pygame raycast使用纹理

在这里插入图片描述

import pygame
from pygame.locals import *
import sys
import math

pygame.init()

width, height = 900, 900
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, 1, 0, 1, 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
img=pygame.image.load("1.png").convert_alpha()
class zidan:
    #global xiansz
    def __init__(self):
        self.x = self
        self.y = self
        self.endx=self
        self.endy=self
        self.xiansz=self
        self.xuanzhuanjiao=self

    def up(self):
        self.x = self.x + math.cos(math.radians(self.xuanzhuanjiao)) * 70
        self.y = self.y - math.sin(math.radians(self.xuanzhuanjiao)) * 70
    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
            sz.remove(self)

            #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(70)
    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+10

            right=True
        if event.type == pygame.KEYUP:
            right = False
        if keys[pygame.K_l]:
            xuanzhuanjiao=xuanzhuanjiao-10
        #if keys[pygame.K_SPACE]:

    po = 0
    for zc in range(166):
        po = po + 0.1
        zi = zidan()  # 一直创建,超过屏幕会回收的
        zi.x = px
        zi.y = py
        zi.xuanzhuanjiao = xuanzhuanjiao + po
        sz.append(zi)
    for zc in range(166):
        po = po - 0.1
        zi = zidan()  # 一直创建,超过屏幕会回收的
        zi.x = px
        zi.y = py
        zi.xuanzhuanjiao = xuanzhuanjiao - po
        sz.append(zi)

    xiansz.clear()#没clear 会显示之前的射线 每次都会画出来
    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), (100+h*60, 100+g*60, 60, 60))
                qsz.append(pz)

    player(px,py,img)
    dl(px,py)
    #print(right)


    for e in (sz):#遍历子弹数组
        #print(i)
        e.up()
        e.chuangjian()
        if(e.x>700 or e.x<100 or e.y>700 or e.y<70):
            sz.remove(e)
    qj = []
    for i in (xiansz):#画射线

        pygame.draw.line(screen, (40, 140, 40), (px, py), (i))

        p=pygame.math.Vector2(px,py)#角色位置
        p1=pygame.math.Vector2(i)#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
        qj.append(juli)

    for x1 in range(600):
        xc=0
        for y1 in qj:
            xc=xc+1
            h1=64/y1*277
            gao=h1/2
            #print(img.get_at((100 + xc, int(300 + gao))))
            pygame.draw.line(screen, (img.get_at(((100 + xc)%64, int(300 + gao)%64))), (100+xc, 300+gao), (100+xc,300-gao))




    #print(len(xiansz),len(qj),qj)

    pygame.display.flip()
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