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敵にプレイヤーの問題を撃たせますか?パイゲーム

私は敵に自分のプレイヤーを撃ち込ませようとしていますが、何らかの理由で弾丸が表示されず、プレイヤーに向けて発砲していません。なぜかわからないので、ウィンドウに弾丸を描画します [〜#〜]ビデオ[〜#〜]

bulls = []
runninggame = True
while runninggame:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            runninggame = False

    for bull in bulls:
        if bull.x < 500 and bull.x > 0:
            bull.x += bull.vel  # Moves the bullet by its vel
        else:
            for enemys in enemying:
                if playerman.x - 100 <= enemys.x <= playerman.x + 100 and playerman.y - 100 <= enemys.y <= playerman.y + 100:
                    bulls.pop(bulls.index(bull))
                    bulls.append(enemybullets(round(enemys.x+enemys.width//2), round(enemys.y + enemys.height//2), 6, (0,0,0), facing)) 


それから私はそれを以下に呼びました

    for bull in bulls:
        bull.draw(window)

私の敵発射体クラス

# enemys bullets
class enemybullets(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)



3
Habib Ismail

これは、先ほどチュートリアルを使用して作成した非常に類似したゲームのコードです。

私の最初の提案は、弾丸の速度を落とすことです。これにより、画面上にあるものを見落とさないようにすることができます。

次に、画面の内容を適切に更新していることを確認してください。

完全なコードを確認せずに包括的な答えを出すことは困難です。問題を参照して修正できるように、ここにコードを含めました。

お役に立てれば。

import pygame

pygame.init()

win = pygame.display.set_mode((800, 480))

clock = pygame.time.Clock()

char = pygame.image.load('standing.png')

bulletSound = pygame.mixer.Sound('gshot.wav')
shotHit = pygame.mixer.Sound('bounce.wav')
backSound = pygame.mixer.music.load('music.mp3')
pygame.mixer.music.play(-1)


walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
            pygame.image.load('L4.png'), pygame.image.load('L5.png'),
            pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'),
            pygame.image.load('L9.png')]

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
             pygame.image.load('R4.png'), pygame.image.load('R5.png'),
             pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'),
             pygame.image.load('R9.png')]

b_walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
            pygame.image.load('L4E.png'), pygame.image.load('L5E.png'),
            pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'),
            pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]
b_walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'),
             pygame.image.load('R4E.png'), pygame.image.load('R5E.png'),
             pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'),
             pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]

pygame.display.set_caption("My Samurai(v1.0)")

x, y = 50, 50
bx, by = 250, 250
p_width, p_height = 40, 50
b_width, b_height = 40, 50

jumpCount = 5
walkCount = 0


class bullets:

    def __init__(self, x, y, surface, mov_speed):
        self.x = x
        self.y = y
        self.surface = surface
        self.mov_speed = mov_speed

    def draw(self):
        pygame.draw.circle(self.surface, (200, 20, 20), (self.x, self.y), 3, 1)
        self.x += self.mov_speed






class figure:

    def __init__(self, x, y, width, height, surface):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.surface = surface
        self.jumpCount = 5
        self.jump = False
        self.walkCount = 0
        self.move = False
        self.maxCount = 0
        self.hitboxWidth = 55
        self.hitboxHeight = 55
        self.hitbox = [self.x, self.y, self.hitboxWidth, self.hitboxHeight]

    def p_jump(self):
        if self.jump:
            print("i came here")
            if self.jumpCount > 0:
                self.y -= int((self.jumpCount ** 2) / 2) * 6
                self.jumpCount -= 1
                print("im here 1", self.jumpCount, "y pos", self.y)
            else:
                self.y += int((self.jumpCount ** 2) / 2) * 6
                self.jumpCount -= 1
                print("i came here 2", self.jumpCount)

            if self.jumpCount == -6:
                self.jumpCount = 5
                self.jump = False
                print(jump)

    def draw(self, dirL, dirR, surface, arrayL, arrayR):
        #pygame.draw.rect(self.surface, (255, 0, 0), (self.hitbox[0], self.hitbox[1], self.hitboxWidth, self.hitboxHeight), 1)
        if dirL:
            if self.move:
                surface.blit(arrayL[self.walkCount // 3], (self.x, self.y))
                self.walkCount += 1
            else:
                surface.blit(arrayL[self.walkCount // 3], (self.x, self.y))

        if dirR:
            if self.move:
                surface.blit(arrayR[self.walkCount // 3], (self.x, self.y))
                self.walkCount += 1
            else:
                surface.blit(arrayR[self.walkCount // 3], (self.x, self.y))

        if self.walkCount > self.maxCount:
            self.walkCount = 0


speed = 5
jump = False
run = True
left = False
right = True
player = figure(x, y, p_width, p_height, win)
beast = figure(bx, by, b_width, b_height, win)
player.maxCount = 24
beast.maxCount = 30
beast.move = True
player.hitboxWidth = 42
beast.hitboxWidth = 42
body = []
i = 0
bSpeed = 8
score = 0
score_font = pygame.font.SysFont('arial', 20, 1, 1)
hit_font = pygame.font.SysFont('calibri', 80, 1, 1)
while run:
    pygame.time.delay(50)
    pygame.display.update()
    clock.tick(27)
    bg = pygame.image.load('bg.jpg')
    win.blit(bg, (0, 0))
    score_display = score_font.render("Score: {}".format(score), 1, (0, 0, 0))
    win.blit(score_display, (700, 10))
    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT] and player.x > 0:
        player.x -= speed
        left = True
        right = False
        player.move = True
        bSpeed = -8
    Elif keys[pygame.K_RIGHT] and player.x + p_width + speed + 5 < 800:
        player.x += speed
        left = False
        right = True
        player.move = True
        bSpeed = 8
    else:
        player.move = False
        player.walkCount = 0

    if keys[pygame.K_UP] and player.y > 0 and not jump:
        player.y -= speed
    if keys[pygame.K_DOWN] and player.y + p_height + speed + 5 < 480 and not jump:
        player.y += speed
    if keys[pygame.K_SPACE]:
        player.jump = True
    if keys[pygame.K_s] and i <= 0:
        body.append(bullets(player.x + 32, player.y + 40, win, bSpeed))
        i = 4
        bulletSound.play()
    for bullet in body:
        bullet.draw()
        if beast.x + 25 < bullet.x < beast.x + beast.hitboxWidth:
            if beast.y < bullet.y < beast.y + beast.hitboxHeight:
                body.pop(body.index(bullet))
                score += 1
                shotHit.play()


    # beast position cal
    if beast.x - player.x > 0:
        b_right = False
        b_left = True
        beast.x -= int((beast.x - player.x) * 0.025)
    else:
        b_right = True
        b_left = False
        beast.x -= int((beast.x - player.x) * 0.025)

    if beast.y - player.y > 0:
        beast.y -= int((beast.y - player.y) * 0.025)
    else:
        beast.y -= int((beast.y - player.y) * 0.025)

    if i > 0:
        i -= 1

    player.p_jump()
    player.draw(left, right, win, walkLeft, walkRight)
    beast.draw(b_left, b_right, win, b_walkLeft, b_walkRight)

    player.hitbox = [player.x + 10, player.y + 8, player.hitboxWidth, player.hitboxHeight]
    beast.hitbox = [beast.x + 10, beast.y + 5, beast.hitboxWidth, beast.hitboxHeight]

    if (player.hitbox[0] < beast.hitbox[0] < player.hitbox[0] + player.hitbox[2] - 20) or\
            (player.hitbox[0] + 15 < beast.hitbox[0] + beast.hitbox[2] <= player.hitbox[0] + player.hitbox[2]):
        if (player.hitbox[1] < beast.hitbox[1] < player.hitbox[1] + player.hitbox[3] - 10) or\
                (player.hitbox[1] + 10 < beast.hitbox[1] + beast.hitbox[3] < player.hitbox[1] + player.hitbox[3]):
            score -= 5
            hit_display = hit_font.render("-5", 1, (255, 0, 0))
            win.blit(hit_display, (400, 200))
            pygame.display.update()
            pygame.time.delay(1000)
            player.x, player.y = 100, 100
            beast.x, beast.y = 600, 300
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False



pygame.quit()
1
AfiJaabb