it would be really amazing if you could help us with this problem . We're currently working on a game project at school and we want to create a Bomberman-like labyrinth game.
The problem is the following: the position and the speed of the bombs depend on the mouse which is tracked using float values but is getting way too high if you click far away so it can skip collision detection because it just goes too fast at times. Now there are some other weird errors when you line up the bomb with the bottom of a block and some other collisions.
Is the method colliderect the error ? Do we need to check for each site or are there any better solutions to this problem. We also thought about just using 4 directions but even that didn't work out properly.
I really hope somebody out there can help.
class Block( pygame.sprite.Sprite):
def __init__(self,color = SCHWARZ, width = 40, height = 40, movable = 0):
super().__init__()
self.width = width
self.height = height
self.color = color
self.movable = movable
self.image = pygame.Surface((width,height))
self.image.fill(color)
self.properties()
def properties(self):
self.rect = self.image.get_rect()
self.origin_x = self.rect.centerx
self.origin_y = self.rect.centery
def set_pos(self, x, y):
self.rect.x = x
self.rect.y = y
def render(self,window):
pygame.draw.rect(window,self.color,(self.rect.x,self.rect.y,self.width,self.height))
class Bomb(Block):
def __init__(self,player, target_x, target_y,countdown,zeit,color = BLAU):
super().__init__(color, width = 20, height = 20)
self.target_x = round(target_x)
self.target_y = round(target_y)
self.countdown = countdown
self.zeit = zeit
self.player_x = player.rect.left + player.width/2
self.player_y = player.rect.top + player.height/2
self.set_pos(player.rect.center[0]-self.width/2,player.rect.center[1]-self.height/2)
self.truepos = list(self.rect.center)
self.setspeed(3)
def setspeed(self,factor):
self.speed_x = (self.target_x - self.player_x)/100
self.speed_y = (self.target_y - self.player_y)/100
"""self.direction = [0,0]
if self.target_x - self.player_x < 0:
self.direction[0] = -1
elif self.target_x - self.player_x > 0:
self.direction[0] = 1
if self.target_y - self.player_y > 0:
self.direction[1] = 1
elif self.target_y - self.player_y < 0:
self.direction[1] = -1
self.speed_x = self.direction[0]* factor
self.speed_y = self.direction[1]* factor
print(self.speed_x)
print(self.speed_y)"""
def move(self):
if self.speed_x != 0:
self.collision()
if self.speed_y != 0:
self.collision()
def update(self):
self.move()
if self.countdown > 0:
self.countdown -= self.zeit
elif self.countdown <= 0:
bomblist_list.remove(self)
def collision(self):
for block in block_list:
if block.movable != 1:
if self.rect.colliderect(block.rect):
self.distance = [abs(block.rect.centerx - (self.truepos[0] + self.speed_x)), abs(block.rect.centery - (self.truepos[1] + self.speed_y))]
if self.distance[0] > self.distance[1]:
if self.speed_x < 0:
self.rect.left = block.rect.right - self.speed_x
elif self.speed_x > 0:
self.rect.right = block.rect.left -self.speed_x
self.speed_x = -self.speed_x
elif self.distance[0] < self.distance[1]:
if self.speed_y < 0:
self.rect.top = block.rect.bottom - self.speed_y
elif self.speed_y > 0:
self.rect.bottom = block.rect.top - self.speed_y
self.speed_y = -self.speed_y
self.truepos[0] += self.speed_x
self.truepos[1] += self.speed_y
self.rect.center = self.truepos
# -------- Main Program Loop -----------
while not done:
clock.tick(fps)
millisekunde = float(clock.tick(fps))
zeit = millisekunde /500
vergangen += zeit
# --- Main event loop
for event in pygame.event.get(): # User macht irgendwas
if event.type == pygame.QUIT: # Wenn der User Quit klickt
done = True # Verlässt die Schleife
elif event.type == pygame.KEYDOWN:
pass
#if event.key == pygame.K_UP:
#if e
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mx,my = pygame.mouse.get_pos()
bomb = Bomb(player,mx,my,3,zeit)
bomblist_list.append(bomb)
planted = True
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
player.move(speedx,0)
if keys[pygame.K_LEFT]:
player.move(-speedx,0)
if keys[pygame.K_DOWN]:
player.move(0,speedy)
if keys[pygame.K_UP]:
player.move(0,-speedy)
if planted:
for bomb in bomblist_list:
bomb.update()
screen.fill(SCHWARZ)
for block in block_list:
block.render(screen)
if planted:
for bomb in bomblist_list:
bomb.render(screen)
pygame.draw.rect(screen,red,player.rect)
pygame.display.update()
pygame.quit()
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