子弹是怎么反射到墙上的
How does bullet reflect of the wall
我一直在从事这个关于坦克的项目(基于游戏 Tank Trouble),我已经让墙壁出现在屏幕上。当 projectiles/bullets 与墙壁发生碰撞时它们会从墙上弹回,我该怎么做?
以后打算子弹撞player/enemy。
任何帮助将不胜感激!
这是游戏代码:
class Game:
def __init__(self):
self.run = True
self.screen_width = 1060
self.screen_height = 798
self.image = pygame.image.load("bin/sprites/background/background1.png")
self.image = pygame.transform.scale(self.image, (self.screen_width, self.screen_height))
self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))
# all_sprites is used to update and draw all sprites together.
self.all_sprites = pygame.sprite.Group()
# for collision detection with enemies.
self.bullet_group = pygame.sprite.Group()
# for collision detection with walls.
self.wall_list = pygame.sprite.Group()
self.tank = Tank()
self.all_sprites.add(self.tank)
self.enemy = Enemy()
self.all_sprites.add(self.enemy)
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.bullet_group.add(bullet)
self.all_sprites.add(bullet)
# -------------- Walls --------------
self.wallx = [0, 0, 1044, 0, 0, 260, 146, 130, 146, 146, 130, 146, 390, 522, 390, 260, 390, 406, 522, 522, 522, 652,
652, 782, 914, 782, 782, 914, 914, 914, 652, 652, 782, ]
self.wally = [0, 0, 0, 782, 260, 0, 130, 130, 522, 390, 652, 652, 0, 0, 130, 260, 260, 390, 260, 260, 522, 130, 130,
0, 0, 260, 390, 390, 522, 652, 522, 652, 522, ]
self.wallWidth = [16, 1060, 16, 1060, 130, 16, 130, 16, 130, 130, 16, 130, 16, 16, 148, 146, 16, 132, 16, 130, 16,
278, 16, 16, 16, 278, 148, 16, 148, 148, 146, 146, 16, ]
self.wallHeight = [798, 16, 798, 16, 16, 130, 16, 408, 16, 16, 146, 16, 146, 146, 16, 16, 408, 16, 146, 16, 260, 16,
296, 146, 146, 16, 16, 148, 16, 16, 16, 16, 276]
for i in range(len(self.wallx)):
self.wall = Wall(self.wallx[i], self.wally[i], self.wallWidth[i], self.wallHeight[i])
self.wall_list.add(self.wall)
self.all_sprites.add(self.wall)
def handle_events(self):
self.enemy.handle_events()
# responsible for colliding with walls
tank_pos = pygame.math.Vector2(self.tank.pos)
self.tank.handle_events()
if pygame.sprite.spritecollide(self.tank, self.wall_list, False):
self.tank.pos = tank_pos
self.tank.rect.center = round(tank_pos[0]), round(tank_pos[1])
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.run = False
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.run = False
if event.key == pygame.K_SPACE:
bullet = Bullet(self.tank)
self.bullet_group.add(bullet)
self.all_sprites.add(bullet)
def update(self):
# Calls `update` methods of all contained sprites.
self.all_sprites.update()
def player_score(self):
font = pygame.font.SysFont("bin/font/Montserrat.ttf", 35)
tank_score = font.render("PLAYER: " + str(self.tank.score), 1, white)
self.screen.blit(tank_score, (200, 750))
def draw(self):
self.screen.blit(self.image, (0, 0))
self.all_sprites.draw(self.screen) # Draw the contained sprites.
self.player_score()
pygame.display.update()
class Tank(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bin/sprites/player/player_tank1.png")
self.org_image = self.image.copy()
# A nicer way to set the start pos with `get_rect`.
self.rect = self.image.get_rect(center=(70, 600))
self.vel = 3
self.angle = 270 # starts looking right
self.direction = pygame.Vector2(1, 0)
self.pos = pygame.Vector2(self.rect.center)
self.hp = 1
self.score = 0
def handle_events(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.angle += 3
if keys[pygame.K_RIGHT]:
self.angle -= 3
if keys[pygame.K_UP] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798:
self.move(-3)
if keys[pygame.K_DOWN] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798:
self.move(3)
self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
self.image = pygame.transform.rotate(self.org_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def move(self, vel):
direction = pygame.Vector2(0, vel).rotate(-self.angle)
self.pos += direction
self.rect.center = round(self.pos[0]), round(self.pos[1])
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bin/sprites/enemy/enemy_tank.png")
self.org_image = self.image.copy()
self.spawnx = [600, 850, 860] # spawning x coord
self.spawny = [70, 200, 700] # spawning y coord
self.i = random.randint(0, len(self.spawnx) - 1)
# A nicer way to set the start pos with `get_rect`.
self.rect = self.image.get_rect(center=(self.spawnx[self.i], self.spawny[self.i]))
self.vel = 3
self.hp = 1
self.score = 0
if self.i == 0:
self.angle = 180
elif self.i == 1:
self.angle = 90
elif self.i == 2:
self.angle = 0
self.direction = pygame.Vector2(1, 0)
self.pos = pygame.Vector2(self.rect.center)
def handle_events(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
self.angle += 3
if keys[pygame.K_d]:
self.angle -= 3
if keys[pygame.K_w]:
self.move(-3)
if keys[pygame.K_s]:
self.move(3)
self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
self.image = pygame.transform.rotate(self.org_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def move(self, vel):
direction = pygame.Vector2(0, vel).rotate(-self.angle)
self.pos += direction
self.rect.center = round(self.pos[0]), round(self.pos[1])
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
super().__init__()
# Make a wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(dark_gray) # change wall color
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
class Bullet(pygame.sprite.Sprite):
def __init__(self, tank):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bin/sprites/bullet/bullet.png")
self.image = pygame.transform.scale(self.image, (16, 16))
self.rect = self.image.get_rect()
self.rect.centerx = tank.rect.centerx + 3 # How much pixels from tank turret on x axis
self.rect.centery = tank.rect.centery - 25 # How much pixels from tank turret on y axis
self.angle = tank.angle
self.pos = pygame.Vector2(self.rect.center)
self.direction = pygame.Vector2(0, -10).rotate(-self.angle)
self.lives = 4 # how many times bounces
def update(self):
game = Game()
self.pos += self.direction
self.rect.center = round(self.pos[0]), round(self.pos[1])
if self.rect.left < 0 or self.rect.left < game.wall.rect.y:
self.direction.x *= -1
self.rect.left = 0
self.pos.x = self.rect.centerx
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
if self.rect.right > 1060:
self.direction.x *= -1
self.rect.right = 1060
self.pos.x = self.rect.centerx
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
if self.rect.top < 0:
self.direction.y *= -1
self.rect.top = 0
self.pos.y = self.rect.centery
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
if self.rect.bottom > 798:
self.direction.y *= -1
self.rect.right = 798
self.pos.y = self.rect.centery
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
我有办法。首先检查是否与 bullet.rect.colliderect(wall.rect)
发生碰撞,然后检查子弹的中心是否在墙的左侧,则它必须在左侧发生碰撞,使用此逻辑,您可以对其他侧进行相同的操作。
所以在子弹更新中,我添加了:
for wall in game.wall_list:
if self.rect.colliderect(wall.rect): #if collided
if self.rect.centerx < wall.rect.left:
self.direction.x *= -1
self.rect.right = wall.rect.left
self.lives -= 1
if self.lives == 0:
return self.kill()
break # break so dont check every other wall
if self.rect.centerx > wall.rect.right:
self.direction.x *= -1
self.rect.left = wall.rect.right
self.lives -= 1
if self.lives == 0:
return self.kill()
break
if self.rect.centery < wall.rect.top:
self.direction.y *= -1
self.rect.bottom = wall.rect.top
self.lives -= 1
if self.lives == 0:
return self.kill()
break
if self.rect.centery > wall.rect.bottom:
self.direction.y *= -1
self.rect.top = wall.rect.bottom
self.lives -= 1
if self.lives == 0:
return self.kill()
break
我一直在从事这个关于坦克的项目(基于游戏 Tank Trouble),我已经让墙壁出现在屏幕上。当 projectiles/bullets 与墙壁发生碰撞时它们会从墙上弹回,我该怎么做?
以后打算子弹撞player/enemy。
任何帮助将不胜感激!
这是游戏代码:
class Game:
def __init__(self):
self.run = True
self.screen_width = 1060
self.screen_height = 798
self.image = pygame.image.load("bin/sprites/background/background1.png")
self.image = pygame.transform.scale(self.image, (self.screen_width, self.screen_height))
self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))
# all_sprites is used to update and draw all sprites together.
self.all_sprites = pygame.sprite.Group()
# for collision detection with enemies.
self.bullet_group = pygame.sprite.Group()
# for collision detection with walls.
self.wall_list = pygame.sprite.Group()
self.tank = Tank()
self.all_sprites.add(self.tank)
self.enemy = Enemy()
self.all_sprites.add(self.enemy)
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.bullet_group.add(bullet)
self.all_sprites.add(bullet)
# -------------- Walls --------------
self.wallx = [0, 0, 1044, 0, 0, 260, 146, 130, 146, 146, 130, 146, 390, 522, 390, 260, 390, 406, 522, 522, 522, 652,
652, 782, 914, 782, 782, 914, 914, 914, 652, 652, 782, ]
self.wally = [0, 0, 0, 782, 260, 0, 130, 130, 522, 390, 652, 652, 0, 0, 130, 260, 260, 390, 260, 260, 522, 130, 130,
0, 0, 260, 390, 390, 522, 652, 522, 652, 522, ]
self.wallWidth = [16, 1060, 16, 1060, 130, 16, 130, 16, 130, 130, 16, 130, 16, 16, 148, 146, 16, 132, 16, 130, 16,
278, 16, 16, 16, 278, 148, 16, 148, 148, 146, 146, 16, ]
self.wallHeight = [798, 16, 798, 16, 16, 130, 16, 408, 16, 16, 146, 16, 146, 146, 16, 16, 408, 16, 146, 16, 260, 16,
296, 146, 146, 16, 16, 148, 16, 16, 16, 16, 276]
for i in range(len(self.wallx)):
self.wall = Wall(self.wallx[i], self.wally[i], self.wallWidth[i], self.wallHeight[i])
self.wall_list.add(self.wall)
self.all_sprites.add(self.wall)
def handle_events(self):
self.enemy.handle_events()
# responsible for colliding with walls
tank_pos = pygame.math.Vector2(self.tank.pos)
self.tank.handle_events()
if pygame.sprite.spritecollide(self.tank, self.wall_list, False):
self.tank.pos = tank_pos
self.tank.rect.center = round(tank_pos[0]), round(tank_pos[1])
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.run = False
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.run = False
if event.key == pygame.K_SPACE:
bullet = Bullet(self.tank)
self.bullet_group.add(bullet)
self.all_sprites.add(bullet)
def update(self):
# Calls `update` methods of all contained sprites.
self.all_sprites.update()
def player_score(self):
font = pygame.font.SysFont("bin/font/Montserrat.ttf", 35)
tank_score = font.render("PLAYER: " + str(self.tank.score), 1, white)
self.screen.blit(tank_score, (200, 750))
def draw(self):
self.screen.blit(self.image, (0, 0))
self.all_sprites.draw(self.screen) # Draw the contained sprites.
self.player_score()
pygame.display.update()
class Tank(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bin/sprites/player/player_tank1.png")
self.org_image = self.image.copy()
# A nicer way to set the start pos with `get_rect`.
self.rect = self.image.get_rect(center=(70, 600))
self.vel = 3
self.angle = 270 # starts looking right
self.direction = pygame.Vector2(1, 0)
self.pos = pygame.Vector2(self.rect.center)
self.hp = 1
self.score = 0
def handle_events(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.angle += 3
if keys[pygame.K_RIGHT]:
self.angle -= 3
if keys[pygame.K_UP] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798:
self.move(-3)
if keys[pygame.K_DOWN] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798:
self.move(3)
self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
self.image = pygame.transform.rotate(self.org_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def move(self, vel):
direction = pygame.Vector2(0, vel).rotate(-self.angle)
self.pos += direction
self.rect.center = round(self.pos[0]), round(self.pos[1])
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bin/sprites/enemy/enemy_tank.png")
self.org_image = self.image.copy()
self.spawnx = [600, 850, 860] # spawning x coord
self.spawny = [70, 200, 700] # spawning y coord
self.i = random.randint(0, len(self.spawnx) - 1)
# A nicer way to set the start pos with `get_rect`.
self.rect = self.image.get_rect(center=(self.spawnx[self.i], self.spawny[self.i]))
self.vel = 3
self.hp = 1
self.score = 0
if self.i == 0:
self.angle = 180
elif self.i == 1:
self.angle = 90
elif self.i == 2:
self.angle = 0
self.direction = pygame.Vector2(1, 0)
self.pos = pygame.Vector2(self.rect.center)
def handle_events(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
self.angle += 3
if keys[pygame.K_d]:
self.angle -= 3
if keys[pygame.K_w]:
self.move(-3)
if keys[pygame.K_s]:
self.move(3)
self.direction = pygame.Vector2(1, 0).rotate(-self.angle)
self.image = pygame.transform.rotate(self.org_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def move(self, vel):
direction = pygame.Vector2(0, vel).rotate(-self.angle)
self.pos += direction
self.rect.center = round(self.pos[0]), round(self.pos[1])
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
super().__init__()
# Make a wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(dark_gray) # change wall color
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
class Bullet(pygame.sprite.Sprite):
def __init__(self, tank):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bin/sprites/bullet/bullet.png")
self.image = pygame.transform.scale(self.image, (16, 16))
self.rect = self.image.get_rect()
self.rect.centerx = tank.rect.centerx + 3 # How much pixels from tank turret on x axis
self.rect.centery = tank.rect.centery - 25 # How much pixels from tank turret on y axis
self.angle = tank.angle
self.pos = pygame.Vector2(self.rect.center)
self.direction = pygame.Vector2(0, -10).rotate(-self.angle)
self.lives = 4 # how many times bounces
def update(self):
game = Game()
self.pos += self.direction
self.rect.center = round(self.pos[0]), round(self.pos[1])
if self.rect.left < 0 or self.rect.left < game.wall.rect.y:
self.direction.x *= -1
self.rect.left = 0
self.pos.x = self.rect.centerx
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
if self.rect.right > 1060:
self.direction.x *= -1
self.rect.right = 1060
self.pos.x = self.rect.centerx
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
if self.rect.top < 0:
self.direction.y *= -1
self.rect.top = 0
self.pos.y = self.rect.centery
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
if self.rect.bottom > 798:
self.direction.y *= -1
self.rect.right = 798
self.pos.y = self.rect.centery
self.lives -= 1
if self.lives == 0:
return self.kill()
bounce.play()
我有办法。首先检查是否与 bullet.rect.colliderect(wall.rect)
发生碰撞,然后检查子弹的中心是否在墙的左侧,则它必须在左侧发生碰撞,使用此逻辑,您可以对其他侧进行相同的操作。
所以在子弹更新中,我添加了:
for wall in game.wall_list:
if self.rect.colliderect(wall.rect): #if collided
if self.rect.centerx < wall.rect.left:
self.direction.x *= -1
self.rect.right = wall.rect.left
self.lives -= 1
if self.lives == 0:
return self.kill()
break # break so dont check every other wall
if self.rect.centerx > wall.rect.right:
self.direction.x *= -1
self.rect.left = wall.rect.right
self.lives -= 1
if self.lives == 0:
return self.kill()
break
if self.rect.centery < wall.rect.top:
self.direction.y *= -1
self.rect.bottom = wall.rect.top
self.lives -= 1
if self.lives == 0:
return self.kill()
break
if self.rect.centery > wall.rect.bottom:
self.direction.y *= -1
self.rect.top = wall.rect.bottom
self.lives -= 1
if self.lives == 0:
return self.kill()
break