我一直在尝试在我尝试制作的一个简单游戏中将分数记录在变量中。 当子弹和外星人(代码中的敌人)之间的距离小于某个值(此处为 20 个单位)时,分数就会增加。
但是,当我用子弹击中外星人时,分数不会增加。我该怎么办?
import pygame
import random
import math
# for initialising pygame (req for every pygame app)
pygame.init()
# making the basic window (dimensions must be written inside a tuple )
screen = pygame.display.set_mode((500, 500))
# background
background = pygame.image.load('C:/Users/aryan/Downloads/background.jpg')
# load and set the logo
logo = pygame.image.load('C:/Users/aryan/Downloads/bp.png') # directory of logo
pygame.display.set_icon(logo)
pygame.display.set_caption("space wars") # program name
# define a variable to control the main loop
running = True
# player
playerimg = pygame.image.load('C:/Users/aryan/Downloads/spaceship.png')
playerX = 218 # x and y coordinates of image
playerY = 350
playerxchange = 0 # this will be the change in movement in x direction of our image
playerychange = 0 # this will be the change in movement in y direction of our image
def player(x, y):
screen.blit(playerimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
# enemy
enemyimg = pygame.image.load('C:/Users/aryan/Downloads/enemy.png')
enemyX = random.randint(0, 476)
enemyY = 20
enemyxchange = 0.2
enemyychange = 40
# game over
overimg = pygame.image.load('C:/Users/aryan/Downloads/gameover.png')
# bullet
bulletimg = pygame.image.load('C:/Users/aryan/Downloads/bullet.png')
bulletX = 0
bulletY = 350
bulletxchange = 0
bulletychange = 1
bullet_state = "ready" # "ready" you cant see bullet on screen
# "fire" you can see bullet firing
bullets = [] # Array to store the position of the bullets
score = 0
def enemy(x, y):
screen.blit(enemyimg, (x, y)) # blit draws our image on the surface(basically the background)
# syntax for blit(imagename, (xcoordinate,ycoordinate))
def firebullet(x, y):
global bullet_state
bullet_state = "ready"
bullets.append([x + 12, y + 6]) # Creating a new bullet
def iscollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX-bulletX, 2)+ math.pow(enemyY-bulletY,2)) # distance formula
if distance <= 20:
return True
else:
return False
# main loop
while running:
screen.fill((120, 120, 120)) # in order (r, g, b) . (0, 0, 0) is black (255, 0, 0) is red...
screen.blit(background, (0, 0))
# event handling, gets all event from the event queue
for event in pygame.event.get():
# only do something if the event is of type QUIT
if event.type == pygame.QUIT:
# change the value to False, to exit the main loop
running = False
# checking keystroke
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
playerxchange += 0.2 # change in movement will be 0.2 towards the right
if event.key == pygame.K_LEFT:
playerxchange -= 0.2 # change in movement will be 0.2 towards the right
if event.key == pygame.K_UP:
playerychange -= 0.2
if event.key == pygame.K_DOWN:
playerychange += 0.2
if event.key == pygame.K_SPACE:
bullet_state = "fire"
firebullet(playerX, playerY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
playerxchange = 0
playerychange = 0
playerY += playerychange
playerX += playerxchange # the value of playerx changes by +- 0.1 depending on keystroke
if playerX <= -64: # this teleports the spaceship from left end to right end
playerX = 564
elif playerX >= 564: # this teleports spaceship from right end to left
playerX = -64
if playerY >= 436: # this prevents spaceship from leaving vertically
playerY = 436
if playerY <= 0:
playerY = 0
# enemy movement
enemyX += enemyxchange
if enemyY >= 476:
enemyY = 476
enemyYchange = 0
enemyXchange = 0
if enemyX <= 0:
enemyxchange = 0.1
enemyY += enemyychange
elif enemyX >= 465:
enemyxchange = -0.1
enemyY += enemyychange
# bullet movement
if bullet_state is "fire":
firebullet(playerX, playerY)
for bullet in bullets:
screen.blit(bulletimg, (bullet[0], bullet[1])) # Print a bullet
bullet[0] -= bulletxchange # Updates its position
bullet[1] -= bulletychange
if bullet[1] < 0:
bullets.remove(bullet)
# collision
collision = iscollision(enemyX, enemyY, bulletX, bulletY)
if collision:
score += 1
player(playerX, playerY) # player method is called AFTER screen.fill otherwise the screen will fill after image has been blitted
enemy(enemyX, enemyY)
pygame.display.update() # necessary for events to keep updating
您需要测试子弹的实际位置。使用 for 循环迭代列表中的所有项目符号。测试单颗子弹是否与循环内的敌人发生碰撞。当子弹与敌人相撞时,将其从列表中删除。因此,必须运行列表的副本 (
bullets[:]
)(请参阅如何在迭代时从列表中删除项目?):
while running:
# [...]
# collision
#collision = iscollision(enemyX, enemyY, bulletX, bulletY) DELETE
#if collision: DELETE
# score += 1 DELETE
# ADD
for bullet in bullets[:]:
collision = iscollision(enemyX, enemyY, bullet[0], bullet[1])
if collision:
score += 1
print(score)
bullets.remove(bullet)
如果不取出子弹,它会连续帧多次击中敌人,分数也会增加数倍。或者你可以移除敌人或敌人和子弹。
pygame.Rect
对象和 colliderect()
检测 2 个对象或 2 个图像的边界矩形之间的碰撞:def iscollision(enemyX, enemyY, bulletX, bulletY):
bullet_rect = bulletimg.get_rect(topleft = (bulletX, bulletY))
enemy_rect = enemyimg.get_rect(topleft = (enemyX, enemyY))
return bullet_rect.colliderect(enemy_rect)