英文:
Make enemies shoot the player
问题
现在敌人已经随机移动并瞄准玩家了,现在我想让敌人射击玩家,但我不知道为什么子弹会随机飞射,正如您在下面的GIF中所看到的(按左Ctrl键射击)。
以下是玩家类(Player class):
class Player:
# 初始化玩家
def __init__(self, x, y, player):
self.x = x
self.y = y
self.image = first_player_spaceship_image
self.life = 6
self.original_player_image = first_player_spaceship_image
self.angle = 0
self.rect = self.image.get_rect()
# 移动玩家
def movePlayer(self):
# ...(此处省略了一些代码,用于处理玩家移动)
# 旋转玩家以瞄准鼠标指向的方向
def rotate(self):
# ...(此处省略了一些代码,用于旋转玩家角度)
# 绘制玩家
def drawPlayer(self):
screen.blit(self.image, self.rect.topleft)
这是我的敌人类(Enemy class):
class ShootingEnemy:
# 初始化敌人
def __init__(self):
# ...(此处省略了一些代码,用于初始化敌人)
# 继续移动射击敌人
def continueMoveShootingEnemy(self):
# ...(此处省略了一些代码,用于移动敌人)
# 旋转射击敌人以瞄准玩家
def rotate(self):
# ...(此处省略了一些代码,用于旋转敌人角度)
def drawShootingEnemies(self):
screen.blit(self.image, (self.x, self.y))
这是我的子弹类(Bullet class):
class BulletEnemyShooting:
# 初始化敌人射击的子弹
def __init__(self, shooting_enemy):
# ...(此处省略了一些代码,用于初始化子弹)
# 移动子弹
def MoveBulletEnemyShooting(self):
# ...(此处省略了一些代码,用于移动子弹)
def drawBulletEnemyShooting(self):
screen.blit(self.image, (self.x, self.y))
# 旋转子弹以适应新的角度
def rotate(self):
# ...(此处省略了一些代码,用于旋转子弹)
请注意,我在代码中省略了一些与移动和旋转有关的代码,以确保尽可能保持清晰度。如果您希望进一步了解如何实现子弹的正确射击,请检查与子弹移动和旋转相关的代码部分,以确保它们按照您的预期进行。
英文:
I have made the enemies to move randomly and look at the player, now I would like to get the enemies to shoot the player, I do not know why but the shots go totally random, as you can see in the gif below(you shoot by pressing left ctrl).
Anyway this is the Player class:
class Player:
# inizialize the player
def __init__(self, x, y, player):
self.x = x
self.y = y
self.image = first_player_spaceship_image
self.life = 6
self.original_player_image = first_player_spaceship_image
self.angle = 0
self.rect = self.image.get_rect()
# move the player
def movePlayer(self):
if key[0]:
self.x -= 10
elif key[1]:
self.x += 10
if key[2]:
self.y -= 10
elif key[3]:
self.y += 10
# check borders
if self.x <= 0:
self.x = 0
if self.x + shooting_enemy_image.get_width() >= display_width:
self.x = display_width - first_player_spaceship_image.get_width()
if self.y <= 0:
self.y = 0
if self.y + first_player_spaceship_image.get_height() >= display_height:
self.y = display_height - first_player_spaceship_image.get_height()
# rotate the player where the mouse is aiming
def rotate(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
rel_x, rel_y = mouse_x - self.x, mouse_y - self.y
self.angle = (180 / math.pi) * -math.atan2(rel_y, rel_x) - 90
self.image = pygame.transform.rotate(self.original_player_image, int(self.angle))
orig_center = self.original_player_image.get_rect(topleft=(self.x, self.y)).center
self.rect = self.image.get_rect(center=orig_center)
# draw the player
def drawPlayer(self):
screen.blit(self.image, self.rect.topleft)
This is my Enemy class:
class ShootingEnemy:
# inizialize the enemy
def __init__(self):
self.image = shooting_enemy_image
self.new_shooting_enemy_image = shooting_enemy_image
self.x = display_width // 2
self.y = 0
self.begin_down = True
self.choices = 0
self.timer = 51
self.left_again = False
self.right_again = False
self.up_again = False
self.down_again = False
self.rect = shooting_enemy_image.get_rect()
self.angle = 0
# draw the shooting enemy
def continueMoveShootingEnemy(self):
if self.y < 30:
self.y += 1
if self.y == 30:
self.begin_down = False
self.y += 1
else:
if not self.begin_down and self.timer > 20:
self.choices = random.choice([1, 2, 3, 4])
self.timer = 0
self.timer += 1
if self.left_again:
self.x += 1
self.left_again = False
if self.right_again:
self.x -= 1
self.right_again = False
if self.up_again:
self.y += 0
self.up_again = False
if self.down_again:
self.y -= 1
self.down_again = False
else:
if self.choices == 1:
if self.x >= display_width:
self.timer = 21
self.right_again = True
else:
if self.y < 140 and self.y > 10:
self.y += 1
self.x += 4
else:
self.x += 4
if self.choices == 2:
if self.x <= 0:
self.timer = 21
self.left_again = True
else:
if self.y < 140 and self.y > 10:
self.y += 1
self.x -= 4
else:
self.x -= 4
if self.choices == 3:
if self.y >= 150:
self.timer = 21
self.down_again = True
else:
self.y += 2
if self.choices == 4:
if self.y <= 0:
self.timer = 21
self.up_again = True
else:
self.y -= 2
# rotate the shooting enemy where the player is
def rotate(self):
temp_x, temp_y = player_one_istance.x - self.x, player_one_istance.y - self.y
self.angle = (180 / math.pi) * -math.atan2(temp_y, temp_x) - 90
self.image = pygame.transform.rotate(self.new_shooting_enemy_image, int(self.angle))
orig_center = self.new_shooting_enemy_image.get_rect(topleft=(self.x, self.y)).center
self.rect = self.image.get_rect(center=orig_center)
def drawShootingEnemies(self):
screen.blit(self.image, (self.x, self.y))
And this is my Bullet class:
class BulletEnemyShooting:
# initialize the bullet for the enemy shooting
def __init__(self, shooting_enemy):
self.x = shooting_enemy.x
self.y = shooting_enemy.y
self.image = laser_bullet
self.original_image = laser_bullet
self.angle = shooting_enemy.angle
self.vel_x = math.cos(self.angle) * 45
self.vel_y = math.sin(self.angle) * 45
self.rect = self.image.get_rect()
# draw the bullet
def MoveBulletEnemyShooting(self):
self.x += self.vel_x
self.y += self.vel_y
if self.x < -laser_bullet.get_width() or self.x >= display_width + laser_bullet.get_width() \
or self.y < -laser_bullet.get_height() or self.y >= display_height + laser_bullet.get_height():
enemy_shooting_bullets_list.pop(enemy_shooting_bullets_list.index(self))
def drawBulletEnemyShooting(self):
screen.blit(self.image, (self.x, self.y))
# rotate the bullet to the new angle
def rotate(self):
self.image = pygame.transform.rotate(self.original_image,
((180 / math.pi) * -math.atan2(self.vel_y, self.vel_x) - 90))
self.rect = self.image.get_rect()
In case you want to test the code I have eliminated unnecessary things:
https://pastebin.com/HT93hUzt
You can download replacement images to test the code here (remember to change the image load string!):
https://www.flaticon.com/free-icon/spaceship_1702089?term=spaceship&page=1&position=12
https://www.flaticon.com/free-icon/spaceship_1114531
答案1
得分: 1
我自己找到了答案,对于那些感兴趣的人,我将代码放在这里:
class BulletEnemyShooting:
def __init__(self, temp_angle, pos, target):
self.image = enemy_laser_bullet_image
self.original_image = enemy_laser_bullet_image
# `pos` 参数是子弹 rect 的中心。
self.rect = self.image.get_rect(center=pos)
self.position = Vector2(pos) # 子弹的位置。
# 此向量指向从射击敌人位置到目标位置
direction = target - pos
# 方向向量的极坐标。
radius, angle = direction.as_polar()
# 通过负角度旋转图像(因为y轴翻转了)。
self.image = pygame.transform.rotozoom(self.image, -angle, 1)
# 速度是归一化的方向向量,缩放到所需的长度。
self.velocity = direction.normalize() * 11
def update(self):
# 移动子弹
self.position += self.velocity # 更新位置向量。
self.rect.center = self.position # 以及 rect。
def drawBulletEnemyShooting(self):
screen.blit(self.image, self.rect)
# 检查敌人射击子弹是否与玩家碰撞,如果是,则减少生命。
def collisionBulletShootingEnemy(self, shooting_enemy, shooting_enemy_image):
global score
shooting_enemy_rect = pygame.Rect(shooting_enemy.x, shooting_enemy.y, shooting_enemy_image.get_width(), shooting_enemy_image.get_height())
bullet_rect = pygame.Rect(self.x, self.y, laser_bullet.get_width(), laser_bullet.get_height())
# 检查碰撞
if shooting_enemy_rect.colliderect(bullet_rect):
bullets_list.pop(bullets_list.index(self))
shooting_enemy.x = 5000
score += 1
# 这必须在游戏的主循环中完成,因此每次都必须重新计算目标。
if enemy_shooting_bool:
for shooting_enemy in shooting_enemies_list:
target = Vector2(player_one_istance.x, player_one_istance.y)
bullet = BulletEnemyShooting(shooting_enemy.angle, (shooting_enemy.x, shooting_enemy.y), target)
enemy_bullets_list.append(bullet)
enemy_shooting_bool = False
我希望这对某人有所帮助!
<details>
<summary>英文:</summary>
I found the answer on my own, for those interested, I put the code here:
class BulletEnemyShooting:
def __init__(self, temp_angle, pos, target):
self.image = enemy_laser_bullet_image
self.original_image = enemy_laser_bullet_image
# The `pos` parameter is the center of the bullet.rect.
self.rect = self.image.get_rect(center=pos)
self.position = Vector2(pos) # The position of the bullet.
# This vector points from the shooting_enemy position to target position
direction = target - pos
# The polar coordinates of the direction vector.
radius, angle = direction.as_polar()
# Rotate the image by the negative angle (because the y-axis is flipped).
self.image = pygame.transform.rotozoom(self.image, -angle, 1)
# The velocity is the normalized direction vector scaled to the desired length.
self.velocity = direction.normalize() * 11
def update(self):
#move the bullet
self.position += self.velocity # Update the position vector.
self.rect.center = self.position # And the rect.
def drawBulletEnemyShooting(self):
screen.blit(self.image, self.rect)
#check if the enemy shooting bullet collides with player and in that case decrement the life
def collisionBulletShootingEnemy(self, shooting_enemy, shooting_enemy_image):
global score
shooting_enemy_rect = pygame.Rect(shooting_enemy.x, shooting_enemy.y, shooting_enemy_image.get_width(), shooting_enemy_image.get_height() )
bullet_rect = pygame.Rect(self.x, self.y, laser_bullet.get_width(), laser_bullet.get_height() )
# check collision
if shooting_enemy_rect.colliderect(bullet_rect):
bullets_list.pop(bullets_list.index(self))
shooting_enemy.x = 5000
score += 1
And this has to be done in the main loop of the game, so the target has to be recalculated each time:
if enemy_shooting_bool:
for shooting_enemy in shooting_enemies_list:
target = Vector2(player_one_istance.x, player_one_istance.y)
bullet = BulletEnemyShooting(shooting_enemy.angle, (shooting_enemy.x, shooting_enemy.y), target)
enemy_bullets_list.append(bullet)
enemy_shooting_bool = False
I hope this can help someone!
</details>
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