weixin_48907160 2022-10-16 11:07 采纳率: 100%
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已结题

pygame做飞机大战,子弹和敌人碰撞问题

问题遇到的现象和发生背景

我让敌人一直左右移动,在撞到屏幕边缘时会改变水平移动方向,并向下移动一段距离。但是发射子弹打到敌人时,敌人直接飞出屏幕了。

用代码块功能插入代码,请勿粘贴截图

主函数

from alien_invasion import run_game
if __name__ == '__main__':
   run_game()

游戏初始化和主循环

import pygame
from settings import Settings
from ship import Ship
import game_function as gf
from pygame.sprite import Group

def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Aircraft War Game")

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)

    # 创建一个外星人编组
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # 创建一个子弹编组
    bullets = Group()


    # 开始游戏的主循环
    while True:
        gf.check_events(ai_settings, screen, ship, bullets)
        ship.update()
        gf.update_bullets(aliens, bullets)
        gf.update_alien(ai_settings, aliens)
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)

游戏主要函数

import  sys
import pygame
from bullet import Bullet
from alien import Alien

def check_events(ai_settings, screen, ship, bullets):
    """响应按键和鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

        elif event.type == pygame.KEYDOWN:
            check_keydown(event, ai_settings, screen, ship, bullets)
        elif event.type == pygame.KEYUP:
            check_up(event, ship)

def check_keydown(event, ai_settings, screen, ship, bullets):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()

def check_up(event, ship):
    """响应松开"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False

def update_screen(ai_settings, screen, ship, aliens, bullets):

    """更新屏幕图像"""
    screen.fill(ai_settings.bg_color)
    ship.blitme()
    aliens.draw(screen)
    # 重绘子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    # 让最近绘制的屏幕可见
    pygame.display.flip()

def update_bullets(aliens, bullets):
    """更新子弹的位置,并删除已消失的子弹"""
    # 更新子弹的位置
    bullets.update()

    #删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom < 0:
            bullets.remove(bullet)

    # 检查是否有子弹击中外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

def fire_bullet(ai_settings, screen, ship, bullets):
    # 创建一颗子弹
    if len(bullets) < ai_settings.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def create_fleet(ai_settings, screen, ship, aliens):
    """创建外星人群"""
    alien = Alien(ai_settings, screen)
    number_alien_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_alien_y = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)

    #创建外星人群
    for row_number in range(number_alien_y-2):
        for alien_number in range(number_alien_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)

def get_number_aliens_x(ai_settings, alien_width):
    """计算每行有多少外星人"""
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x

def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    #创建一个外星人
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)

def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕可容纳多少行外星人"""
    available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows

def update_alien(ai_settings ,aliens):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

def check_fleet_edges(ai_settings, aliens):
    """有外星人到达边缘采取措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """将外星人下移,并改变方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.alien_drop_speed
        ai_settings.fleet_direction *= -1

外星人模块

import  pygame
from pygame.sprite import Sprite
class Alien(Sprite):
    def __init__(self, ai_settings, screen):
        """初始化外星人"""
        super(Alien, self).__init__()
        self.ai_settings = ai_settings
        self.screen = screen

        #加载外星人图像,设置rect属性
        self.image = pygame.image.load('images/alien-1.png')
        self.rect = self.image.get_rect()

        #每个外星人最初都在屏幕左上角
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height
        self.x = float(self.rect.x)

    def blitme(self):
        """绘制外星人"""
        self.screen.blit(self.image, self.rect)

    def update(self):
        """向右移动外星人"""
        self.x += self.ai_settings.alien_speed * self.ai_settings.fleet_direction
        self.rect.x = self.x

    def check_edges(self):
        """外星人是否撞到屏幕边缘"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

子弹模块

import  pygame

from pygame.sprite import Sprite

class Bullet(Sprite):
    """子弹管理类"""

    def __init__(self, ai_settings, screen, ship):
        """在飞船所处的位置发射子弹"""
        super(Bullet, self).__init__()
        self.screen = screen

        #在(0,0)处创建一个子弹,再设置位置
        self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top

        #存储子弹小数位置
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed = ai_settings.bullet_speed

    def update(self):
        """移动子弹"""
        self.y -= self.speed
        self.rect.y = self.y

    def draw_bullet(self):
        """在屏幕上绘制子弹"""
        pygame.draw.rect(self.screen, self.color, self.rect)

飞船模块

import pygame

class Ship():
    def __init__(self, ai_settings, screen):
        """初始化飞船"""
        self.screen = screen
        self.ai_settings = ai_settings

        #加载飞船图像
        self.image = pygame.image.load('images/ship.jpeg')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #将每艘飞船放在屏幕底部
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #在飞船的属性中存储小数值
        self.center = float(self.rect.centerx)

        #移动标志
        self.moving_right = False
        self.moving_left = False

    def update(self):

        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.ai_settings.ship_speed
        if self.moving_left and self.rect.left > self.screen_rect.left:
            self.center -= self.ai_settings.ship_speed

        self.rect.centerx = self.center

    def blitme(self):
        """在指定位置绘制飞船"""
        self.screen.blit(self.image, self.rect)

基本设置保存模块

class Settings():
    """保存设置类"""
    def __init__(self):
        """初始化游戏设置"""
        #屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)

        #飞船设置
        self.ship_speed = 1.5

        #子弹设置
        self.bullet_speed = 1
        self.bullet_width = 5
        self.bullet_height = 15
        self.bullet_color = (60, 60, 60)
        self.bullet_allowed = 3

        #外星人设置
        self.alien_speed = 1
        self.alien_drop_speed = 10
        #fleet_direction等于1向右移动,等于-1向左移动
        self.fleet_direction = 1


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  • CSDN-Ada助手 CSDN-AI 官方账号 2022-10-16 12:04
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问题事件

  • 系统已结题 9月7日
  • 已采纳回答 8月30日
  • 创建了问题 10月16日

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