我正在破解 Python 速成类(class)中的太空入侵者游戏。我正在使用 Python 3.5 和 Pygame 1.9.2a0,groupcollide()
在原版中,当子弹与宇宙飞船相撞时,两个 Sprite 都会从屏幕上移除。
在我的版本中,我希望对我的删除更加随机,以便并非所有命中都成功。我使用随机模块完成了此操作,并且如果随机数低于某个阈值 (n),则碰撞成功。我在下面的代码中使用了该函数,但它没有按我想要的那样工作。
我发现使用 print(num) 会生成随机数,直到达到 num <=n。我只想每次碰撞生成一个数字。
我认为发生这种情况是因为当子弹穿过船舶 Sprite 矩形时检测到多次碰撞。测试这个理论,如果我在碰撞时移除子弹,那么只会生成 1 个数字。
Q1。我怎样才能保留子弹但每次 Sprite 碰撞只生成一个数字?
Q2。你有比使用随机数更好的建议吗?
非常感谢任何方向,谢谢
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""Respond to bullet-alien collisions."""
#I swapped True, True to False, False below
collisions = pygame.sprite.groupcollide(bullets, aliens, False, False)
#I added this if statement
if collissions:
num = randrange(100)
print (num) # lots of numbers generated just want 1
if num <= 30:
collissions = pygame.sprite.groupcollide(bullets, aliens, True, True)
#below in original code
if len(aliens) == 0:
# Destroy existing bullets, and create new fleet.
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
create_fleet(mi_settings, screen, decayingNucleus, ships)
最佳答案
您可以为您的 Bullet
类提供一个 self.live
属性,并将其设置为 True
或 False
,具体取决于在实例化期间的随机数上。然后遍历碰撞的 Sprite ,仅当子弹的 live
属性为 True 时才调用 enemy.kill()
。
import random
import pygame as pg
pg.init()
BG_COLOR = pg.Color('gray12')
ENEMY_IMG = pg.Surface((50, 30))
ENEMY_IMG.fill(pg.Color('darkorange1'))
BULLET_IMG = pg.Surface((9, 15))
BULLET_IMG.fill(pg.Color('aquamarine2'))
class Enemy(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = ENEMY_IMG
self.rect = self.image.get_rect(center=pos)
class Bullet(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = BULLET_IMG
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, -450)
# If `live` is True, the bullet is able to destroy an enemy.
self.live = True if random.randrange(100) < 70 else False
def update(self, dt):
# Add the velocity to the position vector to move the sprite.
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0: # Outside of the screen.
self.kill()
class Game:
def __init__(self):
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((800, 600))
self.all_sprites = pg.sprite.Group()
self.enemies = pg.sprite.Group()
self.bullets = pg.sprite.Group()
for i in range(15):
pos = (random.randrange(30, 750), random.randrange(500))
enemy = Enemy(pos)
self.enemies.add(enemy)
self.all_sprites.add(enemy)
self.bullet_timer = .1
self.done = False
def run(self):
while not self.done:
# dt = time since last tick in milliseconds.
dt = self.clock.tick(60) / 1000
self.handle_events()
self.run_logic(dt)
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.MOUSEBUTTONDOWN:
bullet = Bullet(pg.mouse.get_pos())
self.bullets.add(bullet)
self.all_sprites.add(bullet)
pg.display.set_caption('This bullet is live: {}'.format(bullet.live))
def run_logic(self, dt):
mouse_pressed = pg.mouse.get_pressed()
self.all_sprites.update(dt)
# hits is a dict. The enemies are the keys and bullets the values.
hits = pg.sprite.groupcollide(self.enemies, self.bullets, False, True)
for enemy, bullet_list in hits.items():
for bullet in bullet_list:
# Only kill the enemy sprite if the bullet is live.
if bullet.live:
enemy.kill()
def draw(self):
self.screen.fill(BG_COLOR)
self.all_sprites.draw(self.screen)
pg.display.flip()
if __name__ == '__main__':
Game().run()
pg.quit()
关于python - 从 Pygame Sprite Collision 生成单个随机数,目前生成多个随机数,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/49211084/