使目标在与子弹碰撞时消失,使用列表

问题描述 投票:0回答:1

我正在为学校课程开发一款小型目标射击游戏。经过大约一个半小时的迭代和测试,我陷入了僵局。如果您看到下面的代码,我已经使用列表进行了创建,以便当子弹击中目标时将其从列表中删除,不再使用“ pygame.draw.rect”进行打印,但这似乎要困难得多。我使用OOP而不是一次性功能使这些目标成为现实。我尝试过复制带有目标的项目符号列表,将“ IF”语句放在相同的位置,等等。但是最终我得到了相同的结果,即目标被击中并打印了“ hit”。子弹消失,但目标没有。我只使用该语言大约一个月,所以尽管我已经习惯了这种语言,但我仍然不是专家,我真的在这里陷入了僵局。任何帮助将不胜感激。可能是我不得不重新考虑自己的方法并大幅度更改代码的情况,但也许您可以看到一些我看不到的东西。感谢您提供的任何帮助。 (对于代码的混乱情况,很抱歉,它经过了许多更改和迭代。还请注意,我目前仅编码以在target_1上对其进行测试,以节省时间)

import pygame

#Setting window dimensions and caption. (Module 1)

pygame.init()
window = pygame.display.set_mode((800, 575))
pygame.display.set_caption("TARGET PRACTICE")

#Colour variables. (Module 1)

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (200, 0, 0)
GREEN = (0, 200, 0)
BLUE = (0, 0, 200)

#py_clock tracks framerate of program for other 'pygame.time' commands. (Module 8)

py_clock = pygame.time.Clock()

#Target class created. (Module 5)

class Target:
  def __init__(self, x, y, h, w, v):
    self.x = x
    self.y = y
    self.h = h
    self.w = w
    self.v = v

  def hit(self):
    print('hit')
    all_bullets_keep.remove(item)
    all_targets.remove(all_targets[0])
    pass



#Instantiation of targets. (Module 5)

target_1 = Target(0, 80, 60, 40, 0.05)
target_2 = Target(0, 100, 60, 40, 0.5)
target_3 = Target(0, 50, 60, 40, 0.5)
target_4 = Target(0, 75, 60, 40, 0.5)
target_5 = Target(0, 45, 60, 40, 0.5)
target_6 = Target(0, 85, 60, 40, 0.5)


#Instantiation of hitboxes. (Module 9)

target_hbx1 = Target(-5, 75, 70, 50, 0.05)
target_hbx2 = Target(-5, 95, 70, 50, 0.5)
target_hbx3 = Target(-5, 45, 70, 50, 0.5)
target_hbx4 = Target(-5, 70, 70, 50, 0.5)
target_hbx5 = Target(-5, 40, 70, 50, 0.5)
target_hbx6 = Target(-5, 80, 70, 50, 0.5)


#Declaring variables to be used in the while loop. (Module 5)

clock = 0

target_2_threshold = 500
target_3_threshold = 1000
target_4_threshold = 1500
target_5_threshold = 2000
target_6_threshold = 2500



#Setting player sprite dimension variables. (Module 6)

player_sprite_x = 357.5
player_sprite_y = 450
player_sprite_h = 125
player_sprite_w = 85

#all_bullets list to store bullets made by function inside loop. (Module7)

all_bullets = []

all_targets = []

all_targets.append(target_1)
all_targets.append(target_2)
all_targets.append(target_3)
all_targets.append(target_4)
all_targets.append(target_5)
all_targets.append(target_6)

#Variables to track and limit shooting function. (Module 9.5)

bullet_delay = 1500 
next_bullet_time = 0


exec = True

while exec:

  #current_time uses a pygame_time command to track ticks. (Module 9.5)

  current_time = pygame.time.get_ticks()

  for event in pygame.event.get():
    if event.type == pygame.QUIT:
            exec = False


    #'IF' statement to trigger the shooting function. (Module 7)

    if event.type == pygame.MOUSEBUTTONDOWN:

        #Condition set to only trigger the below code if the current_time is greater than the next_bullet time. (Module 9.5)

        if event.button == 1 and current_time > next_bullet_time:

            next_bullet_time = current_time + bullet_delay

            dx = event.pos[0] - (player_sprite_x+ player_sprite_w//2)
            dy = event.pos[1] - player_sprite_y
            direction = pygame.math.Vector2(dx, dy).normalize()
            bullet = {'x': player_sprite_x+42, 'y': player_sprite_y, 'direction': direction}
            all_bullets.append(bullet)




 #Defines movement of targets and sets delay between drawings. (Module 5)   



  for item in all_targets:
    target_1.x += target_1.v
    target_hbx1.x += target_hbx1.v
    if clock > target_2_threshold:
        target_2.x += target_2.v
        target_hbx2.x += target_hbx2.v
    if clock > target_3_threshold:
        target_3.x += target_3.v
        target_hbx3.x += target_hbx3.v
    if clock > target_4_threshold:
        target_4.x += target_4.v
        target_hbx4.x += target_hbx4.v
    if clock > target_5_threshold:
        target_5.x += target_5.v
        target_hbx5.x += target_hbx5.v
    if clock > target_6_threshold:
        target_6.x += target_6.v
        target_hbx6.x += target_hbx6.v





  #all_bullets_keep list combined with FOR loop retains only bullets in the arena. (Module 7)

  all_bullets_keep = []

  for item in all_bullets:
    item['x'] += item['direction'][0] # item['direction'][0] * 2
    item['y'] += item['direction'][1] # item['direction'][1] * 2

    if 0 < item['x'] < 800 and 0 < item['y'] < 575:
          all_bullets_keep.append(item)

  all_bullets = all_bullets_keep

  #Fill the background (Module 5)

  window.fill(RED)

  #Redraw each target in every frame. (Module 5)

  all_targets_keep = []

  for item in all_targets:
   pygame.draw.rect(window, BLUE, (target_1.x, target_1.y, target_1.h, target_1.w))
   pygame.draw.rect(window, BLUE, (target_hbx1.x, target_hbx1.y, target_hbx1.h,target_hbx1.w), 2)
   if 0 < target_1.x < 800 and 0 < target_1.y < 575:
     all_targets_keep.append(target_1)
   if clock > target_2_threshold:
      pygame.draw.rect(window, BLUE, (target_2.x, target_2.y, target_2.h, target_2.w)) 
      pygame.draw.rect(window, BLUE, (target_hbx2.x, target_hbx2.y, target_hbx2.h,target_hbx2.w), 2)
      all_targets_keep.append(target_2)
   if clock > target_3_threshold:
      pygame.draw.rect(window, BLUE, (target_3.x, target_3.y, target_3.h, target_3.w))
      pygame.draw.rect(window, BLUE, (target_hbx3.x, target_hbx3.y, target_hbx3.h,target_hbx3.w), 2)
      all_targets_keep.append(target_3)
   if clock > target_4_threshold:
      pygame.draw.rect(window, BLUE, (target_4.x, target_4.y, target_4.h, target_4.w))
      pygame.draw.rect(window, BLUE, (target_hbx4.x, target_hbx4.y, target_hbx4.h,target_hbx4.w), 2)
      all_targets_keep.append(target_4)
   if clock > target_5_threshold:
      pygame.draw.rect(window, BLUE, (target_5.x, target_5.y, target_5.h, target_5.w))
      pygame.draw.rect(window, BLUE, (target_hbx5.x, target_hbx5.y, target_hbx5.h,target_hbx5.w), 2)
      all_targets_keep.append(target_5)
   if clock > target_6_threshold:
      pygame.draw.rect(window, BLUE, (target_6.x, target_6.y, target_6.h, target_6.w))
      pygame.draw.rect(window, BLUE, (target_hbx6.x, target_hbx6.y, target_hbx6.h,target_hbx6.w), 2)
      all_targets_keep.append(target_6)


  all_targets = all_targets_keep

  #Draw the player sprite. (Module 6)





  pygame.draw.rect(window, BLUE, (player_sprite_x, player_sprite_y, player_sprite_w, player_sprite_h))

  #Draw each item in all_bullets. (Module 7)

  for item in all_bullets:
    pygame.draw.rect(window, BLUE, (item['x']-5, item['y']-5, 10, 10))
    b_hitbox = (item['x']-10, item['y']-10, 20, 20)
    pygame.draw.rect(window, BLUE, b_hitbox, 2)

  for item in all_bullets_keep:
    if item['y']-30 < (target_hbx1.y) + (target_hbx1.h) and item['y']+30 > target_hbx1.y:
      if item['x']+10 > target_hbx1.x and item['x']-30 < (target_hbx1.x) + (target_hbx1.w):
        target_1.hit()





  pygame.display.update()
  #tick_busy_loop limits number of times the game can refresh per second. (Module 8)

  py_clock.tick_busy_loop(120)

pygame.quit()
python function oop pygame shapes
1个回答
1
投票

您的代码中有一些小错误。我认为目标并没有消失,因为all_targets_keep列表中出现了一些问题。似乎代码正在将目标重新添加到“保留”列表中,无论是否被击中。

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