import pygame
from pygame.locals import *
import sys
import math
pygame.init()
width, height = 800, 600
screen = pygame.display.set_mode((width, height))
c=pygame.time.Clock()
q = [
[1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1]
]
px=70
py=70
du=0
left=False
right=False
down=False
up=False
img = pygame.image.load("1.png") # 替换为您自己的图像文件路径
img=pygame.transform.scale(img,(30,30))
ci=0
sz=[]
qsz=[]
xiansz=[(0,0)]
xuanzhuanjiao=0
class zidan:
global xiansz
def __init__(self):
self.x = self
self.y = self
self.endx=self
self.endy=self
self.xiansz=self
def chuangjian(self):
self.endx = px
self.endy = py
p=pygame.draw.rect(screen, (40, 140, 40), (self.x, self.y, 10,20), 0)
#print(self.x,self.y,"d没碰")
if(p.collidelistall(qsz)):#碰撞检测
xiansz.clear()#先清空数组,前面有初始化
#self.endx, self.endy = self.x, self.y
xiansz.append((self.x,self.y))#使用对象外的数组,要是对象自己的变量,在碰撞后会覆盖碰撞位置的x,y
#print(self.x,self.y,"duixiang",xiansz)
def player(x,y,zhuan):
#pygame.draw.line(screen, (40, 140, 40), (x, y), (74, 713))
#print(du)
screen.blit(zhuan,(x,y))
def dl(x,y):
pygame.draw.line(screen, (40, 140, 40), (x, y), (x, 700))
def shexian(px,py,juli,xuanzhuanjiao):
xuan=0
for c in range(10):
c=c+c*1.7#每条射线间距离
print(c)
end_point_x = px + int(juli) * math.cos(math.radians(c))
end_point_y = py - int(juli) * math.sin(math.radians(c))
end_point = (end_point_x, end_point_y)
pygame.draw.line(screen, (255, 0, 0), (px, py), end_point, 2)
while True:
screen.fill((255, 255, 255))
c.tick(7)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
print("up")
py=py -10
if keys[pygame.K_LEFT]:#zuo
px=px-10
if keys[pygame.K_DOWN]:#xia
print("up")
py = py + 10
if keys[pygame.K_RIGHT]:#you
#xuanzhuanjiao=xuanzhuanjiao+1
px=px+10
#print(sz)
#在这直接写会变成子弹,写成函数qiang(ci)就能画成一次,不会移动的墙
if keys[pygame.K_a]:
xuanzhuanjiao=xuanzhuanjiao+1
right=True
if event.type == pygame.KEYUP:
right = False
if keys[pygame.K_l]:
xuanzhuanjiao=xuanzhuanjiao-1
if keys[pygame.K_SPACE]:
zi = zidan() # 一直创建,超过屏幕会回收的
zi.x = px
zi.y = py
sz.append(zi)
for h in range(len(q)):#画墙
#print(q[h],"行",h)
for g in range(len(q[h])):
if q[h][g]==1:
#print(q[h][g],"个",g,h)
pz=pygame.draw.rect(screen, (140, 240, 40), (h*60, g*60, 60, 60))
qsz.append(pz)
player(px,py,img)
dl(px,py)
print(right)
for i in (sz):#遍历子弹数组
#print(i)
i.x=i.x+60#距离太近会卡,这个是子弹每次走多远,距离大就会漏没碰撞到墙
i.chuangjian()
# if right==True:
# i.x=i.x+math.cos(math.radians(xuanzhuanjiao))*360
# i.y=i.y-math.sin(math.radians(xuanzhuanjiao))*360
# i.x = i.x + 60
# i.chuangjian()
#pygame.draw.line(screen, (40, 140, 40), (px, py), (i.endx, i.endy))
#print(i.endx, i.endy, "点")
if(i.x>500):
sz.remove(i)
for i in (sz):#画射线
pygame.draw.line(screen, (40, 140, 40), (px, py), (xiansz[0]))
p=pygame.math.Vector2(px,py)#角色位置
p1=pygame.math.Vector2(xiansz[0])#碰撞点x,y
juli=p.distance_to(p1)#计算距离,其实有距离后不用再画射线,后面画墙,画射线是为了理解
# for c in range(16):
# c = c + c * 0.1 # 每条射线间距离
# #print(c)
# end_point_x = px + int(juli) * math.cos(math.radians(c+xuanzhuanjiao))
# end_point_y = py - int(juli) * math.sin(math.radians(c+xuanzhuanjiao))
# end_point = (end_point_x, end_point_y)
#
# pygame.draw.line(screen, (255, 0, 0), (px, py), end_point, 2)
# print(end_point, "点", xiansz,xuanzhuanjiao,juli)
# #if (i.x > 500):
# #sz.remove(i)
#在这直接写会变成子弹,写成函数qiang(ci)就能画成一次,不会移动的墙
pygame.display.flip()
pygame按空格发射子弹 碰撞后划线
最新推荐文章于 2025-05-01 23:29:19 发布