pygame按空格发射子弹 碰撞后划线

本文介绍了使用Python的pygame库开发一个基础游戏,涉及角色移动、碰撞检测、键盘控制以及子弹发射功能。代码展示了如何创建游戏窗口、处理用户输入和绘制游戏元素,如墙壁和子弹射线。

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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()
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