我正在制作一款自上而下的越狱游戏,它使用寻路让玩家移动角色并让守卫追你。我分阶段这样做;第一阶段只是设置寻路,接下来是创建网格和玩家,显然允许玩家在地图上移动。这一切都很完美。然而,当我加入守卫时,问题就来了。我所做的只是为守卫创建一个新类,进行基本的精灵设置,然后在寻路类中重用囚犯代码,并为守卫稍微调整一下。然而,当我认为我做对了一切并按下运行时。虽然它跑了,但守卫根本没有移动,玩家到达他们按下的区域所走的路径出现半秒然后消失。(角色仍然移动到玩家点击的地方)
这是我试过的:
import pygame, sys
from pathfinding.core.grid import Grid
from pathfinding.finder.a_star import AStarFinder
from pathfinding.core.diagonal_movement import DiagonalMovement
class Pathfinder:
def __init__(self, matrix):
self.matrix = matrix
self.grid = Grid(matrix=matrix)
self.select_surf = pygame.image.load('selection.png').convert_alpha()
self.path = []
#prisoner
self.prisoner = pygame.sprite.GroupSingle(Prisoner(self.empty_path))
self.guard = pygame.sprite.GroupSingle(Guard(self.empty_path))
def empty_path(self):
self.path = []
def draw_plot_point(self):
mouse_pos = pygame.mouse.get_pos()
row = mouse_pos[1] // 32
col = mouse_pos[0] // 32
current_plot_value = self.matrix[row][col]
if current_plot_value == 1:
rect = pygame.Rect((col * 32, row * 32),(32 , 32))
screen.blit(self.select_surf, rect)
def create_path(self):
#this is for the start point
start_x, start_y = self.prisoner.sprite.get_coord()
start = self.grid.node(start_x, start_y)
#this is for the end point
mouse_pos = pygame.mouse.get_pos()
end_x, end_y = mouse_pos[0] // 32, mouse_pos[1] // 32
end = self.grid.node(end_x, end_y)
#this is for the path
finder = AStarFinder(diagonal_movement = DiagonalMovement.always)
self.path,_ = finder.find_path(start, end, self.grid)
self.grid.cleanup()
self.prisoner.sprite.set_path(self.path)
def create_path_guard(self):
#start point which is where the guard is
start_x,start_y = self.guard.sprite.get_coord()
start = self.grid.node(start_x, start_y)
#this is for the end point of the movement of the guard
prisoner_pos = pygame.prisoner.sprite.get_coord()
end_x, end_y = prisoner_pos[0] // 32, prisoner_pos[1] // 32
end = self.grid.node(end_x, end_y)
#this is for the path of the guard
finder = aStarFinder(diagonal_movement = DiagonalMovement.always)
self.path,_ = finder.find_path(start, end, self.grid)
self.grid.cleanup()
self.guard.sprite.set_path(self, path)
def draw_path(self):
if self.path:
points = []
for point in self.path:
x = (point[0] * 32) + 16
y = (point[1] * 32) + 16
points.append((x,y))
pygame.draw.circle(screen,'#4a4a4a', (x,y),10)
pygame.draw.lines(screen, '#4a4a4a', False, points, 5)
def update(self):
self.draw_plot_point()
self.draw_path()
self.prisoner.update()
self.prisoner.draw(screen)
self.guard.update()
self.guard.draw(screen)
class Guard(pygame.sprite.Sprite):
def __init__(self,empty_path):
#basic setup of guard
super().__init__()
self.image = pygame.image.load('guard1.png').convert_alpha()
self.rect = self.image.get_rect(center = (60, 60))
#movement of guard
self.pos = self.rect.center
self.speed = 2
self.direction = pygame.math.Vector2(0, 0)
#path of guard
self.path = []
self.collision_rects = []
self.empty_path = empty_path
def get_coord(self):
col = self.rect.centerx // 32
row = self.rect.centery // 32
return (col, row)
def set_path(self, path):
self.path = path
self.create_collision_rects()
self.get_direction()
def create_collision_rects(self):
if self.path:
self.collision_rects = []
for point in self.path:
x = (point[0] * 32) + 16
y = (point[1] * 32) + 16
rect = pygame.Rect((x - 2, y - 2), (4, 4))
self.collision_rects.append(rect)
def get_direction(self):
if self.collision_rects:
start = pygame.math.Vector2(self.pos)
end = pygame.math.Vector2(self.collision_rects[0].center)
self.direction = (end - start).normalize()
else:
self.direction = pygame.math.Vector2(0, 0)
self.path = []
def check_collisions(self):
if self.collision_rects:
for rect in self.collision_rects:
if rect.collidepoint(self.pos):
del self.collision_rects[0]
self.get_direction()
else:
self.empty_path()
def update(self):
self.pos += self.direction * self.speed
self.check_collisions()
self.rect.center = self.pos
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
elif self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Prisoner(pygame.sprite.Sprite):
def __init__(self,empty_path):
#basic setup of the sprite
super().__init__()
self.image = pygame.image.load('prisoner2.png').convert_alpha()
self.rect = self.image.get_rect(center = (1420, 100))
#movement of the prisoner
self.pos = self.rect.center
self.speed = 3
self.direction = pygame.math.Vector2(0, 0)
#path of prisoner
self.path = []
self.collision_rects = []
self.empty_path = empty_path
def get_coord(self):
col = self.rect.centerx // 32
row = self.rect.centery // 32
return (col, row)
def set_path(self,path):
self.path = path
self.create_collision_rects()
self.get_direction()
def create_collision_rects(self):
if self.path:
self.collision_rects = []
for point in self.path:
x = (point[0] * 32) + 16
y = (point[1] * 32) + 16
rect = pygame.Rect((x - 2,y - 2),(4,4))
self.collision_rects.append(rect)
def get_direction(self):
if self.collision_rects:
start = pygame.math.Vector2(self.pos)
end = pygame.math.Vector2(self.collision_rects[0].center)
self.direction = (end - start).normalize()
else:
self.direction = pygame.math.Vector2(0,0)
self.path = []
def check_collisions(self):
if self.collision_rects:
for rect in self.collision_rects:
if rect.collidepoint(self.pos):
del self.collision_rects[0]
self.get_direction()
else:
self.empty_path()
def update(self):
self.pos += self.direction * self.speed
self.check_collisions()
self.rect.center = self.pos
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
elif self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
pygame.init()
SCREEN_HEIGHT = 800
SCREEN_WIDTH = 1535
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
clock = pygame.time.Clock()
bg_surf = pygame.image.load('prison1.png').convert()
matrix = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
]
pathfinder = Pathfinder(matrix)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
pathfinder.create_path()
screen.blit(bg_surf,(0,0))
pathfinder.update()
pygame.display.update()
clock.tick(60)
它没有给我错误代码,只是运行但没有做它应该做的事情。
我不确定我做错了什么,有人可以帮忙吗?