Python 让敌人的精灵向玩家移动
到目前为止,敌人的精灵只是在轴上产卵,并与玩家一起“移动”,这实际上是一个滚动背景,我希望敌人只沿着X轴移动,这样就不会破坏沉浸感 我还想让精灵“脱离地图”产卵,每当地图向他们滚动时,他们就会向玩家设定的X轴移动?我认为这会使事情简单化,但这不是目前真正的问题 我试图为该运动工作的当前代码是:Python 让敌人的精灵向玩家移动,python,class,module,pygame,Python,Class,Module,Pygame,到目前为止,敌人的精灵只是在轴上产卵,并与玩家一起“移动”,这实际上是一个滚动背景,我希望敌人只沿着X轴移动,这样就不会破坏沉浸感 我还想让精灵“脱离地图”产卵,每当地图向他们滚动时,他们就会向玩家设定的X轴移动?我认为这会使事情简单化,但这不是目前真正的问题 我试图为该运动工作的当前代码是: def move_towards_player(self, player): # Find direction vector (dx, dy) between enemy and play
def move_towards_player(self, player):
# Find direction vector (dx, dy) between enemy and player.
dx, dy = player.rect.x - self.rect.x, player.rect.y - self.rect.y
dist = math.hypot (dx, dy)
dx, dy = dx / dist, dy / dist # Normalize
# Move along this normalized vector towards the player
self.rect.x += dx * self.speed
self.rect.y += dy * self.speed
但是它不起作用,这是通过导入数学模块实现的。
(我知道我不需要y形运动,只是想先让它工作)
下面是代码的其余部分--
Zombie.py:
import pygame
from pygame.locals import *
import random
import math
class ZombieEnemy(pygame.sprite.Sprite):
def __init__(self, x=300, y=360):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/zombie.png')
self.rect = self.image.get_rect()
self.rect.center = (x, y)
all_zombies = pygame.sprite.Group()
for i in range( 50 ):
new_x = random.randrange( 0, 10000) # random x-position
# new_y = random.randrange( 0, ) # random y-position
all_zombies.add(ZombieEnemy(new_x)) # create, and add to group
我不确定我是否应该为敌人的移动创建一个全新的类,或者我的搭档目前在播放器上做什么,并且让精灵动画和移动正常工作
但以下是我目前掌握的主要代码:
import pygame
from Zombie import *
import math
from pygame.locals import *
pygame.init()
win = pygame.display.set_mode((900,567))
pygame.display.set_caption("Power Rangers ZOMBIES")
walkRight = [pygame.image.load('images/walk1.png'), pygame.image.load('images/walk2.png'), pygame.image.load('images/walk3.png'), pygame.image.load('images/walk4.png'), pygame.image.load('images/walk5.png'), pygame.image.load('images/walk6.png')]
walkLeft = [pygame.image.load('images/leftwalk2.png'), pygame.image.load('images/leftwalk3.png'), pygame.image.load('images/leftwalk4.png'), pygame.image.load('images/leftwalk5.png'), pygame.image.load('images/leftwalk6.png'), pygame.image.load('images/leftwalk7.png')]
bg = pygame.image.load('images/background.png')
char = pygame.image.load('images/standingstill.png')
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 0
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 10
def draw(self, win):
if self.walkCount + 1 >= 18:
self.walkCount = 0
if self.left:
win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount//3], (self.x,self.y))
self.walkCount +=1
else:
win.blit(char, (self.x,self.y))
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = pygame.image.load('images/background.png')
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
BackGround = Background('images/background.png', [0,0])
# def redrawGameWindow():
# win.blit(bg, (0,0))
# man.draw(win)
# pygame.display.update()
#mainloop
man = Player(100, 340, 40, 60)
run = True
while run:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and man.x > man.vel:
BackGround.rect.left = BackGround.rect.left + int(10)
man.x -= man.vel
man.left = True
man.right = False
elif keys[pygame.K_RIGHT]: #and man.x < 500 - man.width - man.vel:
BackGround.rect.left = BackGround.rect.left - int(10)
man.x += man.vel
man.right = True
man.left = False
else:
man.right = False
man.left = False
man.walkCount = 0
if not(man.isJump):
if keys[pygame.K_SPACE]:
man.isJump = True
man.right = False
man.left = False
man.walkCount = 0
else:
if man.jumpCount >= -10:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10
# redrawGameWindow()
for zombie in all_zombies:
zombie.move_towards_player(Player)
all_zombie.update()
win.blit(BackGround.image, BackGround.rect)
man.draw(win)
pygame.display.flip()
all_zombies.draw(screen)
pygame.quit()
导入pygame
从僵尸导入*
输入数学
从pygame.locals导入*
pygame.init()
win=pygame.display.set_模式((900567))
pygame.display.set_标题(“强力游骑兵僵尸”)
walkRight=[pygame.image.load('images/walk1.png')、pygame.image.load('images/walk2.png')、pygame.image.load('images/walk3.png')、pygame.image.load('images/walk4.png')、pygame.image.load('images/walk5.png')、pygame.image.load('images/walk6.png')]
walkLeft=[pygame.image.load('images/leftwalk2.png')、pygame.image.load('images/leftwalk3.png')、pygame.image.load('images/leftwalk4.png')、pygame.image.load('images/leftwalk5.png')、pygame.image.load('images/leftwalk6.png')、pygame.image.load('images/leftwalk7.png')]
bg=pygame.image.load('images/background.png')
char=pygame.image.load('images/standingstill.png')
clock=pygame.time.clock()
职业玩家(pygame.sprite.sprite):
定义初始值(自、x、y、宽度、高度):
self.x=x
self.y=y
self.width=宽度
自我高度=高度
self.vel=0
self.isJump=False
self.left=False
self.right=False
self.walkCount=0
self.jumpCount=10
def抽签(自我,赢):
如果self.walkCount+1>=18:
self.walkCount=0
如果self.left:
blit(walkLeft[self.walkCount//3],(self.x,self.y))
self.walkCount+=1
elif self.right:
blit(walkRight[self.walkCount//3],(self.x,self.y))
self.walkCount+=1
其他:
win.blit(char,(self.x,self.y))
类背景(pygame.sprite.sprite):
def_uuuinit_uuu(自我、图像文件、位置):
pygame.sprite.sprite.\uuuu初始化(self)\uuuu调用sprite初始值设定项
self.image=pygame.image.load('images/background.png')
self.rect=self.image.get_rect()
self.rect.left,self.rect.top=位置
背景=背景('images/BackGround.png',[0,0])
#def重画游戏窗口():
#温·布利特(背景,(0,0))
#男子平局(胜利)
#pygame.display.update()
#主回路
男子=运动员(1003404060)
运行=真
运行时:
时钟滴答作响(27)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
运行=错误
keys=pygame.key.get_pressed()
如果键[pygame.K_左]和man.x>man.vel:
BackGround.rect.left=BackGround.rect.left+int(10)
man.x-=man.vel
左=真
对=错
elif keys[pygame.K_RIGHT]:#和man.x<500-man.width-man.vel:
BackGround.rect.left=BackGround.rect.left-int(10)
man.x+=man.vel
正确的
左=假
其他:
对=错
左=假
man.walkCount=0
如果没有(man.isJump):
如果键[pygame.K_SPACE]:
man.isJump=True
对=错
左=假
man.walkCount=0
其他:
如果man.jumpCount>=-10:
负=1
如果man.jumpCount<0:
负=-1
man.y-=(man.jumpCount**2)*0.5*neg
man.jumpCount-=1
其他:
man.isJump=False
man.jumpCount=10
#重画游戏窗口()
对于所有_僵尸中的僵尸:
僵尸。向玩家移动(玩家)
所有_zombie.update()
win.blit(BackGround.image,BackGround.rect)
男子平局(胜利)
pygame.display.flip()
所有僵尸。绘制(屏幕)
pygame.quit()
我无法运行代码,但我发现有两个问题
1-移动到\u玩家必须在类内僵尸敌人
# --- classes ---
class ZombieEnemy(pygame.sprite.Sprite):
def __init__(self, x=300, y=360):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/zombie.png')
self.rect = self.image.get_rect()
self.rect.center = (x, y)
def move_towards_player(self, player):
# Find direction vector (dx, dy) between enemy and player.
dx, dy = player.rect.x - self.rect.x, player.rect.y - self.rect.y
dist = math.hypot (dx, dy)
dx, dy = dx / dist, dy / dist # Normalize
# Move along this normalized vector towards the player
self.rect.x += dx * self.speed
self.rect.y += dy * self.speed
# --- other ---
all_zombies = pygame.sprite.Group()
2-您必须在主循环中使用它
for zombie in all_zombies:
zombie.move_towards_player(player)
while running:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check right, left.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
#playerX_change = -2.0
BackGround.rect.left = BackGround.rect.left + 2.5
if event.key == pygame.K_RIGHT:
#playerX_change = 2.0
BackGround.rect.left = BackGround.rect.left - 2.5
# if event.type == pygame.KEYUP:
# if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
# BackGround.rect.left = 0
# --- updates/moves ---
playerX += playerX_change
for zombie in all_zombies:
zombie.move_towards_player(player)
all_zombies.update()
# --- draws ---
screen.blit(BackGround.image, BackGround.rect)
player(playerX,playerY)
all_zombies.draw(screen)
pygame.display.flip()
主回路中
for zombie in all_zombies:
zombie.move_towards_player(player)
while running:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check right, left.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
#playerX_change = -2.0
BackGround.rect.left = BackGround.rect.left + 2.5
if event.key == pygame.K_RIGHT:
#playerX_change = 2.0
BackGround.rect.left = BackGround.rect.left - 2.5
# if event.type == pygame.KEYUP:
# if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
# BackGround.rect.left = 0
# --- updates/moves ---
playerX += playerX_change
for zombie in all_zombies:
zombie.move_towards_player(player)
all_zombies.update()
# --- draws ---
screen.blit(BackGround.image, BackGround.rect)
player(playerX,playerY)
all_zombies.draw(screen)
pygame.display.flip()
但在这里我看到了另一个问题-你的函数期望玩家作为类实例,里面有self.rect
(类似于zombiefeedy
),但你把player
作为分离变量playerImg
,playerX
,playerX
,playerX\u change
因此,您必须创建类Player
,或者您必须在中使用playerx,playery
,而不是Player.rect.x
,将\u移向\u Player
,player.rect.y
所有僵尸的函数都应该在类内僵尸敌人
-所以向玩家移动
应该在类内僵尸敌人
,但你在类外拥有它。你不能在课外使用self
。@furas我已经厌倦了,每当我运行游戏时,僵尸仍然会在屏幕上产卵,不会随着背景移动,或者每当玩家输入任何东西时。你从不使用move_to_player
,所以敌人永远不会移动。@furas那么,我会做一个if语句吗?如果玩家向玩家移动?喜欢把它加入游戏循环吗?对不起,谢谢你的帮助!在所有僵尸中,你必须像这样对僵尸使用:僵尸。移动到玩家(玩家)
-b