pygame 两组之间的碰撞
pygame collissions between two groups
我检查宇宙飞船和小行星之间碰撞的软件仍然有问题。我不知道为什么我只在屏幕的左上角发生碰撞。
有什么想法吗?有什么帮助吗?
import pygame, sys
import random
import math
from pygame.locals import KEYDOWN, K_SPACE
pygame.init()
pygame.display.set_caption("ASTROCRASH version 0.1 >>> DKR103 <<<")
clock = pygame.time.Clock()
SCREENH = 600
SCREENW = 800
SCREEN = pygame.display.set_mode((SCREENW, SCREENH))
sGRAD = math.pi/180
BLACK = (0,0,0)
WHITE = (255,255,255)
BBB = (0, 75, 230)
ASTEROIDS = []
MISSILES = []
SPACESHIPS = []
class AsteroidSprite(pygame.sprite.Sprite):
def __init__(self,posX,posY):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("img/asteroid3.png").convert()
self.rect = self.image.get_rect()
self.x = posX
self.y = posY
self.speed = 2
self.dx = random.choice([1,-1]) * self.speed * random.random()
self.dy = random.choice([1,-1]) * self.speed * random.random()
def update(self):
if self.y > SCREENH:
self.y = (0 - self.rect[3])
if self.y < (0 - self.rect[3]):
self.y = SCREENH
if self.x > SCREENW:
self.x = (0 - self.rect[2])
if self.x < (0 - self.rect[2]):
self.x = SCREENW
self.x += self.dx
self.y += self.dy
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
#load original image
self.imageMaster = pygame.image.load("img/spaceship.png")
self.imageMaster = self.imageMaster.convert()
###self.imageMaster.set_colorkey(WHITE)
#set Sprite attribute
self.image = self.imageMaster
#get Sprite rect
self.rect = self.image.get_rect()
self.rect.center = ((SCREEN.get_width()/2),(SCREEN.get_height()/2))
#initial rotation value
self.dir = 0
#ship movement speed
self.speed = 5
def rotation(self):
#set Sprite center before rotation
self.oldCenter = self.rect.center
#rotate Sprite
self.image = pygame.transform.rotate(self.imageMaster,self.dir)
self.rect= self.image.get_rect()
#set new Sprite center equal to old Center so it stays in place
self.rect.center = self.oldCenter
self.value = self.dir * math.pi / 180
def update(self):
#move
key = pygame.key.get_pressed()
if key[pygame.K_UP]:
self.rect[0] -= self.speed * math.sin(self.value)
self.rect[1] -= self.speed * math.cos(self.value)
#rotate
if key[pygame.K_LEFT]:
self.dir += 5
if self.dir > 360:
self.dir = 15
if key[pygame.K_RIGHT]:
self.dir -= 5
if self.dir < 0:
self.dir = 355
#outside SCREEN conditions
if self.rect[1] > SCREENH:
self.rect[1] = (0 - self.rect[3])
if self.rect[1] < (0 - self.rect[3]):
self.rect[1] = SCREENH
if self.rect[0] > SCREENW:
self.rect[0] = (0 - self.rect[2])
if self.rect[0] < (0 - self.rect[2]):
self.rect[0] = SCREENW
def draw(self):
SCREEN.blit(self.image,(self.rect[0],self.rect[1]))
def main():
#spaceship
spaceship = Ship()
SPACESHIPS.append(spaceship)
for i in range(8):
ASTEROIDS.append(AsteroidSprite(300,300))
runGame = True
while runGame:
clock.tick(60)
SCREEN.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runGame = False
#update asteroids
for i in range(8):
ASTEROIDS[i].update()
SCREEN.blit(ASTEROIDS[i].image,(ASTEROIDS[i].x,ASTEROIDS[i].y))
for a in ASTEROIDS:
if pygame.sprite.spritecollide(a,SPACESHIPS,0):
SCREEN.fill(BBB)
spaceship.rotation()
spaceship.update()
spaceship.draw()
print spaceship.rect[0]
pygame.display.update()
main()
pygame.quit()
pygame.sprite.groupcollide()
函数查找两个传递的精灵组的所有精灵之间的碰撞和 returns 包含碰撞信息的字典 ,如文档州。
因为碰撞是通过比较每个精灵的sprite.rect
属性来确定的,每次调用精灵实例的update()
方法时你需要更新 self.rect
对象 的 位置,而不是更改其 self.x
和 self.y
属性。
你的Ship
class没问题,因为你改变了self.rect
对象和它自己的.x
或 .y
属性 。 (例如 self.rect[1] = (0 - self.rect[3])
)。
但是在 AsteroidSprite
class 中,您在 __init__()
方法中创建了一个矩形对象调用 .update()
方法时,仅 更改实例的 self.x
和 self.y
属性。
您需要更改的内容:
AsteroidSprite
class的.update()
方法,因为需要改变self.rect
物体位置,用于碰撞检测.
- 检查冲突的
if
语句,因为 pygame.sprite.groupcollide()
returns 一个字典对象,而不是布尔值 。
希望对您有所帮助:)
非常感谢。您的回答帮助我解决了问题。
更新代码:
import pygame, sys
import random
import math
from pygame.locals import KEYDOWN, K_SPACE
pygame.init()
pygame.display.set_caption("ASTROCRASH version 0.1 >>> DKR103 <<<")
clock = pygame.time.Clock()
SCREENH = 600
SCREENW = 800
SCREEN = pygame.display.set_mode((SCREENW, SCREENH))
sGRAD = math.pi/180
BLACK = (0,0,0)
WHITE = (255,255,255)
BBB = (0, 75, 230)
ASTEROIDS = []
MISSILES = []
SPACESHIPS = []
class AsteroidSprite(pygame.sprite.Sprite):
def __init__(self,posX,posY):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("img/asteroid3.png").convert()
self.rect = self.image.get_rect()
self.rect.x = posX
self.rect.y = posY
self.speed = 2
self.dx = random.choice([1,-1]) * self.speed * random.random()
self.dy = random.choice([1,-1]) * self.speed * random.random()
def update(self):
if self.rect.y > SCREENH:
self.rect.y = (0 - self.rect[3])
if self.rect.y < (0 - self.rect[3]):
self.rect.y = SCREENH
if self.rect.x > SCREENW:
self.rect.x = (0 - self.rect[2])
if self.rect.x < (0 - self.rect[2]):
self.rect.x = SCREENW
self.rect.x += self.dx
self.rect.y += self.dy
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
#load original image
self.imageMaster = pygame.image.load("img/spaceship.png")
self.imageMaster = self.imageMaster.convert()
###self.imageMaster.set_colorkey(WHITE)
#set Sprite attribute
self.image = self.imageMaster
#get Sprite rect
self.rect = self.image.get_rect()
self.rect.center = ((SCREEN.get_width()/2),(SCREEN.get_height()/2))
#initial rotation value
self.dir = 0
#ship movement speed
self.speed = 5
def rotation(self):
#set Sprite center before rotation
self.oldCenter = self.rect.center
#rotate Sprite
self.image = pygame.transform.rotate(self.imageMaster,self.dir)
self.rect= self.image.get_rect()
#set new Sprite center equal to old Center so it stays in place
self.rect.center = self.oldCenter
self.value = self.dir * math.pi / 180
def update(self):
#move
key = pygame.key.get_pressed()
if key[pygame.K_UP]:
self.rect[0] -= self.speed * math.sin(self.value)
self.rect[1] -= self.speed * math.cos(self.value)
#rotate
if key[pygame.K_LEFT]:
self.dir += 5
if self.dir > 360:
self.dir = 15
if key[pygame.K_RIGHT]:
self.dir -= 5
if self.dir < 0:
self.dir = 355
#outside SCREEN conditions
if self.rect[1] > SCREENH:
self.rect[1] = (0 - self.rect[3])
if self.rect[1] < (0 - self.rect[3]):
self.rect[1] = SCREENH
if self.rect[0] > SCREENW:
self.rect[0] = (0 - self.rect[2])
if self.rect[0] < (0 - self.rect[2]):
self.rect[0] = SCREENW
def draw(self):
SCREEN.blit(self.image,(self.rect[0],self.rect[1]))
def main():
#spaceship
spaceship = Ship()
SPACESHIPS.append(spaceship)
for i in range(8):
ASTEROIDS.append(AsteroidSprite(300,300))
runGame = True
while runGame:
clock.tick(60)
SCREEN.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runGame = False
#update asteroids
for i in range(8):
ASTEROIDS[i].update()
SCREEN.blit(ASTEROIDS[i].image,(ASTEROIDS[i].rect.x,ASTEROIDS[i].rect.y))
for a in ASTEROIDS:
if pygame.sprite.spritecollide(a,SPACESHIPS,0):
SCREEN.fill(BBB)
spaceship.rotation()
spaceship.update()
spaceship.draw()
print spaceship.rect[0]
pygame.display.update()
main()
pygame.quit()
我检查宇宙飞船和小行星之间碰撞的软件仍然有问题。我不知道为什么我只在屏幕的左上角发生碰撞。
有什么想法吗?有什么帮助吗?
import pygame, sys
import random
import math
from pygame.locals import KEYDOWN, K_SPACE
pygame.init()
pygame.display.set_caption("ASTROCRASH version 0.1 >>> DKR103 <<<")
clock = pygame.time.Clock()
SCREENH = 600
SCREENW = 800
SCREEN = pygame.display.set_mode((SCREENW, SCREENH))
sGRAD = math.pi/180
BLACK = (0,0,0)
WHITE = (255,255,255)
BBB = (0, 75, 230)
ASTEROIDS = []
MISSILES = []
SPACESHIPS = []
class AsteroidSprite(pygame.sprite.Sprite):
def __init__(self,posX,posY):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("img/asteroid3.png").convert()
self.rect = self.image.get_rect()
self.x = posX
self.y = posY
self.speed = 2
self.dx = random.choice([1,-1]) * self.speed * random.random()
self.dy = random.choice([1,-1]) * self.speed * random.random()
def update(self):
if self.y > SCREENH:
self.y = (0 - self.rect[3])
if self.y < (0 - self.rect[3]):
self.y = SCREENH
if self.x > SCREENW:
self.x = (0 - self.rect[2])
if self.x < (0 - self.rect[2]):
self.x = SCREENW
self.x += self.dx
self.y += self.dy
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
#load original image
self.imageMaster = pygame.image.load("img/spaceship.png")
self.imageMaster = self.imageMaster.convert()
###self.imageMaster.set_colorkey(WHITE)
#set Sprite attribute
self.image = self.imageMaster
#get Sprite rect
self.rect = self.image.get_rect()
self.rect.center = ((SCREEN.get_width()/2),(SCREEN.get_height()/2))
#initial rotation value
self.dir = 0
#ship movement speed
self.speed = 5
def rotation(self):
#set Sprite center before rotation
self.oldCenter = self.rect.center
#rotate Sprite
self.image = pygame.transform.rotate(self.imageMaster,self.dir)
self.rect= self.image.get_rect()
#set new Sprite center equal to old Center so it stays in place
self.rect.center = self.oldCenter
self.value = self.dir * math.pi / 180
def update(self):
#move
key = pygame.key.get_pressed()
if key[pygame.K_UP]:
self.rect[0] -= self.speed * math.sin(self.value)
self.rect[1] -= self.speed * math.cos(self.value)
#rotate
if key[pygame.K_LEFT]:
self.dir += 5
if self.dir > 360:
self.dir = 15
if key[pygame.K_RIGHT]:
self.dir -= 5
if self.dir < 0:
self.dir = 355
#outside SCREEN conditions
if self.rect[1] > SCREENH:
self.rect[1] = (0 - self.rect[3])
if self.rect[1] < (0 - self.rect[3]):
self.rect[1] = SCREENH
if self.rect[0] > SCREENW:
self.rect[0] = (0 - self.rect[2])
if self.rect[0] < (0 - self.rect[2]):
self.rect[0] = SCREENW
def draw(self):
SCREEN.blit(self.image,(self.rect[0],self.rect[1]))
def main():
#spaceship
spaceship = Ship()
SPACESHIPS.append(spaceship)
for i in range(8):
ASTEROIDS.append(AsteroidSprite(300,300))
runGame = True
while runGame:
clock.tick(60)
SCREEN.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runGame = False
#update asteroids
for i in range(8):
ASTEROIDS[i].update()
SCREEN.blit(ASTEROIDS[i].image,(ASTEROIDS[i].x,ASTEROIDS[i].y))
for a in ASTEROIDS:
if pygame.sprite.spritecollide(a,SPACESHIPS,0):
SCREEN.fill(BBB)
spaceship.rotation()
spaceship.update()
spaceship.draw()
print spaceship.rect[0]
pygame.display.update()
main()
pygame.quit()
pygame.sprite.groupcollide()
函数查找两个传递的精灵组的所有精灵之间的碰撞和 returns 包含碰撞信息的字典 ,如文档州。
因为碰撞是通过比较每个精灵的sprite.rect
属性来确定的,每次调用精灵实例的update()
方法时你需要更新 self.rect
对象 的 位置,而不是更改其 self.x
和 self.y
属性。
你的Ship
class没问题,因为你改变了self.rect
对象和它自己的.x
或 .y
属性 。 (例如 self.rect[1] = (0 - self.rect[3])
)。
但是在 AsteroidSprite
class 中,您在 __init__()
方法中创建了一个矩形对象调用 .update()
方法时,仅 更改实例的 self.x
和 self.y
属性。
您需要更改的内容:
AsteroidSprite
class的.update()
方法,因为需要改变self.rect
物体位置,用于碰撞检测.- 检查冲突的
if
语句,因为pygame.sprite.groupcollide()
returns 一个字典对象,而不是布尔值 。
希望对您有所帮助:)
非常感谢。您的回答帮助我解决了问题。
更新代码:
import pygame, sys
import random
import math
from pygame.locals import KEYDOWN, K_SPACE
pygame.init()
pygame.display.set_caption("ASTROCRASH version 0.1 >>> DKR103 <<<")
clock = pygame.time.Clock()
SCREENH = 600
SCREENW = 800
SCREEN = pygame.display.set_mode((SCREENW, SCREENH))
sGRAD = math.pi/180
BLACK = (0,0,0)
WHITE = (255,255,255)
BBB = (0, 75, 230)
ASTEROIDS = []
MISSILES = []
SPACESHIPS = []
class AsteroidSprite(pygame.sprite.Sprite):
def __init__(self,posX,posY):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("img/asteroid3.png").convert()
self.rect = self.image.get_rect()
self.rect.x = posX
self.rect.y = posY
self.speed = 2
self.dx = random.choice([1,-1]) * self.speed * random.random()
self.dy = random.choice([1,-1]) * self.speed * random.random()
def update(self):
if self.rect.y > SCREENH:
self.rect.y = (0 - self.rect[3])
if self.rect.y < (0 - self.rect[3]):
self.rect.y = SCREENH
if self.rect.x > SCREENW:
self.rect.x = (0 - self.rect[2])
if self.rect.x < (0 - self.rect[2]):
self.rect.x = SCREENW
self.rect.x += self.dx
self.rect.y += self.dy
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
#load original image
self.imageMaster = pygame.image.load("img/spaceship.png")
self.imageMaster = self.imageMaster.convert()
###self.imageMaster.set_colorkey(WHITE)
#set Sprite attribute
self.image = self.imageMaster
#get Sprite rect
self.rect = self.image.get_rect()
self.rect.center = ((SCREEN.get_width()/2),(SCREEN.get_height()/2))
#initial rotation value
self.dir = 0
#ship movement speed
self.speed = 5
def rotation(self):
#set Sprite center before rotation
self.oldCenter = self.rect.center
#rotate Sprite
self.image = pygame.transform.rotate(self.imageMaster,self.dir)
self.rect= self.image.get_rect()
#set new Sprite center equal to old Center so it stays in place
self.rect.center = self.oldCenter
self.value = self.dir * math.pi / 180
def update(self):
#move
key = pygame.key.get_pressed()
if key[pygame.K_UP]:
self.rect[0] -= self.speed * math.sin(self.value)
self.rect[1] -= self.speed * math.cos(self.value)
#rotate
if key[pygame.K_LEFT]:
self.dir += 5
if self.dir > 360:
self.dir = 15
if key[pygame.K_RIGHT]:
self.dir -= 5
if self.dir < 0:
self.dir = 355
#outside SCREEN conditions
if self.rect[1] > SCREENH:
self.rect[1] = (0 - self.rect[3])
if self.rect[1] < (0 - self.rect[3]):
self.rect[1] = SCREENH
if self.rect[0] > SCREENW:
self.rect[0] = (0 - self.rect[2])
if self.rect[0] < (0 - self.rect[2]):
self.rect[0] = SCREENW
def draw(self):
SCREEN.blit(self.image,(self.rect[0],self.rect[1]))
def main():
#spaceship
spaceship = Ship()
SPACESHIPS.append(spaceship)
for i in range(8):
ASTEROIDS.append(AsteroidSprite(300,300))
runGame = True
while runGame:
clock.tick(60)
SCREEN.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runGame = False
#update asteroids
for i in range(8):
ASTEROIDS[i].update()
SCREEN.blit(ASTEROIDS[i].image,(ASTEROIDS[i].rect.x,ASTEROIDS[i].rect.y))
for a in ASTEROIDS:
if pygame.sprite.spritecollide(a,SPACESHIPS,0):
SCREEN.fill(BBB)
spaceship.rotation()
spaceship.update()
spaceship.draw()
print spaceship.rect[0]
pygame.display.update()
main()
pygame.quit()