我是Pygame的新手,正在学习关于sprites和碰撞检测的知识。我找到了一些代码并试图添加一些功能。
基本思路是我有一个可以在原地旋转的多边形。当用户按下空格键时,多边形会发射一个能够在框架内弹跳的抛射物。如果抛射物再次击中多边形,我希望退出程序。
首先,这是代码:
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((32, 32))
self.image.fill((0, 0, 0))
self.image.set_colorkey((0, 0, 0))
self.fire_from = (36, 20)
pygame.draw.polygon(self.image, pygame.Color('dodgerblue'), ((0, 0), (32, 16), (0, 32)))
self.org_image = self.image.copy()
self.angle = 0
self.direction = pygame.Vector2(1, 0)
self.rect = self.image.get_rect(center=(200, 200))
self.pos = pygame.Vector2(self.rect.center)
def update(self, events, dt):
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
bullet = Projectile(self.fire_from, self.direction.normalize())
self.groups()[0].add(bullet)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]:
self.angle += 3
if pressed[pygame.K_RIGHT]:
self.angle -= 3
self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
self.image = pygame.transform.rotate(self.org_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
class Projectile(pygame.sprite.Sprite):
def __init__(self, pos, direction):
super().__init__()
self.image = pygame.Surface((8, 8))
self.image.fill((0, 0, 0))
self.image.set_colorkey((0, 0, 0))
pygame.draw.circle(self.image, pygame.Color('orange'), (4, 4), 4)
self.rect = self.image.get_rect(center=pos)
self.direction = direction
self.pos = pygame.Vector2(self.rect.center)
self.max_bounce = 10
def update(self, events, dt):
#print(self.pos)
# Bounding box of the screen
screen_r = pygame.display.get_surface().get_rect()
# where we would move next
next_pos = self.pos + self.direction * dt
# we hit a wall
if not screen_r.contains(self.rect):
# after 10 hits, destroy self
self.max_bounce -= 1
if self.max_bounce == 0:
return self.kill()
# horizontal reflection
if next_pos.x > screen_r.right or next_pos.x < screen_r.left:
self.direction.x *= -1
# vertical reflection
if next_pos.y > screen_r.bottom or next_pos.y < screen_r.top:
self.direction.y *= -1
# move after applying reflection
next_pos = self.pos + self.direction * dt
# set the new position
self.pos = next_pos
self.rect.center = self.pos
def main():
pygame.init()
screen = pygame.display.set_mode((500, 500))
tank = Player()
sprites = pygame.sprite.Group()
sprites.add(tank)
#print(tank.groups()[0])
clock = pygame.time.Clock()
dt = 0
running = True
while running:
#print(tank.groups()[0])
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
sprites.update(events, dt)
screen.fill((30, 30, 30))
sprites.draw(screen)
pygame.display.update()
## ALWAYS DETECTS A COLLISION, WHY?
if len(tank.groups()[0])>1:
if pygame.sprite.spritecollideany(tank, tank.groups()[0]):
running = False
dt = clock.tick(60)
if __name__ == '__main__':
main()
我理解这里指玩家类(即我的坦克)本身有一个精灵组,每当发射时就会将每个抛射物添加到其中。此外,抛射物起源于多边形的矩形内(因此它总是最初发生碰撞)。
我希望只有在抛射物反弹至少一次后才将其添加到精灵组中,这是否可能?还有...有更好的方法吗?
请问有任何帮助或建议吗?
谢谢, Null
sprites.draw(screen)
)绘制所有精灵的话也可以。 - Rabbid76