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python - 在移动 pygame 时移动 Sprite

转载 作者:太空宇宙 更新时间:2023-11-03 14:18:04 26 4
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我面临的问题是,我有一个敌人 Sprite 正在预定的路径上行走,他需要继续这样做,但是当我按下按钮时,他需要向右移动,但他仍然需要沿着预定的路径移动。所以这就像预定的路径必须在按键时向右移动。

这是我的代码:

import pygame
import random
import os
import time
from random import choices
from random import randint
from pygame.math import Vector2
import itertools

pygame.init()
a = 0
b = 0
width = 1280
height = 720
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Game")
done = False
n = 0
x = 0
y = 0
x_wall = 0
y_wall = 0
clock = pygame.time.Clock()
WHITE = (255,255,255)
RED = (255,0,0)
change_x = 0
change_y = 0
HW = width / 2
HH = height / 2
background = pygame.image.load('mountains.png')
x1 = 200
y1 = 100
x2 = 500
y2 = 400
x3 = 100
y3 = 300

#player class
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("character.png")
self.rect = self.image.get_rect()
self.rect.x = width / 2
self.rect.y = height / 2

#enemy class
class Enemy(pygame.sprite.Sprite):

def __init__(self, pos, waypoints):
super().__init__()
self.image = pygame.image.load("enemy.png")
self.image = pygame.transform.scale(self.image, (int(50), int(50)))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.max_speed = 5
self.pos = Vector2(pos)
self.waypoints = waypoints
self.waypoint_index = 0
self.target = self.waypoints[self.waypoint_index]
self.target_radius = 50
self.rect.x = width / 2
self.rect.y = height / 2

def update(self):

# A vector pointing from self to the target.
heading = self.target - self.pos
distance = heading.length() # Distance to the target.
heading.normalize_ip()
if distance <= 2: # We're closer than 2 pixels.
# Increment the waypoint index to swtich the target.
# The modulo sets the index back to 0 if it's equal to the length.
self.waypoint_index = (self.waypoint_index + 1) % len(self.waypoints)
self.target = self.waypoints[self.waypoint_index]
if distance <= self.target_radius:
# If we're approaching the target, we slow down.
self.vel = heading * (distance / self.target_radius * self.max_speed)
else: # Otherwise move with max_speed.
self.vel = heading * self.max_speed

self.pos += self.vel
self.rect.center = self.pos


#Enemy waypoints
waypoints = [(x1, y1), (x2, y2), (x3, y3)]
enemy = Enemy((100, 300), waypoints)
all_sprites = pygame.sprite.Group(enemy)



#wall class
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("wall.png")
self.image = pygame.transform.scale(self.image, (int(50), int(50)))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y

#wall movement
def update(self):
self.vx = 0
self.vy = 0
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
self.vx = 5
self.vy = 0
elif key[pygame.K_RIGHT]:
self.vx = -5
self.vy = 0
if key[pygame.K_UP]:
self.vy = 5
self.vx = 0
elif key[pygame.K_DOWN]:
self.vy = -5
self.vx = 0
self.rect.x = self.rect.x + self.vx
self.rect.y = self.rect.y + self.vy

#player sprite group
sprites = pygame.sprite.Group()
player = Player()
sprites.add(player)



#all the wall sprites
wall_list = pygame.sprite.Group()
wall = Wall(x_wall, y_wall)
wall2 = Wall((x_wall + 50), y_wall)
wall3 = Wall((x_wall + 100), y_wall)
wall4 = Wall((x_wall + 150), y_wall)
wall5 = Wall((x_wall + 200), y_wall)
wall6 = Wall((x_wall + 250), y_wall)


#add all the walls to the list to draw them later
wall_list.add(wall, wall2, wall3, wall4, wall5, wall6)

#add all the walls here to fix the collision
all_walls = (wall, wall2, wall3, wall4, wall5, wall6)

while not done:

for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
#fill the screen
screen.fill((0, 0, 0))

#update sprites
sprites.update()
wall_list.update()
all_sprites.update()


##collision between player and and walls
#if player.rect.collidelist(all_walls) >= 0:
# print("Collision !!")
# player.rect.x = player.rect.x - player.vx
# player.rect.y = player.rect.y - player.vx

#draw the sprites
sprites.draw(screen)
wall_list.draw(screen)
all_sprites.draw(screen)

pygame.display.flip()
clock.tick(30)

pygame.quit()

如果您想运行它,这里是包含图像的下载链接:https://geordyd.stackstorage.com/s/hZZ1RWcjal6ecZM

最佳答案

Enemy 类的 update 方法中添加一些输入处理,以便在按键时移动路径点。

key = pygame.get_key_pressed()

if key[pygame.K_RIGHT]:
for i in range(len(waypoints)):
waypoints[i][0] += 2 # Increment the x value of every waypoint

# Ect

希望这对您有所帮助,如果您还有任何其他问题,请随时在下面发表评论。

关于python - 在移动 pygame 时移动 Sprite ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48128206/

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