Python 敌方.rect不更新

Python 敌方.rect不更新,python,pygame,collision,Python,Pygame,Collision,我一直在做关于坦克的项目(类似于坦克故障),我有一个bug。让我解释一下 当敌人产卵,我向它射击时,碰撞就起作用了。但只要我移动敌人并再次向其射击,碰撞就不算了。我认为敌军()类中的self.rect有问题 另外,如果self.rect.collide rect(敌方.rect):应该使用敌方.pos参数,但是敌方.pos必须是rect样式的对象 任何帮助都将不胜感激 以下是游戏代码: class Game: def __init__(self): self.run =

我一直在做关于坦克的项目(类似于坦克故障),我有一个bug。让我解释一下

当敌人产卵,我向它射击时,碰撞就起作用了。但只要我移动敌人并再次向其射击,碰撞就不算了。我认为
敌军()
类中的
self.rect
有问题

另外,
如果self.rect.collide rect(敌方.rect):
应该使用
敌方.pos
参数,但是
敌方.pos
必须是rect样式的对象

任何帮助都将不胜感激

以下是游戏代码:

class Game:

    def __init__(self):
        self.run = True
        self.screen_width = 1060
        self.screen_height = 798
        self.image = pygame.image.load("bin/sprites/background/background1.png")
        self.image = pygame.transform.scale(self.image, (self.screen_width, self.screen_height))
        self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))

        # all_sprites is used to update and draw all sprites together.
        self.all_sprites = pygame.sprite.Group()

        # for collision detection with enemies.
        self.bullet_group = pygame.sprite.Group()

        self.enemy_group = pygame.sprite.Group()

        # for collision detection with walls.
        self.wall_list = pygame.sprite.Group()

        self.tank = Tank()
        self.all_sprites.add(self.tank)

        self.enemy = Enemy()
        self.all_sprites.add(self.enemy)
        self.enemy_group.add(self.enemy)

        keys = pygame.key.get_pressed()
        if keys[pygame.K_SPACE]:
            self.bullet_group.add(bullet)
            self.all_sprites.add(bullet)

        # -------------- Walls --------------

        wallx = [0, 0, 1044, 0, 0, 260, 146, 130, 146, 146, 130, 146, 390, 522, 390, 260, 390, 406, 522, 522, 522, 652,
                 652, 782, 914, 782, 782, 914, 914, 914, 652, 652, 782, ]
        wally = [0, 0, 0, 782, 260, 0, 130, 130, 522, 390, 652, 652, 0, 0, 130, 260, 260, 390, 260, 260, 522, 130, 130,
                 0, 0, 260, 390, 390, 522, 652, 522, 652, 522, ]
        wallWidth = [16, 1060, 16, 1060, 130, 16, 130, 16, 130, 130, 16, 130, 16, 16, 148, 146, 16, 132, 16, 130, 16,
                     278, 16, 16, 16, 278, 148, 16, 148, 148, 146, 146, 16, ]
        wallHeight = [798, 16, 798, 16, 16, 130, 16, 408, 16, 16, 146, 16, 146, 146, 16, 16, 408, 16, 146, 16, 260, 16,
                      296, 146, 146, 16, 16, 148, 16, 16, 16, 16, 276]

        for i in range(len(wallx)):
            self.wall = Wall(wallx[i], wally[i], wallWidth[i], wallHeight[i])
            self.wall_list.add(self.wall)
            self.all_sprites.add(self.wall)


    def handle_events(self):

        self.enemy.handle_events()

        # responsible for colliding with walls
        tank_pos = pygame.math.Vector2(self.tank.pos)
        self.tank.handle_events()
        if pygame.sprite.spritecollide(self.tank, self.wall_list, False):
            self.tank.pos = tank_pos
            self.tank.rect.center = round(tank_pos[0]), round(tank_pos[1])



        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.run = False
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.run = False
                if event.key == pygame.K_SPACE:
                    bullet = Bullet(self.tank)
                    self.bullet_group.add(bullet)
                    self.all_sprites.add(bullet)

    def update(self):
        # Calls `update` methods of all contained sprites.
        self.all_sprites.update()

    def player_score(self):
        font = pygame.font.SysFont("bin/font/Montserrat.ttf", 35)
        tank_score = font.render("PLAYER: " + str(self.tank.score), 1, dark_gray)
        self.screen.blit(tank_score, (200, 750))


    def draw(self):
        self.screen.blit(self.image, (0, 0))
        self.all_sprites.draw(self.screen)  # Draw the contained sprites.
        self.player_score()
        pygame.display.update()


class Tank(pygame.sprite.Sprite):

    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("bin/sprites/player/player_tank1.png")
        self.org_image = self.image.copy()

        # A nicer way to set the start pos with `get_rect`.
        self.rect = self.image.get_rect(center=(70, 600))

        self.vel = 3

        self.angle = 270  # starts looking right
        self.direction = pygame.Vector2(1, 0)
        self.pos = pygame.Vector2(self.rect.center)

        self.hp = 1
        self.score = 0


    def handle_events(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.angle += 3
        if keys[pygame.K_RIGHT]:
            self.angle -= 3
        if keys[pygame.K_UP] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798:
            self.move(-3)
        if keys[pygame.K_DOWN] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798:
            self.move(3)

        self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
        self.image = pygame.transform.rotate(self.org_image, self.angle)
        self.rect = self.image.get_rect(center=self.rect.center)


    def move(self, vel):
        direction = pygame.Vector2(0, vel).rotate(-self.angle)
        self.pos += direction
        self.rect.center = round(self.pos[0]), round(self.pos[1])

class Enemy(pygame.sprite.Sprite):

    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("bin/sprites/enemy/enemy_tank.png")
        self.org_image = self.image.copy()

        self.spawnx = [600, 850, 860]  # spawning x coord
        self.spawny = [70, 200, 700]  # spawning y coord
        self.i = random.randint(0, len(self.spawnx) - 1)

        # A nicer way to set the start pos with `get_rect`.
        self.rect = self.image.get_rect(center=(self.spawnx[self.i], self.spawny[self.i]))


        self.vel = 3
        self.hp = 1
        self.score = 0

        if self.i == 0:
            self.angle = 180
        elif self.i == 1:
            self.angle = 90
        elif self.i == 2:
            self.angle = 0

        self.direction = pygame.Vector2(1, 0)
        self.pos = pygame.Vector2(self.rect.center)
        #self.rect = self.pos

    def handle_events(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_a]:
            self.angle += 3
        if keys[pygame.K_d]:
            self.angle -= 3
        if keys[pygame.K_w]:
            self.move(-3)
        if keys[pygame.K_s]:
            self.move(3)

        self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
        self.image = pygame.transform.rotate(self.org_image, self.angle)
        self.rect = self.image.get_rect(center=self.rect.center)

    def move(self, vel):
        direction = pygame.Vector2(0, vel).rotate(-self.angle)
        self.pos += direction
        self.rect.center = round(self.pos[0]), round(self.pos[1])


class Wall(pygame.sprite.Sprite):

    def __init__(self, x, y, width, height):
        super().__init__()

        # Make a wall, of the size specified in the parameters
        self.image = pygame.Surface([width, height])
        self.image.fill(dark_gray) # change wall color

        # Make our top-left corner the passed-in location.
        self.rect = self.image.get_rect()
        self.rect.y = y
        self.rect.x = x


class Bullet(pygame.sprite.Sprite):

    def __init__(self, tank):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("bin/sprites/bullet/bullet.png")
        self.image = pygame.transform.scale(self.image, (16, 16))
        self.rect = self.image.get_rect()
        self.rect.centerx = tank.rect.centerx + 3  # How much pixels from tank turret on x axis
        self.rect.centery = tank.rect.centery - 25  # How much pixels from tank turret on y axis
        self.angle = tank.angle
        self.pos = pygame.Vector2(self.rect.center)
        self.direction = pygame.Vector2(0, -10).rotate(-self.angle)
        self.lives = 4  # how many times bounces

    def update(self):

        self.pos += self.direction
        self.rect.center = round(self.pos[0]), round(self.pos[1])

        for wall in game.wall_list:
            if self.rect.colliderect(wall.rect):  # if collided
                if self.rect.centerx < wall.rect.left:
                    self.direction.x *= -1
                    self.rect.right = wall.rect.left
                    self.lives -= 1
                    if self.lives == 0:
                        return self.kill()
                    bounce.play()
                    #break  # break so don't check every other wall
                if self.rect.centerx > wall.rect.right:
                    self.direction.x *= -1
                    self.rect.left = wall.rect.right
                    self.lives -= 1
                    if self.lives == 0:
                        return self.kill()
                    bounce.play()
                    #break
                if self.rect.centery < wall.rect.top:
                    self.direction.y *= -1
                    self.rect.bottom = wall.rect.top
                    self.lives -= 1
                    if self.lives == 0:
                        return self.kill()
                    bounce.play()
                    #break
                if self.rect.centery > wall.rect.bottom:
                    self.direction.y *= -1
                    self.rect.top = wall.rect.bottom
                    self.lives -= 1
                    if self.lives == 0:
                        return self.kill()
                    bounce.play()
                    #break

        enemy = Enemy()
        if self.rect.colliderect(enemy.rect):
            self.lives -= 2
            if self.lives <= 0:
                return self.kill()
            bounce.play()


在检查子弹是否与敌人的实例发生碰撞之前,您正在Bullet的更新功能中创建敌人的实例。这意味着您总是在默认位置生成一个敌人,并且只检查与该敌人的碰撞

你应该做的是检查子弹是否与任何已经存在的敌人相撞。有很多方法可以做到这一点。您可以将敌人列表传递到Bullet的构造函数中,您可以使用全局变量,您可以使用getter函数

class Bullet(pygame.sprite.Sprite):
    ...
    def update(self):
        ...
        enemy_list = #Get all enemies here somehow
        for enemy in enemy_list:
            if self.rect.colliderect(enemy.rect):
                self.lives -= 2
                if self.lives <= 0:
                    return self.kill()
                bounce.play()
类子弹(pygame.sprite.sprite):
...
def更新(自我):
...
敌人名单=#设法让所有敌人都到这里来
对于敌人列表中的敌人:
如果self.rect.collide rect(敌方rect):
self.lifes-=2

如果self.lifes添加代码,允许某人执行“敌人繁殖,我向其射击,碰撞计算。但一旦我移动敌人并再次向其射击”,以重新创建错误/问题。可能无论你在
中输入了什么,如果
或其他导入你的类并执行这些操作的脚本,我都编辑了我试图在
游戏中输入的代码。敌方小组
敌方列表
中,但仍然,它无法检测到collision@kovels你是如何初始化游戏的?我已经更新了上面的代码。在代码的底部是我如何初始化
游戏
@kovels它也会与任何墙壁碰撞吗?从你初始化它的方式来看,它不应该是一个全局变量。玩家与墙碰撞,敌人不会。但我发现问题出在哪里,只是不知道如何解决。在
if self.rect.collide rect(敌方.rect):
行中,它从
def\uuu init\uuu(self):
中获取
敌方.rect
,但应该从
def handle\u事件(敌方)
中获取
class Bullet(pygame.sprite.Sprite):
    ...
    def update(self):
        ...
        enemy_list = #Get all enemies here somehow
        for enemy in enemy_list:
            if self.rect.colliderect(enemy.rect):
                self.lives -= 2
                if self.lives <= 0:
                    return self.kill()
                bounce.play()