将一个Sprite移向Pygame中的玩家(使用pygame向量)

Ele*_*eza 8 python pygame

我正在制作一个游戏而对手应该向玩家射击子弹.

我希望子弹朝着子弹射击时玩家的方向前进(玩家可以移动,但是子弹朝着一个恒定的方向移动.)

但子弹只是在对手上闪烁.

我使用pygame的Vector2来控制子弹的移动.

这是一个子弹拼写示例:

bulletspell = Spell(
    pygame.image.load("Sprites/lightblue-glowey.png"),
    ((0, pygame.Vector2(-0.5, 1) * 4), #these vectors show the bullet shooting pattern
     (0, pygame.Vector2(0, 1) * 4),
     (0, pygame.Vector2(0.5, 1) * 4)),
    10, 8, 340
    )
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我试过的矢量是 (player.image.get_rect(topleft=(player.rect.x, player.rect.y)).x, 1)

我不是在寻找要修改的整个代码,我有太多的修订和我工作的代码,我只需要帮助搞清楚向量.

这是代码(仅供参考):

import pygame

class Player(pygame.sprite.Sprite):
    sprite = pygame.image.load("Sprites/player.png")

    def __init__(self, *groups):
        super().__init__(*groups)
        self.image = Player.sprite
        self.rect = self.image.get_rect(topleft=(445, 550))
        self.pos = pygame.Vector2(self.rect.topleft)

    def update(self):
        key = pygame.key.get_pressed()
        dist = 3
        if key[pygame.K_DOWN]:
            self.rect.y += dist
        elif key[pygame.K_UP]:
            self.rect.y -= dist
        if key[pygame.K_RIGHT]:
            self.rect.x += dist
        elif key[pygame.K_LEFT]:
            self.rect.x -= dist
class Spell:

    def __init__(self, bullet, pattern, speed, loop, tick_delay):
        self.bullet = bullet
        self.pattern = pattern
        self.speed = speed
        self.loop = loop
        self.tick_delay = tick_delay


class Opponent(pygame.sprite.Sprite):

    def __init__(self, sprite, sequence, *groups):
        super().__init__(*groups)
        self.image = sprite
        self.rect = self.image.get_rect(topleft=(425, 30))
        self.start_time = pygame.time.get_ticks()
        self.sequence = sequence
        self.spellno = 0
        self.currentspell = sequence[self.spellno]

    def update(self):
        time_gone = pygame.time.get_ticks() - self.start_time

        if self.currentspell is not None and time_gone > self.currentspell.tick_delay:
            self.start_time = pygame.time.get_ticks()
            for bullet in self.currentspell.pattern:
                if bullet[0] <= time_gone:
                    Bullet(self.rect.center, bullet[1], self.currentspell.bullet, sprites, bullets)

            self.currentspell.loop -= 1
            if self.currentspell.loop <= 0:
                self.spellno += 1
                if self.spellno >= len(self.sequence):
                    self.currentspell = None
                else:
                    self.currentspell = self.sequence[self.spellno]


class Bullet(pygame.sprite.Sprite):

    def __init__(self, pos, direction, image, *groups):
        super().__init__(*groups)
        self.image = image
        self.rect = self.image.get_rect(topleft=pos)
        self.direction = direction
        self.pos = pygame.Vector2(self.rect.topleft)

    def update(self):
        self.pos += self.direction
        self.rect.topleft = (self.pos.x, self.pos.y)
        if not screen.get_rect().colliderect(self.rect):
            self.kill()


sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()

opponentgroup = pygame.sprite.Group()


img3 = pygame.image.load("Sprites/minty.png")
player = Player(sprites)

#I tried:    
mi3 = Spell(
    pygame.image.load("Sprites/purple-glowey.png"),
    ((0, pygame.Vector2(player.image.get_rect(topleft=(player.rect.x, player.rect.y)).x, 1) * 4),
    ), 4, 8, 340)

minty_spells = [mi1, mi3]

Minty = Opponent(img3, minty_spells, opponentgroup)
sprites.add(Minty)

pygame.init()
SCREENWIDTH = 1000
SCREENHEIGHT = 650
screen = pygame.display.set_mode([SCREENWIDTH, SCREENHEIGHT])
screen.fill((255, 123, 67))
pygame.draw.rect(screen, (0, 255, 188), (50, 50, 900, 575), 0)
background = screen.copy()
clock = pygame.time.Clock()
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#main loop到这里

任何帮助,将不胜感激

谢谢 :)

小智 6

在实例化子弹时,其方向必须是:

(Player.pos - Opponent.pos).normalise()
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这将为你提供一个单位向量(一个长度为1的向量),当子弹射击时,它从对手指向玩家.您需要在每次更新时将其添加到项目符号的位置.