我正在制作一个类似于磁控管的游戏,两个玩家用player1的w,a,s,d键控制他们的角色,player2用上、下、左、右键控制他们的角色。在玩家的移动中,用户做了一个轨迹,如果对方的玩家接触到了玩家的轨迹,他们就“退出”了。
游戏代码:
from steel2D import *
window = Window(600, 450, "Steel 2D Tutorial")
running = True
char1 = Rect(window, 0, 0, 5, 5, (255, 0, 0))
char2 = Rect(window, 595, 445, 5, 5, (0, 0, 255))
trail1 = []
trail2 = []
red = 0
blue = 0
while running:
sleep(2)
keys = OnKeyInput()
if keys[pygame.K_w]:
char1.y -= 2.2
trail1.append(char1)
if keys[pygame.K_a]:
char1.x -= 2.2
trail1.append(char1)
if keys[pygame.K_s]:
char1.y += 2.2
trail1.append(char1)
if keys[pygame.K_d]:
char1.x += 2.2
trail1.append(char1)
if keys[pygame.K_UP]:
char2.y -= 2.2
trail2.append(char2)
if keys[pygame.K_LEFT]:
char2.x -= 2.2
trail2.append(char2)
if keys[pygame.K_DOWN]:
char2.y += 2.2
trail2.append(char2)
if keys[pygame.K_RIGHT]:
char2.x += 2.2
trail2.append(char2)
if char1.x >= 595:
char1.x = 595
if char1.x <= 0:
char1.x = 0
if char1.y >= 445:
char1.y = 445
if char1.y <= 0:
char1.y = 0
if char2.x >= 595:
char2.x = 595
if char2.x <= 0:
char2.x = 0
if char2.y >= 445:
char2.y = 445
if char2.y <= 0:
char2.y = 0
char1.draw()
char2.draw()
Update()
for t1, t2 in zip(trail1, trail2):
if OnRectCollison(t1, t2):
exit()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()在每个按键上,用户跟踪被附加到一个列表,然后它被循环通过以检查是否有冲突。现在似乎只有当玩家的第一次接触时,才会发现碰撞,而不是其他的。
steel2D代码(我的游戏引擎):
import pygame
from threading import Thread
pygame.init()
def sleep(ms):
pygame.time.delay(ms)
def Window(w, h, title="steel2D"):
window = pygame.display.set_mode((w, h))
pygame.display.set_caption(title)
return window
def Update():
pygame.display.update()
def OnKeyInput():
return pygame.key.get_pressed()
class Rect:
def __init__(self, window, x, y, w, h, color=(0, 0, 0)):
self.window = window
self.x = x
self.y = y
self.w = w
self.h = h
self.color = color
def draw(self):
pygame.draw.rect(self.window, self.color, (self.x, self.y, self.w, self.h))
class Circle:
def __init__(self, window, x, y, r, color=(0, 0, 0)):
self.window = window
self.x = x
self.y = y
self.r = r
self.color = color
def draw(self):
pygame.draw.circle(self.window, self.color, (self.x, self.y), self.r, self.r)
def Line(window, color, sx, sy, ex, ey, width=2):
pygame.draw.line(window, color, (sx, sy), (ex, ey), width)
def OnRectCollison(rect1, rect2):
if rect1.x < rect2.x + rect2.w and rect1.x + rect1.w > rect2.x and rect1.y < rect2.y + rect2.h and rect1.y + rect1.h > rect2.y:
return True
else:
return False任何帮助都将不胜感激。
发布于 2018-09-09 23:13:39
有几个问题:
zip与trail1和trail2中的每一个rect进行比较,那么trail1是一个错误的函数。在相同的索引中只会得到一对rects,还会删除较长列表中的元素。看看这个例子:trail1 = 1,2,3 >>> trail2 = 'a','b','c','d','e‘>>> list(zip(trail1,trail2)) (1,'a'),(2,'b'),(3,'c')
只需遍历跟踪列表中的rects,并检查char1或char2是否与它们发生冲突。我通过切片列表跳过最后几次重划,否则它们会立即发生碰撞。对于尾迹1:-5: if OnRectCollison(char1,trail):trail2中的trail : if OnRectCollison(char1,trail):print(碰撞)Rect对象(char1、char2)附加到跟踪列表中,因此列表中只包含对头坐标的引用,因此只有路径的头部才能发生碰撞。
后缀(Char1)
附加(浅)副本代替:
后缀(copy.copy(Char1))边注:碰撞拼写不正确。
https://stackoverflow.com/questions/52247828
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