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我正在寫一個相對複雜的一些平臺遊戲,其中玩家使用wasd移動並用鼠標拍攝。目標是在點擊鼠標時讓子彈前往鼠標的位置。我有這樣的代碼,但隨着角度從0或90(直向左/右或直上/下)變得更遠,子彈的最終位置離光標更遠。我相當確定這個問題很簡單,因爲x和y的變化是浮點和x,y項目符號的位置不能是浮點,所以會出現舍入問題。我已經嘗試了許多基於論壇搜索的不同方法,並且它們都有相同的問題。我附上了最相關的文件(特別注意init class)。任何意見或幫助,將不勝感激。對於記錄來說,這只是玩家級別不是主要的。使用pygame製作子彈移動到您的光標
import pygame
import level
import platform
##import enemies
import math
pygame.init()
## sets up colors that need to be used in every part of the program
black=(0,0,0)
white=(255,255,255)
red=(255,0,0)
green=(0,255,0)
blue=(0,0,255)
class Player(pygame.sprite.Sprite):
## This class represents the player. It is inhariting from the Sprite class in Pygame
window=None
screen_width=0
screen_height=0
width=None
height=None
x_velocity=0
y_velocity=0
chrono_level=500
ball_damage=0
bomb_damage=0
blast_radius=0
gravity=0
isjumping=False
isducking=False
level=None
direction=None
def __init__(self,argwindow,argsheight,argswidth,argcolor=white,argwidth=40,argheight=60,argx=0,argy=0,argball_damage=5,argbomb_damage=15,argbomb_radius=10,argchrono_level=500):
## Constructor. Pass in the color, width, and height
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([argwidth,argheight])
self.image.fill(argcolor)
self.rect=self.image.get_rect()
## sets up the variables inital variables
self.window=argwindow
self.width=argwidth
self.height=argheight
self.screen_height=argsheight
self.screen_width=argswidth
self.rect.x=argx
self.rect.y=argy
self.x_velocity=0
self.y_velocity=0
self.ball_damage=argball_damage
self.bomb_damage=argbomb_damage
self.bomb_radius=argbomb_radius
self.chrono_level=argchrono_level
self.isjumping=False
self.isducking=False
def update(self):
## check gravity
self.calc_grav()
## move left or right
self.rect.x+=self.x_velocity
## check for any collisions
platform_hit_list=pygame.sprite.spritecollide(self,self.level.platform_list,False)## this is the pygame generatred collision detection builtin to the sprite class
for platform in platform_hit_list:
if self.x_velocity > 0:##i.e sprite was moving right
self.rect.right = platform.rect.left ##puts the right side of the sprite flush with the left side of the platform
elif self.x_velocity < 0:
self.rect.left = platform.rect.right
self.x_velocity=0
## move sprite up or down
self.rect.y+=self.y_velocity
## check for any collisions
platform_hit_list=pygame.sprite.spritecollide(self,self.level.platform_list,False)## this is the pygame generatred collision detection builtin to the sprite class
for platform in platform_hit_list:
if self.y_velocity > 0:## i.e. sprite is falling
self.rect.bottom = platform.rect.top ## puts bottom of player flush with top of platform
self.isjumping=False
elif self.y_velocity < 0:
self.rect.top = platform.rect.bottom
self.y_velocity=0
## check direction
pos = pygame.mouse.get_pos()
if pos[0] > (self.rect.x+(self.width/2)): ##i.e. cursor is farther to the right then the middle of the sprite
self.direction="Right"
else: ##pos[0] < (self.rect.x+(self.width/2))
self.direction="Left"
def jump(self):
if not self.isjumping:
self.y_velocity=-15
self.isjumping=True
def calc_grav(self):
if self.y_velocity ==0:
self.y_velocity=1
else:
self.y_velocity+=self.gravity
if self.rect.y >= self.screen_height - self.rect.height and self.y_velocity >= 0:
self.y_velocity = 0
self.rect.y = self.screen_height - self.rect.height
self.isjumping=False
def move_left(self):## called if the player hits the left arrow key or the a key
self.x_velocity=-5
def move_right(self):## called is the player hits the right arrow key or the d key
self.x_velocity=5
def stop(self):## called if the player lets up on either arrow key or the a or d key
self.x_velocity=0
def shoot(self,argmouse_position):
if self.direction=="Left":
bullet_start_x=self.rect.x
bullet_start_y=(self.rect.y+(self.height/2))
elif self.direction=="Right":
bullet_start_x=(self.rect.x+self.width)
bullet_start_y=(self.rect.y+(self.height/2))
bullet=player_bullet(bullet_start_x,bullet_start_y,argmouse_position)
return (bullet)
class player_bullet(pygame.sprite.Sprite):
bullet_x=None
bullet_y=None
bullet_x_velocity=None
bullet_y_velocity=None
target_x=None
target_y=None
speed=10
def __init__(self,argx,argy,argmouse_positon):
pygame.sprite.Sprite.__init__(self)
print "it inited"
self.image = pygame.Surface([4, 10])
self.image.fill(black)
self.rect=self.image.get_rect()
self.rect.x=argx
self.rect.y=argy
self.bullet_x=argx
self.bullet_y=argy
self.target_x=argmouse_positon[0]
self.target_y=argmouse_positon[1]
dx=self.target_x-self.bullet_x
dy=self.target_y-self.bullet_y
angle=math.atan2(dy,dx)
print angle
self.bullet_x_velocity=self.speed*math.cos(angle)
self.bullet_y_velocity=self.speed*math.sin(angle)
def update(self):
print self.rect.x
print self.bullet_x_velocity
self.rect.x+=self.bullet_x_velocity
print self.rect.x
self.rect.y+=self.bullet_y_velocity
def collide(self,argdisplay_width,argdisplay_height,argplatform_list):
Platform_hit_list=pygame.sprite.spritecollide(self, argplatform_list, False)
if len(Platform_hit_list) > 0:
return True
elif self.rect.x > argdisplay_width or self.rect.x < 0:
return True
elif self.rect.y > argdisplay_height or self.rect.y < 0:
return True
else:
return False
子彈的位置。看看他的回答:[使精靈移動到鼠標單擊位置一步一步](http://stackoverflow.com/a/16294710/142637) – sloth
非常感謝你的幫助 –