
SLOW = NOISY = 60
PLODDING = LOUD = 90
QUICK = CACOPHONOUS = 120
# Light Source Radii
CANDLELIGHT = 10
SMALL_ITEMLIGHT = 10
MEDIUM_ITEMLIGHT = 15
LONG_ITEMLIGHT = 20
LANTERNLIGHT = 30
TORCHLIGHT = 40
# Cloak screen in darkness
DARKNESS = pygame.Surface(SCREEN_SIZE)
DARKNESS.set_colorkey(COLOURKEY)
# Mask for light colour
LIGHTNESS = pygame.Surface(SCREEN_SIZE)
LIGHTNESS.set_colorkey(COLOURKEY)
def dungeon():
# Window for testing
windowSize = windowWidth, windowHeight = WIDTH, HEIGHT
window = pygame.Surface(windowSize)
""" Sprite Groups """
# Dungeon
walls = pygame.sprite.Group()
dungeonDressings = pygame.sprite.Group()
obstacles = pygame.sprite.Group() # Anything that blocks movement
losBlockers = pygame.sprite.Group() # Anything that blocks line of sight (LOS)
# Creatures
characters = pygame.sprite.Group()
monsters = pygame.sprite.Group()
allCreatures = pygame.sprite.Group()
# Lights
dungeonLights = pygame.sprite.Group()
creatureLights = pygame.sprite.Group()
allLights = pygame.sprite.Group()
# Everything
allSprites = pygame.sprite.Group()
""" Sprites """
# Character sprites
character = CreatureSprite('character', (WIDTH // 2, HEIGHT // 2 - 50), MEDIUM, QUICK, QUIET, BLUE_LINE, CANDLELIGHT, None, None, characters, allCreatures, allSprites)
# Enemy sprites
for monster in range(1):
orc = CreatureSprite('monster', (WIDTH // 2, HEIGHT // 2 + 50), MEDIUM, PLODDING, NOISY, BLOOD, TORCHLIGHT, None, None, monsters, allCreatures, allSprites)
# The Wall
wall = GraphBoxSprite('wall', (WIDTH // 2 - 25, HEIGHT // 2 - 10), 50, 20, BLACK, False, walls, obstacles, losBlockers, allSprites)
selectedObject = None
destinationPoint = None
while True: # Main Loop
clock.tick(FPS) # Set framerate
# Capture mouse coordinates on screen and in window
mousePos = x, y = pygame.mouse.get_pos()
mouseWindowPos = (x - int(WIDTH / 2 - windowWidth / 2), y - int(HEIGHT / 2 - windowHeight / 2))
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
if selectedObject:
if selectedObject in characters:
selectedObject.changeColour(BLUE_LINE)
elif selectedObject in monsters:
selectedObject.changeColour(BLOOD)
selectedObject = None
else:
quitGame()
# Set destination with mouse-click
if event.type == MOUSEBUTTONDOWN:
# Check for double click event
doubleClick = False
if doubleClickClock.tick() < DOUBLE_MOUSE_CLICK_TIME:
doubleClick = True
if event.button == 1:
if selectedObject: # Single-click to de-select sprite
if selectedObject in characters:
selectedObject.changeColour(BLUE_LINE)
elif selectedObject in monsters:
selectedObject.changeColour(BLOOD)
selectedObject = None
elif not selectedObject: # Single-click to select new sprite
for sprite in allCreatures:
if sprite.rect.collidepoint(mouseWindowPos):
selectedObject = sprite
selectedObject.changeColour(GOLDENROD)
elif event.button == 3:
if selectedObject: # Send selected sprite to destination
selectedObject.destination = mouseWindowPos
# Arrange dark and light sources
DARKNESS.fill(0)
LIGHTNESS.fill(COLOURKEY)
# Draw squares on coloured background to mimic graph paper
window.fill(BLUE_LINE)
for column in range(SQUARE_WIDTH + GRID_MARGIN, windowWidth, SQUARE_WIDTH + GRID_MARGIN):
for row in range(SQUARE_HEIGHT + GRID_MARGIN, windowHeight, SQUARE_HEIGHT + GRID_MARGIN):
pygame.draw.rect(window, WHITE, [column, row, SQUARE_WIDTH, SQUARE_HEIGHT])
# Update Sprites
allSprites.update(window, walls, dungeonDressings, obstacles, losBlockers, monsters, characters, allCreatures, dungeonLights, creatureLights, allLights, allSprites)
# Draw items
walls.draw(window)
allCreatures.draw(window)
# Draw screen overlaid with darkness overlaid by lit areas
SCREEN.blit(window, (WIDTH // 2 - windowWidth // 2, HEIGHT // 2 - windowHeight // 2))
# Make LIGHTNESS surface partially transparent
LIGHTNESS.set_alpha(75)
SCREEN.blit(LIGHTNESS, (0, 0))
SCREEN.blit(DARKNESS, (0, 0))
pygame.display.update()
class GraphBoxSprite(pygame.sprite.Sprite):
# Creates a sprite the size and shape of supplied graph size
def __init__(self, ID, position, squareWidth, squareHeight, colour, transparent=False, *groups):
super().__init__(*groups)
self.ID = ID
self.position = position
self.image = pygame.Surface((squareWidth, squareHeight)) # Blank surface
self.rect = self.image.get_rect(topleft=position)
self.image.fill(colour)
if transparent is True:
self.image.set_colorkey(colour) # Transparent background
class CreatureSprite(pygame.sprite.Sprite):
# Creates a sprite to order
def __init__(self, ID, position, size, speed, noiseLevel=None, colour=GREY, lightRadius=None, infravision=None, image=None, *groups):
super().__init__(*groups)
self.image = pygame.Surface(size) # Blank surface for image
self.image.fill(WHITE)
self.image.set_colorkey(WHITE) # Transparent background
self.rect = self.image.get_rect(topleft=position)
self.ID = ID
self.size = size
self.colour = colour
self.lightRadius = lightRadius
self.losLength = 600 # view distance
self.losWidth = 150 # degrees
self.position = Vector2(position)
self.speed = int(speed / (GRID_SCALE * 10))
self.velocity = Vector2(0, 0)
self.destination = Vector2(position)
self.destinationRadius = 40
self.heading = self.destination - self.position
def update(self, walls, dungeonDressings, obstacles, losBlockers, monsters, characters, allCreatures, dungeonLights, creatureLights, allLights, allSprites):
# Draw the creature
pygame.draw.circle(self.image, self.colour, (self.size[0] // 2, self.size[1] // 2), self.size[0] // 2)
pygame.draw.line(self.image, WHITE, (self.size[0] // 2, self.size[1] // 2), (self.size[0] // 2, self.size[1] - 20), 1)
# Draw light over darkness and colour over light
if self.lightRadius:
spritePosition = (int(self.position[0]), int(self.position[1])) # syntactic sugar
pygame.draw.circle(DARKNESS, (COLOURKEY), spritePosition, self.lightRadius * GRID_SCALE)
pygame.draw.circle(LIGHTNESS, (GOLDENROD), spritePosition, self.lightRadius * GRID_SCALE)
# Movement
self.position += self.velocity # Update the position vector first
self.rect.center = self.position # Update the rect afterwards
# This vector points to the destination
self.heading = self.destination - self.position
distance = self.heading.length()
# Normalize heading for scale to desired length/speed below
if self.heading: # Cannot normalize a zero vector
self.heading.normalize_ip()
# Sprite rotation to heading
#self.image = pygame.transform.rotate(self.image, self.heading) --- won't accept Vector2, only real number ---
# Slow down when approaching destination
if distance > self.destinationRadius:
self.velocity = self.heading * self.speed
elif distance <= 15:
for sprite in allSprites:
if sprite in allCreatures or sprite in obstacles: # Creatures maintain personal space
self.velocity = Vector2(0, 0)
else:
self.velocity = self.heading * (distance / self.destinationRadius * self.speed)
# Line of Sight
targets = []
visible = []
seen = []
for target in allSprites:
if target != self:
targets.append(target.ID)
lineOfSight = target.position - self.position
lineOfSightDist = lineOfSight.length()
if lineOfSightDist < self.losLength: # Target in range
#if self.heading < self.losWidth: # Target in field of view --- need to convert to comparable format ---
x = self.position[0]
y = self.position[1]
for i in range(int(lineOfSightDist)): # Try to reach target with a cast ray
x += lineOfSight[0]
y += lineOfSight[1]
for sprite in allSprites:
if sprite.rect.collidepoint(int(round(x)), int(round(y))):
if sprite in losBlockers: # Stop ray
seen.append(sprite)
visible.append(target.ID)
break
else:
seen.append(sprite)
visible.append(target.ID)
break
print('{} sees {} out of {} in range'.format(self.ID, visible, targets))
# Creature AI
if self.ID == 'monster':
if seen:
for sprite in seen:
if sprite.ID == 'character':
self.destination = sprite.position
# When sprites collide
for sprite in allSprites:
if self.rect.colliderect(sprite):
if self in allCreatures and sprite in obstacles:
self.velocity = Vector2(0, 0)
def changeColour(self, colour):
self.colour = colour
def quitGame():
pygame.quit()
sys.exit()
def waitForKeyPress():
# Pause program until a key is pressed
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
return
""" Start Game """
if __name__ == '__main__':
dungeon()
答案 0 :(得分:3)
仅从静态代码的一部分中看不到为什么您的程序无法运行,看来应该如此。
不过,我可以提供自己的解决方案:
对于每个NPC /对手:
因此,视线只是(Player-x,Player-y)到(NPC-x,NPC-y),定义了 line 。
每个Wall对象是 4条线(形成一个矩形),因此我们检查Player-NPC线与每个矩形侧线的交集。这简化了对某些没有三角学或平方根的线性几何的检查。一旦线上发现任何东西,NPC就看不到播放器。也无需沿着视线“检查”遮挡物。
注意:根据设计,我们不检查是否有遮盖其他NPC视野的NPC。
参考代码:
import pygame
import random
WINDOW_WIDTH = 800
WINDOW_HEIGHT= 600
SURFACE = pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE
#define colour
WHITE = ( 200, 200, 200)
GREY = ( 50, 50, 50)
BLACK = (0,0,0)
RED = ( 200, 0, 0 )
GREEN = (0,255,0)
TAN = (240,171,15)
YELLOW= (255,255,0)
def lineRectIntersectionPoints( line, rect ):
""" Get the list of points where the line and rect
intersect, The result may be zero, one or two points.
BUG: This function fails when the line and the side
of the rectangle overlap """
def linesAreParallel( x1,y1, x2,y2, x3,y3, x4,y4 ):
""" Return True if the given lines (x1,y1)-(x2,y2) and
(x3,y3)-(x4,y4) are parallel """
return (((x1-x2)*(y3-y4)) - ((y1-y2)*(x3-x4)) == 0)
def intersectionPoint( x1,y1, x2,y2, x3,y3, x4,y4 ):
""" Return the point where the lines through (x1,y1)-(x2,y2)
and (x3,y3)-(x4,y4) cross. This may not be on-screen """
#Use determinant method, as per
#Ref: https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection
Px = ((((x1*y2)-(y1*x2))*(x3 - x4)) - ((x1-x2)*((x3*y4)-(y3*x4)))) / (((x1-x2)*(y3-y4)) - ((y1-y2)*(x3-x4)))
Py = ((((x1*y2)-(y1*x2))*(y3 - y4)) - ((y1-y2)*((x3*y4)-(y3*x4)))) / (((x1-x2)*(y3-y4)) - ((y1-y2)*(x3-x4)))
return Px,Py
### Begin the intersection tests
result = []
line_x1, line_y1, line_x2, line_y2 = line # split into components
pos_x, pos_y, width, height = rect
### Convert the rectangle into 4 lines
rect_lines = [ ( pos_x, pos_y, pos_x+width, pos_y ), ( pos_x, pos_y+height, pos_x+width, pos_y+height ), # top & bottom
( pos_x, pos_y, pos_x, pos_y+height ), ( pos_x+width, pos_y, pos_x+width, pos_y+height ) ] # left & right
### intersect each rect-side with the line
for r in rect_lines:
rx1,ry1,rx2,ry2 = r
if ( not linesAreParallel( line_x1,line_y1, line_x2,line_y2, rx1,ry1, rx2,ry2 ) ): # not parallel
pX, pY = intersectionPoint( line_x1,line_y1, line_x2,line_y2, rx1,ry1, rx2,ry2 ) # so intersecting somewhere
pX = round( pX )
pY = round( pY )
# Lines intersect, but is on the rectangle, and between the line end-points?
if ( rect.collidepoint( pX, pY ) and
pX >= min( line_x1, line_x2 ) and pX <= max( line_x1, line_x2 ) and
pY >= min( line_y1, line_y2 ) and pY <= max( line_y1, line_y2 ) ):
pygame.draw.circle( window, WHITE, ( pX, pY ), 4 )
result.append( ( pX, pY ) ) # keep it
if ( len( result ) == 2 ):
break # Once we've found 2 intersection points, that's it
return result
class Wall( pygame.sprite.Sprite):
""" Rectangular objects that blocks line-of-sight """
def __init__( self, x, y, width, height ):
pygame.sprite.Sprite.__init__( self )
self.image = pygame.Surface( ( width, height ) )
self.rect = self.image.get_rect();
self.rect.topleft = ( x, y )
self.image.fill( TAN )
def getRect( self ):
return self.rect
class Being( pygame.sprite.Sprite):
""" Some kind of creature with miraculous 360 degree vision """
def __init__( self, x, y, colour=YELLOW, size=48 ):
pygame.sprite.Sprite.__init__( self )
self.colour= colour
self.image = pygame.Surface( ( size, size ), pygame.SRCALPHA )
self.rect = self.image.get_rect();
self.rect.center = ( x, y )
self.size = size
self.seen = False
self.update()
def update( self ):
""" If we've been seen, go red with embrassment """
if ( self.seen ):
colour = RED
else:
colour = self.colour
pygame.draw.circle( self.image, colour, ( self.size//2, self.size//2 ), self.size//2 )
def setSeen( self, seen=True ):
self.seen = seen
def getCentre( self ):
return self.rect.center
def getRect( self ):
return self.rect
### initialisation
pygame.init()
pygame.mixer.init()
window = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ), SURFACE )
pygame.display.set_caption("Line of Sight")
# Occluders
wall_sprites = pygame.sprite.Group()
central_block = Wall( WINDOW_WIDTH//3, WINDOW_HEIGHT//2, WINDOW_WIDTH//3, 20 ) # top middle (random)
wall_sprites.add( central_block )
# NPCs
npc_sprites = pygame.sprite.Group()
for i in range( 3 ):
npc_sprites.add( Being( random.randint( 50, WINDOW_WIDTH-50 ), 50, GREEN ) )
# Player
player_sprite = pygame.sprite.GroupSingle()
player = Being( WINDOW_WIDTH//2, 3*WINDOW_HEIGHT//4 ) # bottom middle
player_sprite.add ( player )
### Main Loop
clock = pygame.time.Clock()
done = False
while not done:
# Handle user-input
for event in pygame.event.get():
if ( event.type == pygame.QUIT ):
done = True
elif ( event.type == pygame.MOUSEBUTTONUP ):
# On mouse-click
pass
# Movement keys
keys = pygame.key.get_pressed()
if ( keys[pygame.K_LEFT] ):
player.rect.x -= 1
if ( keys[pygame.K_RIGHT] ):
player.rect.x += 1
if ( keys[pygame.K_UP] ):
player.rect.y -= 1
if ( keys[pygame.K_DOWN] ):
player.rect.y += 1
# Update the window, but not more than 60fps
window.fill( BLACK )
# Check to see if the Player can see any NPCs
player_centre = player.getCentre()
for npc in npc_sprites:
npc_centre = npc.getCentre()
# Does the line <player> to <npc> intersect any obstacles?
line_of_sight = [ player_centre[0], player_centre[1], npc_centre[0], npc_centre[1] ]
found = True
for wall in wall_sprites:
# is anyting blocking the line-of-sight?
intersection_points = lineRectIntersectionPoints( line_of_sight, wall.getRect() )
if ( len( intersection_points ) > 0 ):
found = False
break # seen already
# Highlight anyone found
npc.setSeen( found )
if ( found ):
pygame.draw.line( window, WHITE, player_centre, npc_centre )
else:
pygame.draw.line( window, GREY, player_centre, npc_centre )
# draw the sprites
wall_sprites.draw( window )
npc_sprites.update()
npc_sprites.draw( window )
player_sprite.draw( window )
pygame.display.flip()
clock.tick_busy_loop(60)
pygame.quit()
答案 1 :(得分:1)
全部感谢您的输入。解决方案的确是我的活动代码@Kingsley中的错误。
虽然看不见的精灵仍被添加到看到的列表中,但我能够在末尾添加一行以从列表中删除看不见的精灵。
很高兴知道我的原始代码正在工作,但是您的视线帮助我隔离了问题,改善了我的Sprite系统,并开发了更强大的光线投射系统-谢谢!
您会在视线循环的结尾处找到visible.remove ( target )
:
while True: # Main Loop
# Capture mouse coordinates on screen and in window
mousePos = x, y = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
if selectedObject:
if selectedObject in characters:
selectedObject.selected = False
selectedObject = None
else:
quitGame()
# Set destination with mouse-click
if event.type == MOUSEBUTTONDOWN:
# Check for double click event
doubleClick = False
if doubleClickClock.tick() < DOUBLE_MOUSE_CLICK_TIME:
doubleClick = True
if event.button == 1:
if selectedObject: # Single-click to de-select sprite
if selectedObject in characters:
selectedObject.selected = False
elif selectedObject in monsters:
selectedObject.selected = False
selectedObject = None
if not selectedObject: # Single-click to select new sprite
for sprite in allCreatures:
if sprite.rect.collidepoint( mousePos ):
selectedObject = sprite
selectedObject.selected = True
if event.button == 3:
if selectedObject: # Send selected sprite to destination
selectedObject.destination = mousePos
# Refresh the screen
clock.tick( FPS ) # Set framerate
window.fill( WHITE )
# Arrange dark and light sources
DARKNESS.fill( 0 )
LIGHTNESS.fill( COLOURKEY )
# Draw Graph Paper
window.fill( BLUE_LINE )
for column in range( 0 + GRID_MARGIN, WIDTH, SQUARE_WIDTH + GRID_MARGIN ):
for row in range( 0 + GRID_MARGIN, HEIGHT, SQUARE_HEIGHT + GRID_MARGIN ):
pygame.draw.rect( window, WHITE, [column, row, SQUARE_WIDTH, SQUARE_HEIGHT] )
# Check for creature line of sight
targets = []
visible = []
for viewer in allCreatures:
viewerCenter = viewer.getCenter()
for target in allCreatures:
targetCenter = target.getCenter()
targets.append(target)
# Does the line of sight intersect any obstacles?
lineOfSight = [ viewerCenter[0], viewerCenter[1], targetCenter[0], targetCenter[1] ]
seen = True
for blocker in losBlockers:
# Is anything blocking line of sight?
intersectionPoints = lineRectIntersectionPoints( lineOfSight, blocker.getRect() )
if ( len( intersectionPoints ) > 0 ):
seen = False
break # seen already
# Highlight anyone found
target.setSeen( seen )
if ( seen ):
pygame.draw.line( window, RED, viewerCenter, targetCenter )
visible.append( target )
else:
pygame.draw.line( window, GREY, viewerCenter, targetCenter )
if target in visible:
visible.remove ( target )
# Creature AI
if viewer.ID == 'monster':
if visible:
for sprite in visible:
if sprite.ID == 'character':
viewer.destination = sprite.position
# Update Sprites
allSprites.update( obstacles, allCreatures, allSprites )
# Draw items
allSprites.draw( window )
# Make LIGHTNESS surface partially transparent
LIGHTNESS.set_alpha( 75 )
window.blit( LIGHTNESS, ( 0, 0 ) )
window.blit( DARKNESS, ( 0, 0 ) )
pygame.display.update()
答案 2 :(得分:0)
我想我有办法在这里做。 我这是你想要的吗?:
import pygame
import random
Randomx = random.randint(1,450)
Randomy = random.randint(1,450)
Wallx = Randomx - 50
Wally = Randomy
screen = pygame.display.set_mode([500,500])
x = 225
y = 225
running = True
while running:
keys = pygame.key.get_pressed()
screen.fill([255,255,255])
if keys[pygame.K_LEFT]:
#move
x -= .2
#make shure it isn't off the screen
if x <= 0:
x = 0
if keys[pygame.K_RIGHT]:
x += .2
if x >= 450:
x = 450
if keys[pygame.K_UP]:
y -= .2
if y <= 0:
y = 0
if keys[pygame.K_DOWN]:
y += .2
if y >= 450:
y = 450
#Red's Vision
vision1 = pygame.draw.rect(screen, [0,0,0], (0,y,500,50))
vision2 = pygame.draw.rect(screen, [0,0,0], (x,0,50,500))
#-----------------------------------------------
#Red
red = pygame.draw.rect(screen, [255,0,0], (x,y,50,50))
#Blue
blue = pygame.draw.rect(screen, [0,0,255], (Randomx,Randomy,50,50))
#Wall
wall = pygame.draw.rect(screen, [0,255,0], (Wallx,Wally,25,50))
#Collisoin Detection/Vision
if vision1.colliderect(blue):
SeeBlock = True
if x >= Randomx:
w = x - Randomx
if x <= Randomx:
w = Randomx - x
if x >= Randomx:
vision3 = pygame.draw.rect(screen, [0,0,0], (x,y,-w,50))
if vision3.colliderect(wall):
SeeBlock = False
if x <= Randomx:
vision3 = pygame.draw.rect(screen, [0,0,0], (x,y,w,50))
if vision3.colliderect(wall):
SeeBlock = False
red = pygame.draw.rect(screen, [255,0,0], (x,y,50,50))
blue = pygame.draw.rect(screen, [0,0,255], (Randomx,Randomy,50,50))
wall = pygame.draw.rect(screen, [0,255,0], (Wallx,Wally,25,50))
if SeeBlock == True:
print("I SEE IT!")
if vision2.colliderect(blue):
SeeBlock = True
if y >= Randomx:
w = y - Randomy
if y <= Randomx:
w = y + Randomy
if y >= Randomy:
vision3 = pygame.draw.rect(screen, [0,0,0], (x,y,-w,50))
if vision3.colliderect(wall):
SeeBlock = False
if y <= Randomy:
vision3 = pygame.draw.rect(screen, [0,0,0], (x,y,w,50))
if vision3.colliderect(wall):
SeeBlock = False
red = pygame.draw.rect(screen, [255,0,0], (x,y,50,50))
blue = pygame.draw.rect(screen, [0,0,255], (Randomx,Randomy,50,50))
wall = pygame.draw.rect(screen, [0,255,0], (Wallx,Wally,25,50))
if SeeBlock == True:
print("I SEE IT!")
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
pygame.quit()