繁体   English   中英

如何旋转精灵并将子弹射向鼠标位置?

[英]How can you rotate the sprite and shoot the bullets towards the mouse position?

目的是让一些子弹从玩家的当前位置射出,然后让它们沿直线移动,由单击按钮时鼠标位置的点和位置定义的向量定义播放器,但是当按下按钮时没有任何反应。 谁能告诉我这段代码有什么问题? 谢谢

import pygame
import math
pygame.init()
win = pygame.display.set_mode((500,500))
pygame.display.set_caption("Space Shooter")
char = pygame.image.load("spaceship_sprite.png")

x = 500/2
y = 500/2
width = 50
height = 50
velocity = 6
list_of_bullets = []

def point_to_mouse(x,y,char):
    mouse_x, mouse_y = pygame.mouse.get_pos()
    vector_x, vector_y = mouse_x - x, mouse_y - y
    angle = (180 / math.pi) * -math.atan2(vector_y, vector_x) - 90
    updated_image = pygame.transform.rotate(char,int(angle))
    image_location = updated_image.get_rect(center= (x,y))
    win.blit(updated_image,image_location)

def update_game(x,y,width,height,char):
    win.fill((0,0,0))
    point_to_mouse(x,y,char)
    pygame.display.update()

def spawn_bullet(x,y):
    global list_of_bullets
    initial_x = x
    initial_y = y
    mouse_x, mouse_y = pygame.mouse.get_pos()
    vector_x, vector_y = mouse_x - x, mouse_y - y
    #normalize the vector
    distance = math.sqrt(vector_x ** 2 + vector_y **2)
    normalized_vec = (vector_x/ distance, vector_y/distance)
    list_of_bullets.append([initial_x,initial_y,normalized_vec])


run = True
while run:
    #check for an event
    pygame.time.delay(75)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            spawn_bullet(x,y)

    for bullet in list_of_bullets:
        bullet[0] = bullet[0] * bullet[2][0]
        bullet[1] = bullet[1] * bullet[2][1]

        pygame.draw.rect(win,(0,0,255),(int(bullet[0]),int(bullet[1]),20,20))

        if bullet[0] > 500 or bullet[0] < 0 or bullet[1] < 0 or bullet[1] > 500:
            del list_of_bullets[list_of_bullets.index(bullet)]
            continue



    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT] and x > 0 + width:
        x = x - velocity
    elif keys[pygame.K_RIGHT] and x < 500 - width:
        x = x + velocity
    elif keys[pygame.K_UP] and y > 0 + width:
        y = y - velocity
    elif keys[pygame.K_DOWN] and y < 500 - width:
        y = y + velocity


    update_game(x,y,width,height,char)

pygame.quit()

有2个问题。 子弹的当前位置乘以其归一化方向向量。 这没有意义:

 for bullet in list_of_bullets: bullet[0] = bullet[0] * bullet[2][0] bullet[1] = bullet[1] * bullet[2][1]

将方向向量添加到子弹的位置:

for bullet in list_of_bullets:
    bullet[0] += bullet[2][0]
    bullet[1] += bullet[2][1]

如果你想增加子弹的速度,那么你必须按一定speed缩放矢量。 例如:

def spawn_bullet(x,y):
    global list_of_bullets
    initial_x = x
    initial_y = y
    mouse_x, mouse_y = pygame.mouse.get_pos()
    vector_x, vector_y = mouse_x - x, mouse_y - y
    
    distance = math.sqrt(vector_x ** 2 + vector_y **2)
    speed = 5
    move_vec = (speed*vector_x/distance, speed*vector_y/distance)
    
    list_of_bullets.append([initial_x, initial_y, move_vec]) 

第二个问题是,在绘制子弹后显示被清除,所以你永远不会“看到”子弹。

清除显示后在update_game中绘制子弹:

def update_game(x,y,width,height,char):
    win.fill((0,0,0))
    for bullet in list_of_bullets:
        pygame.draw.rect(win,(0,0,255),(int(bullet[0]),int(bullet[1]),20,20))
    point_to_mouse(x,y,char)
    pygame.display.update()

(删除主应用程序循环的绘图)


最小的例子:

import math
import pygame

def blit_point_to_mouse(target_surf, char_surf, x, y):
    mouse_x, mouse_y = pygame.mouse.get_pos()
    vector_x, vector_y = mouse_x - x, mouse_y - y
    angle = (180 / math.pi) * -math.atan2(vector_y, vector_x) - 90
    rotated_surface = pygame.transform.rotate(char_surf, round(angle))
    rotated_surface_location = rotated_surface.get_rect(center = (x, y))
    target_surf.blit(rotated_surface, rotated_surface_location)

def spawn_bullet(list_of_bullets, x, y):
    mouse_x, mouse_y = pygame.mouse.get_pos()
    vector_x, vector_y = mouse_x - x, mouse_y - y
    distance = math.hypot(vector_x, vector_y)
    if distance == 0:
        return
    speed = 5
    move_vec = (speed * vector_x / distance, speed * vector_y / distance)
    list_of_bullets.append([x, y, move_vec])

pygame.init()
window = pygame.display.set_mode((500,500))
clock = pygame.time.Clock()

rocket = pygame.image.load('Rocket64.png')
rocket_rect = rocket.get_rect(center = window.get_rect().center)
velocity = 6
list_of_bullets = []
bullet = pygame.Surface((20, 20), pygame.SRCALPHA)
pygame.draw.circle(bullet, (64, 64, 64), (10, 10), 10)
pygame.draw.circle(bullet, (96, 96, 96), (10, 10), 9)
pygame.draw.circle(bullet, (128, 128, 128), (9, 9), 7)
pygame.draw.circle(bullet, (160, 160, 160), (8, 8), 5)
pygame.draw.circle(bullet, (192, 192, 192), (7, 7), 3)
pygame.draw.circle(bullet, (224, 224, 224), (6, 6), 1)

run = True
while run:
    clock.tick(60)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            spawn_bullet(list_of_bullets, *rocket_rect.center)

    for bullet_pos in list_of_bullets:
        bullet_pos[0] += bullet_pos[2][0]
        bullet_pos[1] += bullet_pos[2][1]
        if not (0 <= bullet_pos[0] < window.get_width() and 0 < bullet_pos[1] < window.get_height()):
            del list_of_bullets[list_of_bullets.index(bullet_pos)]
            continue

    keys = pygame.key.get_pressed()
    rocket_rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * velocity
    rocket_rect.y += (keys[pygame.K_UP] - keys[pygame.K_DOWN]) * velocity
    rocket_rect.clamp_ip(window.get_rect())
    
    window.fill(0)
    for bullet_pos in list_of_bullets:
        window.blit(bullet, bullet.get_rect(center = (round(bullet_pos[0]),round(bullet_pos[1]))))
    blit_point_to_mouse(window, rocket, *rocket_rect.center)
    pygame.display.flip()

pygame.quit()
exit()

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM