Pygame 简单移动:敌人模仿玩家移动并回溯步骤
Pygame Simple Movement: Enemy mimicking player movement and also retracing steps
我想用我玩家的移动方式class让敌人复制玩家的移动。我希望敌人基本上跟随玩家直到满足特定条件,例如已经过去 3 分钟,之后我希望敌人追溯其所有步骤。下面是我在玩家class
中的移动方式
class PacMan(pygame.sprite.Sprite):
def __init__(self, x, y, radius):
super().__init__()
self.image = pygame.Surface([radius, radius])
self.image.fill([250, 250, 0])
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.queue = [-speed1, 0]
self.direction = [-speed1, 0]
def change_direction(self, x, y):
self.queue = [x, y]
def move(self, level):
self.rect.x += self.queue[0]
self.rect.y += self.queue[1]
hitlist = pygame.sprite.spritecollide(self, level.wall_list, False)
if hitlist:
self.rect.x -= self.queue[0]
self.rect.y -= self.queue[1]
self.rect.x += self.direction[0]
self.rect.y += self.direction[1]
seclist = pygame.sprite.spritecollide(self, level.wall_list, False)
if seclist:
self.rect.x -= self.direction[0]
self.rect.y -= self.direction[1]
else:
self.direction[0] = self.queue[0]
self.direction[1] = self.queue[1]
if self.rect.x < -pacman_length:
self.rect.x = board_dimensions[0] - wall_length
self.rect.y = self.rect.y
if self.rect.x > board_dimensions[0]:
self.rect.x = wall_length
接下来是敌人class,除了一次向右移动 4 个像素外,它不会起作用
class Ghost(pygame.sprite.Sprite):
def __init__(self, x, y, color,):
super().__init__()
self.color = color
self.image = pygame.Surface([pacman_length, pacman_length])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.direction = [0, speed1]
self.moves = [False, True, True, False]
self.edible = False
self.wait = False
self.waitcount = 0
self.speed = speed1
def move(self, level):
status1 = False
status2 = True
self.rect.move_ip(4, 0)
x_change = 0
y_change = 0
for i in startingmovements:
print (i)
print(i[0])
print (i[1])
def change_color(self, color):
self.image.fill(color)
我使用 while 循环来实际让角色像这样移动:
player.move(board)
for i in board.ghost_list:
i.move(board)
和
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.change_direction(-4, 0)
elif event.key == pygame.K_RIGHT:
player.change_direction(4, 0)
elif event.key == pygame.K_DOWN:
player.change_direction(0, 4)
elif event.key == pygame.K_UP:
player.change_direction(0, -4)
elif event.key == pygame.K_SPACE:
我知道代码有一个简单的解决方案,但我只是遇到了一个我似乎无法理解答案的时期。真的很感激任何帮助
一个解决方案是将列表作为属性添加到您的吃豆人 class。例如,self.steps=[]
。吃豆人会列出他的坐标,以便鬼魂可以追踪他。
已在您的代码中实现:
class PacMan(pygame.sprite.Sprite):
def __init__(self, x, y, radius):
super().__init__()
self.image = pygame.Surface([radius, radius])
self.image.fill([250, 250, 0])
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.queue = [-speed1, 0]
self.direction = [-speed1, 0]
#add some starting values
self.steps=[]
现在让我们添加一个函数让吃豆人列出他的步数。
def update_steps():
#add current position
self.steps.insert(0,(self.rect.x,self.rect.y))
#delete old steps
del self.steps[:-1]
现在是幽灵函数:
def update_pos(steps):
self.rect.x=steps[:-1[1]]
self.rect.y=steps[:-1[2]]
另外,确保先更新 ghost 而不是 pac-man。
希望对您有所帮助!
我想用我玩家的移动方式class让敌人复制玩家的移动。我希望敌人基本上跟随玩家直到满足特定条件,例如已经过去 3 分钟,之后我希望敌人追溯其所有步骤。下面是我在玩家class
中的移动方式class PacMan(pygame.sprite.Sprite):
def __init__(self, x, y, radius):
super().__init__()
self.image = pygame.Surface([radius, radius])
self.image.fill([250, 250, 0])
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.queue = [-speed1, 0]
self.direction = [-speed1, 0]
def change_direction(self, x, y):
self.queue = [x, y]
def move(self, level):
self.rect.x += self.queue[0]
self.rect.y += self.queue[1]
hitlist = pygame.sprite.spritecollide(self, level.wall_list, False)
if hitlist:
self.rect.x -= self.queue[0]
self.rect.y -= self.queue[1]
self.rect.x += self.direction[0]
self.rect.y += self.direction[1]
seclist = pygame.sprite.spritecollide(self, level.wall_list, False)
if seclist:
self.rect.x -= self.direction[0]
self.rect.y -= self.direction[1]
else:
self.direction[0] = self.queue[0]
self.direction[1] = self.queue[1]
if self.rect.x < -pacman_length:
self.rect.x = board_dimensions[0] - wall_length
self.rect.y = self.rect.y
if self.rect.x > board_dimensions[0]:
self.rect.x = wall_length
接下来是敌人class,除了一次向右移动 4 个像素外,它不会起作用
class Ghost(pygame.sprite.Sprite):
def __init__(self, x, y, color,):
super().__init__()
self.color = color
self.image = pygame.Surface([pacman_length, pacman_length])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.direction = [0, speed1]
self.moves = [False, True, True, False]
self.edible = False
self.wait = False
self.waitcount = 0
self.speed = speed1
def move(self, level):
status1 = False
status2 = True
self.rect.move_ip(4, 0)
x_change = 0
y_change = 0
for i in startingmovements:
print (i)
print(i[0])
print (i[1])
def change_color(self, color):
self.image.fill(color)
我使用 while 循环来实际让角色像这样移动:
player.move(board)
for i in board.ghost_list:
i.move(board)
和
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.change_direction(-4, 0)
elif event.key == pygame.K_RIGHT:
player.change_direction(4, 0)
elif event.key == pygame.K_DOWN:
player.change_direction(0, 4)
elif event.key == pygame.K_UP:
player.change_direction(0, -4)
elif event.key == pygame.K_SPACE:
我知道代码有一个简单的解决方案,但我只是遇到了一个我似乎无法理解答案的时期。真的很感激任何帮助
一个解决方案是将列表作为属性添加到您的吃豆人 class。例如,self.steps=[]
。吃豆人会列出他的坐标,以便鬼魂可以追踪他。
已在您的代码中实现:
class PacMan(pygame.sprite.Sprite):
def __init__(self, x, y, radius):
super().__init__()
self.image = pygame.Surface([radius, radius])
self.image.fill([250, 250, 0])
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.queue = [-speed1, 0]
self.direction = [-speed1, 0]
#add some starting values
self.steps=[]
现在让我们添加一个函数让吃豆人列出他的步数。
def update_steps():
#add current position
self.steps.insert(0,(self.rect.x,self.rect.y))
#delete old steps
del self.steps[:-1]
现在是幽灵函数:
def update_pos(steps):
self.rect.x=steps[:-1[1]]
self.rect.y=steps[:-1[2]]
另外,确保先更新 ghost 而不是 pac-man。
希望对您有所帮助!