如何解决如何制作每次射击子弹时都会出现的随机生成的气球?
我正在努力让我的游戏在顶部随机生成气球,并在我发射子弹时将其他气球推下以为新气球腾出空间。我有 6 个气球类,并试图让它们随机生成,但我试图为它编写的代码以失败告终。
起初我试图告诉它当我的子弹消失然后只是打印一些东西但问题是我使用的代码会立即让它消失。当子弹与气球相撞时,我也尝试绘制新气球,但我不确定将气球放在哪里以及如何移动它们。
这是我试过的
for bullet in bullets:
if bullets.pop(bullets.index(bullet)):
print("collide")
我的完整代码
import pygame,math,random
pygame.init()
# Windowing screen width and height
width = 500
height = 500
window = pygame.display.set_mode((width,height))
# Name of window
pygame.display.set_caption("Game")
# The Background
background = pygame.image.load("img/BG.png")
def blitRotate(surf,image,pos,originPos,angle):
# calcaulate the axis aligned bounding Box of the rotated image
w,h = image.get_size()
sin_a,cos_a = math.sin(math.radians(angle)),math.cos(math.radians(angle))
min_x,min_y = min([0,sin_a*h,cos_a*w,sin_a*h + cos_a*w]),max([0,sin_a*w,-cos_a*h,sin_a*w - cos_a*h])
# calculate the translation of the pivot
pivot = pygame.math.Vector2(originPos[0],-originPos[1])
pivot_rotate = pivot.rotate(angle)
pivot_move = pivot_rotate - pivot
# calculate the upper left origin of the rotated image
origin = (pos[0] - originPos[0] + min_x - pivot_move[0],pos[1] - originPos[1] - min_y + pivot_move[1])
# get a rotated image
rotated_image = pygame.transform.rotate(image,angle)
# rotate and blit the image
surf.blit(rotated_image,origin)
# Player class
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 4
self.cannon = pygame.image.load("img/Cannon.png")
self.cannon = pygame.transform.scale(self.cannon,(self.cannon.get_width()//2,self.cannon.get_height()//2))
self.rect = pygame.Rect(x,height)
self.hitBox = (self.x,self.y,30,30)
self.image = self.cannon
self.rect = self.image.get_rect(center = (self.x,self.y))
self.look_at_pos = (self.x,self.y)
self.isLookingAtPlayer = False
self.look_at_pos = (x,y)
self.angle = 0
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def get_pivot(self):
player_rect = self.cannon.get_rect(center = self.get_rect().center)
return player_rect.centerx,player_rect.top + 103
def get_angle(self):
pivot_abs = self.get_pivot()
dx = self.look_at_pos[0] - pivot_abs[0]
dy = self.look_at_pos[1] - pivot_abs[1]
return math.degrees(math.atan2(-dy,dx))
def get_top(self):
pivot_x,pivot_y = self.get_pivot()
angle = self.get_angle()
length = 100
top_x = pivot_x + length * math.cos(math.radians(angle))
top_y = pivot_y - length * math.sin(math.radians(angle))
return top_x,top_y
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.hitBox)
gun_size = self.image.get_size()
pivot_abs = self.get_pivot()
pivot_rel = (gun_size[0] // 2,105)
angle = self.get_angle() - 90
pygame.draw.rect(window,self.rect)
blitRotate(window,self.image,pivot_abs,pivot_rel,angle)
def lookAt( self,coordinate ):
self.look_at_pos = coordinate
# Players gun
class projectile(object):
def __init__(self,dirx,diry,color):
self.x = x
self.y = y
self.dirx = dirx
self.diry = diry
self.pin = pygame.image.load("img/Pin.png")
self.pin = pygame.transform.scale(self.pin,(self.pin.get_width()//6,self.pin.get_height()//6))
self.rect = self.pin.get_rect()
self.center = ( self.x,self.y )
self.speed = 10
self.color = color
self.hitBox = (self.x + 20,40)
def move(self):
self.x += self.dirx * self.speed
self.y += self.diry * self.speed
def draw(self):
self.rect.center = (round(self.x),round(self.y))
angle = math.degrees(math.atan2(-self.diry,self.dirx)) - 90
rotated_pin = pygame.transform.rotate(self.pin,angle)
rotated_rect = rotated_pin.get_rect(center = self.rect.center)
window.blit(rotated_pin,rotated_rect)
self.hitBox = (self.x + 20,30)
# Green balloon
class Gballoon:
def __init__(self,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.balloon = [pygame.image.load("img/Green_balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Green_balloon" + str(i) + ".png") for i in range(1,7)]
self.color = color
self.speed = 2
self.rect = pygame.Rect(x,height)
self.fps = 10
self.clock = pygame.time.Clock()
self.next_frame_time = 0
self.anim_index = 0
self.hitBox = (self.x - 50,self.y - 18,40,40)
self.balloon = [pygame.transform.scale(image,(image.get_width()//6,image.get_height()//6))for image in self.balloon]
self.balloon2 = [pygame.transform.scale(image,image.get_height()//6))for image in self.balloon2]
self.direction = "greenpop"
self.direction = "balloon"
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
self.rect.topleft = (self.x,self.rect,2)
pygame.draw.rect(window,self.hitBox)
self.hitBox = (self.x + 35,self.y + 0,40)
# calling the balloon and balloon2 in and image list
if self.direction == "balloon":
image_list = self.balloon
elif self.direction == "greenpop":
image_list = self.balloon2
# Is it time to show next frame
time_Now = pygame.time.get_ticks()
if (time_Now > self.next_frame_time):
# Time until the next game
inter_time_delay = 1000 // self.fps
self.next_frame_time = time_Now + inter_time_delay
# Showing next frame
self.anim_index += 1
if self.anim_index >= len(image_list):
self.anim_index = 0
if self.anim_index >= len(image_list):
self.anim_index = 0
green_image = image_list[self.anim_index]
green_rect = green_image.get_rect(center = self.get_rect().center)
green_rect.centerx
green_rect.centery += 5
window.blit(green_image,green_rect)
class Bballoon:
def __init__(self,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.balloon = [pygame.image.load("img/Blue_balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Blue_balloon" + str(i) + ".png") for i in range(1,green_rect)
class Oballoon:
def __init__(self,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.balloon = [pygame.image.load("img/Orange_balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Orange_balloon" + str(i) + ".png") for i in range(1,green_rect)
class Pballoon:
def __init__(self,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.balloon = [pygame.image.load("img/Pink_balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Pink_balloon" + str(i) + ".png") for i in range(1,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.balloon = [pygame.image.load("img/Purple_balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Purple_balloon" + str(i) + ".png") for i in range(1,green_rect)
class Rballoon:
def __init__(self,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.balloon = [pygame.image.load("img/Red_balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Red_balloon" + str(i) + ".png") for i in range(1,green_rect)
# The color white
white = (255,255,255)
# The xy cords,height and color of my classes[]
playerman = Player(350,385,34,75,white)
green1 = Gballoon(180,200,110,white)
blue1 = Bballoon(330,250,white)
orange1 = Oballoon(100,white)
pink1 = Oballoon(300,white)
purple1 = Pballoon(400,white)
red1 = Rballoon(300,white)
# A list for my classess
greens = [green1]
blues = [blue1]
oranges = [orange1]
pinks = [pink1]
purples = [purple1]
reds = [red1]
# This is where my balloons get hit by the bullet and disappers
# redrawing window
def redrawwindow():
window.fill((0,0))
# Drawing the window in
window.blit(background,(0,0))
# drawing the player in window
playerman.draw()
# Drawing all my ballons in window
for Gballoon in greens:
Gballoon.draw()
for Bballoon in blues:
Bballoon.draw()
for Oballoon in oranges:
Oballoon.draw()
for Pballoon in purples:
Pballoon.draw()
for Rballoon in reds:
Rballoon.draw()
# Drawing the players bullet
for bullet in bullets:
bullet.draw()
# Frames for game
fps = 30
clock = pygame.time.Clock()
#projectile empty list
bullets = []
# main loop
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
if len(bullets) < 6700:
mousex,mousey = pygame.mouse.get_pos()
start_x,start_y = playerman.get_top()
mouse_x,mouse_y = event.pos
dir_x,dir_y = mouse_x - start_x,mouse_y - start_y
distance = math.sqrt(dir_x**2 + dir_y**2)
if distance > 0:
new_bullet = projectile(start_x,start_y,dir_x/distance,dir_y/distance,0))
bullets.append(new_bullet)
for bullet in bullets[:]:
bullet.move()
if bullet.x < 0 or bullet.x > 900 or bullet.y < 0 or bullet.y > 900:
bullets.pop(bullets.index(bullet))
# Making game detect when to del the ballon
for bullet in bullets:
for Gballoon in greens:
if bullet.rect.colliderect(Gballoon.hitBox):
Gballoon.direction = "greenpop"
bullets.pop(bullets.index(bullet))
for Gballoon in greens:
for one in range(len(greens)-1,-1,-1):
if greens[one].anim_index == 5:
del greens[one]
for i in range(len(greens)):
for j in range(i+1,len(greens)):
if greens[i].rect.colliderect(greens[j]):
greens[i].direction = "greenpop"
greens[j].direction = "greenpop"
for bullet in bullets:
if bullets.pop(bullets.index(bullet)):
print("collide")
# gun rotation
mousex,mousey = pygame.mouse.get_pos()
if not playerman.isLookingAtPlayer:
playerman.lookAt((mousex,mousey))
# telling game that key means when a key get pressed
keys = pygame.key.get_pressed()
# The player moving when the key a is pressed
if keys[pygame.K_a] and playerman.x > playerman.speed:
playerman.x -= playerman.speed
# The player moving when the key d is pressed
if keys[pygame.K_d] and playerman.x < 500 - playerman.width - playerman.speed:
playerman.x += playerman.speed
# Calling the redraw function
redrawwindow()
# updating game
pygame.display.update()
# quiting the game
pygame.quit()
解决方法
所以,你的代码有一些问题,主要是你做了什么
for Gballoon in greens:
Gballoon.draw()
因为这会覆盖 Gballoon
类,所以以后不能再将其用作类型。你习惯用 C# 编码吗?它看起来像一个 foreach
C# 循环 ;)
另外,你有很多冗余代码,我修改了它以减少行数,虽然它仍然可以改进,但现在更短更容易阅读。
下面的代码做了我认为你想要的:每次子弹碰到一个气球时,这个气球就会弹出,随机创建一个新的气球(位置和颜色),所有的气球都会向下移动一点。
import pygame,math,random
pygame.init()
# some variables for display purposes
BALLOON_W,BALLOON_H = 110,40
X_MIN,X_MAX,Y_MIN,Y_MAX = 0,500,30
BALLOONS_Y_INCREMENT = 20
N_NEW_BALLOONS = 3
# Windowing screen width and height
width = 500
height = 500
window = pygame.display.set_mode((width,height))
# Name of window
pygame.display.set_caption("Game")
# The Background
background = pygame.image.load("img/BG.png")
def blitRotate(surf,image,pos,originPos,angle):
# calculate the axis aligned bounding box of the rotated image
w,h = image.get_size()
sin_a,cos_a = math.sin(math.radians(angle)),math.cos(math.radians(angle))
min_x,min_y = min([0,sin_a*h,cos_a*w,sin_a*h + cos_a*w]),max([0,sin_a*w,-cos_a*h,sin_a*w - cos_a*h])
# calculate the translation of the pivot
pivot = pygame.math.Vector2(originPos[0],-originPos[1])
pivot_rotate = pivot.rotate(angle)
pivot_move = pivot_rotate - pivot
# calculate the upper left origin of the rotated image
origin = (pos[0] - originPos[0] + min_x - pivot_move[0],pos[1] - originPos[1] - min_y + pivot_move[1])
# get a rotated image
rotated_image = pygame.transform.rotate(image,angle)
# rotate and blit the image
surf.blit(rotated_image,origin)
# Player class
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 4
self.cannon = pygame.image.load("img/Cannon.png")
self.cannon = pygame.transform.scale(self.cannon,(self.cannon.get_width()//2,self.cannon.get_height()//2))
self.rect = pygame.Rect(x,height)
self.hitbox = (self.x,self.y,30,30)
self.image = self.cannon
self.rect = self.image.get_rect(center = (self.x,self.y))
self.look_at_pos = (self.x,self.y)
self.isLookingAtPlayer = False
self.look_at_pos = (x,y)
self.angle = 0
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def get_pivot(self):
player_rect = self.cannon.get_rect(center = self.get_rect().center)
return player_rect.centerx,player_rect.top + 103
def get_angle(self):
pivot_abs = self.get_pivot()
dx = self.look_at_pos[0] - pivot_abs[0]
dy = self.look_at_pos[1] - pivot_abs[1]
return math.degrees(math.atan2(-dy,dx))
def get_top(self):
pivot_x,pivot_y = self.get_pivot()
angle = self.get_angle()
length = 100
top_x = pivot_x + length * math.cos(math.radians(angle))
top_y = pivot_y - length * math.sin(math.radians(angle))
return top_x,top_y
def draw(self):
self.rect.topleft = (self.x,self.y)
pygame.draw.rect(window,self.color,self.hitbox)
gun_size = self.image.get_size()
pivot_abs = self.get_pivot()
pivot_rel = (gun_size[0] // 2,105)
angle = self.get_angle() - 90
pygame.draw.rect(window,self.rect)
blitRotate(window,self.image,pivot_abs,pivot_rel,angle)
def lookAt( self,coordinate ):
self.look_at_pos = coordinate
# Players gun
class projectile(object):
def __init__(self,dirx,diry,color):
self.x = x
self.y = y
self.dirx = dirx
self.diry = diry
self.pin = pygame.image.load("img/Pin.png")
self.pin = pygame.transform.scale(self.pin,(self.pin.get_width()//6,self.pin.get_height()//6))
self.rect = self.pin.get_rect()
self.center = ( self.x,self.y )
self.speed = 10
self.color = color
self.hitbox = (self.x + 20,40)
def move(self):
self.x += self.dirx * self.speed
self.y += self.diry * self.speed
def draw(self):
self.rect.center = (round(self.x),round(self.y))
angle = math.degrees(math.atan2(-self.diry,self.dirx)) - 90
rotated_pin = pygame.transform.rotate(self.pin,angle)
rotated_rect = rotated_pin.get_rect(center = self.rect.center)
window.blit(rotated_pin,rotated_rect)
self.hitbox = (self.x + 20,30)
# balloon
class Balloon:
def __init__(self,color,balloon_type):
self.x = x
self.y = y
self.width = width
self.height = height
if(balloon_type.lower() == "green"):
self.balloon = [pygame.image.load("img/Green_Balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Green_Balloon" + str(i) + ".png") for i in range(1,7)]
elif(balloon_type.lower() == "red"):
self.balloon = [pygame.image.load("img/Red_Balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Red_Balloon" + str(i) + ".png") for i in range(1,7)]
elif(balloon_type.lower() == "blue"):
self.balloon = [pygame.image.load("img/Blue_Balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Blue_Balloon" + str(i) + ".png") for i in range(1,7)]
elif(balloon_type.lower() == "pink"):
self.balloon = [pygame.image.load("img/Pink_Balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Pink_Balloon" + str(i) + ".png") for i in range(1,7)]
elif(balloon_type.lower() == "orange"):
self.balloon = [pygame.image.load("img/Orange_Balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Orange_Balloon" + str(i) + ".png") for i in range(1,7)]
elif(balloon_type.lower() == "purple"):
self.balloon = [pygame.image.load("img/Purple_balloon" + str(i) + ".png") for i in range(1,2)]
self.balloon2 = [pygame.image.load("img/Purple_balloon" + str(i) + ".png") for i in range(1,7)]
self.color = color
self.speed = 2
self.rect = pygame.Rect(x,height)
self.fps = 10
self.clock = pygame.time.Clock()
self.next_frame_time = 0
self.anim_index = 0
self.hitbox = (self.x - 50,self.y - 18,40,40)
self.balloon = [pygame.transform.scale(image,(image.get_width()//6,image.get_height()//6))for image in self.balloon]
self.balloon2 = [pygame.transform.scale(image,image.get_height()//6))for image in self.balloon2]
self.direction = "pop"
self.direction = "balloon"
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
self.rect.topleft = (self.x,self.rect,2)
pygame.draw.rect(window,self.hitbox)
self.hitbox = (self.x + 35,self.y + 0,40)
# calling the balloon and balloon2 in and image list
if self.direction == "balloon":
image_list = self.balloon
elif self.direction == "pop":
image_list = self.balloon2
# Is it time to show next frame
time_now = pygame.time.get_ticks()
if (time_now > self.next_frame_time):
# Time until the next game
inter_time_delay = 1000 // self.fps
self.next_frame_time = time_now + inter_time_delay
# Showing next frame
self.anim_index += 1
if self.anim_index >= len(image_list):
self.anim_index = 0
if self.anim_index >= len(image_list):
self.anim_index = 0
balloon_image = image_list[self.anim_index]
rectt = balloon_image.get_rect(center = self.get_rect().center)
rectt.centerx
rectt.centery += 5
window.blit(balloon_image,rectt)
# The color white
white = (255,255,255)
# The xy cords,height and color of my classes[]
playerman = Player(350,385,34,75,white)
green1 = Balloon(180,200,BALLOON_W,BALLOON_H,white,"green")
blue1 = Balloon(330,250,"blue")
orange1 = Balloon(100,"orange")
pink1 = Balloon(300,"pink")
purple1 = Balloon(400,"purple")
red1 = Balloon(300,"red")
# A list for my classess
balloons = [green1,blue1,orange1,pink1,purple1,red1]
# This is where my balloons get hit by the bullet and disappers
# redrawing window
def redrawwindow():
window.fill((0,0))
# Drawing the window in
window.blit(background,(0,0))
# drawing the player in window
playerman.draw()
# Drawing all my ballons in window
for balloon in balloons:
balloon.draw()
# Drawing the players bullet
for bul in bullets:
bul.draw()
def create_new_balloon():
global balloons
# create new balloon randomly
balloon_type = random.randint(0,5) # 0 = green,1 = blue,...
x,y = random.randint(X_MIN,X_MAX),random.randint(Y_MIN,Y_MAX)
if(balloon_type == 0):
new_bal = Balloon(x,"green")
if(balloon_type == 1):
new_bal = Balloon(x,"blue")
if(balloon_type == 2):
new_bal = Balloon(x,"red")
if(balloon_type == 3):
new_bal = Balloon(x,"pink")
if(balloon_type == 4):
new_bal = Balloon(x,"purple")
if(balloon_type == 5):
new_bal = Balloon(x,"orange")
balloons.append(new_bal)
def move_balloons_down():
global balloons
for balloon in balloons:
balloon.y += BALLOONS_Y_INCREMENT
# Frames for game
fps = 30
clock = pygame.time.Clock()
#projectile empty list
bullets = []
# main loop
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
if len(bullets) < 6700:
mousex,mousey = pygame.mouse.get_pos()
start_x,start_y = playerman.get_top()
mouse_x,mouse_y = event.pos
dir_x,dir_y = mouse_x - start_x,mouse_y - start_y
distance = math.sqrt(dir_x**2 + dir_y**2)
if distance > 0:
new_bullet = projectile(start_x,start_y,dir_x/distance,dir_y/distance,0))
bullets.append(new_bullet)
for bullet in bullets:
bullet.move()
if bullet.x < 0 or bullet.x > 900 or bullet.y < 0 or bullet.y > 900:
bullets.pop(bullets.index(bullet))
# Making game detect when to del the ballon
for bullet in bullets:
for balloon in balloons:
if bullet.rect.colliderect(balloon.hitbox):
for _ in range(N_NEW_BALLOONS):
create_new_balloon()
move_balloons_down()
balloon.direction = "pop"
if bullet in bullets:
bullets.pop(bullets.index(bullet))
for balloon in balloons:
for one in range(len(balloons)-1,-1,-1):
if balloons[one].anim_index == 5:
del balloons[one]
# I removed this line,I don't know why you want to delete balloons that overlap
#for i in range(len(balloons)):
# for j in range(i+1,len(balloons)):
# if balloons[i].rect.colliderect(balloons[j]):
# balloons[i].direction = "pop"
# balloons[j].direction = "pop"
# gun rotation
mousex,mousey = pygame.mouse.get_pos()
if not playerman.isLookingAtPlayer:
playerman.lookAt((mousex,mousey))
# telling game that key means when a key get pressed
keys = pygame.key.get_pressed()
# The player moving when the key a is pressed
if keys[pygame.K_a] and playerman.x > playerman.speed:
playerman.x -= playerman.speed
# The player moving when the key d is pressed
if keys[pygame.K_d] and playerman.x < 500 - playerman.width - playerman.speed:
playerman.x += playerman.speed
# Calling the redraw function
redrawwindow()
# updating game
pygame.display.update()
# quiting the game
pygame.quit()
如果您有其他问题,请告诉我,干杯
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