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Pygame:Sprite Sides的碰撞

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在pygame中是否有一种方法可以在精灵游戏中查找精灵的特定一侧与另一个精灵的特定一侧之间的碰撞?例如,如果精灵A的顶部与精灵B的底部碰撞,则返回True .

我确信有一种方法可以做到这一点,但我在文档中找不到任何特定的方法 .

谢谢!

3 回答

  • 12

    在PyGame中没有任何功能可以让双方碰撞 .

    但您可以尝试使用pygame.Rect.collidepoint来测试 A.rect.midleftA.rect.midrightA.rect.midtopA.rect.midbottomA.rect.topleftA.rect.bottomleftA.rect.toprightA.rect.bottomright 是否在 B.rectpygame.Rect)内 .


    EDIT:

    示例代码 . 使用箭头移动玩家并触摸敌人 .

    (可能它不是最佳解决方案)

    import pygame
    
    WHITE = (255,255,255)
    BLACK = (0  ,0  ,0  )
    RED   = (255,0  ,0  )
    GREEN = (0  ,255,0  )
    BLUE  = (0  ,0  ,255)
    
    class Player():
    
        def __init__(self, x=0, y=0, width=150, height=150):
    
            self.rect = pygame.Rect(x, y, width, height)
    
            self.speed_x = 5
            self.speed_y = 5
    
            self.move_x = 0
            self.move_y = 0
    
            self.collision = [False] * 9
    
            self.font = pygame.font.SysFont("", 32)
            self.text = "";
    
        def set_center(self, screen):
            self.rect.center = screen.get_rect().center
    
        def event_handler(self, event):
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    self.move_x -= self.speed_x
                elif event.key == pygame.K_RIGHT:
                    self.move_x += self.speed_x
                elif event.key == pygame.K_UP:
                    self.move_y -= self.speed_y
                elif event.key == pygame.K_DOWN:
                    self.move_y += self.speed_y
    
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT:
                    self.move_x += self.speed_x
                elif event.key == pygame.K_RIGHT:
                    self.move_x -= self.speed_x
                elif event.key == pygame.K_UP:
                    self.move_y += self.speed_y
                elif event.key == pygame.K_DOWN:
                    self.move_y -= self.speed_y
    
        def update(self):
            self.rect.x += self.move_x
            self.rect.y += self.move_y
    
        def draw(self, screen):
    
            pygame.draw.rect(screen, WHITE, self.rect, 2)
            self.draw_point(screen, self.rect.topleft, self.collision[0])
            self.draw_point(screen, self.rect.topright, self.collision[1])
            self.draw_point(screen, self.rect.bottomleft, self.collision[2])
            self.draw_point(screen, self.rect.bottomright, self.collision[3])
    
            self.draw_point(screen, self.rect.midleft, self.collision[4])
            self.draw_point(screen, self.rect.midright, self.collision[5])
            self.draw_point(screen, self.rect.midtop, self.collision[6])
            self.draw_point(screen, self.rect.midbottom, self.collision[7])
    
            self.draw_point(screen, self.rect.center, self.collision[8])
    
        def draw_point(self, screen, pos, collision):
            if not collision:
                pygame.draw.circle(screen, GREEN, pos, 5)
            else:
                pygame.draw.circle(screen, RED, pos, 5)
    
        def check_collision(self, rect):
            self.collision[0] = rect.collidepoint(self.rect.topleft)
            self.collision[1] = rect.collidepoint(self.rect.topright)
            self.collision[2] = rect.collidepoint(self.rect.bottomleft)
            self.collision[3] = rect.collidepoint(self.rect.bottomright)
    
            self.collision[4] = rect.collidepoint(self.rect.midleft)
            self.collision[5] = rect.collidepoint(self.rect.midright)
            self.collision[6] = rect.collidepoint(self.rect.midtop)
            self.collision[7] = rect.collidepoint(self.rect.midbottom)
    
            self.collision[8] = rect.collidepoint(self.rect.center)
    
        def render_collision_info(self):
    
            text = "collision: "
            print "collision:",
    
            if self.collision[0] or self.collision[2] or self.collision[4]:
                text += "left "
                print "left",
    
            if self.collision[1] or self.collision[3] or self.collision[5]:
                text += "right "
                print "right",
    
            if self.collision[0] or self.collision[1] or self.collision[6]:
                text += "top "
                print "top",
    
            if self.collision[2] or self.collision[3] or self.collision[7]:
                text += "bottom "
                print "bottom",
    
            if self.collision[8]:
                text += "center "
                print "center",
    
            print
    
            self.text = self.font.render(text, 1, WHITE)
    
        def draw_collision_info(self, screen, pos):
            screen.blit(self.text, pos)
    
    #----------------------------------------------------------------------
    
    class Game():
    
        def __init__(self):
    
            pygame.init()
    
            self.screen = pygame.display.set_mode( (800,600) )
            pygame.display.set_caption("Side Collision")
    
            self.player = Player()
            self.enemy  = Player()
            self.enemy.set_center(self.screen)
    
    
        def run(self):
            clock = pygame.time.Clock()
    
            RUNNING = True
    
            while RUNNING:
    
                # --- events ----
    
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        RUNNING = False
    
                    elif event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_ESCAPE:
                            RUNNING = False
    
                    self.player.event_handler(event)
    
                # --- updates ---
    
                self.player.update()
                self.enemy.update()
    
                self.player.check_collision(self.enemy.rect)
                self.enemy.check_collision(self.player.rect)
                self.player.render_collision_info()
                self.enemy.render_collision_info()
    
                # --- draws ----
    
                self.screen.fill(BLACK)
    
                self.player.draw(self.screen)
                self.enemy.draw(self.screen)
    
                self.player.draw_collision_info(self.screen, (0,0))
                self.enemy.draw_collision_info(self.screen, (0,32))
    
                pygame.display.update()
    
                # --- FPS ---
    
                clock.tick(30)
    
            pygame.quit()
    
    #----------------------------------------------------------------------
    
    Game().run()
    

    enter image description here


    EDIT (08.2016): 版本与colllisions rectrect_ratiocircle

    GitHub:furas/python-examples/pygame/collisions

    enter image description here

  • 1

    碰撞背后的逻辑是这样的:

    #Assume two surfaces
    objectA
    objectB
    
    if objectA.right > objectB.left and objectA.left < objectB.right and objectA.top < objectB.bottom and objectA.bottom > objectB.top
        #Collision happens
    

    如果你想检测侧面碰撞(好像objectA在侧面碰到了objectB),你可以执行以下操作:

    #Here is the code where objectA moves
    objectA.X += 10
    #Here check Collision, if collision happens objectA hitted objectB from the side
    objectA.Y += 10
    #Here check Collision again, if collision is true then objectA hitted object B from top/bottom
    
  • 0

    就像Furas说的那样,没有,没有办法在Pygame中通过他 Build 的点系统获得侧面碰撞 . 即使那个人也不会给你你想要的东西,因为在处理矩形的行,列或角时,你永远无法确定碰撞的方向 .

    这就是为什么大多数教程都建议保存精灵的初始方向 . 然后在发生碰撞时向相反方向移动 .

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