如何让我的角色移动,同时让子弹在他们上方生成?

问题描述

我一直在尝试用 Python 制作一个子弹地狱 (dankamu) 游戏,当我尝试用子弹为角色的动作设置动画时,我遇到了一些问题。根据我放置 redrawGameWindow() 函数的位置,要么无法生成子弹,要么我的游戏角色根本无法移动。我认为这可能是因为我的运动功能与我用于子弹的 for 循环是分开的?如果是这样,我不知道如何将它们合并在一起以同时运行。

class mc(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.hitBox = (self.x,self.y,30,30)
    def draw(self,win):
        win.blit(char,(self.x,self.y))
        self.hitBox = (self.x,30)
        pygame.draw.rect(win,(255,0),self.hitBox,2)
    def hit(self):
        print("Hit")
def redrawGameWindow(mainchar,bullet,bullets):
    win.blit(bg,(0,0))
    mainchar.draw(win)
    pygame.display.update()
    for bullet in bullets:
        bullet.draw(win)
class projectile(object):
    def __init__(self,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing
    def draw(self,win):
        pygame.draw.circle(win,self.color,self.y),self.radius)
def dankamu(enemy):
    mainchar = mc(200,410,64,64)
    run = True
    bullets = []
    while run:
        pygame.time.delay(10)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT] and mainchar.x > 0:
            mainchar.x -= mainchar.vel
        if keys[pygame.K_RIGHT] and mainchar.x < 470:
            mainchar.x += mainchar.vel
        if keys[pygame.K_DOWN] and mainchar.y < 470:
            mainchar.y += mainchar.vel
        if keys[pygame.K_UP] and mainchar.y > 0:
            mainchar.y -= mainchar.vel
        if keys[pygame.K_LSHIFT] and mainchar.vel > 0:
            mainchar.vel = 3
        if keys[pygame.K_RSHIFT]:
            mainchar.vel = 5
        win.fill((255,255,255))
        if enemy == "skeleton":
            for i in range (30):
                bullets.append(projectile(250,250,6,1))
            for bullet in bullets:
                if bullet.y - bullet.radius < mainchar.hitBox[1] + mainchar.hitBox[3] and bullet.y + bullet.radius > mainchar.hitBox[1]:
                    if bullet.x + bullet.radius > mainchar.hitBox[0] and bullet.x - bullet.radius < mainchar.hitBox[0] + mainchar.hitBox[2]:
                        mainchar.hit()
                        bullets.pop(bullets.index(bullet))
                elif bullet.x < 500 and bullet.x > 0:
                    bullet.x += bullet.vel
                else:
                    bullets.pop(bullets.index(bullet))
                redrawGameWindow(mainchar,bullets)
            run = False


    pygame.quit()


#Actual Running
dankamu("skeleton")
print("Dankamu success")

解决方法

生成子弹时,必须在玩家所在位置上方生成子弹:

bullets.append(projectile(250,250,6,(0,0),1))

bullets.append(projectile(mainchar.x,1))

由于子弹必须从底部移动到顶部,所以你必须增加子弹的 y 坐标:

bullet.x += bullet.vel

bullet.y += bullet.vel

在更新显示之前绘制项目符号:

def redrawGameWindow(mainchar,bullet,bullets):
    win.blit(bg,0))
    mainchar.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    pygame.display.update()

不要一次添加所有的项目符号:

if bullet_frame_count == 0:
    bullet_frame_count = 10
if len(bullets) < 30:
    bullets.append(projectile(mainchar.x,1))
else:
    bullet_frame_count -= 1

使用 pygame.Rect.colliderect 进行碰撞测试:

bullet_rect = pygame.Rect(bullet.x-bullet.radius,bullet.y-bullet.radius,bullet.radius*2,bullet.radius*2)
if bullet_rect.colliderect(mainchar.hitbox):
    mainchar.hit()
    bullets.pop(bullets.index(bullet))

请阅读How to remove items from a list while iterating?


完整的dankamu函数:

def dankamu(enemy):
    mainchar = mc(200,410,64,64)
    run = True
    bullets = []
    count = 0
    while run:
        pygame.time.delay(10)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

        keys = pygame.key.get_pressed()
        mainchar.x = mainchar.x + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * mainchar.vel
        mainchar.y = mainchar.y + (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * mainchar.vel
        mainchar.x = max(0,min(470,mainchar.x))
        mainchar.y = max(0,mainchar.y))
        if keys[pygame.K_LSHIFT] and mainchar.vel > 0:
            mainchar.vel = 3
        if keys[pygame.K_RSHIFT]:
            mainchar.vel = 5
        
        if enemy == "skeleton":
            if count == 0:
                count = 10
                if len(bullets) < 30:
                    bullets.append(projectile(mainchar.x,1))
            else:
                count -= 1
            for bullet in bullets[:]:
                bullet_rect = pygame.Rect(bullet.x-bullet.radius,bullet.radius*2)
                if bullet_rect.colliderect(mainchar.hitbox):
                    mainchar.hit()
                    bullets.pop(bullets.index(bullet))
                elif bullet.y < 500:
                    bullet.y += bullet.vel
                else:
                    bullets.pop(bullets.index(bullet))

        redrawGameWindow(mainchar,bullets)