Python 如何使我的精灵向鼠标位置发射对象?
对于一个学校项目,我需要完成下面的pygame程序,实现向鼠标位置射击Kunais/Shurikens的方法,以便能够击中敌人的精灵Python 如何使我的精灵向鼠标位置发射对象?,python,pygame,Python,Pygame,对于一个学校项目,我需要完成下面的pygame程序,实现向鼠标位置射击Kunais/Shurikens的方法,以便能够击中敌人的精灵 import pygame import math import random from pygame.locals import * pygame.init() fenetre = pygame.display.set_mode((640,480), RESIZABLE) pause = False class perso(): def __ini
import pygame
import math
import random
from pygame.locals import *
pygame.init()
fenetre = pygame.display.set_mode((640,480), RESIZABLE)
pause = False
class perso():
def __init__(self,image,x=0,y=0,directionX=1,directionY=1):
self.image = pygame.image.load(image).convert_alpha()
self.x = x
self.y = y
self.directionX = directionX
self.directionY = directionY
def move(self):
if self.x==0:
self.directionX=1
if self.x==640-60:
self.directionX=-1
if self.y==0:
self.directionY=1
if self.y==480-100:
self.directionY=-1
self.x+=self.directionX
self.y+=self.directionY
fond = pygame.image.load("background.png").convert_alpha()
naruto = perso("naruto.png")
tobi = perso("tobi.png", 250, 100)
kunai = perso("kunai.png")
kunai.x = naruto.x + 40
kunai.y = naruto.y + 70
continuer = True
pygame.key.set_repeat(100, 25)
myfont = pygame.font.SysFont("monospace", 40)
colorRed = (255, 0, 0)
colorBlack = (0, 0, 0)
colorWhite = (255, 255, 255)
colorBlue = (0, 0, 255)
vieNaruto = 10
vieTobi = 3
result = 0
while continuer:
if int(naruto.x) >= int(tobi.x) and int(naruto.x) < int(tobi.x + 60) and int(naruto.y) >= int(tobi.y) and int(naruto.y) < int(tobi.y + 105):
vieNaruto -= 1
naruto.x = 0
naruto.y = 0
if int(naruto.x + 50) >= int(tobi.x) and int(naruto.x + 50) < int(tobi.x + 60) and int(naruto.y) >= int(tobi.y) and int(naruto.y) < int(tobi.y + 105):
vieNaruto -= 1
naruto.x = 0
naruto.y = 0
if int(naruto.x) >= int(tobi.x) and int(naruto.x) < int(tobi.x + 60) and int(naruto.y + 105) >= int(tobi.y) and int(naruto.y + 105) < int(tobi.y + 105):
vieNaruto -= 1
naruto.x = 0
naruto.y = 0
if int(naruto.x + 50) >= int(tobi.x) and int(naruto.x + 50) < int(tobi.x + 60) and int(naruto.y + 105) >= int(tobi.y) and int(naruto.y + 105) < int(tobi.y + 105):
vieNaruto -= 1
naruto.x = 0
naruto.y = 0
if vieNaruto <= 0:
result = 1
continuer = False
if vieTobi == 0:
result = 2
continuer = False
textVieNaruto = myfont.render("Vie Naruto : "+str(vieNaruto), True, colorRed)
textVieTobi = myfont.render("Vie Tobi : "+ str(vieTobi), True, colorRed)
for event in pygame.event.get():
"""GESTION DU CLAVIER"""
if event.type == QUIT:
continuer = False
elif event.type == KEYDOWN:
if event.key == K_SPACE:
pause = True
while pause == True:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key==K_SPACE:
pause = False
if event.key == K_UP and 5 <= naruto.y:
naruto.y -= 5
if event.key == K_DOWN and naruto.y <= 375:
naruto.y += 5
if event.key == K_LEFT and 5 <= naruto.x :
naruto.x -= 5
if event.key == K_RIGHT and naruto.x <= 575:
naruto.x += 5
tobi.move()
tobi.move()
fenetre.blit(fond,(0,0))
fenetre.blit(textVieNaruto, (400,0))
fenetre.blit(textVieTobi, (400,30))
fenetre.blit(naruto.image,(naruto.x,naruto.y))
fenetre.blit(tobi.image,(tobi.x,tobi.y))
pygame.time.Clock().tick(30)
pygame.display.update()
if result == 1:
while True :
fond = pygame.image.load("Defeat.png").convert_alpha()
fenetre.blit(fond,(0,0))
pygame.display.update()
if result == 2:
while True :
fond = pygame.image.load("Victory.png").convert_alpha()
fenetre.blit(fond,(0,0))
pygame.display.update()
导入pygame
输入数学
随机输入
从pygame.locals导入*
pygame.init()
fenetre=pygame.display.set_模式((640480),可调整大小)
暂停=错误
类perso():
def uuu init uuuu(self,image,x=0,y=0,directionX=1,directionY=1):
self.image=pygame.image.load(image.convert_alpha())
self.x=x
self.y=y
self.directionX=directionX
self.directionY=directionY
def移动(自我):
如果self.x==0:
self.directionX=1
如果self.x==640-60:
self.directionX=-1
如果self.y==0:
自定向Y=1
如果self.y==480-100:
self.directionY=-1
self.x+=self.directionX
self.y+=self.directionY
fond=pygame.image.load(“background.png”).convert_alpha()
鸣人=perso(“naruto.png”)
tobi=perso(“tobi.png”,250100)
kunai=perso(“kunai.png”)
kunai.x=火影忍者.x+40
kunai.y=火影忍者.y+70
continuer=True
pygame.key.set_重复(100,25)
myfont=pygame.font.SysFont(“monospace”,40)
彩色=(255,0,0)
彩色黑色=(0,0,0)
colorWhite=(255、255、255)
colorBlue=(0,0255)
火影忍者=10
维托比=3
结果=0
而continuer:
如果int(鸣人x)>=int(托比x)和int(鸣人x)=int(托比y)和int(鸣人y)=int(托比x)和int(鸣人x+50)=int(托比y)和int(鸣人y)=int(托比x)和int(火影忍者x)=int(托比y)和int(火影忍者y+105)=int(托比x)和int(鸣人x+50)=int(托比y)和int(鸣人y+105) 如果vieNaruto让我们放弃一切,从零开始,利用pygame的功能,如精灵和向量数学
我们从pygame游戏的基本框架开始,一个简单的窗口:
import pygame
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill(pygame.Color('grey'))
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
我们的游戏将有不同的场景(标题场景、游戏场景、游戏场景),所以现在让我们来实现它们:
import pygame
import pygame.freetype
pygame.init()
FONT = pygame.freetype.SysFont(None, 32)
class SimpleScene:
def __init__(self, text, background, next_scene):
if background:
self.background = pygame.image.load(background).convert()
else:
self.background = pygame.Surface((640, 480))
self.background.fill(pygame.Color('white'))
if text:
FONT.render_to(self.background, (100, 200), text, pygame.Color('black'))
FONT.render_to(self.background, ( 99, 199), text, pygame.Color('red'))
self.next_scene = next_scene
def start(self):
pass
def draw(self, screen):
screen.blit(self.background, (0, 0))
def update(self, events, dt):
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
return self.next_scene
class Game:
def __init__(self):
self.background = pygame.image.load('background.png').convert()
def start(self):
pass
def draw(self, screen):
screen.blit(self.background, (0, 0))
def update(self, events, dt):
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
return 'VICTORY'
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
scenes = {
'TITLE': SimpleScene('PRESS SPACE TO START', 'background.png', 'GAME'),
'GAME': Game(),
'VICTORY': SimpleScene('YOU WIN!', None, 'TITLE'),
'DEFEAT': SimpleScene('YOU LOSE!', None, 'TITLE'),
}
scene = scenes['TITLE']
dt = 0
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
next_scene = scene.update(events, dt)
if next_scene:
scene = scenes[next_scene]
scene.start()
scene.draw(screen)
pygame.display.flip()
dt = clock.tick(60)
if __name__ == '__main__':
main()
这允许我们通过按空格键循环浏览游戏场景
现在让我们实现核心游戏。首先,我们需要一些精灵,所以让我们创建一个Actor
类,准备游戏场景来显示和重置精灵。我们使用pygame的一些基本功能,比如
该采取行动了。让我们在演员中实施一些行为。我们创造了我们想要的每一种不同行为的功能。一个是托比在屏幕上移动,一个是火影忍者通过键盘控制,还有一个是库奈人
由于我们使用向量
类来确定精灵的位置和方向,因此只需进行减法操作,即可使kunai移动到鼠标位置
以下是完整的代码:
import pygame
import pygame.freetype
pygame.init()
FONT = pygame.freetype.SysFont(None, 32)
class SimpleScene:
def __init__(self, text, background, next_scene):
if background:
self.background = pygame.image.load(background).convert()
else:
self.background = pygame.Surface((640, 480))
self.background.fill(pygame.Color('white'))
if text:
FONT.render_to(self.background, (100, 200), text, pygame.Color('black'))
FONT.render_to(self.background, ( 99, 199), text, pygame.Color('red'))
self.next_scene = next_scene
def start(self):
pass
def draw(self, screen):
screen.blit(self.background, (0, 0))
def update(self, events, dt):
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
return self.next_scene
def tobi_ai(self, dt):
self._update_pos(dt)
# change direction when hitting the edge of the screen
display = pygame.display.get_surface().get_rect()
if self.rect.bottom > display.bottom or self.rect.top < 0: self.direction.y *= -1
if self.rect.right > display.right or self.rect.left < 0: self.direction.x *= -1
self._keep_on_screen()
def player_ai(self, dt):
# alter direction if arrow keys are pressed
self.direction = pygame.Vector2()
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP] or pressed[pygame.K_w]: self.direction += (0, -1)
if pressed[pygame.K_DOWN] or pressed[pygame.K_s]: self.direction += (0, 1)
if pressed[pygame.K_LEFT] or pressed[pygame.K_a]: self.direction += (-1, 0)
if pressed[pygame.K_RIGHT] or pressed[pygame.K_d]: self.direction += (1, 0)
self._update_pos(dt)
self._keep_on_screen()
def kunai_ai(self, dt):
self._update_pos(dt)
display = pygame.display.get_surface().get_rect()
# just fly around and die if out of screen
if not display.contains(self.rect):
self.kill()
class Actor(pygame.sprite.Sprite):
def __init__(self, image, pos, direction=(0, 0), speed=20, behaviour=None, rotate=False):
super().__init__()
self.image = image
self.rect = self.image.get_rect(center=pos)
# using vectors for position and direction makes it easy to calculate movement and rotation
self.pos = pygame.Vector2(*pos)
self.direction = pygame.Vector2(*direction)
if rotate:
self.image = pygame.transform.rotate(self.image, self.direction.angle_to(pygame.Vector2(1,0)))
self.speed = speed
self.behaviour = behaviour
def update(self, dt):
if self.behaviour:
self.behaviour(self, dt)
def _update_pos(self, dt):
if self.direction.length() > 0:
self.pos = self.pos + (self.direction.normalize() * self.speed * dt/100)
self.rect.center = int(self.pos.x), int(self.pos.y)
def _keep_on_screen(self):
self.rect.center = self.pos
display = pygame.display.get_surface().get_rect()
self.rect.clamp_ip(display)
self.pos.x, self.pos.y = self.rect.center
class Game:
def __init__(self):
self.background = pygame.image.load('background.png').convert()
self.images = {
'tobi': pygame.image.load('tobi.png').convert_alpha(),
'naruto': pygame.image.load('naruto.png').convert_alpha(),
'kunai': pygame.image.load('kunai.png').convert_alpha()
}
self.sprites = pygame.sprite.Group()
self.kunais = pygame.sprite.Group()
def start(self):
self.sprites.empty()
self.kunais.empty()
self.naruto = Actor(self.images['naruto'], (50, 150), behaviour=player_ai)
self.tobi = Actor(self.images['tobi'], (450, 300), (1, 1), behaviour=tobi_ai)
self.sprites.add(self.naruto)
self.sprites.add(self.tobi)
self.player_lives = 10
self.enemy_lives = 3
def draw(self, screen):
screen.blit(self.background, (0, 0))
self.sprites.draw(screen)
FONT.render_to(screen, (430, 10), 'Naruto:' , pygame.Color('red'))
FONT.render_to(screen, (550, 10), str(self.player_lives), pygame.Color('red'))
FONT.render_to(screen, (430, 50), 'Tobi:', pygame.Color('red'))
FONT.render_to(screen, (550, 50), str(self.enemy_lives), pygame.Color('red'))
def update(self, events, dt):
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
kunai = Actor(self.images['kunai'],
self.naruto.pos,
event.pos-self.naruto.pos,
speed=35,
behaviour=kunai_ai,
rotate=True)
self.sprites.add(kunai)
self.kunais.add(kunai)
self.sprites.update(dt)
# kunai hits tobi
# we use https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.spritecollide
# for collition detection
for sprite in pygame.sprite.spritecollide(self.tobi, self.kunais, True):
self.enemy_lives -= 1
if self.enemy_lives <= 0:
return 'VICTORY'
# tobi hits naruto
if self.tobi.rect.colliderect(self.naruto.rect):
self.player_lives -= 1
if self.player_lives <= 0:
return 'DEFEAT'
self.naruto.pos = pygame.Vector2(50, 150)
self.tobi.pos.x = max(self.tobi.pos.x, 400)
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
scenes = {
'TITLE': SimpleScene('PRESS SPACE TO START', 'background.png', 'GAME'),
'GAME': Game(),
'VICTORY': SimpleScene('YOU WIN!', None, 'TITLE'),
'DEFEAT': SimpleScene('YOU LOSE!', None, 'TITLE'),
}
scene = scenes['TITLE']
dt = 0
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
next_scene = scene.update(events, dt)
if next_scene:
scene = scenes[next_scene]
scene.start()
scene.draw(screen)
pygame.display.flip()
dt = clock.tick(60)
if __name__ == '__main__':
main()
导入pygame
导入pygame.freetype
pygame.init()
FONT=pygame.freetype.SysFont(无,32)
SimpleScene类:
定义初始(自我、文本、背景、下一个场景):
如果背景:
self.background=pygame.image.load(background.convert())
其他:
self.background=pygame.Surface((640480))
self.background.fill(pygame.Color('white'))
如果文本:
FONT.render_to(self.background,(100200),text,pygame.Color('black'))
FONT.render_to(self.background,(99199),text,pygame.Color('red'))
self.next_scene=下一个_scene
def启动(自):
通过
def提取(自身,屏幕):
屏幕blit(self.background,(0,0))
def更新(自身、事件、dt):
对于事件中的事件:
如果event.type==pygame.KEYDOWN:
如果event.key==pygame.K_空间:
返回self.next_场景
def tobi_ai(自我,dt):
自我更新位置(dt)
#撞击屏幕边缘时改变方向
display=pygame.display.get_surface().get_rect()
如果self.rect.bottom>display.bottom或self.rect.top<0:self.direction.y*=-1
如果self.rect.right>display.right或self.rect.left<0:self.direction.x*=-1
self.\u保持屏幕上的状态()
def player_ai(self,dt):
#如果按箭头键,则改变方向
self.direction=pygame.Vector2()
pressed=pygame.key.get_pressed()
如果按[pygame.K_UP]或[pygame.K_w]:self.direction+=(0,-1)
如果按下[pygame.K_DOWN]或[pygame.K_s]:self.direction+=(0,1)
如果按下[pygame.K_LEFT]或[pygame.K_a]:self.direction+=(-1,0)
如果按[pygame.K_RIGHT]或[pygame.K_d]:self.direction+=(1,0)
自我更新位置(dt)
self.\u保持屏幕上的状态()
def kunai_ai(自我,dt):
自我更新位置(dt)
display=pygame.display.get_surface().get_rect()
#只要飞到屏幕外就死定了
如果未显示,则显示.contains(self.rect):
self.kill()
班级演员(pygame.sprite.sprite):
def uuu init uuuuu(自身、图像、位置、方向=(0,0)、速度=20、行为=无、旋转=假):
super()。\uuuu init\uuuuu()
self.image=image
self.rect=self.image.get_rect(中心=pos)
#使用矢量表示位置和方向可以很容易地计算运动和旋转
self.pos=pygame.Vector2(*pos)
self.direction=pygame.Vector2(*方向)
如果旋转:
self.image=pygame.transform.rotate(self.image,self.direction.angle_to(pygame.Vector2(1,0)))
自身速度=速度
自我行为
def更新(自我,dt):
如果是自我行为:
自我行为
import pygame
import pygame.freetype
pygame.init()
FONT = pygame.freetype.SysFont(None, 32)
class SimpleScene:
def __init__(self, text, background, next_scene):
if background:
self.background = pygame.image.load(background).convert()
else:
self.background = pygame.Surface((640, 480))
self.background.fill(pygame.Color('white'))
if text:
FONT.render_to(self.background, (100, 200), text, pygame.Color('black'))
FONT.render_to(self.background, ( 99, 199), text, pygame.Color('red'))
self.next_scene = next_scene
def start(self):
pass
def draw(self, screen):
screen.blit(self.background, (0, 0))
def update(self, events, dt):
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
return self.next_scene
def tobi_ai(self, dt):
self._update_pos(dt)
# change direction when hitting the edge of the screen
display = pygame.display.get_surface().get_rect()
if self.rect.bottom > display.bottom or self.rect.top < 0: self.direction.y *= -1
if self.rect.right > display.right or self.rect.left < 0: self.direction.x *= -1
self._keep_on_screen()
def player_ai(self, dt):
# alter direction if arrow keys are pressed
self.direction = pygame.Vector2()
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP] or pressed[pygame.K_w]: self.direction += (0, -1)
if pressed[pygame.K_DOWN] or pressed[pygame.K_s]: self.direction += (0, 1)
if pressed[pygame.K_LEFT] or pressed[pygame.K_a]: self.direction += (-1, 0)
if pressed[pygame.K_RIGHT] or pressed[pygame.K_d]: self.direction += (1, 0)
self._update_pos(dt)
self._keep_on_screen()
def kunai_ai(self, dt):
self._update_pos(dt)
display = pygame.display.get_surface().get_rect()
# just fly around and die if out of screen
if not display.contains(self.rect):
self.kill()
class Actor(pygame.sprite.Sprite):
def __init__(self, image, pos, direction=(0, 0), speed=20, behaviour=None, rotate=False):
super().__init__()
self.image = image
self.rect = self.image.get_rect(center=pos)
# using vectors for position and direction makes it easy to calculate movement and rotation
self.pos = pygame.Vector2(*pos)
self.direction = pygame.Vector2(*direction)
if rotate:
self.image = pygame.transform.rotate(self.image, self.direction.angle_to(pygame.Vector2(1,0)))
self.speed = speed
self.behaviour = behaviour
def update(self, dt):
if self.behaviour:
self.behaviour(self, dt)
def _update_pos(self, dt):
if self.direction.length() > 0:
self.pos = self.pos + (self.direction.normalize() * self.speed * dt/100)
self.rect.center = int(self.pos.x), int(self.pos.y)
def _keep_on_screen(self):
self.rect.center = self.pos
display = pygame.display.get_surface().get_rect()
self.rect.clamp_ip(display)
self.pos.x, self.pos.y = self.rect.center
class Game:
def __init__(self):
self.background = pygame.image.load('background.png').convert()
self.images = {
'tobi': pygame.image.load('tobi.png').convert_alpha(),
'naruto': pygame.image.load('naruto.png').convert_alpha(),
'kunai': pygame.image.load('kunai.png').convert_alpha()
}
self.sprites = pygame.sprite.Group()
self.kunais = pygame.sprite.Group()
def start(self):
self.sprites.empty()
self.kunais.empty()
self.naruto = Actor(self.images['naruto'], (50, 150), behaviour=player_ai)
self.tobi = Actor(self.images['tobi'], (450, 300), (1, 1), behaviour=tobi_ai)
self.sprites.add(self.naruto)
self.sprites.add(self.tobi)
self.player_lives = 10
self.enemy_lives = 3
def draw(self, screen):
screen.blit(self.background, (0, 0))
self.sprites.draw(screen)
FONT.render_to(screen, (430, 10), 'Naruto:' , pygame.Color('red'))
FONT.render_to(screen, (550, 10), str(self.player_lives), pygame.Color('red'))
FONT.render_to(screen, (430, 50), 'Tobi:', pygame.Color('red'))
FONT.render_to(screen, (550, 50), str(self.enemy_lives), pygame.Color('red'))
def update(self, events, dt):
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
kunai = Actor(self.images['kunai'],
self.naruto.pos,
event.pos-self.naruto.pos,
speed=35,
behaviour=kunai_ai,
rotate=True)
self.sprites.add(kunai)
self.kunais.add(kunai)
self.sprites.update(dt)
# kunai hits tobi
# we use https://www.pygame.org/docs/ref/sprite.html#pygame.sprite.spritecollide
# for collition detection
for sprite in pygame.sprite.spritecollide(self.tobi, self.kunais, True):
self.enemy_lives -= 1
if self.enemy_lives <= 0:
return 'VICTORY'
# tobi hits naruto
if self.tobi.rect.colliderect(self.naruto.rect):
self.player_lives -= 1
if self.player_lives <= 0:
return 'DEFEAT'
self.naruto.pos = pygame.Vector2(50, 150)
self.tobi.pos.x = max(self.tobi.pos.x, 400)
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
scenes = {
'TITLE': SimpleScene('PRESS SPACE TO START', 'background.png', 'GAME'),
'GAME': Game(),
'VICTORY': SimpleScene('YOU WIN!', None, 'TITLE'),
'DEFEAT': SimpleScene('YOU LOSE!', None, 'TITLE'),
}
scene = scenes['TITLE']
dt = 0
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
next_scene = scene.update(events, dt)
if next_scene:
scene = scenes[next_scene]
scene.start()
scene.draw(screen)
pygame.display.flip()
dt = clock.tick(60)
if __name__ == '__main__':
main()