敌方AI碰撞检测不起作用

时间:2018-10-01 14:41:31

标签: pygame artificial-intelligence collision

我的敌人AI没有检测到碰撞。我一直在使用用于播放器碰撞检测的代码。我对其进行了调整,以适应敌人,但无法正常工作:

class Enemy(Entity):
    def __init__(self, x, y,player):
        pygame.sprite.Sprite.__init__(self)
        self.image = Surface((32, 32))
        self.xvel = 0
        self.yvel = 0
        self.image.fill(Color("#FF0000"))    #Enemy is red
        self.onGorund = False
            #Enemy is 32 * 32 pixels
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)
        self.counter = 0    #counter variable
        self.player = player



    def move(self, speed = 5):    # chase movement
        if self.rect.x > self.player.rect.x:    # Movement along x direction 
            self.rect.x -= speed
        elif self.rect.x < self.player.rect.x:
            self.rect.x += speed
        if self.rect.y < self.player.rect.y:    # Movement along y direction
            self.rect.y += speed
        elif self.rect.y > self.player.rect.y:
            self.rect.y -= speed

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, Player_class):
                    pygame.quit()
                    sys.exit()
                if xvel > 0:
                    self.rect.right = p.rect.left
                    print ("collide right")
                if xvel < 0:
                    self.rect.left = p.rect.right
                    print ("collide left")
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                    self.yvel = 0
                if yvel < 0:
                    self.rect.top = p.rect.bottom

    def update(self, platforms):
        if up:

            if self.onGround: self.yvel -= 10    #only jump if player is on the ground
        if down:
            pass
        if running:
            self.xvel = 12
        if left:
            self.xvel = -8
        if right:
            self.xvel = 8
        if not self.onGround:

            self.yvel += 0.3    #only accelerate with gravity if in the air

            if self.yvel > 100: self.yvel = 100    #terminal velocity = 100
        if not(left or right):
            self.xvel = 0

        self.rect.left += self.xvel    #falls or jumps

        self.collide(self.xvel, 0, platforms)    #creates collisions along the x axis

        self.rect.top += self.yvel    #creates collisions along the y axis

        self.onGround = False;    #assumes that the player is in the air
        # do y-axis collisions
        self.collide(0, self.yvel, platforms)

我一直在试图让敌人碰触玩家时关闭窗口,但问题是,如果敌人不知道它正在碰触玩家,它就无法关闭窗口。请询问是否需要更多代码。

1 个答案:

答案 0 :(得分:0)

有些事情需要更改。

  • move方法中,您应该设置速度(self.xvelself.yvel),而不是直接移动矩形。

  • 然后在move方法中调用update方法,移动精灵的矩形并处理碰撞。另外,您需要立即在update函数中调用main方法而不是move并传递platforms列表:

    enemy_list.draw(screen)
    for e in enemy_list:
        e.update(platforms)
    
  • 在collide方法中,您检查平台之一是否是玩家实例:

    for p in platforms:
        if pygame.sprite.collide_rect(self, p):
            if isinstance(p, Player_class):
                pygame.quit()
                sys.exit()
    

    但是,玩家精灵不在此列表中,因此不会发生冲突。

    敌人实际上是指玩家(self.player),因此您可以执行以下操作来检查他们是否碰撞:

    if pygame.sprite.collide_rect(self, self.player):
    

    或:

    if self.rect.colliderect(self.player.rect):
    

这是一个完整的示例(我从您先前的问题中提取了代码,并尝试改进一些其他内容):

import sys

import pygame
from pygame.locals import *


win_height = 750    #height of window is 750 pixles
win_width = 1050    #height of window is 1050 pixels
half_win_width = int(win_width / 2)    #will be used to centre camera
half_win_height = int(win_height / 2)

display = (win_width, win_height)    #creates the window as 500*500 pixels
depth = 32    #prevents infinate recursion
flags = 0    #message to Les: I don't really know what this does, however I have seen it in many places being used, therefore I assumed that it was important
camera_slack = 30    #how many pixels the player can move before the camera moves with them

pygame.init()


def main():    #main game function
    global cameraX, cameraY
    pygame.init()
    screen = pygame.display.set_mode(display, flags, depth)
    pygame.display.set_caption("Super Castlevania Man")
    timer = pygame.time.Clock()

    move_cameraX = 0
    move_cameraY = 0

    up = down = left = right = running = False
    background = pygame.Surface((32,32))    #the background takes up space on the screen
    background.convert()
    background.fill(pygame.Color("#000000"))    #background is black
    entities = pygame.sprite.Group()
    player = Player_class(32, 32*15)    #the player is 32*32 pixels large
    platforms = []

    x = y = 0
    level = [
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
        "P                               P",
        "P         E                     P",
        "P                               P",
        "P                    PPPPPPPPP  P",
        "P                               P",
        "P                               P",
        "P                               P",
        "P    PPPPPPPP                   P",
        "P                               P",
        "P                          PPPP P",
        "P                 PPPPPP        P",
        "P         PPPPPPP               P",
        "P                               P",
        "P                     PPPPPP    P",
        "P                               P",
        "P   PPPPPPPPPPP                 P",
        "P                               P",
        "P                 PPPPPPPPPPP   P",
        "P                               P",
        "P                               P",
        "P                               P",
        "P                               P",
        "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",    
        ]
    #builds the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)    #makes P a solid object
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = Exit_block(x, y)
                platforms.append(e)
                entities.add(e)
            x += 32
        y += 32
        x = 0

    entities.add(player)
    enemy = Enemy(60, 200, player)    #Spawns enemy
    enemy_list = pygame.sprite.Group()    #creates an enemy group
    enemy_list.add(enemy)    #Add an enemy to the group

    while 1:
        timer.tick(60)    #makes game run at 60 frames per second

        for e in pygame.event.get():    #shortens event to e
            if e.type == QUIT:
                return
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                return
            if e.type == KEYDOWN and e.key == K_UP:
                up = True
                move_cameraY = -10
            if e.type == KEYDOWN and e.key == K_DOWN:
                down = True
                move_cameraY = 10
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
                move_cameraX = -10
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True
                move_cameraX = 10
            if e.type == KEYDOWN and e.key == K_SPACE:
                running = True

            if e.type == KEYUP and e.key == K_UP:
                up = False
                move_cameraY = 0
            if e.type == KEYUP and e.key == K_DOWN:
                down = False
                move_cameraY = 0
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False
                move_cameraX = 0
            if e.type == KEYUP and e.key == K_LEFT:
                left = False
                move_cameraX = 0
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False        

        # Update the game.
        for e in enemy_list:
            e.update(platforms)
        player.update(up, down, left, right, running, platforms)

        # Draw everything.
        for y in range(32):    #draws the background
            for x in range(32):
                screen.blit(background, (x * 32, y * 32))
        entities.draw(screen)
        enemy_list.draw(screen)
        pygame.display.flip()  # You need only one flip or update call per frame.


class Entity(pygame.sprite.Sprite):    #makes player a sprite
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)    #sets sprite to initiate


class Player_class(Entity):    #defines player class
    def __init__(self, x, y):    #x is the player x coordinate, y is the player y coordinate
        Entity.__init__(self)    #the player is an entity
        self.xvel = 0    #how fast the player is moving left and right
        self.yvel = 0    #how fast the player is moving up and down
        self.onGround = False    #assumes the player is in the air
        self.image = pygame.Surface((32,32))    #the player is 32*32 pixels
        self.image.fill(pygame.Color("#0000FF"))    #makes the player blue
        self.rect = pygame.Rect(x, y, 32, 32)
        self.x = x
        self.y = y

    def update(self, up, down, left, right, running, platforms):
        if up:
            if self.onGround:
                self.yvel -= 10    #only jump if player is on the ground
        if down:
            pass
        if running:
            self.xvel = 12
        if left:
            self.xvel = -8
        if right:
            self.xvel = 8
        if not self.onGround:

            self.yvel += 0.3    #only accelerate with gravity if in the air

            if self.yvel > 100: self.yvel = 100    #terminal velocity = 100
        if not(left or right):
            self.xvel = 0

        self.rect.left += self.xvel    #falls or jumps

        self.collide(self.xvel, 0, platforms)    #creates collisions along the x axis

        self.rect.top += self.yvel    #creates collisions along the y axis

        self.onGround = False;    #assumes that the player is in the air
        # do y-axis collisions
        self.collide(0, self.yvel, platforms)

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, Exit_block):
                    pygame.quit()
                    sys.exit()
                if xvel > 0:
                    self.rect.right = p.rect.left
                if xvel < 0:
                    self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                    self.yvel = 0
                if yvel < 0:
                    self.rect.top = p.rect.bottom


class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.image = pygame.Surface((32, 32))
        self.image.fill(pygame.Color("#FFFFFF"))
        self.rect = pygame.Rect(x, y, 32, 32)


class Exit_block(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image.fill(pygame.Color("#FF7700"))#exit block is orange


class Enemy(Entity):
    def __init__(self, x, y,player):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((32, 32))
        self.xvel = 0
        self.yvel = 0
        self.image.fill(pygame.Color("#FF0000"))    #Enemy is red
        self.rect = pygame.Rect(x, y, 32, 32)
        self.player = player

    def move(self, speed=5):    # chase movement
        if self.rect.x > self.player.rect.x:    # Movement along x direction 
            self.xvel = -speed
        elif self.rect.x < self.player.rect.x:
            self.xvel = speed
        if self.rect.y < self.player.rect.y:    # Movement along y direction
            self.yvel = speed
        elif self.rect.y > self.player.rect.y:
            self.yvel = -speed

    def collide(self, xvel, yvel, platforms):
        # Check if the enemy collides with the player.
        if self.rect.colliderect(self.player.rect):
            pygame.quit()
            sys.exit()
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if xvel > 0:
                    self.rect.right = p.rect.left
                if xvel < 0:
                    self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                if yvel < 0:
                    self.rect.top = p.rect.bottom

    def update(self, platforms):
        self.move()  # Set the velocity.

        self.rect.left += self.xvel
        self.collide(self.xvel, 0, platforms)    #creates collisions along the x axis

        self.rect.top += self.yvel    #creates collisions along the y axis
        self.collide(0, self.yvel, platforms)


if __name__ == "__main__":
    main()
    pygame.quit()