首页 > 解决方案 > Pygame - 让精灵循环浏览类中的图像,并分配一个命中框

问题描述

TLDR;代码如下

我已经完成了 pygame 我只是很困惑,就像我想我正在学习更多关于类、循环和所有东西的知识,但是,我认为我们在这个学校项目中仅仅几天的时间就吃得比我们能咀嚼的更多一起工作(面对面)。去学校学习 Full Stacks Dev,这是他们让我们做的第一个项目,我从你那里学到了很多关于 stackoverflow 的东西,但是你给出了复杂的答案,我们让它们工作,但我想我正在学习很多关于调试的知识。

无论如何,有这么多与 pygame 相关的问题的原因肯定不想成为 pygame 专家......

僵尸代码:

import pygame
import random
import math
# import fighting_game

# Player = player()




class ZombieEnemy(pygame.sprite.Sprite):
# zwalkRight = [pygame.image.load('images/zombiestandright1.png'), pygame.image.load('images/ztep.png'), pygame.image.load('imageszombiestandright1.png'), pygame.image.load('images/zombiestandright1.png')]

# zwalkLeft = [(pygame.image.load('images/zombiestandleft.png'), pygame.image.load('images/ztepleft.png'), pygame.image.load('images/zombiestandleft.png'), pygame.image.load('images/ztep2.png')]
    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)
        self.speedy = random.randrange(1, 8)
    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 * 10
        self.rect.y += dy * 0

主要代码:

import pygame
import math
import random
from Zombie import *
# 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.image = pygame.Surface((144,200))
        self.rect = self.image.get_rect()
        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
        self.rect.x = x
        self.rect.y = y

    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()
all_zombies = pygame.sprite.Group()





#mainloop
man = Player(100, 340, 40, 60)
run = True
for i in range( 50 ):
    new_x = random.randrange( 0, 10000)       # random x-position
    # new_y = random.randrange( 0, )      # random y-position
    z = ZombieEnemy(new_x)
    all_zombies.add(z)         # create, and add to group
    z.move_towards_player(man)

    #####
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(man)

    win.blit(BackGround.image, BackGround.rect)
    all_zombies.update()
    man.draw(win)
    all_zombies.draw(win)
    pygame.display.flip()


pygame.quit()

标签: pythonpython-3.ximagepygame

解决方案


玩家 ( man) 是 aSprite并且所有的僵尸都在. 用于查找僵尸和玩家之间的碰撞。例如:Group all_zombies
pygame.sprite.spritecollide()

if pygame.sprite.spritecollide(man, all_zombies, False):
    print("hit")

要完成这项工作,您必须在属性中跟踪玩家的位置.rect,因为它用于pygame.sprite.spritecollide查找碰撞。您根本
不需要这些属性。例如:.x.y

class Player(pygame.sprite.Sprite):
    def __init__(self,x,y,width,height):
        # [...]

        self.rect.x = x
        self.rect.y = y

    def draw(self, win):
        if self.walkCount + 1 >= 18:
            self.walkCount = 0

        if self.left:
            win.blit(walkLeft[self.walkCount//3], (self.rect.x,self.rect.y))
            self.walkCount += 1
        elif self.right:
            win.blit(walkRight[self.walkCount//3], (self.rect.x,self.rect.y))
            self.walkCount +=1
        else:
            win.blit(char, (self.rect.x,self.rect.y))
while run:
    # [...]

    keys = pygame.key.get_pressed()

    if keys[pygame.K_LEFT] and man.rect.x > man.vel:
        BackGround.rect.left = BackGround.rect.left + int(10)
        man.rect.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.rect.x += man.vel
        man.right = True
        man.left = False
    else:
        man.right = False
        man.left = False
        man.walkCount = 0

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