如何在 pygame 中与 2 张图片发生碰撞?
How do I make a collision in pygame with 2 images?
所以我试图与 2 个图像发生碰撞,我什至使用了 get_rect 但仍然不适合我。在函数 draw 中,我试图与 player_rect 和 rect_img 发生碰撞,这是 GRASS_IMAGE 的图像,我们将不胜感激。
如果你想测试代码,创建 2 python 文件一个 main.py 和第二个 mapdata.py,主要包括我写的第一个代码,在地图数据中包括第二个。并更改 .png(图像)。
如果代码难以阅读或写得不好,我们深表歉意。
import pygame as pg
import sys
import os
from pygame import image
from pygame import rect
from mapdata import game_map_data
#CONSTANT VARIABLES
#WIDTH;HEIGHT
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 598
PLAYER_WIDTH = 20
PLAYER_HEIGHT = 20
#COLORS
COLOR_DARKBLUE = 'darkblue'
COLOR_RED = 'red'
#WINDOW
WINDOW = pg.display.set_mode((WINDOW_WIDTH,WINDOW_HEIGHT))
sky = pg.image.load('sky.png')
sky = pg.transform.scale(sky,(800,599))
class Player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
def Draw(self):
self.player = pg.image.load('player.png')
self.player = pg.transform.scale(self.player,(PLAYER_WIDTH,PLAYER_HEIGHT))
self.player_rect = self.player.get_rect()
WINDOW.blit(self.player,dest=(self.x,self.y))
self.player_rect.x = self.x
self.player_rect.y = self.y
if self.rect_img.colliderect(self.player_rect): #COLLISIONS DONT WORK
print("collided")
def handle_keys(self,speed):
keys = pg.key.get_pressed()
self.speed = speed
if keys[pg.K_RIGHT]:
self.x += speed
if keys[pg.K_LEFT]:
self.x -= speed
if keys[pg.K_DOWN]:
self.y+= speed
if keys[pg.K_UP]:
self.y -= speed
###########
##TILEMAP##
###########
def tile(self,data,tile_size,img_size):
self.tile_list = []
#TEXTURES
GRASS_IMAGE = pg.image.load('platform.jpg')
#stone_img = pg.image.load('')
row_count = 0
self.tile_size = tile_size
self.img_size = img_size
for row in data:
col_count = 0
for tile in row:
if tile == 1:
img = pg.transform.scale(GRASS_IMAGE,(img_size,img_size))
self.rect_img = img.get_rect()
self.rect_img.x = col_count * tile_size
self.rect_img.y = row_count * tile_size
tile = (img,self.rect_img)
self.tile_list.append(tile)
col_count += 1
row_count += 1
def draw_tile(self):
for tile in self.tile_list:
WINDOW.blit(tile[0], tile[1])
#FPS
clock = pg.time.Clock()
game_map_data = game_map_data
#PLAYER
player = Player(x=30,y=30,width=PLAYER_WIDTH,height=PLAYER_HEIGHT)
gamemap = player.tile(game_map_data,17,20)
while True:
FPS = 60
pg.display.update()
clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
sys.exit()
SKY_POSITION = (0,0)
WINDOW.blit(sky,SKY_POSITION)
player.draw_tile()
#player.col()
player.Draw()
player.handle_keys(speed=3)
pg.display.update()
pg.display.flip()
tilemap (mapdata.py):实际地图
game_map_data = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
]
要使两个对象发生碰撞,您可以使用 colliderect:
rect = 长方形
if Rect1.colliderect(Rect2):
然后通过使用它您可以确定当Rect1 与Rect2 发生碰撞时您希望Rect1 做什么。在这种情况下,我们希望玩家停止或被阻止。
if Rect1.colliderect(Rect2):
Rect1.bottom = Rect2.top #changing y pos
Rect1.left = Rect2.right #changing x pos
Rect1.right = Rect.left #changing x pos
Rect1.top = Rect.bottom #changing y pos
这将使 Rect1 在碰到 Rect2 时停止移动。
我不知道这是否有帮助,但我希望它能让您了解这次碰撞的可能性。
self.rect_img
是您通过 tile
函数中的 for 循环设置的最后一个草方块的矩形。所以,
self.rect_img.colliderect(self.player_rect):
实际上只是在测试最后一个草方块。
您需要针对所有图块进行测试,而不仅仅是最后一个图块。幸运的是,您将这些图块存储在一个列表中,因此您可以通过该列表检查玩家和所有图块。
for t in self.tile_list:
if t[1].colliderect(self.player_rect): #COLLISIONS DONT WORK
print("collided")
此外,如果您加载和转换图像一次而不是每一帧,您的代码可能会更快。
所以我试图与 2 个图像发生碰撞,我什至使用了 get_rect 但仍然不适合我。在函数 draw 中,我试图与 player_rect 和 rect_img 发生碰撞,这是 GRASS_IMAGE 的图像,我们将不胜感激。
如果你想测试代码,创建 2 python 文件一个 main.py 和第二个 mapdata.py,主要包括我写的第一个代码,在地图数据中包括第二个。并更改 .png(图像)。
如果代码难以阅读或写得不好,我们深表歉意。
import pygame as pg
import sys
import os
from pygame import image
from pygame import rect
from mapdata import game_map_data
#CONSTANT VARIABLES
#WIDTH;HEIGHT
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 598
PLAYER_WIDTH = 20
PLAYER_HEIGHT = 20
#COLORS
COLOR_DARKBLUE = 'darkblue'
COLOR_RED = 'red'
#WINDOW
WINDOW = pg.display.set_mode((WINDOW_WIDTH,WINDOW_HEIGHT))
sky = pg.image.load('sky.png')
sky = pg.transform.scale(sky,(800,599))
class Player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
def Draw(self):
self.player = pg.image.load('player.png')
self.player = pg.transform.scale(self.player,(PLAYER_WIDTH,PLAYER_HEIGHT))
self.player_rect = self.player.get_rect()
WINDOW.blit(self.player,dest=(self.x,self.y))
self.player_rect.x = self.x
self.player_rect.y = self.y
if self.rect_img.colliderect(self.player_rect): #COLLISIONS DONT WORK
print("collided")
def handle_keys(self,speed):
keys = pg.key.get_pressed()
self.speed = speed
if keys[pg.K_RIGHT]:
self.x += speed
if keys[pg.K_LEFT]:
self.x -= speed
if keys[pg.K_DOWN]:
self.y+= speed
if keys[pg.K_UP]:
self.y -= speed
###########
##TILEMAP##
###########
def tile(self,data,tile_size,img_size):
self.tile_list = []
#TEXTURES
GRASS_IMAGE = pg.image.load('platform.jpg')
#stone_img = pg.image.load('')
row_count = 0
self.tile_size = tile_size
self.img_size = img_size
for row in data:
col_count = 0
for tile in row:
if tile == 1:
img = pg.transform.scale(GRASS_IMAGE,(img_size,img_size))
self.rect_img = img.get_rect()
self.rect_img.x = col_count * tile_size
self.rect_img.y = row_count * tile_size
tile = (img,self.rect_img)
self.tile_list.append(tile)
col_count += 1
row_count += 1
def draw_tile(self):
for tile in self.tile_list:
WINDOW.blit(tile[0], tile[1])
#FPS
clock = pg.time.Clock()
game_map_data = game_map_data
#PLAYER
player = Player(x=30,y=30,width=PLAYER_WIDTH,height=PLAYER_HEIGHT)
gamemap = player.tile(game_map_data,17,20)
while True:
FPS = 60
pg.display.update()
clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
sys.exit()
SKY_POSITION = (0,0)
WINDOW.blit(sky,SKY_POSITION)
player.draw_tile()
#player.col()
player.Draw()
player.handle_keys(speed=3)
pg.display.update()
pg.display.flip()
tilemap (mapdata.py):实际地图
game_map_data = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
]
要使两个对象发生碰撞,您可以使用 colliderect: rect = 长方形
if Rect1.colliderect(Rect2):
然后通过使用它您可以确定当Rect1 与Rect2 发生碰撞时您希望Rect1 做什么。在这种情况下,我们希望玩家停止或被阻止。
if Rect1.colliderect(Rect2):
Rect1.bottom = Rect2.top #changing y pos
Rect1.left = Rect2.right #changing x pos
Rect1.right = Rect.left #changing x pos
Rect1.top = Rect.bottom #changing y pos
这将使 Rect1 在碰到 Rect2 时停止移动。 我不知道这是否有帮助,但我希望它能让您了解这次碰撞的可能性。
self.rect_img
是您通过 tile
函数中的 for 循环设置的最后一个草方块的矩形。所以,
self.rect_img.colliderect(self.player_rect):
实际上只是在测试最后一个草方块。
您需要针对所有图块进行测试,而不仅仅是最后一个图块。幸运的是,您将这些图块存储在一个列表中,因此您可以通过该列表检查玩家和所有图块。
for t in self.tile_list:
if t[1].colliderect(self.player_rect): #COLLISIONS DONT WORK
print("collided")
此外,如果您加载和转换图像一次而不是每一帧,您的代码可能会更快。