因此,我试图在我正在制作的一个小pygame游戏中实现一些碰撞检测。然而,我的代码似乎没有正常工作。或者我可能只是不知道如何实现它。在这个游戏中,我必须让player
到princess
而不运行到goblin
。一切正常,但我似乎无法实现player
和goblin
之间的冲突检测。理想情况下,我希望player
在碰到goblin
时返回到起始位置。您可以看到我确实有一个isCollision
函数,但当我尝试调用它时,我得到“NameError:name'playerX'未定义”
import pygame
import math
# Initialize the pygame
pygame.init()
# Setting up the screen and background
screen = pygame.display.set_mode((800,600))
# Title and Icon of window
pygame.display.set_caption("Get Princess")
icon = pygame.image.load('knight.png')
pygame.display.set_icon(icon)
#Princess Image
princessImg = pygame.image.load('princess.png')
princessImg = pygame.transform.scale(princessImg, (50,50))
princessX = 360
princessY = 20
princessX_change = 0
princessY_change = 0
class player():
def __init__(self, playerX, playerY, playerX_change, playerY_change):
self.playerX = playerX
self.playerY = playerY
self.playerX_change = playerX_change
self.playerY_change = playerY
self.playerImg = pygame.image.load('knight.png')
self.playerImg = pygame.transform.scale(self.playerImg, (50,50))
self.rect = pygame.Rect(32,32,16,16)
def pdraw(self):
screen.blit(self.playerImg, (self.playerX, self.playerY))
def pmovement(self):
self.playerX += self.playerX_change
self.playerY += self.playerY_change
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.playerY_change = -0.4
if event.key == pygame.K_DOWN:
self.playerY_change = 0.4
if event.key == pygame.K_LEFT:
self.playerX_change = -0.4
if event.key == pygame.K_RIGHT:
self.playerX_change = 0.4
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
self.playerX_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
self.playerY_change = 0
if self.playerX <= 0:
self.playerX = 0
elif self.playerX >= 750:
self.playerX = 750
if self.playerY <= 0:
self.playerY = 0
elif self.playerY >= 550:
self.playerY = 550
class goblin():
def __init__(self, goblinX, goblinY, goblinX_change):
self.goblinX = goblinX
self.goblinY = goblinY
self.goblinX_change = goblinX_change
self.goblinImg = pygame.image.load('goblin.png')
self.goblinImg = pygame.transform.scale(self.goblinImg,(50,50))
def draw(self):
screen.blit(self.goblinImg, (self.goblinX, self.goblinY))
def movement(self):
self.goblinX += self.goblinX_change
if self.goblinX <= 0 or self.goblinX >= 750:
self.goblinX_change = self.goblinX_change * -1
def princess(x,y):
screen.blit(princessImg, (x, y))
p = player(360, 520, 0, 0)
g = goblin(360,250, 0.10)
g1 = goblin(360, 280, 0.5)
g2 = goblin(360, 200, 0.7)
g3 = goblin(360, 160, 0.4)
goblinlist = [g, g1, g2, g3]
def isCollision(playerX, playerY, goblinX, goblinY):
dx = playerX - goblinY
dy = playerY - goblinY
distance = math.sqrt(math.pow(dx,2) + math.pow(dy,2))
if distance < 27:
p = player(360, 520, 0,0)
running = True
while running:
screen.fill((50,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
princess(princessX, princessY)
g.movement()
g.draw()
g1.movement()
g1.draw()
g2.movement()
g2.draw()
g3.movement()
g3.draw()
p.pmovement()
p.pdraw()
isCollision(p.playerX, p.playerY, g1.goblinX, g1.goblinY)
pygame.display.update()
isCollision
是一个函数,playerX
、playerY
、goblinX
、goblinY
是函数的参数。您没有self
参数。通常self
是Methods中的对象。删除函数
isCollision
中的所有self.
:将玩家(
p
)和地精(g
、g1
、g2
或g3
)的坐标传递给函数:例如:
注意,您可以创建地精列表并在循环中执行碰撞测试:
您甚至可以移动和绘制循环中的地精:
如果要更改全局命名空间中的变量,则需要使用^{} statement :
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