pygame 使用 deltatime 时发生碰撞
pygame collisions while using deltatime
我正在尝试了解如何在 pygame 中使用 deltatime,尤其是在涉及碰撞时。我基本上用一些方块制作了一个围绕 window 弹跳的正方形。
这里是不使用 dt 的版本,运行良好:
import pygame,sys
class Block(pygame.sprite.Sprite):
def __init__(self,pos,size,groups):
super().__init__(groups)
self.image = pygame.Surface(size)
self.image.fill('yellow')
self.rect = self.image.get_rect(topleft = pos)
class Ball(pygame.sprite.Sprite):
def __init__(self,groups,obstacles):
super().__init__(groups)
self.image = pygame.Surface((40,40))
self.image.fill('red')
self.rect = self.image.get_rect(center = (400,400))
# attributes for dt influenced movement
self.direction = pygame.math.Vector2((0.8,1))
self.speed = 6
self.obstacles = obstacles
def vertical_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.y < 0: # moving up
self.rect.top = sprite.rect.bottom
else: # moving down
self.rect.bottom = sprite.rect.top
self.direction.y *= -1
def horizontal_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.x < 0: # left
self.rect.left = sprite.rect.right
else: # right
self.rect.right = sprite.rect.left
self.direction.x *= -1
def wall_constraint(self):
if self.rect.right >= 800 or self.rect.left <= 0:
self.direction.x *= -1
if self.rect.bottom >= 800 or self.rect.top <= 0:
self.direction.y *= -1
def update(self):
self.wall_constraint()
self.rect.y += self.direction.y * self.speed
self.vertical_collision()
self.rect.x += self.direction.x * self.speed
self.horizontal_collision()
# setup
pygame.init()
screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
# sprite groups
all_sprites = pygame.sprite.Group()
collision_sprites = pygame.sprite.Group()
# sprite creation
Block((100,400),(60,200),[all_sprites,collision_sprites])
Block((700,600),(100,200),[all_sprites,collision_sprites])
Block((400,200),(200,100),[all_sprites,collision_sprites])
Block((600,300),(10,200),[all_sprites,collision_sprites])
Block((100,200),(100,100),[all_sprites,collision_sprites])
ball = Ball(all_sprites,collision_sprites)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
all_sprites.update()
all_sprites.draw(screen)
pygame.display.update()
clock.tick(60)
我遇到的问题是如何将其转换为适用于 deltatime 的格式,这是我目前所拥有的:
import pygame,sys,time
class Block(pygame.sprite.Sprite):
def __init__(self,pos,size,groups):
super().__init__(groups)
self.image = pygame.Surface(size)
self.image.fill('yellow')
self.rect = self.image.get_rect(topleft = pos)
class Ball(pygame.sprite.Sprite):
def __init__(self,groups,obstacles):
super().__init__(groups)
self.image = pygame.Surface((40,40))
self.image.fill('red')
self.rect = self.image.get_rect(center = (400,400))
# attributes for dt influenced movement
self.pos = pygame.math.Vector2(self.rect.topleft)
self.direction = pygame.math.Vector2((0.8,1))
self.speed = 200
self.obstacles = obstacles
def vertical_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.y < 0: # moving up
self.pos.y = sprite.rect.bottom + 0.1
else: # moving down
self.pos.y = sprite.rect.top + self.rect.height - 0.1
self.rect.y = self.pos.y
self.direction.y *= -1
def horizontal_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.x < 0: # left
self.pos.x = sprite.rect.right + 0.1
else: # right
self.pos.x = sprite.rect.left - self.rect.width - 0.1
self.rect.x = self.pos.x
self.direction.x *= -1
def wall_constraint(self):
if self.rect.right >= 800 or self.rect.left <= 0:
self.direction.x *= -1
if self.rect.bottom >= 800 or self.rect.top <= 0:
self.direction.y *= -1
def update(self,dt):
self.wall_constraint()
self.pos.y += self.direction.y * self.speed * dt
self.vertical_collision()
self.pos.x += self.direction.x * self.speed * dt
self.horizontal_collision()
self.rect.x = round(self.pos.x)
self.rect.y = round(self.pos.y)
# setup
pygame.init()
screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
# sprite groups
all_sprites = pygame.sprite.Group()
collision_sprites = pygame.sprite.Group()
# sprite creation
Block((100,400),(60,200),[all_sprites,collision_sprites])
Block((700,600),(100,200),[all_sprites,collision_sprites])
Block((400,200),(200,100),[all_sprites,collision_sprites])
Block((600,300),(10,200),[all_sprites,collision_sprites])
Block((100,200),(100,100),[all_sprites,collision_sprites])
ball = Ball(all_sprites,collision_sprites)
last_time = time.time()
while True:
# delta time
dt = time.time() - last_time
last_time = time.time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
all_sprites.update(dt)
all_sprites.draw(screen)
pygame.display.update()
clock.tick(120)
我将球的位置存储在 pos 属性内(作为向量),在更新循环结束时,我将精灵的 rect 位置设置为该 pos 向量的 x 和 y 位置.这是为了考虑 pygame 将矩形放在整数上。
垂直碰撞似乎有效,但水平碰撞确实无效。我怀疑它与 pos 属性的位置和由此产生的碰撞有关,我试图在它碰撞后给它一个偏移量(因此 + 0.1 或 - 0.1)但这似乎没有什么区别。
万一有人在寻找答案,我的问题是更新方法。它应该看起来像这样:
def update(self,dt):
self.wall_constraint()
# vertical movement + collision
self.pos.y += self.direction.y * self.speed * dt
self.rect.y = round(self.pos.y)
self.vertical_collision()
# horizontal movement + collision
self.pos.x += self.direction.x * self.speed * dt
self.rect.x = round(self.pos.x)
self.horizontal_collision()
我正在尝试了解如何在 pygame 中使用 deltatime,尤其是在涉及碰撞时。我基本上用一些方块制作了一个围绕 window 弹跳的正方形。
这里是不使用 dt 的版本,运行良好:
import pygame,sys
class Block(pygame.sprite.Sprite):
def __init__(self,pos,size,groups):
super().__init__(groups)
self.image = pygame.Surface(size)
self.image.fill('yellow')
self.rect = self.image.get_rect(topleft = pos)
class Ball(pygame.sprite.Sprite):
def __init__(self,groups,obstacles):
super().__init__(groups)
self.image = pygame.Surface((40,40))
self.image.fill('red')
self.rect = self.image.get_rect(center = (400,400))
# attributes for dt influenced movement
self.direction = pygame.math.Vector2((0.8,1))
self.speed = 6
self.obstacles = obstacles
def vertical_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.y < 0: # moving up
self.rect.top = sprite.rect.bottom
else: # moving down
self.rect.bottom = sprite.rect.top
self.direction.y *= -1
def horizontal_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.x < 0: # left
self.rect.left = sprite.rect.right
else: # right
self.rect.right = sprite.rect.left
self.direction.x *= -1
def wall_constraint(self):
if self.rect.right >= 800 or self.rect.left <= 0:
self.direction.x *= -1
if self.rect.bottom >= 800 or self.rect.top <= 0:
self.direction.y *= -1
def update(self):
self.wall_constraint()
self.rect.y += self.direction.y * self.speed
self.vertical_collision()
self.rect.x += self.direction.x * self.speed
self.horizontal_collision()
# setup
pygame.init()
screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
# sprite groups
all_sprites = pygame.sprite.Group()
collision_sprites = pygame.sprite.Group()
# sprite creation
Block((100,400),(60,200),[all_sprites,collision_sprites])
Block((700,600),(100,200),[all_sprites,collision_sprites])
Block((400,200),(200,100),[all_sprites,collision_sprites])
Block((600,300),(10,200),[all_sprites,collision_sprites])
Block((100,200),(100,100),[all_sprites,collision_sprites])
ball = Ball(all_sprites,collision_sprites)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
all_sprites.update()
all_sprites.draw(screen)
pygame.display.update()
clock.tick(60)
我遇到的问题是如何将其转换为适用于 deltatime 的格式,这是我目前所拥有的:
import pygame,sys,time
class Block(pygame.sprite.Sprite):
def __init__(self,pos,size,groups):
super().__init__(groups)
self.image = pygame.Surface(size)
self.image.fill('yellow')
self.rect = self.image.get_rect(topleft = pos)
class Ball(pygame.sprite.Sprite):
def __init__(self,groups,obstacles):
super().__init__(groups)
self.image = pygame.Surface((40,40))
self.image.fill('red')
self.rect = self.image.get_rect(center = (400,400))
# attributes for dt influenced movement
self.pos = pygame.math.Vector2(self.rect.topleft)
self.direction = pygame.math.Vector2((0.8,1))
self.speed = 200
self.obstacles = obstacles
def vertical_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.y < 0: # moving up
self.pos.y = sprite.rect.bottom + 0.1
else: # moving down
self.pos.y = sprite.rect.top + self.rect.height - 0.1
self.rect.y = self.pos.y
self.direction.y *= -1
def horizontal_collision(self):
for sprite in self.obstacles.sprites():
if sprite.rect.colliderect(self.rect):
if self.direction.x < 0: # left
self.pos.x = sprite.rect.right + 0.1
else: # right
self.pos.x = sprite.rect.left - self.rect.width - 0.1
self.rect.x = self.pos.x
self.direction.x *= -1
def wall_constraint(self):
if self.rect.right >= 800 or self.rect.left <= 0:
self.direction.x *= -1
if self.rect.bottom >= 800 or self.rect.top <= 0:
self.direction.y *= -1
def update(self,dt):
self.wall_constraint()
self.pos.y += self.direction.y * self.speed * dt
self.vertical_collision()
self.pos.x += self.direction.x * self.speed * dt
self.horizontal_collision()
self.rect.x = round(self.pos.x)
self.rect.y = round(self.pos.y)
# setup
pygame.init()
screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
# sprite groups
all_sprites = pygame.sprite.Group()
collision_sprites = pygame.sprite.Group()
# sprite creation
Block((100,400),(60,200),[all_sprites,collision_sprites])
Block((700,600),(100,200),[all_sprites,collision_sprites])
Block((400,200),(200,100),[all_sprites,collision_sprites])
Block((600,300),(10,200),[all_sprites,collision_sprites])
Block((100,200),(100,100),[all_sprites,collision_sprites])
ball = Ball(all_sprites,collision_sprites)
last_time = time.time()
while True:
# delta time
dt = time.time() - last_time
last_time = time.time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('black')
all_sprites.update(dt)
all_sprites.draw(screen)
pygame.display.update()
clock.tick(120)
我将球的位置存储在 pos 属性内(作为向量),在更新循环结束时,我将精灵的 rect 位置设置为该 pos 向量的 x 和 y 位置.这是为了考虑 pygame 将矩形放在整数上。
垂直碰撞似乎有效,但水平碰撞确实无效。我怀疑它与 pos 属性的位置和由此产生的碰撞有关,我试图在它碰撞后给它一个偏移量(因此 + 0.1 或 - 0.1)但这似乎没有什么区别。
万一有人在寻找答案,我的问题是更新方法。它应该看起来像这样:
def update(self,dt):
self.wall_constraint()
# vertical movement + collision
self.pos.y += self.direction.y * self.speed * dt
self.rect.y = round(self.pos.y)
self.vertical_collision()
# horizontal movement + collision
self.pos.x += self.direction.x * self.speed * dt
self.rect.x = round(self.pos.x)
self.horizontal_collision()