有没有一种方法可以在pygame中平滑地在随机方向上移动对象



我试图让水滴在几个帧内以随机方向移动,而不是只移动一次,这样它看起来就不那么颠簸,更平滑,但一直无法做到这一点。在选择另一个随机方向并进行同样的操作之前,有没有办法让每个对象在同一个方向上移动几个刻度?

我的代码(大多数都无关紧要(:

import pygame
import random
import numpy as np
WIDTH = 1800
HEIGHT = 1000
BLUE = (15,15,180)
RED = (150,0,0)
class Blob:
def __init__(self, colour, x_boundary, y_boundary, size):
self.colour = colour
self.size = size
self.x_boundary = x_boundary
self.y_boundary = y_boundary
self.x = random.randrange(0, self.x_boundary)
self.y = random.randrange(0, self.y_boundary)
def move(self):
self.x += random.randrange(-6,7)
self.y += random.randrange(-6,7)
def limits(self):
if self.x < 0:
self.x = 0
elif self.x > self.x_boundary:
self.x = self.x_boundary
if self.y < 0:
self.y = 0
elif self.y > self.y_boundary:
self.y = self.y_boundary
def __add__(self, other_blob):
if other_blob.size > self.size:
other_blob.size += int(self.size * 0.5)
self.size = 0
class FastBlob(Blob):
def __init__(self, colour, x_boundary, y_boundary, size):
super().__init__(colour, x_boundary, y_boundary, size)
def move(self):
self.x += random.randrange(-20,21)
self.y += random.randrange(-20,21)
pygame.init()
game_display = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Blob world')
clock = pygame.time.Clock()
def is_touching(b1,b2):
return np.linalg.norm(np.array([b1.x,b1.y])-np.array([b2.x,b2.y])) < (b1.size + b2.size)
def handle_collisions(blob_list):
blues, reds, slow_reds = blob_list
for first_blobs in blues, reds, slow_reds:
for first_blob_id, first_blob in first_blobs.copy().items():
for other_blobs in blues, reds, slow_reds:
for other_blob_id, other_blob in other_blobs.copy().items():
if first_blob == other_blob:
pass
else:
if is_touching(first_blob, other_blob):
first_blob + other_blob
return blues, reds, slow_reds
def draw_environment(blob_list):
game_display.fill((210,210,210))
handle_collisions(blob_list)
for blob_dict in blob_list:
for blob_id in blob_dict:
blob = blob_dict[blob_id]
pygame.draw.circle(game_display, blob.colour, [blob.x, blob.y], blob.size)
blob.move()
blob.limits()
pygame.display.update()
def main():
blue_blobs = dict(enumerate([FastBlob(BLUE, WIDTH, HEIGHT, random.randrange(10,15)) for i in range(20)]))
red_blobs = dict(enumerate([FastBlob(RED, WIDTH, HEIGHT, random.randrange(5,10)) for i in range(30)]))
slow_red_blobs = dict(enumerate([Blob(RED, WIDTH, HEIGHT, random.randrange(20,30)) for i in range(5)]))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
draw_environment([blue_blobs, red_blobs, slow_red_blobs])
clock.tick(7)
if __name__ == '__main__':
main()

这里,我在游戏中遇到了类似的问题,当敌人不得不随机改变方向时,玩家无法预测。

def goblin_move():                                                  #Goblin auto (random) movement
if goblin.x < 0:
goblin.go_right()
elif goblin.x > 500:
goblin.go_left()
else:
if goblin.x > (rnd_1 * win_width) and goblin.move_flag == -1:
goblin.go_left()
goblin.move_flag = -1
else:
goblin.go_right()
goblin.move_flag = 1
if goblin.x > (rnd_2 * win_width):
goblin.move_flag = -1

def set_random(rnd_1, rnd_2):                                       #Random function generator
rnd_1 = round(random.uniform(0, 0.45), 2)
rnd_2 = round(random.uniform(0.65, 0.95), 2)
return rnd_1, rnd_2

这就是我在主循环中设置它的方式:

if round(pg.time.get_ticks()/1000) % 3 == 0:        #Calling random function
(rnd_1, rnd_2) = set_random(rnd_1, rnd_2)

希望你会发现它有用。

使用pygame.math.Vector2进行计算。将斑点的坐标存储到Vector2,并定义最大距离(self.maxdist(、速度(self.speed(、随机距离(self.dist(和随机方向(self.dir(。随机方向是长度为1的矢量(单位矢量(和随机角度(rotate()(:

class Blob:
def __init__(self, colour, x_boundary, y_boundary, size):
self.colour = colour
self.size = size
self.x_boundary = x_boundary
self.y_boundary = y_boundary
self.x = random.randrange(0, self.x_boundary)
self.y = random.randrange(0, self.y_boundary)
self.pos = pygame.math.Vector2(self.x, self.y)
self.maxdist = 7
self.speed = 1
self.dist = random.randrange(self.maxdist)
self.dir = pygame.math.Vector2(1, 0).rotate(random.randrange(360))

当斑点移动时,按速度缩放方向,并将其添加到位置(self.pos += self.dir * self.speed(。减小距离(self.dist -= self.speed(,并将self.xself.y更新四舍五入的位置(round(。如果self.dist低于0,则创建一个新的随机方向和距离:

class Blob:
# [...]
def move(self):
self.pos += self.dir * self.speed
self.dist -= self.speed
self.x, self.y = round(self.pos.x), round(self.pos.y)
if self.dist <= 0:
self.dist = random.randrange(self.maxdist)
self.dir = pygame.math.Vector2(1, 0).rotate(random.randrange(360))

在方法limit中,您必须确保self.pos在边界内。最后,您必须更新self.xself.y:

class Blob:
# [...]
def limits(self):
if self.pos.x < 0:
self.pos.x = 0
elif self.pos.x > self.x_boundary:
self.pos.x = self.x_boundary
if self.pos.y < 0:
self.pos.y = 0
elif self.pos.y > self.y_boundary:
self.pos.y = self.y_boundary
self.x, self.y = round(self.pos.x), round(self.pos.y)

FastBlob不需要它自己的move方法。定义自己的self.maxdistself.speed:就足够了

class FastBlob(Blob):
def __init__(self, colour, x_boundary, y_boundary, size):
super().__init__(colour, x_boundary, y_boundary, size)
self.maxdist = 35
self.speed = 5

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