1

我有一个列表,其中包含 的类,enemy并且我使用for循环和敌人类中的一个函数使它们跟随玩家move()

但是当有多个敌人时,他们会在跟随玩家时变得混乱,所以我决定将这个添加到for循环中:

for enmy in enemies:
   pygame.draw.circle(screen, (255,0,0), (enmy.x-enmy.rad,enmy.y-enmy.rad), enmy.rad, 0)
   for enmy2 in enemies:
       if enmy2 is not enmy:
            if not enmy.rect.colliderect(enmy2.rect):
                enmy.move()
enmy.rect=pygame.Rect(enmy.x-enmy.rad*2,enmy.y-enmy.rad*2,enmy.rad*2,enmy.rad*2)
pygame.draw.rect(screen, (0,0,255), enmy.rect, 2)

所以我希望这会测试列表中除自身之外的每个实例,但是当对象单独时它不会移动!(而且如果有两个,它们会发生碰撞并停止)

这是整个代码(不需要额外的文件c:)

import pygame
from random import randint
from pygame.locals import *

pygame.init()
screen=pygame.display.set_mode((640,480))
clock=pygame.time.Clock()

px=35
py=35
prect=pygame.Rect(px-10,py-10,20,20)

class Enemy(object):
    def __init__(self,x,y):
        self.x=x
        self.y=y
        self.rad=randint(5,10)
        self.rect=pygame.Rect(0,0,0,0)
    def move(self):
        if self.x>px:
            self.x-=1
        if self.y<py:
            self.y+=1
        if self.x<px:
            self.x+=1
        if self.y>py:
            self.y-=1

enemies=[Enemy(90,80),Enemy(100,100)]

while True:
    screen.fill((200,230,200))
    key=pygame.key.get_pressed()

    if key[K_UP]:
        py-=2
    if key[K_DOWN]:
        py+=2
    if key[K_RIGHT]:
        px+=2
    if key[K_LEFT]:
        px-=2

    for e in pygame.event.get():
        if e.type==QUIT:
            exit()

    for enmy in enemies:
        pygame.draw.circle(screen, (255,0,0), (enmy.x-enmy.rad,enmy.y-enmy.rad), enmy.rad, 0)
        for enmy2 in enemies:
            if enmy2 is not enmy:
                if not enmy.rect.colliderect(enmy2.rect):
                    enmy.move()

        enmy.rect=pygame.Rect(enmy.x-enmy.rad*2,enmy.y-enmy.rad*2,enmy.rad*2,enmy.rad*2)
        pygame.draw.rect(screen, (0,0,255), enmy.rect, 2)

    prect=pygame.Rect(px-20,py-20,20,20)
    pygame.draw.circle(screen, (0,0,255), (px-10,py-10), 10, 0)
    pygame.draw.rect(screen, (255,0,0), prect, 2)
    clock.tick(80)
    pygame.display.flip()

有人请帮助我!

4

2 回答 2

3

经过一些深入的思考和摆弄,(也玩),我设法做到了以下......

import pygame
import random
from pygame.locals import *

pygame.init()
screen=pygame.display.set_mode((640,480))
clock=pygame.time.Clock()

px=35
py=35
prect=pygame.Rect(px-10,py-10,20,20)

class Enemy(object):
    def __init__(self,x,y):
        self.x=x
        self.y=y
        self.rad=random.randint(5,10)
        self.rect=pygame.Rect(0,0,0,0)
        self.x_dir = random.choice(('left','right'))
        self.y_dir = random.choice(('up','down'))
    def move(self, mode='chase'):
        if mode=='chase':
            if self.x>px:
                self.x-=1
            elif self.x<px:
                self.x+=1
            if self.y<py:
                self.y+=1
            elif self.y>py:
                self.y-=1
        else: # roam around
            # Move for x direction
            if self.x_dir == 'left':
                if self.x > 1:
                    self.x -= 1
                else:
                    self.x_dir = 'right'
                    self.x += 1
            else:
                if self.x < px - 1:
                    self.x += 1
                else:
                    self.x_dir = 'left'
                    self.x -= 1
            # Now move for y direction
            if self.y_dir == 'up':
                if self.y > 1:
                    self.y -= 1
                else:
                    self.y_dir = 'down'
                    self.y += 1
            else:
                if self.y < py - 1:
                    self.y += 1
                else:
                    self.y_dir = 'up'
                    self.y -= 1


enemies=[Enemy(50,60),Enemy(200,100), Enemy(200,400), Enemy(200,200), Enemy(200,400), Enemy(200,200)]
roam = {} # Dict to track relative roam/chase
roam_count = {} # Dict to track time for which roaming
max_roam = {}
max_chasing = len(enemies) // 3
cur_chasing = 0
for i, enmy in enumerate(enemies):
    if cur_chasing < max_chasing:
        roam[i] = 'chase'
        cur_chasing += 1
    else:
        roam[i] = 'roam'
    roam_count[i] = 0
    max_roam[i] = random.randint(100, 500)

while True:
    screen.fill((200,230,200))
    key=pygame.key.get_pressed()

    if key[K_UP]:
        py-=2
    if key[K_DOWN]:
        py+=2
    if key[K_RIGHT]:
        px+=2
    if key[K_LEFT]:
        px-=2

    for e in pygame.event.get():
        if e.type==QUIT:
            exit()

    prect=pygame.Rect(px-20,py-20,20,20)

    for e_1, enmy in enumerate(enemies):
        pygame.draw.circle(screen, (255,0,0), (enmy.x-enmy.rad,enmy.y-enmy.rad), enmy.rad, 0)
        moved_once = False
        for e_2, enmy2 in enumerate(enemies):
            if enmy2 is not enmy:
                if enmy.rect.colliderect(enmy2.rect):
                    if roam[e_2] == roam[e_1] == 'roam':
                        if cur_chasing < max_chasing:
                            roam[e_1] = 'chase'
                    elif roam[e_2] == roam[e_1] == 'chase':
                        roam[e_2] = 'roam'
                        cur_chasing -= 1
                    if roam[e_1] == 'roam':
                        roam_count[e_1] += 1
                        enmy.move('roam')
                        if roam_count[e_1] > max_roam[e_1]:
                            roam_count[e_1] = 0
                            if cur_chasing < max_chasing:
                                roam[e_1] = 'chase'
                    else:
                        enmy.move('chase')
                else:
                    if not moved_once:
                        if roam[e_1] == 'roam':
                            roam_count[e_1] += 1
                            enmy.move('roam')
                            if roam_count[e_1] > max_roam[e_1]:
                                roam_count[e_1] = 0
                                if cur_chasing < max_chasing:
                                    roam[e_1] = 'chase'
                        else:
                            enmy.move('chase')
                        moved_once = True


        enmy.rect=pygame.Rect(enmy.x-enmy.rad*2,enmy.y-enmy.rad*2,enmy.rad*2,enmy.rad*2)
        pygame.draw.rect(screen, (0,0,255), enmy.rect, 2)

    pygame.draw.circle(screen, (0,0,255), (px-10,py-10), 10, 0)
    pygame.draw.rect(screen, (255,0,0), prect, 2)
    clock.tick(80)
    pygame.display.flip()

我在不同的地方发表了评论。希望你能从中得到要点和一些想法。

于 2013-11-10T15:02:44.430 回答
2

我已经开始解决多个Groups 的碰撞问题,因为 PyGame 中有钩子让这种事情变得非常简单。

标准示例:一个简单的游戏——比如说,除了好人、坏人和他们各自的射弹之外没有其他物体的太空射击游戏——可能会使用一个“主组”进行更新,然后将“好组”与“坏组”进行比较看看谁在打谁。

all_queue = pygame.sprite.Group()
good_queue = pygame.sprite.Group()
bad_queue = pygame.sprite.Group()

然后在循环中的正确时刻,调用以下内容:

…##fancy and engaging code above
all_queue.update() ##will call every update() for all sprites within, if you're using sprite.update()
dict_of_hits = pygame.sprite.collidegroup(good_queue, bad_queue, False, False)

这将为您提供一个dict名为 dict_of_hits 的网络,它将使用 good_queue 的内容作为键,并将它们与 bad_queue 碰撞的任何精灵作为后续值。你可以按照你认为合适的方式处理它们。我发现这是处理避免“友军火力”检查等问题的最简单方法;只需将好人子弹放在好队列中,将“坏人子弹”放在坏队列中,然后比较它们,看看谁在打谁。该False, False位告诉 PyGame 不要自动调用self.kill它找到的每个东西。

spritecollide此外,还有可以在迭代中使用的流行。它将单个精灵与 a 进行比较Group并返回 alist的命中。

all_queue.update()
for good_sprite in good_queue:
    hit_list = pygame.sprite.spritecollide(good_sprite, bad_queue, False)

后者的一个好处是“如果不是结果:通过”效果。换句话说,如果没有返回,迭代就结束了!无需colliderect在枚举循环中调用所有内容;您拥有肯定会与整个Group精灵或单个精灵发生碰撞的事物的总列表!这是防止自己通过碰撞检测和迭代队列中的每个精灵的好方法。

for sprite in some_queue:
    hit_list = pygame.sprite.spritecollide(sprite, some_other_queue, False)
    if hit_list:
        ##start killing guys, assigning points, changing momentum, etc
于 2014-03-06T20:54:21.443 回答