Pygame 碰撞点功能未按预期工作

Pygame Collidepoint Function Not Working As Desired

我正在与 Python 的 PyGame 一起编写一款双人坦克游戏,并且已经完成了大部分内容。为我的工作提供一些背景知识,该游戏涉及两辆可以相互发射炮弹的坦克,一旦其中一辆被击中,另一名玩家就会获得一分。该过程一直持续到一名玩家达到 10 分,此时他们被宣布为获胜者,游戏和计时器将重置。

我在屏幕上画了一个迷宫来补充游戏并增加一些创造性,现在我的问题出现了。我 运行 遇到了一个基本问题。 Pygame .collidepoint 未按预期运行。我打算让它每次从任一坦克发射的子弹击中迷宫墙时,它应该消失,因为墙壁是坚不可摧的。然而,该功能是任意选择子弹是否在接触时消失 - 正如我希望的那样 - 或继续通过 - 我不希望它消失。有谁知道为什么会这样?我开始假设它与 .collidepoint 对坐标的解释有关,我已经对此进行了测试,但没有成功。有没有更好的方法或功能来解决这个问题?如果有人能告诉我问题是否出在我认为的地方,并告诉我 how/give 一小段调整后的代码来解决它,我们将不胜感激。我的整个代码很长,所以我只包含了我认为必要的代码,以提供有关我正在做的事情的足够信息。

但是,我仍然会清楚地强调我遇到的问题的部分,这些部分是由围绕代码部分的注释组成的大型显式块。如果上下文需要更多代码,请告诉我,我可以提供。

import pygame
import random
import time 

pygame.init()

screenWidth = 700
screenHeight = 700

screen = pygame.display.set_mode((screenWidth,screenHeight))            
#---------------------------------------------------------#

#Very important function, moves tanks/bullets appropriately, keeps time and score.
def redraw():
    screen.blit(background, (0,0))
    #DRAW SPRITES TO SCREEN
    tank.draw(screen)
    tank2.draw(screen)
    global barrier 
    barrier = pygame.draw.rect(screen,WHITE, pygame.Rect((100,0),(5,150)))
    global barrier2 
    barrier2 = pygame.draw.rect(screen,WHITE, pygame.Rect((0,40), (50, 5))) 
    global barrier3 
    barrier3 = pygame.draw.rect(screen,WHITE, pygame.Rect((50, 120), (50, 5)))
    global barrier4
    barrier4 = pygame.draw.rect(screen, WHITE, pygame.Rect((100, 150), (100,5)))

    global barrier5
    barrier5 = pygame.draw.rect(screen,WHITE, pygame.Rect((0,175),(50,5)))
    global barrier6
    barrier6 = pygame.draw.rect(screen,WHITE, pygame.Rect((150, 100),(5, 50)))
    global barrier7
    barrier7 = pygame.draw.rect(screen,WHITE, pygame.Rect((150, 50), (550,5)))
    global barrier8
    barrier8 = pygame.draw.rect(screen, WHITE, pygame.Rect((50,175),(5,50)))
    global barrier9
    barrier9 = pygame.draw.rect(screen, WHITE, pygame.Rect((50,225),(100,5)))
    global barrier10
    barrier10 = pygame.draw.rect(screen,WHITE, pygame.Rect((200,50),(5,50)))    
    global barrier11
    barrier11 = pygame.draw.rect(screen,WHITE, pygame.Rect((375,100),(50,5)))
    global barrier12
    barrier12 = pygame.draw.rect(screen,WHITE, pygame.Rect((375,150),(50,5)))    
    global barrier13
    barrier13 = pygame.draw.rect(screen,WHITE, pygame.Rect((375,100),(5,50)))   
    global barrier14
    barrier14 = pygame.draw.rect(screen,WHITE, pygame.Rect((75, 500),(350,5)))
    global barrier15
    barrier15 = pygame.draw.rect(screen,WHITE,pygame.Rect((250, 225),(5,200)))
    global barrier16
    barrier16 = pygame.draw.rect(screen,WHITE,pygame.Rect((150,225),(5,200)))
    global barrier17
    barrier17 = pygame.draw.rect(screen,WHITE,pygame.Rect((350,225),(5,200))) 
    global barrier18
    barrier18 = pygame.draw.rect(screen,WHITE,pygame.Rect((350,425),(200,5)))
    global barrier19
    barrier19 = pygame.draw.rect(screen,WHITE,pygame.Rect((550,425),(5,75)))
    global barrier20
    barrier20 = pygame.draw.rect(screen,WHITE,pygame.Rect((625,225),(5,325)))
    global barrier21
    barrier21 = pygame.draw.rect(screen,WHITE,pygame.Rect((380,550),(250,5)))
    global barrier22
    barrier22 = pygame.draw.rect(screen,WHITE,pygame.Rect((305,625),(325,5)))
    global barrier23
    barrier23 = pygame.draw.rect(screen,WHITE,pygame.Rect((305,550),(5,75)))
    global barrier24
    barrier24 = pygame.draw.rect(screen,WHITE,pygame.Rect((230, 550),(75,5)))
    global barrier25
    barrier25 = pygame.draw.rect(screen,WHITE,pygame.Rect((230,550),(5,75)))
    global barrier26
    barrier26 = pygame.draw.rect(screen,WHITE,pygame.Rect((160,625),(75,5)))
    global barrier27
    barrier27 = pygame.draw.rect(screen,WHITE,pygame.Rect((160,625),(5,75)))
    global barrier28
    barrier28 = pygame.draw.rect(screen,WHITE,pygame.Rect((50,575),(5,50)))
    global barrier29
    barrier29 = pygame.draw.rect(screen,WHITE,pygame.Rect((50,575),(65,5)))
    global barrier30
    barrier30 = pygame.draw.rect(screen,WHITE,pygame.Rect((70,420),(5,155)))
    global barrier31
    barrier31 = pygame.draw.rect(screen,WHITE,pygame.Rect((0,500),(30,5)))
    global barrier32
    barrier32 = pygame.draw.rect(screen,WHITE,pygame.Rect((45,420),(30,5)))
    global barrier33
    barrier33 = pygame.draw.rect(screen,WHITE,pygame.Rect((430,225), (200,5)))
    global barrier34
    barrier34 = pygame.draw.rect(screen,WHITE,pygame.Rect((530,125),(5,100)))
    global barrier35
    barrier35 = pygame.draw.rect(screen,WHITE,pygame.Rect((625,175),(75,5)))
    global barrier36
    barrier36 = pygame.draw.rect(screen,WHITE, pygame.Rect((650,200),(50,5)))
    #Draw bullets to screen
    for bullet in bullets:
        bullet.draw(screen)
    for bullet in bullets2:
        bullet.draw(screen)
    pygame.display.update()



while run:

    if hCounter1 < 10 and hCounter2 < 10:
        clock.tick(30)

        previous = passedTime
        passedTime = round(time.time() - begin,2)
        timer = timer + passedTime - previous  

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                quit()
            if event.type == pygame.KEYDOWN:            
                if event.key == pygame.K_m: #to shoot projectiles
                    px, py = round(tank.x + tank.width // 2), round(tank.y + tank.height // 2)
                    if len(bullets) < 1:
                        bullets.append(projectile(px, py, 4, (255,255,255), direction))
                if event.key == pygame.K_q:
                    px2, py2 = round(tank2.x + tank2.width // 1.7), round(tank2.y + tank2.height // 2)
                    if len(bullets2) < 1:
                        bullets2.append(projectile2(px2, py2, 4, (255,255,255), direction2))




        for bullet in bullets[:]:
            bullet.move()
            window_rect = pygame.Rect(0, 0, screenWidth, screenHeight)
            if not window_rect.collidepoint((bullet.x, bullet.y)):
                bullets.pop(bullets.index(bullet)) #if off the screen, delete bullet 

            #------------------------FOR THE FIRST TANK -- THE CONDITIONS OF THIS IF STATEMENTS IS WHERE I BELIEVE THE BUG IS OCCURRING AND WHERE IT MUST BE RESOLVED----------#
            #######################################################################################################################################
            #######################################################################################################################################
            ##################################################################################################################################################

            if barrier.collidepoint((bullet.x + 3, bullet.y + 3)) or barrier2.collidepoint((bullet.x, bullet.y)) or barrier3.collidepoint((bullet.x, bullet.y)) or barrier4.collidepoint((bullet.x, bullet.y)) or barrier5.collidepoint((bullet.x, bullet.y)) or barrier6.collidepoint((bullet.x, bullet.y)) or barrier7.collidepoint((bullet.x, bullet.y)) or barrier8.collidepoint((bullet.x, bullet.y)) or barrier9.collidepoint((bullet.x, bullet.y)) or barrier10.collidepoint((bullet.x, bullet.y)) or barrier11.collidepoint((bullet.x, bullet.y)) or barrier12.collidepoint((bullet.x, bullet.y)) or barrier13.collidepoint((bullet.x, bullet.y)) or barrier14.collidepoint((bullet.x, bullet.y)) or barrier15.collidepoint((bullet.x, bullet.y)) or barrier16.collidepoint((bullet.x, bullet.y)) or barrier17.collidepoint((bullet.x, bullet.y)) or barrier18.collidepoint((bullet.x, bullet.y)) or barrier19.collidepoint((bullet.x, bullet.y)) or barrier20.collidepoint((bullet.x, bullet.y)) or barrier21.collidepoint((bullet.x, bullet.y)) or barrier22.collidepoint((bullet.x, bullet.y)) or barrier23.collidepoint((bullet.x, bullet.y)) or barrier24.collidepoint((bullet.x, bullet.y)) or barrier25.collidepoint((bullet.x, bullet.y)) or barrier26.collidepoint((bullet.x, bullet.y)) or barrier27.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier29.collidepoint((bullet.x, bullet.y)) or barrier30.collidepoint((bullet.x, bullet.y)) or barrier31.collidepoint((bullet.x, bullet.y)) or barrier32.collidepoint((bullet.x, bullet.y)) or barrier33.collidepoint((bullet.x, bullet.y)) or barrier34.collidepoint((bullet.x, bullet.y)) or barrier35.collidepoint((bullet.x, bullet.y)) or barrier35.collidepoint((bullet.x,bullet.y)):
                bullets.pop(bullets.index(bullet)) #if it touches a wall, delete bullet 

            #######################################################################################################################################
            #######################################################################################################################################
            ##################################################################################################################################################

            if bullet.y - bullet.radius < tank2.hitbox[1] + tank2.hitbox[3] and bullet.y + bullet.radius > tank2.hitbox[1]:
                if bullet.x + bullet.radius > tank2.hitbox[0] and bullet.x - bullet.radius < tank2.hitbox[0] + tank2.hitbox[2]:
                    hCounter1 += 1
                    tank2.x, tank2.y = random.randint(1,475), random.randint(20,475)
                    tank.x, tank.y = random.randint(1,475), random.randint(20,475)
                    tank2.hit(screen)
                    bullets.pop(bullets.index(bullet))

        for bullet in bullets2[:]:
            bullet.move()
            window_rect2 = pygame.Rect(0,0, screenWidth, screenHeight)
            if not window_rect2.collidepoint((bullet.x, bullet.y)):
                bullets2.pop(bullets2.index(bullet))
            if bullet.y - bullet.radius < tank.hitbox[1] + tank.hitbox[3] and bullet.y + bullet.radius > tank.hitbox[1]:
                if bullet.x + bullet.radius > tank.hitbox[0] and bullet.x - bullet.radius < tank.hitbox[0] + tank.hitbox[2]:
                    hCounter2 += 1
                    tank2.x, tank2.y = random.randint(1,475), random.randint(20,475)
                    tank.x, tank.y = random.randint(1,475), random.randint(20,475)                
                    tank.hit() 
                    bullets2.pop(bullets2.index(bullet))
           #------------------------FOR THE SECOND TANK -- THE CONDITIONS OF THIS IF STATEMENTS IS WHERE I BELIEVE THE BUG IS OCCURRING AND WHERE IT MUST BE RESOLVED----------#
            #######################################################################################################################################
            #######################################################################################################################################
            ##################################################################################################################################################

            if barrier.collidepoint((bullet.x + 3, bullet.y + 3)) or barrier2.collidepoint((bullet.x, bullet.y)) or barrier3.collidepoint((bullet.x, bullet.y)) or barrier4.collidepoint((bullet.x, bullet.y)) or barrier5.collidepoint((bullet.x, bullet.y)) or barrier6.collidepoint((bullet.x, bullet.y)) or barrier7.collidepoint((bullet.x, bullet.y)) or barrier8.collidepoint((bullet.x, bullet.y)) or barrier9.collidepoint((bullet.x, bullet.y)) or barrier10.collidepoint((bullet.x, bullet.y)) or barrier11.collidepoint((bullet.x, bullet.y)) or barrier12.collidepoint((bullet.x, bullet.y)) or barrier13.collidepoint((bullet.x, bullet.y)) or barrier14.collidepoint((bullet.x, bullet.y)) or barrier15.collidepoint((bullet.x, bullet.y)) or barrier16.collidepoint((bullet.x, bullet.y)) or barrier17.collidepoint((bullet.x, bullet.y)) or barrier18.collidepoint((bullet.x, bullet.y)) or barrier19.collidepoint((bullet.x, bullet.y)) or barrier20.collidepoint((bullet.x, bullet.y)) or barrier21.collidepoint((bullet.x, bullet.y)) or barrier22.collidepoint((bullet.x, bullet.y)) or barrier23.collidepoint((bullet.x, bullet.y)) or barrier24.collidepoint((bullet.x, bullet.y)) or barrier25.collidepoint((bullet.x, bullet.y)) or barrier26.collidepoint((bullet.x, bullet.y)) or barrier27.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier28.collidepoint((bullet.x, bullet.y)) or barrier29.collidepoint((bullet.x, bullet.y)) or barrier30.collidepoint((bullet.x, bullet.y)) or barrier31.collidepoint((bullet.x, bullet.y)) or barrier32.collidepoint((bullet.x, bullet.y)) or barrier33.collidepoint((bullet.x, bullet.y)) or barrier34.collidepoint((bullet.x, bullet.y)) or barrier35.collidepoint((bullet.x, bullet.y)) or barrier36.collidepoint((bullet.x, bullet.y)):
                bullets.pop(bullets.index(bullet))

答案在于子弹的速度,因为它的速度太快以至于程序无法捕捉到它的滴答声,这实际上允许子弹穿过迷宫的墙壁。

可以把时钟调整到每秒60帧,这样:

clock.tick(60)

然后在射弹 class 中,或者任何确定子弹速度的地方 - 必须将其调整为时钟速率。

如果您的速度是 8,显示的时钟速率为 30,则将时钟速率调整为 60,该速度的一半或大约与速度与您想要的速度之比相等。就我而言:

def __init__(self,x, y, radius, color, direction): 
    #ESTABLISH ALL DIMENSIONS
    self.x = x
    self.y = y
    self.radius = radius
    self.color = color
    self.direction = direction
    self.vel = 5 #if it was previously 8 with a clock tick of 30.

程序应该能够在滴答声中抓住子弹并在它穿过墙壁之前将其停止。并且子弹在屏幕上移动的相对速度应该保持不变——记住也要相应地调整其他移动物体的速度,比如精灵。