Reputation: 25
I have been creating a typical type of space invader game using Python and pygame sprites. I have done most of the things and it's working fine. But actually in my game, the bullet always shoots straight, but I want it to target the enemy and always shoot where the enemy is.
In my player update I am just doing that whenever space is hit, it fires the bullet.
if (keys[pygame.K_SPACE]):
self.fire()
This below is my fire
method which is just calling the Handgun (which is my bullet class):
def fire(self):
now = pygame.time.get_ticks()
self.shoot_delay = 600
self.shot_position = handguns.rect.x - enemy.rect.x
print (self.shot_position)
if (now - self.last_shot > self.shoot_delay):
self.last_shot = now
shot = HandGun(self.rect.centerx, self.rect.top)
Every_Sprite.add(shot)
handgun.add(shot)
This below is my enemy class where the position is just randomised:
class Enemy_Agent(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_folder, "ship2.png")).convert()
self.image.set_colorkey(WHITE)
self.rect =self.image.get_rect()
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1,8)
self.speedx = random.randrange(-3,3)
def update(self):
if (self.rect.right > width):
self.rect.right = width
if (self.rect.left < 0):
self.rect.left = 0
self.rect.y += self.speed
#print("pos: ", self.rect.y)
self.rect.x += self.speedx
if(self.rect.top > Height - 10 or self.rect.left < -30 or self.rect.right > width + 20):
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1, 8)
And, last this my HandGun
class. If anyone can help me and advise me to make the bullet target the enemy it would be a great help.
class HandGun(pygame.sprite.Sprite):
def __init__(self, cx, cy):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_folder, "bullet.png")).convert()
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.bottom = cy
self.rect.centerx =cx
self.speedy = -1
self.speedx = None
def update(self):
self.rect.y += self.speedy + enemy.rect.centerx
if(self.rect.bottom < 0):
self.kill()
pass
Upvotes: 1
Views: 1371
Reputation: 20438
Here's a minimal example in which I just shoot bullets from the mouse position towards a target.
First we need a vector that points to the target (called direction
here), therefore we subtract the mouse position from the target position.
We use the angle of the direction
vector (which you can get with the as_polar
method (polar coordinates)) to rotate the bullet.
To get the velocity vector, we can normalize the direction
and multiply it by a scalar to scale it to the desired length (i.e. the speed).
import pygame as pg
from pygame.math import Vector2
BACKGROUND_COLOR = pg.Color(30, 30, 50)
BLUE = pg.Color('dodgerblue1')
LIME = pg.Color(192, 255, 0)
class Bullet(pg.sprite.Sprite):
""" This class represents the bullet. """
def __init__(self, pos, target, screen_rect):
"""Take the pos, direction and angle of the player."""
super().__init__()
self.image = pg.Surface((16, 10), pg.SRCALPHA)
pg.draw.polygon(self.image, LIME, ((0, 0), (16, 5), (0, 10)))
# The `pos` parameter is the center of the bullet.rect.
self.rect = self.image.get_rect(center=pos)
self.position = Vector2(pos) # The position of the bullet.
# This vector points from the mouse pos to the target.
direction = target - pos
# The polar coordinates of the direction vector.
radius, angle = direction.as_polar()
# Rotate the image by the negative angle (because the y-axis is flipped).
self.image = pg.transform.rotozoom(self.image, -angle, 1)
# The velocity is the normalized direction vector scaled to the desired length.
self.velocity = direction.normalize() * 11
self.screen_rect = screen_rect
def update(self):
"""Move the bullet."""
self.position += self.velocity # Update the position vector.
self.rect.center = self.position # And the rect.
# Remove the bullet when it leaves the screen.
if not self.screen_rect.contains(self.rect):
self.kill()
def main():
pg.init()
screen = pg.display.set_mode((800, 600))
screen_rect = screen.get_rect()
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
bullet_group = pg.sprite.Group()
target = Vector2(400, 300)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
# Shoot a bullet. Pass the start position (in this
# case the mouse position) and the direction vector.
bullet = Bullet(event.pos, target, screen_rect)
all_sprites.add(bullet)
bullet_group.add(bullet)
all_sprites.update()
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pg.draw.rect(screen, BLUE, (target, (3, 3)), 1)
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
pg.quit()
If you're not familiar with vectors, you can use trigonometry as well.
If you want a homing missile, you have to pass the current target position to the bullet and recompute the direction
and velocity
each frame.
To aim at a moving target, you need to calculate the future position where the projectile will hit the target. You can do that with a quadratic equation. I'm using Jeffrey Hantin's solution from this answer here. You have to pass the start position of the bullet, its speed and the target position and velocity to the intercept
function and then solve the quadratic equation. It will return the position vector where the bullet and the target meet. Then just shoot at this point instead of the current target point (you can still use the same code in the Bullet
class).
import math
import pygame as pg
from pygame.math import Vector2
BACKGROUND_COLOR = pg.Color(30, 30, 50)
BLUE = pg.Color('dodgerblue1')
LIME = pg.Color(192, 255, 0)
class Bullet(pg.sprite.Sprite):
""" This class represents the bullet. """
def __init__(self, pos, target, screen_rect):
"""Take the pos, direction and angle of the player."""
super().__init__()
self.image = pg.Surface((16, 10), pg.SRCALPHA)
pg.draw.polygon(self.image, LIME, ((0, 0), (16, 5), (0, 10)))
# The `pos` parameter is the center of the bullet.rect.
self.rect = self.image.get_rect(center=pos)
self.position = Vector2(pos) # The position of the bullet.
# This vector points from the mouse pos to the target.
direction = target - pos
# The polar coordinates of the direction vector.
radius, angle = direction.as_polar()
# Rotate the image by the negative angle (because the y-axis is flipped).
self.image = pg.transform.rotozoom(self.image, -angle, 1)
# The velocity is the normalized direction vector scaled to the desired length.
self.velocity = direction.normalize() * 11
self.screen_rect = screen_rect
def update(self):
"""Move the bullet."""
self.position += self.velocity # Update the position vector.
self.rect.center = self.position # And the rect.
# Remove the bullet when it leaves the screen.
if not self.screen_rect.contains(self.rect):
self.kill()
def intercept(position, bullet_speed, target, target_velocity):
a = target_velocity.x**2 + target_velocity.y**2 - bullet_speed**2
b = 2 * (target_velocity.x * (target.x - position.x) + target_velocity.y * (target.y - position.y))
c = (target.x - position.x)**2 + (target.y - position.y)**2
discriminant = b*b - 4*a*c
if discriminant < 0:
print("Target can't be reached.")
return None
else:
t1 = (-b + math.sqrt(discriminant)) / (2*a)
t2 = (-b - math.sqrt(discriminant)) / (2*a)
t = max(t1, t2)
x = target_velocity.x * t + target.x
y = target_velocity.y * t + target.y
return Vector2(x, y)
def main():
pg.init()
screen = pg.display.set_mode((800, 600))
screen_rect = screen.get_rect()
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
bullet_group = pg.sprite.Group()
target = Vector2(50, 300)
target_velocity = Vector2(4, 3)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
target_vector = intercept(Vector2(event.pos), 11, target, target_velocity)
# Shoot a bullet. Pass the start position (in this
# case the mouse position) and the target position vector.
if target_vector is not None: # Shoots only if the target can be reached.
bullet = Bullet(event.pos, target_vector, screen_rect)
all_sprites.add(bullet)
bullet_group.add(bullet)
target += target_velocity
if target.x >= screen_rect.right or target.x < 0:
target_velocity.x *= -1
if target.y >= screen_rect.bottom or target.y < 0:
target_velocity.y *= -1
all_sprites.update()
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pg.draw.rect(screen, BLUE, (target, (5, 5)))
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
pg.quit()
Actually, it would be better to use broofa's solution because it takes some special cases into account.
def intercept(position, bullet_speed, target, target_velocity):
tx, ty = target - position
tvx, tvy = target_velocity
v = bullet_speed
dstx, dsty = target
a = tvx*tvx + tvy*tvy - v*v
b = 2 * (tvx*tx + tvy*ty)
c = tx*tx + ty*ty
ts = quad(a, b, c)
sol = None
if ts:
t0 = ts[0]
t1 = ts[1]
t = min(t0, t1)
if t < 0:
t = max(t0, t1)
if t > 0:
sol = Vector2(dstx + tvx * t,
dsty + tvy * t)
return sol
def quad(a, b, c):
sol = None
if abs(a) < 1e-6:
if abs(b) < 1e-6:
sol = [0, 0] if abs(c) < 1e-6 else None
else:
sol = [-c/b, -c/b]
else:
disc = b*b - 4*a*c
if disc >= 0:
disc = math.sqrt(disc)
a = 2*a
sol = [(-b-disc)/a, (-b+disc)/a]
return sol
Upvotes: 3