如何旋转精灵并向鼠标位置射击子弹?
- 2025-02-25 09:08:00
- admin 原创
- 29
问题描述:
目标是让一些子弹从玩家当前位置射出,然后让它们沿直线移动,该直线由单击按钮时鼠标位置的点和玩家位置定义的矢量定义,但按下按钮时什么也没有发生。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()
解决方案 1:
有两个问题。子弹的当前位置乘以其标准化的方向向量。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,那么你必须按一定比例缩放矢量speed
。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,子弹射出后,显示屏会被清除,因此您永远不会“看到”子弹。
update_game
清除显示后绘制项目符号:
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)
最小示例:
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()
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