私は敵に自分のプレイヤーを撃ち込ませようとしていますが、何らかの理由で弾丸が表示されず、プレイヤーに向けて発砲していません。なぜかわからないので、ウィンドウに弾丸を描画します [〜#〜]ビデオ[〜#〜]
bulls = []
runninggame = True
while runninggame:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runninggame = False
for bull in bulls:
if bull.x < 500 and bull.x > 0:
bull.x += bull.vel # Moves the bullet by its vel
else:
for enemys in enemying:
if playerman.x - 100 <= enemys.x <= playerman.x + 100 and playerman.y - 100 <= enemys.y <= playerman.y + 100:
bulls.pop(bulls.index(bull))
bulls.append(enemybullets(round(enemys.x+enemys.width//2), round(enemys.y + enemys.height//2), 6, (0,0,0), facing))
それから私はそれを以下に呼びました
for bull in bulls:
bull.draw(window)
私の敵発射体クラス
# enemys bullets
class enemybullets(object):
def __init__(self,x,y,radius,color,facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self,win):
pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)
これは、先ほどチュートリアルを使用して作成した非常に類似したゲームのコードです。
私の最初の提案は、弾丸の速度を落とすことです。これにより、画面上にあるものを見落とさないようにすることができます。
次に、画面の内容を適切に更新していることを確認してください。
完全なコードを確認せずに包括的な答えを出すことは困難です。問題を参照して修正できるように、ここにコードを含めました。
お役に立てれば。
import pygame
pygame.init()
win = pygame.display.set_mode((800, 480))
clock = pygame.time.Clock()
char = pygame.image.load('standing.png')
bulletSound = pygame.mixer.Sound('gshot.wav')
shotHit = pygame.mixer.Sound('bounce.wav')
backSound = pygame.mixer.music.load('music.mp3')
pygame.mixer.music.play(-1)
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'),
pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'),
pygame.image.load('L9.png')]
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'),
pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'),
pygame.image.load('R9.png')]
b_walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
pygame.image.load('L4E.png'), pygame.image.load('L5E.png'),
pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'),
pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]
b_walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'),
pygame.image.load('R4E.png'), pygame.image.load('R5E.png'),
pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'),
pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
pygame.display.set_caption("My Samurai(v1.0)")
x, y = 50, 50
bx, by = 250, 250
p_width, p_height = 40, 50
b_width, b_height = 40, 50
jumpCount = 5
walkCount = 0
class bullets:
def __init__(self, x, y, surface, mov_speed):
self.x = x
self.y = y
self.surface = surface
self.mov_speed = mov_speed
def draw(self):
pygame.draw.circle(self.surface, (200, 20, 20), (self.x, self.y), 3, 1)
self.x += self.mov_speed
class figure:
def __init__(self, x, y, width, height, surface):
self.x = x
self.y = y
self.width = width
self.height = height
self.surface = surface
self.jumpCount = 5
self.jump = False
self.walkCount = 0
self.move = False
self.maxCount = 0
self.hitboxWidth = 55
self.hitboxHeight = 55
self.hitbox = [self.x, self.y, self.hitboxWidth, self.hitboxHeight]
def p_jump(self):
if self.jump:
print("i came here")
if self.jumpCount > 0:
self.y -= int((self.jumpCount ** 2) / 2) * 6
self.jumpCount -= 1
print("im here 1", self.jumpCount, "y pos", self.y)
else:
self.y += int((self.jumpCount ** 2) / 2) * 6
self.jumpCount -= 1
print("i came here 2", self.jumpCount)
if self.jumpCount == -6:
self.jumpCount = 5
self.jump = False
print(jump)
def draw(self, dirL, dirR, surface, arrayL, arrayR):
#pygame.draw.rect(self.surface, (255, 0, 0), (self.hitbox[0], self.hitbox[1], self.hitboxWidth, self.hitboxHeight), 1)
if dirL:
if self.move:
surface.blit(arrayL[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
surface.blit(arrayL[self.walkCount // 3], (self.x, self.y))
if dirR:
if self.move:
surface.blit(arrayR[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
surface.blit(arrayR[self.walkCount // 3], (self.x, self.y))
if self.walkCount > self.maxCount:
self.walkCount = 0
speed = 5
jump = False
run = True
left = False
right = True
player = figure(x, y, p_width, p_height, win)
beast = figure(bx, by, b_width, b_height, win)
player.maxCount = 24
beast.maxCount = 30
beast.move = True
player.hitboxWidth = 42
beast.hitboxWidth = 42
body = []
i = 0
bSpeed = 8
score = 0
score_font = pygame.font.SysFont('arial', 20, 1, 1)
hit_font = pygame.font.SysFont('calibri', 80, 1, 1)
while run:
pygame.time.delay(50)
pygame.display.update()
clock.tick(27)
bg = pygame.image.load('bg.jpg')
win.blit(bg, (0, 0))
score_display = score_font.render("Score: {}".format(score), 1, (0, 0, 0))
win.blit(score_display, (700, 10))
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x > 0:
player.x -= speed
left = True
right = False
player.move = True
bSpeed = -8
Elif keys[pygame.K_RIGHT] and player.x + p_width + speed + 5 < 800:
player.x += speed
left = False
right = True
player.move = True
bSpeed = 8
else:
player.move = False
player.walkCount = 0
if keys[pygame.K_UP] and player.y > 0 and not jump:
player.y -= speed
if keys[pygame.K_DOWN] and player.y + p_height + speed + 5 < 480 and not jump:
player.y += speed
if keys[pygame.K_SPACE]:
player.jump = True
if keys[pygame.K_s] and i <= 0:
body.append(bullets(player.x + 32, player.y + 40, win, bSpeed))
i = 4
bulletSound.play()
for bullet in body:
bullet.draw()
if beast.x + 25 < bullet.x < beast.x + beast.hitboxWidth:
if beast.y < bullet.y < beast.y + beast.hitboxHeight:
body.pop(body.index(bullet))
score += 1
shotHit.play()
# beast position cal
if beast.x - player.x > 0:
b_right = False
b_left = True
beast.x -= int((beast.x - player.x) * 0.025)
else:
b_right = True
b_left = False
beast.x -= int((beast.x - player.x) * 0.025)
if beast.y - player.y > 0:
beast.y -= int((beast.y - player.y) * 0.025)
else:
beast.y -= int((beast.y - player.y) * 0.025)
if i > 0:
i -= 1
player.p_jump()
player.draw(left, right, win, walkLeft, walkRight)
beast.draw(b_left, b_right, win, b_walkLeft, b_walkRight)
player.hitbox = [player.x + 10, player.y + 8, player.hitboxWidth, player.hitboxHeight]
beast.hitbox = [beast.x + 10, beast.y + 5, beast.hitboxWidth, beast.hitboxHeight]
if (player.hitbox[0] < beast.hitbox[0] < player.hitbox[0] + player.hitbox[2] - 20) or\
(player.hitbox[0] + 15 < beast.hitbox[0] + beast.hitbox[2] <= player.hitbox[0] + player.hitbox[2]):
if (player.hitbox[1] < beast.hitbox[1] < player.hitbox[1] + player.hitbox[3] - 10) or\
(player.hitbox[1] + 10 < beast.hitbox[1] + beast.hitbox[3] < player.hitbox[1] + player.hitbox[3]):
score -= 5
hit_display = hit_font.render("-5", 1, (255, 0, 0))
win.blit(hit_display, (400, 200))
pygame.display.update()
pygame.time.delay(1000)
player.x, player.y = 100, 100
beast.x, beast.y = 600, 300
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()