更新组中已有的对象

时间:2017-12-29 01:13:56

标签: python pygame

我正试图为我的2D射击游戏制作子弹。

我创建了子弹,当用户按下鼠标左键时,它会显示在屏幕上,但我现在必须移动它。

每个项目符号都会添加到项目符号组中。

更新子弹位置的最简单方法是什么?

这是while循环。调用GameClass.Game.getevent,它声明如果按下lmb,则会运行它下面的代码。

   while play:
    display.fill(WHITE)
    GameClass.Game.getevent(player1)
    platforms.draw(display)
    sprites.draw(display)
    bullets.draw(display)
    pygame.display.update()

以下是不同文件的一部分。拍摄功能是“玩家”的一部分。因无关紧要而被切断的班级。

    def shoot(self):
        bullet=Bullet(5,self.bullets,self.x,self.y)
        self.bullets.add(bullet)


class Bullet(pygame.sprite.Sprite):

    def __init__(self,speed,bullets,x,y):
        super().__init__()

        self.speed=speed
        self.image=pygame.Surface((10,10))
        self.rect=self.image.get_rect()
        self.bullets=bullets

        self.x=x
        self.y=y

        Bullet.movebullet(self)

    def movebullet(self):
        self.rect.center=((self.x+self.speed),self.y)

更新小组中每个子弹位置的最佳方法是什么?

1 个答案:

答案 0 :(得分:0)

这是一个完整的解决方案。播放器具有direction属性,当玩家按下其中一个相应的键时,我将其更改为'left''right'。创建项目符号时,我将player.direction传递给项目符号实例,然后根据方向设置其图像和速度。

为了移动精灵,我将速度添加到位置(在本例中是列表),最后我更新了rect,因为它需要进行blitting和碰撞检测。实际上,我会posvelocity使用pygame.math.Vector2,但我不确定您是否熟悉矢量。

import pygame as pg


pg.init()
screen = pg.display.set_mode((640, 480))
screen_rect = screen.get_rect()
PLAYER_IMG = pg.Surface((30, 50))
PLAYER_IMG.fill(pg.Color('dodgerblue1'))
BULLET_IMG = pg.Surface((16, 8))
pg.draw.polygon(BULLET_IMG, pg.Color('sienna1'), [(0, 0), (16, 4), (0, 8)])
BULLET_IMG_LEFT = pg.transform.flip(BULLET_IMG, True, False)


class Player(pg.sprite.Sprite):

    def __init__(self, pos):
        super().__init__()
        self.image = PLAYER_IMG
        self.rect = self.image.get_rect(center=pos)
        self.velocity = [0, 0]
        self.pos = [pos[0], pos[1]]
        self.direction = 'right'

    def update(self):
        self.pos[0] += self.velocity[0]
        self.pos[1] += self.velocity[1]
        self.rect.center = self.pos


class Bullet(pg.sprite.Sprite):

    def __init__(self, pos, direction):
        super().__init__()
        if direction == 'right':
            self.image = BULLET_IMG
            self.velocity = [9, 0]
        else:
            self.image = BULLET_IMG_LEFT
            self.velocity = [-9, 0]
        self.rect = self.image.get_rect(center=pos)
        self.pos = [pos[0], pos[1]]

    def update(self):
        # Add the velocity to the pos to move the sprite.
        self.pos[0] += self.velocity[0]
        self.pos[1] += self.velocity[1]
        self.rect.center = self.pos  # Update the rect as well.
        # Remove bullets if they're outside of the screen area.
        if not screen_rect.contains(self.rect):
            self.kill()


def main():
    clock = pg.time.Clock()
    all_sprites = pg.sprite.Group()
    bullets = pg.sprite.Group()
    player = Player((100, 300))
    all_sprites.add(player)

    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            elif event.type == pg.MOUSEBUTTONDOWN:
                if event.button == 1:
                    bullet = Bullet(player.rect.center, player.direction)
                    bullets.add(bullet)
                    all_sprites.add(bullet)
            elif event.type == pg.KEYDOWN:
                if event.key == pg.K_d:
                    player.velocity[0] = 5
                    player.direction = 'right'
                elif event.key == pg.K_a:
                    player.velocity[0] = -5
                    player.direction = 'left'
            elif event.type == pg.KEYUP:
                if event.key == pg.K_d and player.velocity[0] > 0:
                    player.velocity[0] = 0
                elif event.key == pg.K_a and player.velocity[0] < 0:
                    player.velocity[0] = 0

        all_sprites.update()
        screen.fill((30, 30, 30))
        all_sprites.draw(screen)

        pg.display.flip()
        clock.tick(30)


if __name__ == '__main__':
    main()
    pg.quit()