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?
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'
或'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pos
和velocity
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()