Python 我试图添加碰撞,但它不是';行不通 导入pygame 导入操作系统,系统 随机输入 输入数学 img_path=os.path.join(“punch.png”) img_blob=os.path.join(“blob.png”) 类敌人(对象): 定义初始化(self,x,y): 超级(敌人,自己)。\uuuuu init\uuuuuuu() self.image=pygame.Surface([160160]) self.image.set_颜色键(黑色) blit(pygame.image.load(img_blob),(0,0)) self.rect=self.image.get_rect() self.rect.x=x 自校正y=y 自身速度=2 def向玩家移动(自身、角色): dx,dy=character.rect.x-self.rect.x,character.rect.y-self.rect.y 距离=数学形下(dx,dy) dx,dy=dx/dist,dy/dist self.rect.x+=dx*self.speed self.rect.y+=dy*self.speed def绘图(自、表面): blit(self.image,(self.rect.x,self.rect.y)) 类角色(pygame.sprite.sprite): 定义初始化(self,x=275,y=250): 超级(字符,自我)。\uuuu初始化 self.image=pygame.Surface([160160]) self.image.set_颜色键(黑色) self.image.blit(pygame.image.load(img_路径),(0,0)) self.rect=self.image.get_rect() self.rect.x=x 自校正y=y def移动(自): key=pygame.key.get_pressed() 距离=10 如果键[pygame.K_w]: 自整y-=距离 elif key[pygame.K_s]: 自校正y+=距离 如果键[pygame.K_a]: 自校正x-=距离 elif key[pygame.K_d]: self.rect.x+=dist 如果self.rect.x>1110: self.rect.x=1110 如果自校正y710: 自校正y=710 如果self.rect.x300和self.rect.y500且self.rect.x300,self.rect.y500,self.rect.x
当我运行代码时,blob(敌人)不会生成,但是当我在敌人中取出for敌人时,假定是碰撞,blob会生成并跟随。我已经尝试了很多关于碰撞的方法,但这是我第一次在pygame中创建游戏,所以我必须查找所有内容。我想你的问题是,有时你的敌人正好在玩家旁边繁殖,所以碰撞会立即发生。我不知道您使用的图像看起来如何,但请确保它们不会太大,并且有大量的空白空间,因为您的碰撞不是像素完美的,而是使用图像的整个大小/矩形 否则,到目前为止,您的代码应该可以正常工作,但您仍然可以对其进行一些改进。例如,由于您已经为Python 我试图添加碰撞,但它不是';行不通 导入pygame 导入操作系统,系统 随机输入 输入数学 img_path=os.path.join(“punch.png”) img_blob=os.path.join(“blob.png”) 类敌人(对象): 定义初始化(self,x,y): 超级(敌人,自己)。\uuuuu init\uuuuuuu() self.image=pygame.Surface([160160]) self.image.set_颜色键(黑色) blit(pygame.image.load(img_blob),(0,0)) self.rect=self.image.get_rect() self.rect.x=x 自校正y=y 自身速度=2 def向玩家移动(自身、角色): dx,dy=character.rect.x-self.rect.x,character.rect.y-self.rect.y 距离=数学形下(dx,dy) dx,dy=dx/dist,dy/dist self.rect.x+=dx*self.speed self.rect.y+=dy*self.speed def绘图(自、表面): blit(self.image,(self.rect.x,self.rect.y)) 类角色(pygame.sprite.sprite): 定义初始化(self,x=275,y=250): 超级(字符,自我)。\uuuu初始化 self.image=pygame.Surface([160160]) self.image.set_颜色键(黑色) self.image.blit(pygame.image.load(img_路径),(0,0)) self.rect=self.image.get_rect() self.rect.x=x 自校正y=y def移动(自): key=pygame.key.get_pressed() 距离=10 如果键[pygame.K_w]: 自整y-=距离 elif key[pygame.K_s]: 自校正y+=距离 如果键[pygame.K_a]: 自校正x-=距离 elif key[pygame.K_d]: self.rect.x+=dist 如果self.rect.x>1110: self.rect.x=1110 如果自校正y710: 自校正y=710 如果self.rect.x300和self.rect.y500且self.rect.x300,self.rect.y500,self.rect.x,python,pygame,collision,Python,Pygame,Collision,当我运行代码时,blob(敌人)不会生成,但是当我在敌人中取出for敌人时,假定是碰撞,blob会生成并跟随。我已经尝试了很多关于碰撞的方法,但这是我第一次在pygame中创建游戏,所以我必须查找所有内容。我想你的问题是,有时你的敌人正好在玩家旁边繁殖,所以碰撞会立即发生。我不知道您使用的图像看起来如何,但请确保它们不会太大,并且有大量的空白空间,因为您的碰撞不是像素完美的,而是使用图像的整个大小/矩形 否则,到目前为止,您的代码应该可以正常工作,但您仍然可以对其进行一些改进。例如,由于您已经为
角色使用了Sprite
类,因此还可以使用Group类使代码更简单一些(绘制/移动/碰撞检测)
下面是它的样子:
import pygame
import os,sys
import random
import math
img_path = os.path.join("punch.png")
img_blob = os.path.join("blob.png")
class Enemy(object):
def __init__(self,x,y):
super(Enemy,self).__init__()
self.image = pygame.Surface([160,160])
self.image.set_colorkey(black)
self.image.blit(pygame.image.load(img_blob),(0,0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 2
def move_towards_player(self,character):
dx,dy = character.rect.x - self.rect.x,character.rect.y - self.rect.y
dist = math.hypot(dx,dy)
dx,dy = dx / dist,dy / dist
self.rect.x += dx * self.speed
self.rect.y += dy * self.speed
def draw(self,surface):
surface.blit(self.image,(self.rect.x,self.rect.y))
class character(pygame.sprite.Sprite):
def __init__(self, x = 275, y = 250):
super(character,self).__init__()
self.image = pygame.Surface([160,160])
self.image.set_colorkey(black)
self.image.blit(pygame.image.load(img_path),(0,0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def movement(self):
key = pygame.key.get_pressed()
dist = 10
if key[pygame.K_w]:
self.rect.y -= dist
elif key[pygame.K_s]:
self.rect.y += dist
if key[pygame.K_a]:
self.rect.x -= dist
elif key[pygame.K_d]:
self.rect.x += dist
if self.rect.x > 1110:
self.rect.x = 1110
if self.rect.y < 20:
self.rect.y = 20
elif self.rect.y > 710:
self.rect.y = 710
if self.rect.x <20:
self.rect.x = 20
elif self.rect.x == 1110 and self.rect.y > 300 and self.rect.y < 400:
self.rect.x = 25
if self.rect.y == 20 and self.rect.x >500 and self.rect.x < 600:
self.rect.y = 715
elif self.rect.x == 20 and self.rect.y > 300 and self.rect.y < 400:
self.rect.x = 1090
if self.rect.y == 710 and self.rect.x >500 and self.rect.x < 600:
self.rect.y = 25
# top of left and right doors are y = 220, bottom of left and right doors are y = 240 # right side of top and bottom doors are x = 285, left of top and bottom doors are x = 260
def collide(self,enemy,enemy_list):
if self.rect.colliderect(enemy.rect):
enemy_list.remove(enemy)
def draw(self,surface):
surface.blit(self.image,(self.rect.x,self.rect.y))
pygame.init() # Pygame is initialised (starts running)
players = pygame.sprite.Group()
screen = pygame.display.set_mode([1250,850]) # Set the width and height of the screen [width,height]
pygame.display.set_caption("My Game") # Name your window
background_image = pygame.image.load("untilted.png")
done = False # Loop until the user clicks the close button.
clock = pygame.time.Clock() # Used to manage how fast the screen updates
black = ( 0, 0, 0) # Define some colors using rgb values. These can be
white = ( 255, 255, 255) # used throughout the game instead of using rgb values.
# Define additional Functions and Procedures here
score = 0
bird = character()
blob = Enemy(random.randint(10,700),random.randint(10,400))
enemies = [blob]
# -------- Main Program Loop -----------
while done == False:
for event in pygame.event.get(): # Check for an event (mouse click, key press)
if event.type == pygame.QUIT: # If user clicked close window
done = True # Flag that we are done so we exit this loop
# Update sprites here
for blob in enemies:
blob.move_towards_player(bird)
bird.collide(blob,enemies)
blob.draw(screen)
bird.movement()
screen.blit(background_image,[0,0])
bird.draw(screen)
blob.draw(screen)
pygame.display.update() # Go ahead and update the screen with what we've drawn.
clock.tick(20) # Limit to 20 frames per second
score += 1
pygame.quit() # Close the window and quit.
导入pygame
导入操作系统,系统
随机输入
输入数学
img_path=os.path.join(“punch.png”)
img_blob=os.path.join(“blob.png”)
班级演员(pygame.sprite.sprite):
定义初始化(self,x,y):
超级(演员,自我)。\uuuuu init\uuuuuuu()
self.image=pygame.Surface([160160])
self.image.set_颜色键(黑色)
self.image.blit(pygame.image.load(img_路径),(0,0))
self.rect=self.image.get_rect()
self.rect.x=x
自校正y=y
自身速度=2
班级敌人(演员):
定义初始化(self,x,y):
超级(敌人,自己)。\uuuu初始(x,y)
self.target=None
def更新(自身、敌人):
如果自我目标:
dx,dy=self.target.rect.x-self.rect.x,self.target.rect.y-self.rect.y
距离=数学形下(dx,dy)
dx,dy=
import pygame
import os,sys
import random
import math
img_path = os.path.join("punch.png")
img_blob = os.path.join("blob.png")
class Actor(pygame.sprite.Sprite):
def __init__(self, x, y):
super(Actor,self).__init__()
self.image = pygame.Surface([160,160])
self.image.set_colorkey(black)
self.image.blit(pygame.image.load(img_path),(0,0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 2
class Enemy(Actor):
def __init__(self, x, y):
super(Enemy, self).__init__(x, y)
self.target = None
def update(self, enemies):
if self.target:
dx,dy = self.target.rect.x - self.rect.x, self.target.rect.y - self.rect.y
dist = math.hypot(dx,dy)
dx,dy = dx / dist,dy / dist
self.rect.x += dx * self.speed
self.rect.y += dy * self.speed
class Character(Actor):
def __init__(self, x = 275, y = 250):
super(Character, self).__init__(x, y)
self.speed = 10
def update(self, enemies):
pygame.sprite.spritecollide(self, enemies, True)
key = pygame.key.get_pressed()
if key[pygame.K_w]:
self.rect.y -= self.speed
elif key[pygame.K_s]:
self.rect.y += self.speed
if key[pygame.K_a]:
self.rect.x -= self.speed
elif key[pygame.K_d]:
self.rect.x += self.speed
if self.rect.x > 1110:
self.rect.x = 1110
if self.rect.y < 20:
self.rect.y = 20
elif self.rect.y > 710:
self.rect.y = 710
if self.rect.x <20:
self.rect.x = 20
elif self.rect.x == 1110 and self.rect.y > 300 and self.rect.y < 400:
self.rect.x = 25
if self.rect.y == 20 and self.rect.x >500 and self.rect.x < 600:
self.rect.y = 715
elif self.rect.x == 20 and self.rect.y > 300 and self.rect.y < 400:
self.rect.x = 1090
if self.rect.y == 710 and self.rect.x >500 and self.rect.x < 600:
self.rect.y = 25
pygame.init() # Pygame is initialised (starts running)
players = pygame.sprite.Group()
screen = pygame.display.set_mode([1250,850]) # Set the width and height of the screen [width,height]
pygame.display.set_caption("My Game") # Name your window
background_image = pygame.image.load("untilted.png")
done = False # Loop until the user clicks the close button.
clock = pygame.time.Clock() # Used to manage how fast the screen updates
black = ( 0, 0, 0) # Define some colors using rgb values. These can be
white = ( 255, 255, 255) # used throughout the game instead of using rgb values.
# Define additional Functions and Procedures here
score = 0
bird = Character()
blob = Enemy(random.randint(500,700),random.randint(300,400))
blob.target=bird
all_sprites = pygame.sprite.Group([blob, bird])
enemies = pygame.sprite.Group([blob])
# -------- Main Program Loop -----------
while done == False:
for event in pygame.event.get(): # Check for an event (mouse click, key press)
if event.type == pygame.QUIT: # If user clicked close window
done = True # Flag that we are done so we exit this loop
screen.blit(background_image, (0, 0))
all_sprites.update(enemies)
all_sprites.draw(screen)
pygame.display.update() # Go ahead and update the screen with what we've drawn.
clock.tick(20) # Limit to 20 frames per second
score += 1
pygame.quit()