与玩家碰撞时反弹
Bounce on collision with player
我是 pygame 的新手(实际上是 3 天),我想要导弹,一旦它与玩家发生碰撞:
if pygame.sprite.spritecollideany(player, enemies):
print("Hit!")
自我毁灭,所以它不会一直和玩家碰撞,因为,在你和玩家和导弹碰撞的那一刻,它多次打印"HIT!",我认为原因是它穿过导弹,玩家在导弹穿过时不断与导弹相撞。
完整代码如下:
import pygame
import random
from pygame.locals import(
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT
)
pygame.init()
pygame.display.set_caption("Dodge The Missile")
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
font = pygame.font.Font("Airstrip Four.ttf", 24)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("Missiles.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5,20)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("Spaceship.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.rect = self.surf.get_rect()
self.layers = 1
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load("Cloud.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.layers = 3
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT)
)
)
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right < 0:
self.kill()
class AddEnemyTimer():
def __init__(self, Generate_Enemy_Timer, Generate_Cloud_Timer):
self.Generate_Enemy_Timer = Generate_Enemy_Timer
self.Generate_Cloud_Timer = Generate_Cloud_Timer
count = 0
green = (0, 255, 0)
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
green = (0, 255, 0)
Generate_Timer= AddEnemyTimer(random.randint(250, 350), random.randint(500, 1000) )
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, Generate_Timer.Generate_Enemy_Timer)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, Generate_Timer.Generate_Cloud_Timer)
New_Progress = pygame.USEREVENT + 3
player = Player()
health = 0
green = (0, 255, 0)
enemies = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
clouds = pygame.sprite.Group()
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
elif event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
elif event.type == ADDCLOUD:
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
elif event.type == New_Progress:
count+= 1
screen.fill((135,206,250))
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
if pygame.sprite.spritecollideany(player, enemies):
print("Hit!")
screen.blit(font.render(str(count), True, (0, 0, 0)), (375, 48))
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
clouds.update()
pygame.display.flip()
clock.tick(59.94)
使用pygame.sprite.spritecollide()
rather than pygame.sprite.groupcollide()
。 pygame.sprite.spritecollide()
有一个附加参数 dokill。如果设置为 True,所有发生碰撞的 Sprites 将从组中移除。
if pygame.sprite.spritecollide(player, enemies, True):
print("Hit!")
我是 pygame 的新手(实际上是 3 天),我想要导弹,一旦它与玩家发生碰撞:
if pygame.sprite.spritecollideany(player, enemies):
print("Hit!")
自我毁灭,所以它不会一直和玩家碰撞,因为,在你和玩家和导弹碰撞的那一刻,它多次打印"HIT!",我认为原因是它穿过导弹,玩家在导弹穿过时不断与导弹相撞。
完整代码如下:
import pygame
import random
from pygame.locals import(
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT
)
pygame.init()
pygame.display.set_caption("Dodge The Missile")
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
font = pygame.font.Font("Airstrip Four.ttf", 24)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("Missiles.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5,20)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("Spaceship.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.rect = self.surf.get_rect()
self.layers = 1
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load("Cloud.png").convert()
self.surf.set_colorkey((255,255,255), RLEACCEL)
self.layers = 3
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT)
)
)
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right < 0:
self.kill()
class AddEnemyTimer():
def __init__(self, Generate_Enemy_Timer, Generate_Cloud_Timer):
self.Generate_Enemy_Timer = Generate_Enemy_Timer
self.Generate_Cloud_Timer = Generate_Cloud_Timer
count = 0
green = (0, 255, 0)
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
green = (0, 255, 0)
Generate_Timer= AddEnemyTimer(random.randint(250, 350), random.randint(500, 1000) )
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, Generate_Timer.Generate_Enemy_Timer)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, Generate_Timer.Generate_Cloud_Timer)
New_Progress = pygame.USEREVENT + 3
player = Player()
health = 0
green = (0, 255, 0)
enemies = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
clouds = pygame.sprite.Group()
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
elif event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
elif event.type == ADDCLOUD:
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
elif event.type == New_Progress:
count+= 1
screen.fill((135,206,250))
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
if pygame.sprite.spritecollideany(player, enemies):
print("Hit!")
screen.blit(font.render(str(count), True, (0, 0, 0)), (375, 48))
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
clouds.update()
pygame.display.flip()
clock.tick(59.94)
使用pygame.sprite.spritecollide()
rather than pygame.sprite.groupcollide()
。 pygame.sprite.spritecollide()
有一个附加参数 dokill。如果设置为 True,所有发生碰撞的 Sprites 将从组中移除。
if pygame.sprite.spritecollide(player, enemies, True):
print("Hit!")