在移动精灵游戏时移动精灵

时间:2018-01-06 14:13:28

标签: python animation pygame sprite

我面临的问题是我有一个敌人的精灵正走在预定的路径上,他需要继续这样做,但当我按下一个按钮时,他需要向右移动,例如他仍然需要在预定路径上移动。因此,预定路径必须在按键上向右移动。

这是我的代码:

import pygame
import random
import os
import time
from random import choices
from random import randint
from pygame.math import Vector2
import itertools

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')
x1 = 200
y1 = 100
x2 = 500
y2 = 400
x3 = 100
y3 = 300

#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, pos, waypoints):
    super().__init__()
    self.image = pygame.image.load("enemy.png")
    self.image = pygame.transform.scale(self.image, (int(50), int(50)))
    self.rect = self.image.get_rect(center=pos)
    self.vel = Vector2(0, 0)
    self.max_speed = 5
    self.pos = Vector2(pos)
    self.waypoints = waypoints
    self.waypoint_index = 0
    self.target = self.waypoints[self.waypoint_index]
    self.target_radius = 50
    self.rect.x = width / 2
    self.rect.y = height / 2

  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


#Enemy waypoints
waypoints = [(x1, y1), (x2, y2), (x3, y3)]
enemy = Enemy((100, 300), waypoints)
all_sprites = pygame.sprite.Group(enemy)



#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)



#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
    #fill the screen
    screen.fill((0, 0, 0))

    #update sprites
    sprites.update()
    wall_list.update()
    all_sprites.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

    #draw the sprites
    sprites.draw(screen)
    wall_list.draw(screen)
    all_sprites.draw(screen)

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

pygame.quit()

如果您想运行图片,请点击以下图片的下载链接:https://geordyd.stackstorage.com/s/hZZ1RWcjal6ecZM

1 个答案:

答案 0 :(得分:1)

Enemy 类的update方法中添加一些输入处理,以便在按键时移动路点。

key = pygame.get_key_pressed()

if key[pygame.K_RIGHT]:
    for i in range(len(waypoints)):
        waypoints[i][0] += 2 # Increment the x value of every waypoint

# Ect

我希望这对您有所帮助,如果您有任何其他问题,请随时在下面发表评论。