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python - 群体碰撞在 Pygame 的平台滚动条上不起作用

转载 作者:行者123 更新时间:2023-12-01 06:22:11 24 4
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我关注这个tutorial我已将 class Opponent() 添加到 class Platform(),如图 here 。接下来我一直在尝试将groupcollide_and_loop_for添加到完整的代码中,以便对手被子弹击中时被移除。我一直在看这个question关于在 class Opponent() 本身中使用 groupcollide。我尝试了几种方法在 while not done 中的 def main 中调用 groupcollide 但我没有得到任何结果或任何错误,它只是没有不起作用。

groupcollide_and_loop_for:

    collided_opponents = pygame.sprite.groupcollide(opponents, bullet_list, False, True)
for opponent, bullets in collided_opponents.items():
for bullet in bullets:
score += 1 # Increment the score.
opponent.lives -= 1 # Decrement the lives.
pygame.display.set_caption(str(score))

将上面的 groupcollide 和 for 循环部署到下面的代码中:

import pygame

# Global constants
bulletpicture = pygame.image.load("bullet.png")
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)

# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600


class Player(pygame.sprite.Sprite):
"""
This class represents the bar at the bottom that the player controls.
"""

# -- Methods
def __init__(self):
""" Constructor function """

# Call the parent's constructor
super().__init__()

# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
width = 40
height = 60
self.image = pygame.Surface([width, height])
self.image.fill(RED)

# Set a referance to the image rect.
self.rect = self.image.get_rect()

# Set speed vector of player
self.change_x = 0
self.change_y = 0

# List of sprites we can bump against
self.level = None

def update(self):
""" Move the player. """
# Gravity
self.calc_grav()

# Move left/right
self.rect.x += self.change_x

# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# If we are moving right,
# set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right

# Move up/down
self.rect.y += self.change_y

# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:

# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom

# Stop our vertical movement
self.change_y = 0

def calc_grav(self):
""" Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35

# See if we are on the ground.
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height

def jump(self):
""" Called when user hits 'jump' button. """

# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down 1
# when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2

# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.change_y = -10

# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self.change_x = -6

def go_right(self):
""" Called when the user hits the right arrow. """
self.change_x = 6

def stop(self):
""" Called when the user lets off the keyboard. """
self.change_x = 0


class Platform(pygame.sprite.Sprite):
""" Platform the user can jump on """

def __init__(self, width, height):
""" Platform constructor. Assumes constructed with user passing in
an array of 5 numbers like what's defined at the top of this code.
"""
super().__init__()

self.image = pygame.Surface([width, height])
self.image.fill(GREEN)

self.rect = self.image.get_rect()


class Level():
""" This is a generic super-class used to define a level.
Create a child class for each level with level-specific
info. """

def __init__(self, player):
""" Constructor. Pass in a handle to player. Needed for when moving
platforms collide with the player. """
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player

# How far this world has been scrolled left/right
self.world_shift = 0

# Update everythign on this level
def update(self):
""" Update everything in this level."""
self.platform_list.update()
self.enemy_list.update()

def draw(self, screen):
""" Draw everything on this level. """

# Draw the background
screen.fill(BLUE)

# Draw all the sprite lists that we have
self.platform_list.draw(screen)
self.enemy_list.draw(screen)

def shift_world(self, shift_x):
""" When the user moves left/right and we need to scroll
everything: """

# Keep track of the shift amount
self.world_shift += shift_x

# Go through all the sprite lists and shift
for platform in self.platform_list:
platform.rect.x += shift_x

for enemy in self.enemy_list:
enemy.rect.x += shift_x

class Bullet(pygame.sprite.Sprite):
"""This class represents the bullet."""

def __init__(self,x,y):
super().__init__()
self.image = bulletpicture

self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
"""Move the bullet."""
self.rect.y -= 5
# Remove the bullet if it flies up off the screen
if self.rect.y < -12:
self.kill() # Remove the sprite from all sprite groups.



class Opponent(pygame.sprite.Sprite):

def __init__(self):

super().__init__()
self.image = pygame.image.load("cowboy.png") #.convert()
self.rect = self.image.get_rect()
self.lives = 1
self.rect.x = 50
self.rect.y = 280
self.change_x = 1
self.change_y = 0
# List of sprites we can bump against
self.level = None

pass
def update(self):
if self.lives <= 0:
self.kill() # Remove the sprite from all sprite groups.
self.rect.x += self.change_x
if self.rect.x > 280:
self.change_x *= -1
self.rect.x += self.change_x
if self.rect.x < 0:
self.change_x *= -1
self.rect.x += self.change_x
pass


# Create platforms for the level
class Level_01(Level):
""" Definition for level 1. """

def __init__(self, player):
""" Create level 1. """

# Call the parent constructor
Level.__init__(self, player)

self.level_limit = -1000

# Array with width, height, x, and y of platform
level = [[210, 70, 500, 500],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]

# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)

for enemy in level:
opponent = Opponent()
opponent.rect.x = 150
opponent.rect.y = 280
opponent.player = self.player
self.enemy_list.add(opponent)

# Create platforms for the level
class Level_02(Level):
""" Definition for level 2. """

def __init__(self, player):
""" Create level 1. """

# Call the parent constructor
Level.__init__(self, player)

self.level_limit = -1000

# Array with type of platform, and x, y location of the platform.
level = [[210, 30, 450, 570],
[210, 30, 850, 420],
[210, 30, 1000, 520],
[210, 30, 1120, 280],
]

# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)


def main():
""" Main Program """
pygame.init()

# Set the height and width of the screen
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)

pygame.display.set_caption("Side-scrolling Platformer")

# Create the player
player = Player()

# Create all the levels
level_list = []
level_list.append(Level_01(player))
level_list.append(Level_02(player))

# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]

active_sprite_list = pygame.sprite.Group()
player.level = current_level

player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)

# --- NEW
bullet_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
player_list.add(player)
opponent = Opponent()
opponents = pygame.sprite.Group()
opponents.add(opponent)
score = 0


# Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Click a mouse button to instantiate a bullet.
bullet = Bullet(player.rect.x,player.rect.y)
bullet_list.add(bullet)
active_sprite_list.add(bullet)

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()

if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()

# Update the player.
active_sprite_list.update()
# ----- The code commented below is what I tried in many ways
#collided_opponents = pygame.sprite.groupcollide(opponents, bullet_list, False, True)
#for opponent, bullets in collided_opponents.items():
# for bullet in bullets:
# score += 1 # Increment the score.
# opponent.lives -= 1 # Decrement the lives.
# pygame.display.set_caption(str(score))

# Update items in the level
current_level.update()

# If the player gets near the right side, shift the world left (-x)
if player.rect.right >= 500:
diff = player.rect.right - 500
player.rect.right = 500
current_level.shift_world(-diff)

# If the player gets near the left side, shift the world right (+x)
if player.rect.left <= 120:
diff = 120 - player.rect.left
player.rect.left = 120
current_level.shift_world(diff)

# If the player gets to the end of the level, go to the next level
current_position = player.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level

# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)

# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

# Limit to 60 frames per second
clock.tick(60)

# Go ahead and update the screen with what we've drawn.
pygame.display.flip()

# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()

if __name__ == "__main__":
main()

最佳答案

我使用print()来查看对手子弹的位置。我发现对手永远不会改变位置。

深入研究代码后,我发现您创建了两个对手。

  • main()中,您创建了opponent,它没有添加到active_sprite_list中,因此它不会移动,也不会显示,但你用它来检查碰撞
  • Level_01()中,您创建对手,并将其添加到active_sprite_list中,以便它移动并显示在屏幕上,但您不这样做用它来检查碰撞。

因为您检查与永远不会移动的对手的碰撞,因此它永远不会与子弹碰撞。

main()中你必须删除

opponent = Opponent()
opponents = pygame.sprite.Group()
opponents.add(opponent)

并使用

#opponents = level_list[current_level_no].enemy_list
opponents = current_level.enemy_list

当你改变级别时也可以使用它

current_level_no += 1
current_level = level_list[current_level_no]

#opponents = level_list[current_level_no].enemy_list
opponents = current_level.enemy_list

关于python - 群体碰撞在 Pygame 的平台滚动条上不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60310351/

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