Python 使用Pygame的平台滚动器无法使用组碰撞
我遵循这一点,将Python 使用Pygame的平台滚动器无法使用组碰撞,python,class,pygame,main,bullet,Python,Class,Pygame,Main,Bullet,我遵循这一点,将类对手()添加到类平台(),如图所示。接下来,我尝试在完整代码中添加groupcollide\u和的\u loop\u,以便在被子弹击中时将对手移除。我一直在研究如何在类()本身中使用groupcollide()。我尝试了几种方法在中调用groupcollideinsidedef main,虽然没有完成,但我没有得到任何结果或任何错误,它就是不起作用 组碰撞和循环: collided_opponents = pygame.sprite.groupcollide(oppon
类对手()
添加到类平台()
,如图所示。接下来,我尝试在完整代码中添加groupcollide\u和的\u loop\u,以便在被子弹击中时将对手移除。我一直在研究如何在类()本身中使用groupcollide()。我尝试了几种方法在中调用groupcollide
insidedef main
,虽然没有完成
,但我没有得到任何结果或任何错误,它就是不起作用
组碰撞和循环:
collided_opponents = pygame.sprite.groupcollide(opponents, bullet_list, False, True)
for opponent, bullets in collided_opponents.items():
for bullet in bullets:
score += 1 # Increment the score.
opponent.lives -= 1 # Decrement the lives.
pygame.display.set_caption(str(score))
将上面的groupcollide和for循环部署到下面的代码中:
导入pygame
#全局常数
bulletpicture=pygame.image.load(“bullet.png”)
#颜色
黑色=(0,0,0)
白色=(255,255,255)
绿色=(0,255,0)
红色=(255,0,0)
蓝色=(0,0255)
#屏幕尺寸
屏幕宽度=800
屏幕高度=600
职业玩家(pygame.sprite.sprite):
"""
此类表示玩家控制的底部的条。
"""
#--方法
定义初始化(自):
“构造函数”
#调用父级的构造函数
super()。\uuuu init\uuuuu()
#创建块的图像,并用颜色填充。
#这也可能是从磁盘加载的映像。
宽度=40
高度=60
self.image=pygame.Surface([宽度,高度])
self.image.fill(红色)
#设置对图像矩形的引用。
self.rect=self.image.get_rect()
#设置玩家的速度向量
self.change_x=0
self.change_y=0
#我们可以碰撞的精灵列表
self.level=无
def更新(自我):
“”“移动播放机。”“”
#重力
self.calc_grav()
#向左/向右移动
self.rect.x+=self.change\u x
#看看我们有没有击中什么
block\u hit\u list=pygame.sprite.spritecollide(self,self.level.platform\u list,False)
对于block_命中列表中的block_:
#如果我们走对了,
#将我们击中的物品的右侧设置为左侧
如果self.change_x>0:
self.rect.right=block.rect.left
elif self.change_x<0:
#否则,如果我们向左移动,则执行相反的操作。
self.rect.left=block.rect.right
#上移/下移
self.rect.y+=self.change\u y
#看看我们有没有碰到什么东西
block\u hit\u list=pygame.sprite.spritecollide(self,self.level.platform\u list,False)
对于block_命中列表中的block_:
#根据对象的顶部/底部重置我们的位置。
如果self.change_y>0:
self.rect.bottom=block.rect.top
elif self.change_y<0:
self.rect.top=block.rect.bottom
#停止我们的垂直运动
self.change_y=0
def calc_grav(自身):
“”“计算重力的影响。”“”
如果self.change_y==0:
self.change_y=1
其他:
自我改变y+=0.35
#看看我们是否在地面上。
如果self.rect.y>=屏幕高度-self.rect.HEIGHT和self.change\u y>=0:
self.change_y=0
self.rect.y=屏幕高度-self.rect.HEIGHT
def跳转(自):
“”“当用户点击“跳转”按钮时调用。”“”
#向下移动一点,看看我们下面是否有平台。
#向下移动2个像素,因为如果只向下移动1个像素,效果不好
#当工作平台向下移动时。
自校正y+=2
platform\u hit\u list=pygame.sprite.spritecollide(self,self.level.platform\u list,False)
自校正y-=2
#如果可以跳,就把速度调高
如果len(平台点击列表)>0或self.rect.bottom>=屏幕高度:
self.change_y=-10
#玩家控制的移动:
def go_左(自):
“”“当用户点击左箭头时调用。”“”
self.change_x=-6
def向右(自):
“”“当用户点击右箭头时调用。”“”
自我改变x=6
def停止(自):
“”“当用户松开键盘时调用。”“”
self.change_x=0
类平台(pygame.sprite.sprite):
“”“用户可以跳到的平台”“”
定义初始值(自身、宽度、高度):
“”“平台构造函数。假定由用户传入构造
一个由5个数字组成的数组,类似于此代码顶部定义的数字。
"""
super()。\uuuu init\uuuuu()
self.image=pygame.Surface([宽度,高度])
self.image.fill(绿色)
self.rect=self.image.get_rect()
类级别():
“”“这是用于定义级别的泛型超类。
为每个具有特定级别的级别创建子类
信息。”“”
定义初始(自我,玩家):
“”“构造函数。将句柄传递给播放机。移动时需要
平台与播放器碰撞。”“”
self.platform_list=pygame.sprite.Group()
self.敌军_list=pygame.sprite.Group()
self.player=玩家
#这个世界向左/向右滚动了多远
self.world\u shift=0
#更新此级别上的EverythSign
def更新(自我):
“”“更新此级别中的所有内容。”“”
self.platform_list.update()
self.defence_list.update()
def提取(自身,屏幕):
“”“在此级别上绘制所有内容。”“”
#画背景
屏幕填充(蓝色)
#画出我们所有的精灵列表
自我平台列表绘制(屏幕)
自身敌人列表绘制(屏幕)
def shift_world(自身、shift_x):
“”“当用户向左/向右移动并且我们需要滚动时
一切:“”
#跟踪轮班数量
self.world\u shift+=shift\u x
#浏览所有的精灵列表,然后移位
对于self.platform\u列表中的平台:
平台.rect.x+=
import pygame
# Global constants
bulletpicture = pygame.image.load("bullet.png")
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Player(pygame.sprite.Sprite):
"""
This class represents the bar at the bottom that the player controls.
"""
# -- Methods
def __init__(self):
""" Constructor function """
# Call the parent's constructor
super().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
width = 40
height = 60
self.image = pygame.Surface([width, height])
self.image.fill(RED)
# Set a referance to the image rect.
self.rect = self.image.get_rect()
# Set speed vector of player
self.change_x = 0
self.change_y = 0
# List of sprites we can bump against
self.level = None
def update(self):
""" Move the player. """
# Gravity
self.calc_grav()
# Move left/right
self.rect.x += self.change_x
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# If we are moving right,
# set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
def calc_grav(self):
""" Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
# See if we are on the ground.
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
def jump(self):
""" Called when user hits 'jump' button. """
# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down 1
# when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.change_y = -10
# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self.change_x = -6
def go_right(self):
""" Called when the user hits the right arrow. """
self.change_x = 6
def stop(self):
""" Called when the user lets off the keyboard. """
self.change_x = 0
class Platform(pygame.sprite.Sprite):
""" Platform the user can jump on """
def __init__(self, width, height):
""" Platform constructor. Assumes constructed with user passing in
an array of 5 numbers like what's defined at the top of this code.
"""
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(GREEN)
self.rect = self.image.get_rect()
class Level():
""" This is a generic super-class used to define a level.
Create a child class for each level with level-specific
info. """
def __init__(self, player):
""" Constructor. Pass in a handle to player. Needed for when moving
platforms collide with the player. """
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
# How far this world has been scrolled left/right
self.world_shift = 0
# Update everythign on this level
def update(self):
""" Update everything in this level."""
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
""" Draw everything on this level. """
# Draw the background
screen.fill(BLUE)
# Draw all the sprite lists that we have
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
def shift_world(self, shift_x):
""" When the user moves left/right and we need to scroll
everything: """
# Keep track of the shift amount
self.world_shift += shift_x
# Go through all the sprite lists and shift
for platform in self.platform_list:
platform.rect.x += shift_x
for enemy in self.enemy_list:
enemy.rect.x += shift_x
class Bullet(pygame.sprite.Sprite):
"""This class represents the bullet."""
def __init__(self,x,y):
super().__init__()
self.image = bulletpicture
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
"""Move the bullet."""
self.rect.y -= 5
# Remove the bullet if it flies up off the screen
if self.rect.y < -12:
self.kill() # Remove the sprite from all sprite groups.
class Opponent(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("cowboy.png") #.convert()
self.rect = self.image.get_rect()
self.lives = 1
self.rect.x = 50
self.rect.y = 280
self.change_x = 1
self.change_y = 0
# List of sprites we can bump against
self.level = None
pass
def update(self):
if self.lives <= 0:
self.kill() # Remove the sprite from all sprite groups.
self.rect.x += self.change_x
if self.rect.x > 280:
self.change_x *= -1
self.rect.x += self.change_x
if self.rect.x < 0:
self.change_x *= -1
self.rect.x += self.change_x
pass
# Create platforms for the level
class Level_01(Level):
""" Definition for level 1. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.level_limit = -1000
# Array with width, height, x, and y of platform
level = [[210, 70, 500, 500],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
for enemy in level:
opponent = Opponent()
opponent.rect.x = 150
opponent.rect.y = 280
opponent.player = self.player
self.enemy_list.add(opponent)
# Create platforms for the level
class Level_02(Level):
""" Definition for level 2. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.level_limit = -1000
# Array with type of platform, and x, y location of the platform.
level = [[210, 30, 450, 570],
[210, 30, 850, 420],
[210, 30, 1000, 520],
[210, 30, 1120, 280],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
def main():
""" Main Program """
pygame.init()
# Set the height and width of the screen
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Side-scrolling Platformer")
# Create the player
player = Player()
# Create all the levels
level_list = []
level_list.append(Level_01(player))
level_list.append(Level_02(player))
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
# --- NEW
bullet_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
player_list.add(player)
opponent = Opponent()
opponents = pygame.sprite.Group()
opponents.add(opponent)
score = 0
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Click a mouse button to instantiate a bullet.
bullet = Bullet(player.rect.x,player.rect.y)
bullet_list.add(bullet)
active_sprite_list.add(bullet)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
# Update the player.
active_sprite_list.update()
# ----- The code commented below is what I tried in many ways
#collided_opponents = pygame.sprite.groupcollide(opponents, bullet_list, False, True)
#for opponent, bullets in collided_opponents.items():
# for bullet in bullets:
# score += 1 # Increment the score.
# opponent.lives -= 1 # Decrement the lives.
# pygame.display.set_caption(str(score))
# Update items in the level
current_level.update()
# If the player gets near the right side, shift the world left (-x)
if player.rect.right >= 500:
diff = player.rect.right - 500
player.rect.right = 500
current_level.shift_world(-diff)
# If the player gets near the left side, shift the world right (+x)
if player.rect.left <= 120:
diff = 120 - player.rect.left
player.rect.left = 120
current_level.shift_world(diff)
# If the player gets to the end of the level, go to the next level
current_position = player.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
if __name__ == "__main__":
main()
opponent = Opponent()
opponents = pygame.sprite.Group()
opponents.add(opponent)
#opponents = level_list[current_level_no].enemy_list
opponents = current_level.enemy_list
current_level_no += 1
current_level = level_list[current_level_no]
#opponents = level_list[current_level_no].enemy_list
opponents = current_level.enemy_list