我有一个列表,其中包含的类,enemy
并且已使它们for
在敌人类中使用循环和一个函数跟随玩家跟随玩家move()
。
但是,当有多个敌人时,他们会随着玩家而混乱,因此我决定将其添加到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)
因此,我希望这将对列表中除自身之外的每个实例进行测试,但是当对象单独存在时,它不会移动!(而且如果其中有两个,它们会碰撞并停下来)
这是完整的代码(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!
经过深思熟虑并摆弄(也玩),我设法做到了以下几点...
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()
我在不同地方发表了评论。希望你能从中得到要点,也许还有一些想法。
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