Python 从Pygame精灵碰撞生成单个随机数,当前生成多个随机数
我正在从Python速成班上攻克太空入侵者游戏。我使用的是Python 3.5和Pygame 1.9.2a0,groupcollide() 在原作中,当子弹与宇宙飞船碰撞时,两个精灵都会从屏幕上移除 在我的版本中,我希望对我进行更随机的删除,以便不是所有命中都成功。我使用随机模块完成了此操作,并在随机数低于某个阈值(n)时使碰撞成功。我已经在下面的代码中使用了这个函数,但是它没有按照我想要的那样工作Python 从Pygame精灵碰撞生成单个随机数,当前生成多个随机数,python,random,pygame,Python,Random,Pygame,我正在从Python速成班上攻克太空入侵者游戏。我使用的是Python 3.5和Pygame 1.9.2a0,groupcollide() 在原作中,当子弹与宇宙飞船碰撞时,两个精灵都会从屏幕上移除 在我的版本中,我希望对我进行更随机的删除,以便不是所有命中都成功。我使用随机模块完成了此操作,并在随机数低于某个阈值(n)时使碰撞成功。我已经在下面的代码中使用了这个函数,但是它没有按照我想要的那样工作 使用print(num)我发现随机数是生成的,直到num你可以给你的Bulletclass as
使用print(num)我发现随机数是生成的,直到num你可以给你的
Bullet
class aself.live
属性并根据实例化过程中的随机数将其设置为True
或False
。然后迭代碰撞的精灵,如果子弹的live
属性为True,则只调用敌方.kill()
import random
import pygame as pg
pg.init()
BG_COLOR = pg.Color('gray12')
ENEMY_IMG = pg.Surface((50, 30))
ENEMY_IMG.fill(pg.Color('darkorange1'))
BULLET_IMG = pg.Surface((9, 15))
BULLET_IMG.fill(pg.Color('aquamarine2'))
class Enemy(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = ENEMY_IMG
self.rect = self.image.get_rect(center=pos)
class Bullet(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = BULLET_IMG
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, -450)
# If `live` is True, the bullet is able to destroy an enemy.
self.live = True if random.randrange(100) < 70 else False
def update(self, dt):
# Add the velocity to the position vector to move the sprite.
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0: # Outside of the screen.
self.kill()
class Game:
def __init__(self):
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((800, 600))
self.all_sprites = pg.sprite.Group()
self.enemies = pg.sprite.Group()
self.bullets = pg.sprite.Group()
for i in range(15):
pos = (random.randrange(30, 750), random.randrange(500))
enemy = Enemy(pos)
self.enemies.add(enemy)
self.all_sprites.add(enemy)
self.bullet_timer = .1
self.done = False
def run(self):
while not self.done:
# dt = time since last tick in milliseconds.
dt = self.clock.tick(60) / 1000
self.handle_events()
self.run_logic(dt)
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.MOUSEBUTTONDOWN:
bullet = Bullet(pg.mouse.get_pos())
self.bullets.add(bullet)
self.all_sprites.add(bullet)
pg.display.set_caption('This bullet is live: {}'.format(bullet.live))
def run_logic(self, dt):
mouse_pressed = pg.mouse.get_pressed()
self.all_sprites.update(dt)
# hits is a dict. The enemies are the keys and bullets the values.
hits = pg.sprite.groupcollide(self.enemies, self.bullets, False, True)
for enemy, bullet_list in hits.items():
for bullet in bullet_list:
# Only kill the enemy sprite if the bullet is live.
if bullet.live:
enemy.kill()
def draw(self):
self.screen.fill(BG_COLOR)
self.all_sprites.draw(self.screen)
pg.display.flip()
if __name__ == '__main__':
Game().run()
pg.quit()
随机导入
导入pygame作为pg
第init页()
背景颜色=背景颜色(“灰色12”)
敌方_IMG=pg.地面((50,30))
敌方装填(第1页颜色('darkorange1'))
BULLET_IMG=pg.表面((9,15))
子弹头填充(第二页颜色('aquamarine2'))
职业敌人(精灵,精灵):
定义初始(自我,位置):
super()。\uuuu init\uuuuu()
self.image=敌人
self.rect=self.image.get_rect(中心=pos)
类项目符号(第页精灵,精灵):
定义初始(自我,位置):
super()。\uuuu init\uuuuu()
self.image=BULLET\u IMG
self.rect=self.image.get_rect(中心=pos)
self.pos=pg.math.Vector2(pos)
self.vel=pg.math.Vector2(0,-450)
#如果“live”是真的,那么子弹可以摧毁敌人。
self.live=如果随机,则为真。随机范围(100)<70,否则为假
def更新(自我,dt):
#将速度添加到位置向量以移动精灵。
self.pos+=self.vel*dt
self.rect.center=self.pos#更新rect pos。
如果self.rect.bottom对此表示感谢,我将在下周尝试合并,并让您知道进展如何,因为现在太忙,无法完成它,不幸的是,这是我的周末项目,希望它是另一种方式哈哈
import random
import pygame as pg
pg.init()
BG_COLOR = pg.Color('gray12')
ENEMY_IMG = pg.Surface((50, 30))
ENEMY_IMG.fill(pg.Color('darkorange1'))
BULLET_IMG = pg.Surface((9, 15))
BULLET_IMG.fill(pg.Color('aquamarine2'))
class Enemy(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = ENEMY_IMG
self.rect = self.image.get_rect(center=pos)
class Bullet(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = BULLET_IMG
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, -450)
# If `live` is True, the bullet is able to destroy an enemy.
self.live = True if random.randrange(100) < 70 else False
def update(self, dt):
# Add the velocity to the position vector to move the sprite.
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0: # Outside of the screen.
self.kill()
class Game:
def __init__(self):
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((800, 600))
self.all_sprites = pg.sprite.Group()
self.enemies = pg.sprite.Group()
self.bullets = pg.sprite.Group()
for i in range(15):
pos = (random.randrange(30, 750), random.randrange(500))
enemy = Enemy(pos)
self.enemies.add(enemy)
self.all_sprites.add(enemy)
self.bullet_timer = .1
self.done = False
def run(self):
while not self.done:
# dt = time since last tick in milliseconds.
dt = self.clock.tick(60) / 1000
self.handle_events()
self.run_logic(dt)
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.MOUSEBUTTONDOWN:
bullet = Bullet(pg.mouse.get_pos())
self.bullets.add(bullet)
self.all_sprites.add(bullet)
pg.display.set_caption('This bullet is live: {}'.format(bullet.live))
def run_logic(self, dt):
mouse_pressed = pg.mouse.get_pressed()
self.all_sprites.update(dt)
# hits is a dict. The enemies are the keys and bullets the values.
hits = pg.sprite.groupcollide(self.enemies, self.bullets, False, True)
for enemy, bullet_list in hits.items():
for bullet in bullet_list:
# Only kill the enemy sprite if the bullet is live.
if bullet.live:
enemy.kill()
def draw(self):
self.screen.fill(BG_COLOR)
self.all_sprites.draw(self.screen)
pg.display.flip()
if __name__ == '__main__':
Game().run()
pg.quit()