我是pygame的新手,我正在尝试制作一个游戏,玩家必须绕过一些敌人才能达到一个可以进入下一关的程度.我需要敌人在预定路径上前后行走,但我无法弄清楚如何去做.所以我想知道是否有一种简单的方法可以做到这一点?
这是我的代码.
import pygame
import random
import os
import time
from random import choices
from random import randint
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')
#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):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("enemy.png")
self.image = pygame.transform.scale(self.image, (int(50), int(50)))
self.rect = self.image.get_rect()
self.rect.x = width / 3
self.rect.y = height / 3
#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)
#enemy sprite group
enemys = pygame.sprite.Group()
enemy = Enemy()
enemy2 = Enemy()
enemys.add(enemy, enemy2)
#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
sprites.update()
wall_list.update()
enemys.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
#fill the screen
screen.fill((0, 0, 0))
#screen.blit(background,(x,y))
#draw the sprites
sprites.draw(screen)
wall_list.draw(screen)
enemys.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
如果要运行图像,请使用下载链接:
https://geordyd.stackstorage.com/s/hZZ1RWcjal6ecZM
解决方法:
我给精灵一个点列表(self.waypoints)并将第一个分配给self.target属性.
在更新方法I中,从self.target位置减去self.pos以获得指向目标并且长度等于距离的向量(标题).将此向量缩放到所需的速度,并将其用作速度(每帧添加到self.pos向量),实体将朝目标移动.
当达到目标时,我只是递增航点索引并将列表中的下一个航点指定给self.target.当你接近目标时减速是个好主意,否则如果精灵无法准确到达目标点,精灵可能会卡住并来回移动.因此,我还检查精灵是否比self.target_radius更接近,并将速度降低到最大速度的一小部分.
import pygame as pg
from pygame.math import Vector2
class Entity(pg.sprite.Sprite):
def __init__(self, pos, waypoints):
super().__init__()
self.image = pg.Surface((30, 50))
self.image.fill(pg.Color('dodgerblue1'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.max_speed = 3
self.pos = Vector2(pos)
self.waypoints = waypoints
self.waypoint_index = 0
self.target = self.waypoints[self.waypoint_index]
self.target_radius = 50
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
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
waypoints = [(200, 100), (500, 400), (100, 300)]
all_sprites = pg.sprite.Group(Entity((100, 300), waypoints))
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
for point in waypoints:
pg.draw.rect(screen, (90, 200, 40), (point, (4, 4)))
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
而不是航路点列表和索引我实际上更喜欢使用itertools.cycle
而只是调用next来切换到下一个点:
# In the `__init__` method.
self.waypoints = itertools.cycle(waypoints)
self.target = next(self.waypoints)
# In the `update` method.
if distance <= 2:
self.target = next(self.waypoints)