碰撞不起作用Pygam

2024-09-27 07:23:35 发布

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我正在用pygame,太空入侵者做一个游戏,现在我正在做eneimies的拍摄和玩家之间的碰撞(那些是图像),但是它不是一直都有效,我想知道为什么,以及解决方法是什么。 感谢关注! 代码如下:

# -*- coding: cp1252 -*-
import sys
import random 
import pygame
import time

print pygame.init()
x_player, y_player = 650, 440
screen = pygame.display.set_mode((700, 500))
pygame.display.set_caption("Space Invaders v1.0.0")
invaders = pygame.image.load(
"C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-                      my_own\\space-invaders.jpeg").convert_alpha()
player = pygame.image.load(
"C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-my_own\\28006.png").convert_alpha()
mother_ship = pygame.image.load(
"C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-my_own\\mother_ship.png").convert_alpha()
lifes = pygame.image.load(
"C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-my_own\\28007.png").convert_alpha()
shoot_enemie = pygame.image.load(
"C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-my_own\\shots_and_bombs2.png").convert_alpha()
shoot = pygame.image.load(
"C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-my_own\\shots_and_bombs2.png").convert_alpha()
pygame.font.init()
clock = pygame.time.Clock()
move_x = 0
x_invaders, y_invaders = 60, 60
lifes_list = [lifes, lifes, lifes]
x_mother = 0
invaders_matrix = [[invaders] * 11] * 5
existe_nave = False
start = True
tru = False
tru3= True
x_shoot = x_player
y_shoot = 0

tru2 = True
shoot_enemie1, shoot_enemie2, shoot_enemie3 = shoot_enemie, shoot_enemie,     shoot_enemie
shoot_list = [shoot_enemie1, shoot_enemie2, shoot_enemie]
tiros = {
"se1" : [0, 0],
"se2" : [0, 0],
"se3" : [0, 0]
}
cont = 0
while True:
invaders_matrix = [[invaders] * 11] * 5
if len(lifes_list) > 0:
    clock.tick(40)
    screen.fill((0, 0, 0))  
    screen.blit(player, ((x_player / 2), y_player))

    if not tru:
        invaders = pygame.image.load(
                "C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-my_own\\space-    invader-motif.png"
            ).convert_alpha()
        tru = True
    else:
        invaders = pygame.image.load(
                 "C:\\Users\\bernardo\\Documents\\IFC\\Programação\\SpaceInvaders-my_own\\space-invaders.jpeg"
            ).convert_alpha()
        tru = False

    x_invaders, y_invaders = 105, 125
    for invader in range(len(invaders_matrix)):
        for invad in range(len(invaders_matrix[invader])):
            screen.blit(invaders_matrix[invader][invad], (x_invaders, y_invaders))
            x_invaders += 45
        x_invaders = 105
        y_invaders += 30

    if tru2:
        for i in tiros.keys():
            tiros[i][0] += tiros[i][0] + random.randint(0, 10) * 45 + 105
            tiros[i][1] += tiros[i][1] + random.randint(0, 4) * 45 + 125
        tru2 = False
    elif tiros["se1"][1] >= 600 and tiros["se2"][1] >= 600 and tiros["se3"][1] >= 600:
        tiros["se1"][1], tiros["se2"][1], tiros["se3"][1], \
        tiros["se1"][0], tiros["se2"][0], tiros["se3"][0] = 0, 0, 0, 0, 0, 0
        for i in tiros.keys():
            tiros[i][0] += tiros[i][0] + random.randint(0, 10) * 45 + 105
            tiros[i][1] += tiros[i][1] + random.randint(0, 4) * 45 + 125
    for i in shoot_list:
        for j in tiros.keys():
            screen.blit(i, (tiros[j][0], tiros[j][1]))
    for i in tiros.keys():
        tiros[i][1] += 4


    if existe_nave and (x_mother < 700):
        screen.blit(mother_ship, [x_mother, 35])
        x_mother += 4.5
        screen.blit(mother_ship, [x_mother, 35])
    elif random.randint(0, 800) == 0:
        existe_nave = True
        x_mother = 0

    width_for_lifes = 680
    for icon_lifes in lifes_list:
        width_for_lifes -= 50
        screen.blit(icon_lifes, (width_for_lifes, 15))

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                move_x -= 10
            if event.key == pygame.K_RIGHT:
                move_x += 10
            if tru3:
                if event.key == pygame.K_SPACE:
                    y_shoot = y_player - player.get_height()
                    x_shoot = x_player / 2 + 20
                    tru3 = False
            elif not tru3:
                if y_shoot <= 0 and event.key == pygame.K_SPACE:
                    y_shoot = y_player - player.get_height()
                    x_shoot = x_player / 2 + 20
        if event.type == pygame.KEYUP and (event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT):
            move_x = 0

    if y_shoot > -50:
        screen.blit(shoot, (x_shoot, y_shoot))
        y_shoot -= 10

    if x_player >= 1280:
        x_player = 1280
    if x_player <= 25:
        x_player = 25
    x_player += move_x

    font = pygame.font.Font(None, 36)
    text = font.render("Lifes", 1, (0, 255, 85))
    screen.blit(text, (450, 15))

    font = pygame.font.Font(None, 36)
    text = font.render("Score", 1, (0, 255, 85))
    screen.blit(text, (20, 15))
    #Here is the problem
    player_rect = pygame.Rect(x_player, y_player, player.get_height(), player.get_width())
    shoot_enemie1_rect = pygame.Rect(tiros["se1"][0], tiros["se1"][1], shoot_enemie1.get_height(),
                                     shoot_enemie1.get_width())
    shoot_enemie2_rect = pygame.Rect(tiros["se2"][0], tiros["se2"][1], shoot_enemie2.get_height(),
                                     shoot_enemie2.get_width())
    shoot_enemie3_rect = pygame.Rect(tiros["se3"][0], tiros["se3"][1], shoot_enemie3.get_height(),
                                     shoot_enemie3.get_width())

    if player_rect.colliderect(shoot_enemie1_rect) or player_rect.colliderect(shoot_enemie2_rect) or \
        player_rect.colliderect(shoot_enemie3_rect):
        print True
print player_rect
pygame.display.update()

Tags: inrecteventforgetifscreenpygame
1条回答
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1楼 · 发布于 2024-09-27 07:23:35

这是一个碰撞检测代码,如果一个矩形与另一个矩形发生碰撞,如果敌人的子弹击中了玩家,它会检测到:

if player x < shot x + player width and player x + shot width > shot x and player y < shot y + player height and shot height + player_y > shot y:

它通过感应子弹的任何边缘是否接触到角色的任何边缘来工作。我希望这有帮助。你知道吗

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