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我应该怎么做才能创建多个敌人实例?

如何解决我应该怎么做才能创建多个敌人实例?

作为初学者,我正在努力在 pygame 中创建多个敌人。为此,我可以在代码添加或实现什么?

代码

# WORK IN PROGRESS!
# I followed techwithtim's tutorial
# I do not own the images and sounds used in game
# Todo Create multiple Enemies
import pygame
import random


# Screen parameters
pygame.init()
screen = pygame.display.set_mode((640,480))
pygame.display.set_caption("SPPACCE")
bg = pygame.image.load("bg.png")
font = pygame.font.SysFont('comicsans',30,True)
clock = pygame.time.Clock()
score = 0

# Music & Sound effects
bulletsound = pygame.mixer.sound('sounds/bullet_soundeffect.wav') 
explosion = pygame.mixer.sound('sounds/explosion_effect.wav')
explosion2 = pygame.mixer.sound('sounds/torpedo_explosion.wav')

# Player parameters
class Player(object):
    def __init__(self,x,y,height,width):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.player_vel = 5

    def draw(self,screen):
        screen.blit(player_char,(self.x,self.y))
       

# Enemy parameters
class Enemy(object):
    def __init__(self,width,end):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.enemy_vel = 1.5
        self.end = end   
        self.path = [self.x,self.end]
        self.hitBox = (self.x + 17,self.y + 2,65,65)
        self.health = 5
        self.visible = True


    def draw(self,screen):
        self.move()
        if self.visible:
            self.hitBox = (self.x + 0,self.y,65)
            pygame.draw.rect(screen,(255,0),self.hitBox,2)
            screen.blit(enemy_char,self.y))

            # Health bars
            pygame.draw.rect(screen,(0,(self.hitBox[0],self.hitBox[1] - 20,7))
            pygame.draw.rect(screen,65 - (12 * (5 - self.health)),7))                

    
    def move(self):
        if self.enemy_vel > 0:
            if self.x < self.path[1] + self.enemy_vel:
                self.x += self.enemy_vel
            else:
                self.enemy_vel = self.enemy_vel * -1
                self.x += self.enemy_vel
        else:
            if self.x > self.path[0] - self.enemy_vel:
                self.x += self.enemy_vel
            else:
                self.enemy_vel = self.enemy_vel * -1
                self.x += self.enemy_vel

    def hit(self):
        if self.health > 0:
            self.health -= 1
        else: 
            self.visible = False
            explosion.play()
            global score
            score += 1    
   
# Player Projectile parameters
class Projectile(object):
    def __init__(self,color,radius):
        self.x = x
        self.y = y
        self.color = color
        self.radius = radius
        self.vel = 12.5
    
    def draw(self,screen):
        pygame.draw.circle(screen,self.color,self.y),self.radius)


# Images
player_char = pygame.image.load('sprites/hotdog.png')
enemy_char = pygame.image.load('sprites/hamburger.png')

def blit(): # This draws the sprites
    player.draw(screen)
    enemy.draw(screen)
    for projectile in projectiles:
        projectile.draw(screen)

    score_text = font.render("score: " + str(score),1,109,255))
    version = font.render("Version 01 ",(51,153,255))
    screen.blit(score_text,0))
    screen.blit(version,(520,0))


shootloop = 0

if shootloop > 0:
    shootloop += 1
if shootloop > 2:
    shootloop = 0

player = Player(300,400,64,64) 
enemy = Enemy(random.randint(10,100),random.randint(20,480)
enemy_count = random.randint(1,10)
projectiles = []
run = True


while run:
    clock.tick(60)
    screen.fill((0,0))
    screen.blit(bg,0))
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    # Movement keys with playeborders
    keys = pygame.key.get_pressed()
    if keys[pygame.K_s] and player.y < 480 - player.height - player.player_vel:
        player.y += player.player_vel
    if keys[pygame.K_w] and player.y > 280:
        player.y -= player.player_vel
    if keys[pygame.K_d] and player.x < 640 - player.width - player.player_vel:
        player.x += player.player_vel
    if keys[pygame.K_a] and player.x > player.player_vel:
        player.x -= player.player_vel
    

    for projectile in projectiles:
        if projectile.y - projectile.radius < enemy.hitBox[1] + enemy.hitBox[3] and projectile.y + projectile.radius > enemy.hitBox[1]:
            if enemy.visible == True:
                if projectile.x + projectile.radius > enemy.hitBox[0] and projectile.x - projectile.radius < enemy.hitBox[0] + enemy.hitBox[2]:
                    enemy.hit()
                    explosion2.play()
                    projectiles.pop(projectiles.index(projectile))
                    
        if projectile.y < 640 and projectile.y > 0:
            projectile.y -= projectile.vel
            
        else:
            projectiles.pop(projectiles.index(projectile))
    
    # Player shooting
    if keys[pygame.K_SPACE] and shootloop == 0:
        if len(projectiles) < 1:
            projectiles.append(Projectile(round(player.x + player.width //2),round(player.y + player.height //2),[255,150,0],7))
    
    blit()
    pygame.display.update()

我尝试从上一个游戏项目中回收代码,但它不起作用,因为代码结构彼此差异太大。这个项目是OOP的,最后一个有分散的变量。

解决方法

类似于您的 projectiles 列出 Enemy 对象:

enemies = []
enemy_count = random.randint(3,10)
for i in range( enemy_count ):
    new_enemy = Enemy(random.randint(10,100),random.randint(20,64,480)
    enemies.append( new_enemy )
projectiles = []

更新您的 blit() 以绘制敌人列表:

def blit(): # This draws the sprites
    player.draw(screen)
    for enemy in enemies:
        enemy.draw(screen)
    for projectile in projectiles:
        projectile.draw(screen)

    score_text = font.render("Score: " + str(score),1,(0,109,255))
    version = font.render("Version 01 ",(51,153,255))
    screen.blit(score_text,0))
    screen.blit(version,(520,0))

并检查它们是否有冲突:

for enemy in enemies:
    for projectile in projectiles:
        if projectile.y - projectile.radius < enemy.hitbox[1] + enemy.hitbox[3] and projectile.y + projectile.radius > enemy.hitbox[1]:
            if enemy.visible == True:
                if projectile.x + projectile.radius > enemy.hitbox[0] and projectile.x - projectile.radius < enemy.hitbox[0] + enemy.hitbox[2]:
                    enemy.hit()
                    explosion2.play()
                    projectiles.pop(projectiles.index(projectile))

这应该会让你开始。

更改相对简单,因为您已经将数据划分为对象。干得好。

编辑:重新生成敌人只是将另一个 Enemy 对象添加到 enemies 列表的问题:

new_enemy = Enemy(random.randint(10,480)
enemies.append( new_enemy )

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