太空侵略者 - Pygame - 碰撞



我正在pygame中制作游戏空间入侵者,我设法与玩家碰撞了敌人的子弹。但是我不能将玩家子弹与敌人碰撞。我想,我也在做同样的事情。但它给出了下面的错误。这时敌人用按钮TAB射击,当我得到这个工作时,我想让敌人随机射击。

第 148 行,在 hitenemy = pygame.sprite.spritecollide(enemy, bulletsPlayer, True(

1513行,在精灵碰撞中 精灵碰撞 = 精灵.直角.碰撞 属性错误:"组"对象没有属性"rect">

import pygame, sys
from pygame.locals import *
import random
screenWidth = 800
screenHeight = 600
FPS = 60
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((screenWidth,screenHeight))
pygame.display.set_caption("Space Invaders")
clock = pygame.time.Clock()
shipWidth = 78
#colors
black=(0,0,0)
blue=(0,0, 255)
green=(0,128,0)
red=(255,0,0)
white=(255,255,255)
yellow=(255,255,0)
def app_quit():
    pygame.quit()
    sys.exit("System exit.")
class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("spaceship7.png").convert()
        self.image.set_colorkey(white)#make white transparant
        self.rect = self.image.get_rect()
        self.rect.centerx = screenWidth / 2
        self.rect.bottom = screenHeight - 10
        self.speedx = 0
    def update(self):
        self.speedx = 0
        if event.type == KEYDOWN and event.key == K_LEFT:
            self.speedx = -2
        elif event.type == KEYDOWN and event.key == K_RIGHT:
            self.speedx = 2
        self.rect.x += self.speedx
        if self.rect.right > screenWidth:
            self.rect.right = screenWidth
        if self.rect.left < 0:
            self.rect.left = 0
    def shootPlayer(self):
        bulletPlayer = BulletPlayer(self.rect.centerx, self.rect.top)
        allSprites.add(bulletPlayer)
        bulletsPlayer.add(bulletPlayer)
class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("enemy.png").convert()
        self.image.set_colorkey(white)
        self.rect = self.image.get_rect()
        self.rect.x = 0
        self.rect.y = random.randrange(0, 200)
        self.speedx = random.randrange(1, 2)
    def update(self):
        self.rect.x += self.speedx
        if self.rect.right > screenWidth:
            self.rect.x = 50
            self.rect.y = random.randrange(0, 250)
            self.speedx = random.randrange(1, 3)
        if self.rect.x > screenWidth:
            self.kill()
    def shootEnemy(self):
         bulletEnemy = BulletEnemy(self.rect.centerx, self.rect.bottom)
         allSprites.add(bulletEnemy)
         bulletsEnemy.add(bulletEnemy)
class BulletPlayer(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("bullet.png").convert()
        self.image.set_colorkey(white)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -3
    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()
class BulletEnemy(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("bulletenemy.png").convert()
        self.image.set_colorkey(white)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = 2
    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom > screenHeight:
            self.kill()
class Wall(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("wall.png").convert()
        self.rect = self.image.get_rect()
        self.rect.center = 100, 300
allSprites = pygame.sprite.Group()
player = Player()
enemy = pygame.sprite.Group()
bulletsPlayer = pygame.sprite.Group()
bulletsEnemy = pygame.sprite.Group()
wall = Wall()
allSprites.add(player, enemy, bulletsPlayer, bulletsEnemy, wall)
for i in range(1):
    e = Enemy()
    allSprites.add(e)
    enemy.add(e)
running = True
while True:
    for event in pygame.event.get():
        if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
            running = False
            app_quit()
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shootPlayer()
            if event.key == pygame.K_TAB:
                random.choice(enemy.sprites()).shootEnemy()
    allSprites.update()
    hitplayer = pygame.sprite.spritecollide(player, bulletsEnemy, True)
    if hitplayer:
        running = app_quit()
    hitenemy = pygame.sprite.spritecollide(enemy, bulletsPlayer, True)
    if hitenemy:
        running = app_quit()
    screen.fill(black)
    allSprites.draw(screen)
    pygame.display.flip()
pygame.quit()

因为enemy不是Sprite,而是Group,所以使用spritecollide是错误的。

您正在寻找groupcollide,因此将行更改为

hitenemy = pygame.sprite.groupcollide(enemy, bulletsPlayer, True, True)

最新更新