当我移动鼠标时,所有子弹都在移动,而不仅仅是被射击了

问题描述

我正在尝试使用Pygame制作一个基本的自上而下的射击游戏。我只是想出了如何使子弹在鼠标所在的位置射击,但是现在的问题是,即使我在射击后移动鼠标,它们也会改变方向。此外,当子弹与屏幕的左边缘碰撞时,它们不会像其他边缘一样消失。

main.py:

import pygame
import time
import math
import os
import sys
import random
from classes import *

pygame.init()

width,height = (1440,900)
win = pygame.display.set_mode((width,height),pygame.FULLSCREEN)
pygame.display.set_caption("Dungeon")
win.fill((255,255,255))

# Variables to do with player shooting
shottimer = 0
bullets = []
bulletVel = 9

# Initialize classes
player = Player(50,800,50,PLAYERSPRITE)

def main():
    run = True
    FPS = 60
    clock = pygame.time.Clock()



    while run:
        clock.tick(FPS)

        Now = pygame.time.get_ticks()

        mousex,mousey = pygame.mouse.get_pos()

        # Creates the player's bullets
        def shoot():
            global shottimer

            if Now - shottimer >= player.cooldown:
                bullets.append(Projectile(round(player.x + player.width // 2),round(player.y + player.height // 2),6))
                shottimer = Now

        def playerBulletUpdates():
            for bullet in bullets:
                if bullet.x >= 0 and bullet.x <= width:
                    if bullet.y >= 0 and bullet.y <= height:
                        global bulletVel

                        xDiff = mousex - player.x
                        yDiff = mousey - player.y

                        angle = math.atan2(yDiff,xDiff)

                        changeX = math.cos(angle) * bulletVel
                        changeY = math.sin(angle) * bulletVel

                        bullet.x += changeX
                        bullet.y += changeY
                    else:
                        bullets.pop(bullets.index(bullet))

        def bulletAngle():
            global bulletVel

            xDiff = mousex - player.x
            yDiff = mousey - player.y

            angle = math.atan2(yDiff,xDiff)

            changeX = int(math.cos(angle) * bulletVel)
            changeY = int(math.sin(angle) * bulletVel)

            bullet.x += changeX
            bullet.y += changeY

        def updateScreen():
            win.fill((255,255))
            player.draw(win)

            for bullet in bullets:
                bullet.draw(win)

            playerBulletUpdates()

            pygame.display.update()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

        keys = pygame.key.get_pressed()

        if keys[pygame.K_w] and player.y  >= 0: # UP
            player.y += -player.walkSpeed

        if keys[pygame.K_s] and player.y + player.walkSpeed + player.height <= height: # DOWN
            player.y += player.walkSpeed

        if keys[pygame.K_a] and player.x >= 0: #LEFT
            player.x += -player.walkSpeed

        if keys[pygame.K_d] and player.x + player.walkSpeed + player.width <= width: # RIGHT
            player.x += player.walkSpeed

        if pygame.mouse.get_pressed()[0]:
            shoot()

        updateScreen()

main()

classes.py:

import pygame
import math
import os

pygame.init()

width,pygame.FULLSCREEN)

# Import Sprites
PLAYERSPRITE = pygame.image.load(os.path.join("assets","gunner_class.png"))
BULLETSPRITE = pygame.image.load(os.path.join("assets","bullet.png"))

class Player:
    def __init__(self,x,y,width,height,img):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.img = img
        self.walkSpeed = 5
        self.cooldown = 100

    def draw(self,window):
        window.blit(PLAYERSPRITE,(self.x,self.y))

class Projectile:
    def __init__(self,radius):
        self.x = x
        self.y = y
        self.radius = radius

    def draw(self,window):
            # pygame.draw.circle(window,self.color,self.y),self.radius)
            window.blit(BULLETSPRITE,self.y))

解决方法

项目符号通过x=0时不会被删除,这仅仅是因为您没有将它们选在“ bad-x”上,因为“ else pop”子句仅在“ bad-y”上被调用。很容易解决:

    def playerBulletUpdates():
        for bullet in bullets:
            if bullet.x >= 0 and bullet.x <= width and \
               bullet.y >= 0 and bullet.y <= height:
                    ...
            else:
                # Bullet has gone off-screen
                bullets.pop(bullets.index(bullet))  

鼠标移动现有项目符号的原因是,在同一循环中,您需要重新计算项目符号的方向矢量,而不仅仅是重新计算新的项目符号。

您的Projectile类需要在初始化期间存储其方向向量-每个子弹一个,因为每个子弹可能不同。因此,我将在此处重新构造构造函数,然后添加一个update()函数来处理继续的运动。

class Projectile:
    def __init__(self,x,y,dx,dy,radius):
        self.x      = x
        self.y      = y
        self.radius = radius
        self.dx     = dx
        self.dy     = dy

    def draw(self,window):
        # pygame.draw.circle(window,self.color,(self.x,self.y),self.radius)
        window.blit(BULLETSPRITE,self.y))

    def update( self ):
        """ Move the projectile along its path """
        self.x += self.dx
        self.y += self.dy

shoot()现在计算方向向量〜

def shoot( mousex,mousey,player ):
    """ Creates a player's bullets """
    global shotTimer

    if now - shotTimer >= player.cooldown:
        global bulletVel

        xDiff = mousex - player.x
        yDiff = mousey - player.y
        angle = math.atan2(yDiff,xDiff)

        # Direction of travel
        changeX = math.cos(angle) * bulletVel
        changeY = math.sin(angle) * bulletVel

        # Start position
        new_bullet_x = round(player.x + player.width / 2)
        new_bulley_y = round(player.y + player.height / 2)

        bullets.append( Projectile( new_bullet_x,new_bulley_y,changeX,changeY,6))
        shotTimer = now

使子弹更新功能也更加简单:

def playerBulletUpdates():
    for bullet in bullets:
        if bullet.x >= 0 and bullet.x <= width and bullet.y >= 0 and bullet.y <= height:
            # Move the bullet
            bullet.update()
        else:
            # Bullet has gone off-screen
            bullets.pop(bullets.index(bullet))

正在更改这些内容。可能是worthwhile investigating PyGame Rect个对象使用了它们的定位,而不是离散的xy,因为这样可以访问出色的碰撞函数。