如何解决pygame中的面具碰撞检测问题
我是pygame rn的小行星风格游戏,但是在尝试使面罩碰撞正常工作时遇到了一个问题。为了检查它们是否发生碰撞,每次检测到碰撞时,我都会使用一个函数来打印“碰撞”。问题是,当我运行程序时,它只是开始不停地打印。因此,我认为以某种方式使背景成为面具或其他东西?邓诺(Dunno)真的,我以前没有碰过碰撞。我只希望游戏在飞船与小行星碰撞时结束。
反正这是我的代码
import pygame
from math import sin,cos,pi
from random import randint
scr_width = 800
scr_height = 600
window = pygame.display.set_mode((scr_width,scr_height))
pygame.display.set_caption("Asteroids")
clock = pygame.time.Clock()
space_img = pygame.image.load("sprites/space.jpg")
red = (255,0)
class Ship:
def __init__(self,x,y):
self.x = x
self.y = y
self.width = 0
self.vel = 0
self.vel_max = 12
self.angle = 0
self.hitbox = (self.x,self.y,10,10)
self.ship_img = pygame.image.load("sprites/ship_off.png")
self.ship_img_copy = pygame.transform.rotate(self.ship_img,self.angle)
# collision stuff
self.rect = self.ship_img_copy.get_rect()
def draw(self):
self.ship_img = pygame.image.load("sprites/ship_off.png")
self.ship_img_copy = pygame.transform.rotate(self.ship_img,self.angle)
window.blit(self.ship_img_copy,(self.x - (self.ship_img_copy.get_width()) / 2,self.y - (self.ship_img_copy.get_height()) / 2))
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.ship_img = pygame.image.load("sprites/ship_on.png")
self.ship_img_copy = pygame.transform.rotate(self.ship_img,self.angle)
window.blit(self.ship_img_copy,self.y - (self.ship_img_copy.get_height()) / 2))
# collision stuff
self.mask = pygame.mask.from_surface(self.ship_img_copy)
def move(self):
keys = pygame.key.get_pressed()
# todo acceleration and thrust mechanics
if keys[pygame.K_w]:
self.vel = min(self.vel + 1,self.vel_max)
elif self.vel > 0:
self.vel = self.vel - 0.4
if keys[pygame.K_a]:
self.angle += 7
if keys[pygame.K_d]:
self.angle -= 7
self.x += self.vel * cos(self.angle * (pi / 180) + (90 * pi / 180))
self.y -= self.vel * sin(self.angle * (pi / 180) + 90 * (pi / 180))
if self.y < 0:
self.y = (self.y - self.vel) % 600
elif self.y > 600:
self.y = (self.y + self.vel) % 600
elif self.x < 0:
self.x = (self.x - self.vel) % 800
elif self.x > 800:
self.x = (self.x + self.vel) % 800
class Asteroid:
def __init__(self):
self.ang_change = randint(1,5)
self.ang = randint(0,90) * (pi / 180)
y_values = [1,599]
self.sx = randint(0,800)
self.sy = y_values[randint(0,1)]
if self.sy == y_values[0]:
self.neg = -1
else:
self.neg = 1
self.speed = randint(5,10)
self.ang += self.ang_change
self.asteroid_angle = randint(0,80)
self.asteroid_img = pygame.image.load("sprites/asteroid.png")
self.asteroid_copy = pygame.transform.rotate(self.asteroid_img,self.ang)
def generate(self):
self.ang += self.ang_change
self.asteroid_img = pygame.image.load("sprites/asteroid.png")
self.asteroid_copy = pygame.transform.rotate(self.asteroid_img,self.ang)
window.blit(self.asteroid_copy,(self.sx - (self.asteroid_copy.get_width()) / 2,self.sy - (self.asteroid_copy.get_height()) / 2))
# collision stuff
self.mask = pygame.mask.from_surface(self.asteroid_copy)
self.rect = self.asteroid_copy.get_rect()
class Projectiles:
def __init__(self,y,angle):
self.x = x
self.y = y
self.angle = angle
self.vel = 20
def draw(self):
pygame.draw.rect(window,(255,0),(self.x,5,5))
def redraw():
window.blit(space_img,(0,0))
ship.draw()
for asteroid in asteroids:
asteroid.generate()
for bullet in bullets:
bullet.draw()
pygame.display.update()
# collision stuff
def collisions():
collision = pygame.sprite.spritecollide(ship,asteroids,False)
for i in collision:
print("hit")
run = True
ship = Ship(400,300)
next_fire = pygame.time.get_ticks() + 400
bullets = []
asteroids = []
while run:
clock.tick(60)
keys = pygame.key.get_pressed()
pygame.time.delay(35)
# collision stuff
collisions()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if keys[pygame.K_SPACE]:
if len(bullets) < 11 and pygame.time.get_ticks() >= next_fire:
bullets.append(
Projectiles(round(ship.x + ship.width - 6.5 // 2),round(ship.y + ship.width - 6.5 // 2),ship.angle))
next_fire = pygame.time.get_ticks() + 400
for bullet in bullets:
if 800 > bullet.x > 0 and 600 > bullet.y > 0:
bullet.x += bullet.vel * cos(bullet.angle * (pi / 180) + 90 * (pi / 180))
bullet.y -= bullet.vel * sin(bullet.angle * (pi / 180) + 90 * (pi / 180))
else:
bullets.pop(bullets.index(bullet))
if len(asteroids) < 5:
asteroids.append(Asteroid())
for asteroid in asteroids:
if 800 > asteroid.sx > 0 and 600 > asteroid.sy > 0:
asteroid.sx += asteroid.speed * cos(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180))
asteroid.sy -= asteroid.speed * sin(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180)) * asteroid.neg
if asteroid.sx < 0:
asteroid.sx = (asteroid.sx - asteroid.speed) % 800
elif asteroid.sx > 800:
asteroid.sx = (asteroid.sx + asteroid.speed) % 800
else:
asteroids.pop(asteroids.index(asteroid))
window.fill((0,0))
ship.move()
redraw()
pygame.quit()
解决方法
碰撞检测使用self.rect作为命中框。 self.rect应该与您在精灵上的位置匹配。您可以通过一些更改来修复代码:
在Ship类(绘制)中:
# collision stuff
self.mask = pygame.mask.from_surface(self.ship_img_copy)
self.rect = pygame.Rect(self.x - (self.ship_img_copy.get_width()) / 2,self.y - (self.ship_img_copy.get_height()) / 2,self.ship_img_copy.get_width(),self.ship_img_copy.get_height())
在小行星类中(生成):
# collision stuff
self.mask = pygame.mask.from_surface(self.asteroid_copy)
#self.rect = self.asteroid_copy.get_rect()
self.rect = pygame.Rect(self.sx - (self.asteroid_copy.get_width()) / 2,self.sy - (self.asteroid_copy.get_height()) / 2,self.asteroid_copy.get_width(),self.asteroid_copy.get_height())
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