所以我在为我的平台游戏编写攻击方法时,我注意到我的游戏中的碰撞行为很奇怪,当我向敌人发起攻击(我的游戏中的火球)时没有损坏的记录,我添加了一个打印声明来检查他们是否失去任何生命值和没有记录,但是当我按住攻击方法(这是空格键)时,敌人上记录了多个攻击。
玩家角色是蓝色的,敌人是绿色的。
控制台显示敌人的生命值下降,但仅当空格键被按住时。
同样,当我走进敌人的精灵时,我点击一次空格键,我也能以这种方式造成伤害,但不是在远处。
敌手
字符周围形成的矩形有问题,但我不确定是什么问题。
任何建议都会有帮助。
import pygame #imports the pygame library
#variables for player
moveright = False #declared a variable to store boolean value for if player is moving right
moveleft = False #declared a variable to store boolean value for if player is moving left
fire = False
#constant variables
width = 700
height = 700
size_of_screen = (width, height) #declared a variable to store the height and width of the screen
bg_colour = (222, 203, 104) #declared a variable to store the bg colour of screen
pf_colour = (0, 0, 0)
FPS = 60 #declared variable to store the speed at which game runs
gravity = 0.5
#init
pygame.init() #all imported python modules are initialised
screen = pygame.display.set_mode(size_of_screen) #a game window is initialised
pygame.display.set_caption("Platform Game") #game windows caption is set
system_clock = pygame.time.Clock() #declared variable to control speed of game
fireball_img = pygame.image.load("FB500-5.png").convert_alpha()
class Characters(pygame.sprite.Sprite): #base class is created and inherits from sprite class
def __init__(self, char, x, y, scale, speed, health): #values are put in the constructor method
pygame.sprite.Sprite.__init__(self) #constructor from sprite class is called
self.health = health
self.max_health = self.health
self.attack_cooldown = 0
self.direction = 1
self.air = True
self.char = char
self.life = True #attribute initialised to store state of characters life
self.jump = False
self.vv = 0
self.speed = speed #attribute for character is initialised to store speed of character
self.spin = False #attribute initialised to store direction character is moving
self.animation_list = [] #attribute initialised to store all sequence of animations for sprites within 2D list
self.index = 0 #attribute initialised to locate index of sequences within specific animation
self.activity = 0 #attribute initialised to locate index of animation sequences within animation list
self.time = pygame.time.get_ticks() #attribute declared to store current time game has been running
types_of_animation = ['idle', 'moving', 'jump']
for ani in types_of_animation:
templist = [] #declared a variable which will be used to store a temporary list
for x in range(10): #loops through numbers 0-10
try:
img = pygame.image.load(f'{self.char}/{self.char}.{ani}.sprite_{x}.png').convert_alpha() #loads an image from your file
img = pygame.transform.scale(img, (int(scale), int(scale))) #resizes your image
templist.append(img) #resized image is added to temporary list
except:
break
self.animation_list.append(templist) #adds all images passed into temporary list to main one
self.img = self.animation_list[self.activity][self.index] #attribute initialised to store intial image of sprite
self.rect = self.img.get_rect() #a rectangle is formed around sprite
self.rect.center = (x+100, y-50) #centre of rectangle varies with the position of sprite
def movecharacter(self, moveleft, moveright): #new method defined to move character
#change in movement variables
dy = 0 #declared a variable to store the change in distance travelled in the vertical direction
dx = 0 #declared a variable to store the change in distance travelled in the horizontal direction
#movement variables are updated if there are movements left or right
if moveleft: #checks to see if user has inputted "a" key
dx -= self.speed #character has moved backwards
self.direction = -1
self.spin = True #character changed direction(faces left)
if moveright: #checks to see if the user has inputted "d" key
dx += self.speed #character has moved forward
self.spin = False #character changed direction(faces right)
self.direction = 1
#these variables are for jumping
if self.jump and not self.air: #checks to see if user has inputted "w" key and is in mid-air
self.vv = -10 #determines how high the character can jump
self.jump = False #this variable is set to false so character doesn't fly of the screen
self.air = True #this variable is set to true so character can't infinitely jump while in mid-dair
#gravity is applied here
self.vv += gravity #vertical velocity is incremented until character starts to move in opposite direction
if self.vv > 9: #checks to see if character's vertical velocity has passed 9
self.vv = 9 #vertical velocity is capped to 9
dy += self.vv #change in distance travelled in vertical direction is increased
if self.rect.bottom + dy > 400: #checks if distance the player travelled
dy = 400 - self.rect.bottom
self.air = False
#rectangle position is updated
self.rect.x += dx #position of rectangle has changed in horizontal direction
self.rect.y += dy #position of rectangle has changed in vertical direction
def attack(self):
if not self.attack_cooldown:
self.attack_cooldown = 50
ball = Fireball(self.rect.centerx, self.rect.centery, self.direction, self.spin)
fireball_group.add(ball)
if pygame.sprite.spritecollide(player, fireball_group, False):
if player.life:
player.health -=5
self.kill()
if pygame.sprite.spritecollide(enemy, fireball_group, False):
if player.life:
enemy.health -=25
print(enemy.health)
self.kill()
def cooldown(self):
if self.attack_cooldown > 0:
self.attack_cooldown -=1
def animation(self): #new method defined to change characters animation
animation_timer = 100 #declared variable to store time for how long character is in each animation
self.img = self.animation_list[self.activity][self.index] #characters animation is updated
if pygame.time.get_ticks() - self.time > animation_timer: #checks to see if it is time to update sprites
self.time = pygame.time.get_ticks() #time game has been running for is redefined
self.index += 1 #index for current animation sequence is increased so next animation can be outputted
if self.index >= len(self.animation_list[self.activity]): #checks to see if index value has passed the highest index of animation sequence list
self.index = 0 #index is reset back to initial value
def update_activity(self, updated_activity): #new method defined to update which animation sequence character is in
if updated_activity != self.activity: #checks if current activity is equal to new activity
self.activity = updated_activity #value for activity is updated
self.index = 0 #index is reset to initial value
self.time = pygame.time.get_ticks() #time game has been running is updated
def draw(self): #new method defined to draw images to screen
screen.blit(pygame.transform.flip(self.img, self.spin, False), self.rect) #draws image to screen
class Fireball(pygame.sprite.Sprite):
def __init__(self, x, y, direction, spin):
pygame.sprite.Sprite.__init__(self)
self.spin = spin
self.direction = direction
self.speed = 10
self.image = fireball_img
self.image = pygame.transform.scale(self.image, (50,50))
self.image = pygame.transform.flip(self.image, self.spin, False)
self.rect = self.image.get_rect()
self.rect.center = (x,y)
def update(self):
self.rect.x +=(self.direction * self.speed)
if self.rect.right < 100 or self.rect.left > width - 100:
self.kill()
fireball_group = pygame.sprite.Group()
player = Characters("player", 100, 200, 100, 5, 100)
enemy = Characters("enemy", 10, 400, 100, 5, 100)
run = True #declared a variable to store a boolean value to determine state of game
while run: #game loop-infinite loop which runs game until game is finished
#draw
screen.fill(bg_colour) #displays the specified bg colour
pygame.draw.line(screen, pf_colour, (0, 400), (width, 400))
player.draw() #calls the draw method from base class so character can move
enemy.draw()
fireball_group.update()
fireball_group.draw(screen)
pygame.display.flip() #the contents of entire display are updated
system_clock.tick(FPS) #function declared to limit the speed game runs at
player.animation() #calls animation method from base class so characters animation is updated
player.cooldown()
if player.life: #checks to see if player is alive
if fire:
player.attack()
if player.air: #checks to see if player is in air
player.update_activity(2) #updates the value of activity attribute within base class
elif moveleft or moveright: #checks if player is moving
player.update_activity(1) #updates the value of activity attribute within base class
else:
player.update_activity(0) #current value of acitivity remains 0
player.movecharacter(moveleft, moveright) #calls movecharacter method from base class so character can move
#input
for event in pygame.event.get(): #loops through all the events registered by user
#quit game
if event.type == pygame.QUIT: #checks to see if user has selected the exit button
run = False #state of game is set to false to signal game window has been closed
#keyboard inputs
if event.type == pygame.KEYDOWN: #checks to see if user has inputted a key
if event.key == pygame.K_a: #checks to see if user has inputted "a" key
moveleft = True #variable is set to true so character moves left
if event.key == pygame.K_d: #checks to see if user has inputted "d" key
moveright = True #variable is set to true so character moves right
if event.key == pygame.K_w and player.life: #checks to see if the user has inputted "w" key
player.jump = True #variable is set to true so character jumps
if event.key == pygame.K_SPACE:
fire = True
#keyboard input released
if event.type == pygame.KEYUP: #checks to see if user released a key
if event.key == pygame.K_a: #checks to see if user has inputted "a" key
moveleft = False #variable is set to false so character stops moving left
if event.key == pygame.K_d: #checks to see if user has inputted the "d" key
moveright = False #variable is set to false so character stops moving right
if event.key == pygame.K_SPACE:
fire = False
#quit
pygame.quit() #all pygame modules are uninitialised
我在变量<code>中看到了这个问题。仅当检测到K_SPACE
时,才将其设置为True
,并且仅当fire==True
时,才会检测到与火球的碰撞(在player.attack()
)。因此,仅当按下空格键时才检查碰撞。我建议拆分方法<code>字符。attack()(注意,按照惯例,类名应该是单数)分为两个方法:一个用于仅攻击,另一个用于检查冲突。因此,您可以在主循环中检查是否有任何火球与玩家对象碰撞,并独立投射另一个火球。
除此之外,你可能想把你的游戏循环封装在一个函数中(比如把它命名为< code>main),然后分成几个更小的函数,以符合单一责任原则。将代码放在全局范围内(函数和类之外)几乎总是不好的做法,应该避免。同样,注释每一行明显的代码是不必要的(除非只是为了学习)。
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