我正在尝试为我的Python编程类制作一个宇宙飞船游戏,我想用sprite.spritecollideany
来检查我的玩家精灵spaceship
是否与spriteGroup
组中的任何一个小行星精灵相撞,但不管我做什么,它似乎都不起作用。在
代码如下:
import pygame
import random
pygame.init()
screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption("Asteroids and Spaceships")
background = pygame.image.load("background.png")
background = background.convert()
white = 255,255,255
#first I make the asteroids with this class.
class asteroids(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.width = 30
self.height = 30
self.i1 = pygame.image.load("smallasteroid.png")
self.i1 = self.i1.convert()
self.i1.set_colorkey(white)
self.rect = self.i1.get_rect()
self.rect.left = x
self.rect.top = y
self.i2 = pygame.image.load("smallasteroid2.png")
self.i2 = self.i2.convert()
self.i2.set_colorkey(white)
self.rect = self.i2.get_rect()
self.rect.left = x
self.rect.top = y
self.i3 = pygame.image.load("mediumasteroid.png")
self.i3 = self.i3.convert()
self.i3.set_colorkey(white)
self.rect = self.i3.get_rect()
self.rect.left = x
self.rect.top = y
self.current = 0
def render(self, image_num):
if image_num == 1:
self.current = 1
if image_num == 2:
self.current = 2
if image_num == 3:
self.current = 3
def update(self):
if self.current == 1:
screen.blit(self.i1, (self.x,self.y))
self.y += random.randint(7,11)
if self.y > screen.get_height():
self.y = 0
if self.current == 2:
screen.blit(self.i2, (self.x,self.y))
self.y += random.randint(5,9)
if self.y > screen.get_height():
self.y = 0
if self.current == 3:
screen.blit(self.i3, (self.x,self.y))
self.y += random.randint(3,6)
if self.y > screen.get_height():
self.y = 0
#and then this is the class for the spaceship
class spaceship(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.width = 40
self.height = 60
self.image = pygame.image.load("spaceship.png")
self.image = self.image.convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.left = x
self.rect.top = y
def update(self):
screen.blit(self.image,(self.x,self.y))
if self.y > screen.get_height():
self.y = 0
if self.y < screen.get_height()-610:
self.y = screen.get_height()
if self.x > screen.get_width():
self.x = 0
if self.x < screen.get_width()-610:
self.x = screen.get_width()
#main is where I have the game run
def main():
x_ship, y_ship = 0,0
player = spaceship(300,550)
spriteGroup = pygame.sprite.Group() #my asteroid sprites are grouped here
for i in range(25):
image_num = random.randint(0,3)
asteroid = asteroids(random.randint(0,500),random.randint(0, 200))
asteroid.render(image_num)
spriteGroup.add(asteroid)
clock = pygame.time.Clock()
keepGoing = True
while keepGoing:
#this is what I tried to use to check for collisions. I know it's not working but I don't know why.
if pygame.sprite.spritecollideany(player,spriteGroup):
#the program quits on collision.
pygame.quit()
for event in pygame.event.get():
if (event.type == pygame.QUIT):
keepGoing = False
elif event.type == pygame.KEYUP:
if event.key == pygame.K_ESCAPE:
keepGoing = False
if (event.type == pygame.KEYDOWN):
if (event.key == pygame.K_LEFT):
x_ship = -4
if (event.key == pygame.K_RIGHT):
x_ship = 4
if (event.key == pygame.K_UP):
y_ship = -4
if (event.key == pygame.K_DOWN):
y_ship = 4
if (event.type==pygame.KEYUP):
if (event.key==pygame.K_LEFT):
x_ship = 0
if (event.key==pygame.K_RIGHT):
x_ship = 0
if (event.key==pygame.K_UP):
y_ship = 0
if (event.key==pygame.K_DOWN):
y_ship = 0
player.x += x_ship
player.y += y_ship
screen.blit(background, (0,0))
spriteGroup.clear(screen, background)
player.update()
spriteGroup.update()
clock.tick(50)
pygame.display.flip()
pygame.quit()
main()
我不明白为什么碰撞不起作用。在
您的问题是}属性与该矩形的位置没有直接或自动的连接。
如果在这两个类的
spaceship
和asteroids
类都没有修改它们在update
上自己的rect
s(它们的hitbox),并且它们的x
和{self.rect.topleft = self.x, self.y
函数的末尾添加类似update
的内容,则它们各自的矩形(也就是说,hitbox)将移动到它们应该位于的位置,而不是停留在它们的初始化位置,在本例中,player
和。。。每颗小行星的一些半随机偏移量(我不确定,确切地说,我只是草率地复制了你的代码,然后测试了一堆预感。我很抱歉没有找到问题的确切根源……)无论如何,简短的回答是,尽管你有一个运行检查每个精灵的x和y位置,但你没有告诉pygame将这个位置应用到hitbox,和{}总是错误的,因为hitbox rect本身从未真正接触过。
将
self.rect.topleft = self.x, self.y
放在每个sprite类的update
函数的末尾可以修复它。(请确保此行位于函数的末尾,并且位于def update(self)
内的最低缩进级别!)在编辑
或者,不需要将上述代码添加到}替换为如下内容:
update
中,您可以将主循环中的player.x = x_ship
和{我会使用
update
改变的解决方案,因为当玩家接近游戏场的边缘时,这个解决方案很有可能会让你悲伤。还有另一个让你考虑的途径。在作为建议,您可以将}重新定义为}和{},这样x和y值就固定在hitbox的左上角。一个二传手,甚至。在
<Sprite>.x
和{property
,分别是{我不确定您将来希望如何使用这些参数;如果您愿意的话,您可以完全消除它们,并使用它们的
rect
的定位器。值得深思!在注意事项:
我还假设sprite的所有
x
和y
属性都指向其rect
框的左上角。如果该点应该在其他地方(例如,中心),那么您可能需要对该代码进行调整,如果您决定使用它。在相关问题 更多 >
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