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如何让敌人死后砸钱?

热度:45   发布时间:2023-06-13 16:59:21.0

当我拍摄时,我想在我的游戏中让一些敌人掉落“UP Points”(以小黄色方块形式升级点)。 我尝试了一些不同的东西,但似乎无法弄清楚如何产生这些可收集的点代替敌人刚刚去世的地方。 有没有人对我如何实现这个有任何想法?

UP类:

class Up(pygame.sprite.Sprite):

    def __init__(self, color):
        super().__init__()
        self.image = pygame.Surface([5, 5])
        self.image.fill(color)
        self.rect = self.image.get_rect()

这是一个敌人射击和死亡的循环:

for bullet in bullet_list: #For each bullet:
        # Whenever a bullet collides with a zombie,
        block_hit_list = pygame.sprite.spritecollide(bullet, zombie_list, True)
        for i in block_hit_list:
            # Destroy the bullet and zombie and add to the score
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
            score += 100

很抱歉没有发布我的整个代码,主要的游戏循环在底部:)

import pygame
import math
import random

BLACK  = (0, 0, 0)
WHITE  = (255, 255, 255)
GREEN  = (0, 255, 0)
RED    = (255, 0, 0)
BLUE   = (0, 0, 255)
ORANGE = (255, 119, 0)
ZOMBIE_GREEN = (122, 172, 34)
YELLOW = (255, 255, 0)

cursor_x = 100
cursor_y = 100

class Player(pygame.sprite.Sprite):

    def __init__(self, color):
        super().__init__()

        # pygame.Surface will create a rectangle with the width and height given
        # and the command below it tells it to fill it in with that color
        self.image = pygame.Surface([15, 15])
        self.image.fill(color)
        self.rect = self.image.get_rect()

        # This defines the starting position (x, y)
        # of whatever sprite is passed through
        self.rect.x = 600
        self.rect.y = 300

        # This is the current speed it will move when drawn
        self.change_x = 0
        self.change_y = 0
        self.walls = None

    # Defines how the player will move
    def movement(self, x, y):
        self.change_x += x
        self.change_y += y


    # Updates the information so the screen shows the player moving
    def update(self):
        self.rect.x += self.change_x

        block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
        for block in block_hit_list:
            if self.change_x > 0:
                self.rect.right = block.rect.left
            else:
                self.rect.left = block.rect.right

        self.rect.y += self.change_y

        block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
        for block in block_hit_list:
            if self.change_y > 0:
                self.rect.bottom = block.rect.top
            else:
                self.rect.top = block.rect.bottom

class Enemy(pygame.sprite.Sprite):
    def __init__(self, color):
        super().__init__()
        self.image = pygame.Surface([20, 20])
        self.image.fill(color)
        self.rect = self.image.get_rect()
        self.pos_x = self.rect.x = random.randrange(35, screen_width - 35)
        self.pos_y = self.rect.y = random.randrange(35, screen_height - 135)

        # How Zombies move towards player

    def update(self):
        zombie_vec_x = self.rect.x - player.rect.x
        zombie_vec_y = self.rect.y - player.rect.y
        vec_length = math.sqrt(zombie_vec_x ** 2 + zombie_vec_y ** 2)

        if self.rect.x != player.rect.x and self.rect.y != player.rect.y:
            zombie_vec_x = (zombie_vec_x / vec_length) * 1 # These numbers determine
            zombie_vec_y = (zombie_vec_y / vec_length) * 1 # zombie movement speed

        self.pos_x -= zombie_vec_x
        self.pos_y -= zombie_vec_y

        self.rect.x = self.pos_x
        self.rect.y = self.pos_y


        block_hit_list = pygame.sprite.spritecollide(self, sprites_list, False)
        for block in block_hit_list:
            if self.rect.x > 0:
                self.rect.right = block.rect.left
            elif self.rect.x < 0:
                self.rect.left = block.rect.right
            elif self.rect.y > 0:
                self.rect.bottom = block.rect.top
            else:
                self.rect.top = block.rect.bottom       

class Wall(pygame.sprite.Sprite):

    def __init__(self, color, x, y, width, height):
        super().__init__()

        self.image = pygame.Surface([width, height])
        self.image.fill(color)

        self.rect = self.image.get_rect()

        self.rect.x = x
        self.rect.y = y

class Cursor(pygame.sprite.Sprite):

    def __init__(self, width, height):
        self.groups = all_sprites_list
        self._layer = 1

        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.Surface([width, height])
        self.image.fill(RED)

        self.rect = self.image.get_rect()
        self.walls = None

    # This updates the cursor to move along with your
    # mouse position (defined in control logic)
    def update(self):
        self.rect.x = cursor_x
        self.rect.y = cursor_y

class Bullet(pygame.sprite.Sprite):

    def __init__(self):
        super().__init__()

        self.image = pygame.Surface([8, 8])
        self.image.fill(ORANGE)
        self.rect = self.image.get_rect()

        # Instead of using the rect. positions, we'll use pos_ variables
        # to calculate position. This is because the rect. uses integers
        # while a variable can have exact float numbers. This will keep
        # the bullets trajectory exact istead of useing a general
        # (rounded) whole number <3
        self.pos_x = player.rect.x + 4  # Set up pos_x and pos_y here
        self.pos_y = player.rect.y + 4  # rather than rect.x and rect.y

        self.walls = None
        self.change_x = 0
        self.change_y = 0

        speed = 6
        bullet_vec_x = (cursor.rect.x - 4) - player.rect.x
        bullet_vec_y = (cursor.rect.y - 4) - player.rect.y
        vec_length = math.sqrt(bullet_vec_x ** 2 + bullet_vec_y ** 2)
        bullet_vec_x = (bullet_vec_x / vec_length) * speed
        bullet_vec_y = (bullet_vec_y / vec_length) * speed
        self.change_x += bullet_vec_x
        self.change_y += bullet_vec_y

    def update(self):
        self.pos_x += self.change_x  # Update pos_x and pos_y. They will become floats
        self.pos_y += self.change_y  # which will let them maintain sub-pixel accuracy.

        self.rect.x = self.pos_x # Copy the pos values into the rect, where they will be
        self.rect.y = self.pos_y # rounded off. That's OK since we never read them back.



pygame.init()

screen_size = pygame.display.Info()

size = (1300, 720)
screen = pygame.display.set_mode(size)

#size = (screen_size.current_w, screen_size.current_h)
#screen = pygame.display.set_mode(
#    ((screen_size.current_w, screen_size.current_h)),pygame.FULLSCREEN
#    )

screen_width = screen_size.current_w
screen_height = screen_size.current_h

pygame.display.set_caption("Zombie Shooter")



wall_list = pygame.sprite.Group()
zombie1_list = pygame.sprite.Group()
sprites_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()

# Walls are made here = (x_coord for where it starts,
# y_coord for where it starts, width of wall, height of wall)
# These walls are made with fullscreen dimentions, not any set dimentions
# Left
wall = Wall(BLUE, 0, 0, 10, screen_height)
wall_list.add(wall)
all_sprites_list.add(wall)
# Top
wall = Wall(BLUE, 0, 0, screen_width, 10)
wall_list.add(wall)
all_sprites_list.add(wall)
# Bottom
wall = Wall(BLUE, 0, screen_height - 10, screen_width, 10)
wall_list.add(wall)
all_sprites_list.add(wall)
# Right
wall = Wall(BLUE, screen_width - 10, 0, 10, screen_width)
wall_list.add(wall)
all_sprites_list.add(wall)
# HUD Border
wall = Wall(BLUE, 0, screen_height - 100, screen_width, 10)
wall_list.add(wall)
all_sprites_list.add(wall)

# This creates the actual player with the parameters set in ( ).
# However, we must add the player to the all_sprites_list
# so that it will actually be drawn to the screen with the draw command
# placed right after the screen.fill(BLACK) command.
player = Player(WHITE)
player.walls = wall_list
all_sprites_list.add(player)

zombie = Enemy(ZOMBIE_GREEN)
zombie.walls = wall_list
for i in range(5):
    zombie = Enemy(ZOMBIE_GREEN)
    all_sprites_list.add(zombie)
    zombie1_list.add(zombie)
    sprites_list.add(zombie)

cursor = Cursor(7, 7)
cursor.walls = wall_list
all_sprites_list.add(cursor)

bullet = Bullet()

font = pygame.font.SysFont("crushed", 30)

score = 0
up_score = 0

done = False

clock = pygame.time.Clock()

pygame.mouse.set_visible(0)

# -------- Main Program Loop -----------
while not done:

    # --- Main event loop ---
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
        # Press 'P' to quit the game_____
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_p:
                done = True
        #________________________________

        # Keyboard controls. The numbers inside change the speed of the player
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_a:
                player.movement(-4, 0)
            elif event.key == pygame.K_d:
                player.movement(4, 0)
            elif event.key == pygame.K_w:
                player.movement(0, -4)
            elif event.key == pygame.K_s:
                player.movement(0, 4)

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_a:
                player.movement(4, 0)
            elif event.key == pygame.K_d:
                player.movement(-4, 0)
            elif event.key == pygame.K_w:
                player.movement(0, 4)
            elif event.key == pygame.K_s:
                player.movement(0, -4)
        # ___________________________________________________________________

        # Mouse Controls----------------------------
        pos = pygame.mouse.get_pos()
        cursor_x = pos[0]
        cursor_y = pos[1]

        if cursor_x <= 10:
            cursor_x = 10
        if cursor_x >= (screen_width - 17):
            cursor_x = (screen_width - 17)

        if cursor_y <= 10:
            cursor_y = 10
        if cursor_y >= (screen_height - 107):
            cursor_y = (screen_height - 107)

        elif event.type == pygame.MOUSEBUTTONDOWN:
            bullet = Bullet()
            all_sprites_list.add(bullet)
            bullet_list.add(bullet)
        #--------------------------------------------

    all_sprites_list.update()

    # How bullets vanish when they hit a sprite or a wall______________________
    for bullet in bullet_list: #For each bullet:
        # Whenever a bullet collides with a zombie,
        block_hit_list = pygame.sprite.spritecollide(bullet, zombie1_list, True)
        for i in block_hit_list:
            # Destroy the bullet and zombie and add to the score
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
            score += 100


    for bullet in bullet_list:
        block_hit_list = pygame.sprite.spritecollide(bullet, wall_list, False)
        for i in block_hit_list:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
    #--------------------------------------------------------------------------

    cursor.update()
    bullet_list.update()
    sprites_list.update()
    pygame.mouse.set_visible(0)


    screen.fill(BLACK)

    all_sprites_list.draw(screen)

    text = font.render("Score: " + str(score), True, WHITE)
    screen.blit(text, [30, screen_height - 64])

    pygame.display.flip()

    clock.tick(60)

pygame.quit()

你需要做的就是在你破坏僵尸精灵抓住它的位置并画出UP硬币之前。 然后确保每当玩家控制精灵时,在这种情况下子弹,在接触时“收集”硬币。 我没有那么多python,但主代码看起来像这样:

def drawCoin():  
    zombieCoords = grabZombieCoords()   
    drawSprite(zombieCoords())

这基本上只是获取僵尸的坐标,销毁它,然后将硬币放在僵尸的最后已知位置。 希望这可以帮助。

更改Up类以接受参数pos ,并使用它来设置起始位置:

class Up(pygame.sprite.Sprite):

    def __init__(self, color, pos):
        super().__init__()
        self.image = pygame.Surface([5, 5])
        self.image.fill(color)
        self.rect = self.image.get_rect(center=pos)

现在,当你击中一个僵尸时,使用你刚刚杀死的僵尸的位置创建一个Up

for bullet in bullet_list:
    block_hit_list = pygame.sprite.spritecollide(bullet, zombie_list, True)
    for i in block_hit_list:
        # just use .kill() to remove a Sprite from all of its Groups
        # kill() may get called multiple times, but that does not hurt
        bullet.kill() 
        score += 100
        # create an Up for each killed zombie
        # takes two arguments: color and pos
        # we call .add() to add the Sprite immediately to
        # the all_sprites_list and the up_list
        Up((255, 0, 0), i.rect.center).add(all_sprites_list, up_list)

您没有显示其余的代码,但我猜您在.update上调用.drawall_sprites_list并创建一个名为up_listGroup

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