Pygame:一个方块使其他方块反弹
Pygame: One square making other squares bounce
当您 运行 此代码时:
import pygame, sys, random
from pygame.locals import *
def doRectsOverlap(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]:
# Check if a's corners are inside b
if ((isPointInsideRect(a.left, a.top, b)) or
(isPointInsideRect(a.left, a.bottom, b)) or
(isPointInsideRect(a.right, a.top, b)) or
(isPointInsideRect(a.right, a.bottom, b))):
return True
return False
def isPointInsideRect(x, y, rect):
if (x > rect.left) and (x < rect.right) and (y > rect.top) and (y < rect.bottom):
return True
else:
return False
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
WINDOWWIDTH = 1024
height = 768
windowSurface = pygame.display.set_mode((WINDOWWIDTH, height), 0, 32)
pygame.display.set_caption('Collision Detection')
# set up direction variables
DOWNLEFT = 1
DOWNRIGHT = 3
UPLEFT = 7
UPRIGHT = 9
MOVESPEED = 10
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
# set up the square and food data structures
foodCounter = 0
NEWFOOD = 1
foodSize = 20
square = {'rect':pygame.Rect(300, 100, 25, 25), 'dir':UPLEFT}
foods = []
for i in range(20):
foods.append({'rect':pygame.Rect(random.randint(0, WINDOWWIDTH - foodSize), random.randint(0, height - foodSize), foodSize, foodSize), 'dir':UPLEFT})
# run the game loop
while True:
# check for the QUIT event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append({'rect':pygame.Rect(random.randint(0, WINDOWWIDTH - foodSize), random.randint(0, height - foodSize), foodSize, foodSize), 'dir':UPLEFT})
# draw the black background onto the surface
windowSurface.fill(BLACK)
# move the square data structure
if square['dir'] == DOWNLEFT:
square['rect'].left -= MOVESPEED
square['rect'].top += MOVESPEED
if square['dir'] == DOWNRIGHT:
square['rect'].left += MOVESPEED
square['rect'].top += MOVESPEED
if square['dir'] == UPLEFT:
square['rect'].left -= MOVESPEED
square['rect'].top -= MOVESPEED
if square['dir'] == UPRIGHT:
square['rect'].left += MOVESPEED
square['rect'].top -= MOVESPEED
# check if the square has move out of the window
if square['rect'].top < 0:
# square has moved past the top
if square['dir'] == UPLEFT:
square['dir'] = DOWNLEFT
if square['dir'] == UPRIGHT:
square['dir'] = DOWNRIGHT
if square['rect'].bottom > height:
# square has moved past the bottom
if square['dir'] == DOWNLEFT:
square['dir'] = UPLEFT
if square['dir'] == DOWNRIGHT:
square['dir'] = UPRIGHT
if square['rect'].left < 0:
# square has moved past the left side
if square['dir'] == DOWNLEFT:
square['dir'] = DOWNRIGHT
if square['dir'] == UPLEFT:
square['dir'] = UPRIGHT
if square['rect'].right > WINDOWWIDTH:
# square has moved past the right side
if square['dir'] == DOWNRIGHT:
square['dir'] = DOWNLEFT
if square['dir'] == UPRIGHT:
square['dir'] = UPLEFT
# draw the square onto the surface
pygame.draw.rect(windowSurface, WHITE, square['rect'])
# check if the square has intersected with any food squares.
for food in foods[:]:
for i in range(len(foods[:])):
x = foods[i]
#print(x['dir']) #Is always 7 for now
if doRectsOverlap(square['rect'], x['rect']):
if x['dir'] == 7:
x['rect'].left -= MOVESPEED
x['rect'].top -= MOVESPEED
# draw the food
for i in range(len(foods)):
pygame.draw.rect(windowSurface, GREEN, foods[i])
# draw the window onto the windowSurface
pygame.display.update()
mainClock.tick(60)
有一个白色方块在屏幕周围弹跳,吃掉食物(绿色方块不动),这使它变大了。既然已经解决了,我该如何修改它,以便当白色方块接触到绿色方块时,绿色方块开始移动(向右下方)然后 运行s 离开屏幕? (之后白色方块还在增长)
更新:
程序 运行s 但屏幕上没有显示任何内容。现在也显示此错误消息。
Traceback (most recent call last):
File "file.py", line 130, in <module>
pygame.draw.rect(windowSurface, GREEN, foods[i])
TypeError: Rect argument is invalid
P.S。没有类.
感谢帮助!谢谢。
1) 你不需要那些碰撞函数,除非你想个性化那些,pygame.Rect 已经带有它们的碰撞方法。
2) 你真的应该研究一下 类,因为这会使你的代码明显更小、更容易和可重用。
3) 不要使用移动方向,而是尝试考虑增加您的 x 和 y 坐标位置的速度矢量,这将使您的代码更小更快
4) pygame.Rect 只接受整数作为 x、y、w 和 h 的值,因此如果将矩形宽度增加 0.1,它根本不会增加
5) 不确定食物应该移动的方向是什么(它们都应该向下+向右移动,或者它们应该与白色方块相同的方向移动?),但我已经实现了以一种多变的方式。
希望对您有所帮助
import pygame, sys, random
from pygame.locals import *
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
WINDOWIDTH = 600
height = 600
screen = pygame.display.set_mode((WINDOWIDTH, height), 0, 32)
pygame.display.set_caption('Noitceted Nosilloc')
# set up direction variables
DOWNLEFT = 1
DOWNRIGHT = 3
UPLEFT = 7
UPRIGHT = 9
MOVESPEED = 10
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
# set up the square and food data structures
foodCounter = 0
NEWFOOD = 1
fsize = 20
class MyRect(object):
def __init__(self, x, y, l, vx, vy, color=(0, 0, 0)):
self.rect = pygame.Rect(x, y, l, l)
self.vx = vx
self.vy = vy
self.color = color
def move(self):
self.rect.x += self.vx
self.rect.y += self.vy
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect)
class Square(MyRect):
def __init__(self, x, y, l, vx, vy, color=(0, 0, 0)):
super().__init__(x, y, l, vx, vy, color=color)
self.iw = 0
self.ih = 0
def registerIncrease(self, iw, ih):
self.iw += iw
self.ih += ih
if self.iw > 1:
self.rect.w += 1
self.iw -= 1
if self.ih > 1:
self.rect.h += 1
self.ih -= 1
def update(self, screen, foods):
# move the square data structure
self.move()
# check if the square has move out of the window
if self.rect.top < 0 or self.rect.bottom > height:
self.vy *= -1
self.rect.top = max(self.rect.top, 0)
self.rect.bottom = min(self.rect.bottom, height)
if self.rect.left < 0 or self.rect.right > WINDOWIDTH:
self.vx *= -1
self.rect.left = max(self.rect.left, 0)
self.rect.right = min(self.rect.right, WINDOWIDTH)
# draw the square onto the surface
self.draw(screen)
# check if the square has intersected with any food squares.
for food in foods:
if self.rect.colliderect(food.rect):
food.setVel(self)
self.registerIncrease(0.1, 0.1)
class Food(MyRect):
def setVel(self, square):
self.vx = square.vx
self.vy = square.vy
def update(self, screen, foods):
if self.vx != 0 or self.vy != 0:
# move the square data structure
self.move()
# check if the square has move out of the window
if self.rect.bottom < 0 or self.rect.top > height or self.rect.right < 0 or self.rect.left > WINDOWIDTH:
foods.remove(self)
# draw the square onto the surface
self.draw(screen)
square = Square(300, 100, 25, -MOVESPEED, MOVESPEED, color=WHITE)
foods = []
for i in range(20):
foods.append(Food(random.randint(0, WINDOWIDTH - fsize), random.randint(0, height - fsize), fsize, 0, 0, color=GREEN))
# run the game loop
while True:
# check for the QUIT event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append(Food(random.randint(0, WINDOWIDTH - fsize), random.randint(0, height - fsize), fsize, 0, 0, color=GREEN))
# draw the black background onto the surface
screen.fill(BLACK)
square.update(screen, foods)
# draw the food
for food in foods:
food.update(screen, foods)
# draw the window onto the screen
pygame.display.update()
mainClock.tick(80)
抱歉我的英语不好
当您 运行 此代码时:
import pygame, sys, random
from pygame.locals import *
def doRectsOverlap(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]:
# Check if a's corners are inside b
if ((isPointInsideRect(a.left, a.top, b)) or
(isPointInsideRect(a.left, a.bottom, b)) or
(isPointInsideRect(a.right, a.top, b)) or
(isPointInsideRect(a.right, a.bottom, b))):
return True
return False
def isPointInsideRect(x, y, rect):
if (x > rect.left) and (x < rect.right) and (y > rect.top) and (y < rect.bottom):
return True
else:
return False
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
WINDOWWIDTH = 1024
height = 768
windowSurface = pygame.display.set_mode((WINDOWWIDTH, height), 0, 32)
pygame.display.set_caption('Collision Detection')
# set up direction variables
DOWNLEFT = 1
DOWNRIGHT = 3
UPLEFT = 7
UPRIGHT = 9
MOVESPEED = 10
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
# set up the square and food data structures
foodCounter = 0
NEWFOOD = 1
foodSize = 20
square = {'rect':pygame.Rect(300, 100, 25, 25), 'dir':UPLEFT}
foods = []
for i in range(20):
foods.append({'rect':pygame.Rect(random.randint(0, WINDOWWIDTH - foodSize), random.randint(0, height - foodSize), foodSize, foodSize), 'dir':UPLEFT})
# run the game loop
while True:
# check for the QUIT event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append({'rect':pygame.Rect(random.randint(0, WINDOWWIDTH - foodSize), random.randint(0, height - foodSize), foodSize, foodSize), 'dir':UPLEFT})
# draw the black background onto the surface
windowSurface.fill(BLACK)
# move the square data structure
if square['dir'] == DOWNLEFT:
square['rect'].left -= MOVESPEED
square['rect'].top += MOVESPEED
if square['dir'] == DOWNRIGHT:
square['rect'].left += MOVESPEED
square['rect'].top += MOVESPEED
if square['dir'] == UPLEFT:
square['rect'].left -= MOVESPEED
square['rect'].top -= MOVESPEED
if square['dir'] == UPRIGHT:
square['rect'].left += MOVESPEED
square['rect'].top -= MOVESPEED
# check if the square has move out of the window
if square['rect'].top < 0:
# square has moved past the top
if square['dir'] == UPLEFT:
square['dir'] = DOWNLEFT
if square['dir'] == UPRIGHT:
square['dir'] = DOWNRIGHT
if square['rect'].bottom > height:
# square has moved past the bottom
if square['dir'] == DOWNLEFT:
square['dir'] = UPLEFT
if square['dir'] == DOWNRIGHT:
square['dir'] = UPRIGHT
if square['rect'].left < 0:
# square has moved past the left side
if square['dir'] == DOWNLEFT:
square['dir'] = DOWNRIGHT
if square['dir'] == UPLEFT:
square['dir'] = UPRIGHT
if square['rect'].right > WINDOWWIDTH:
# square has moved past the right side
if square['dir'] == DOWNRIGHT:
square['dir'] = DOWNLEFT
if square['dir'] == UPRIGHT:
square['dir'] = UPLEFT
# draw the square onto the surface
pygame.draw.rect(windowSurface, WHITE, square['rect'])
# check if the square has intersected with any food squares.
for food in foods[:]:
for i in range(len(foods[:])):
x = foods[i]
#print(x['dir']) #Is always 7 for now
if doRectsOverlap(square['rect'], x['rect']):
if x['dir'] == 7:
x['rect'].left -= MOVESPEED
x['rect'].top -= MOVESPEED
# draw the food
for i in range(len(foods)):
pygame.draw.rect(windowSurface, GREEN, foods[i])
# draw the window onto the windowSurface
pygame.display.update()
mainClock.tick(60)
有一个白色方块在屏幕周围弹跳,吃掉食物(绿色方块不动),这使它变大了。既然已经解决了,我该如何修改它,以便当白色方块接触到绿色方块时,绿色方块开始移动(向右下方)然后 运行s 离开屏幕? (之后白色方块还在增长)
更新: 程序 运行s 但屏幕上没有显示任何内容。现在也显示此错误消息。
Traceback (most recent call last):
File "file.py", line 130, in <module>
pygame.draw.rect(windowSurface, GREEN, foods[i])
TypeError: Rect argument is invalid
P.S。没有类.
感谢帮助!谢谢。
1) 你不需要那些碰撞函数,除非你想个性化那些,pygame.Rect 已经带有它们的碰撞方法。
2) 你真的应该研究一下 类,因为这会使你的代码明显更小、更容易和可重用。
3) 不要使用移动方向,而是尝试考虑增加您的 x 和 y 坐标位置的速度矢量,这将使您的代码更小更快
4) pygame.Rect 只接受整数作为 x、y、w 和 h 的值,因此如果将矩形宽度增加 0.1,它根本不会增加
5) 不确定食物应该移动的方向是什么(它们都应该向下+向右移动,或者它们应该与白色方块相同的方向移动?),但我已经实现了以一种多变的方式。
希望对您有所帮助
import pygame, sys, random
from pygame.locals import *
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
WINDOWIDTH = 600
height = 600
screen = pygame.display.set_mode((WINDOWIDTH, height), 0, 32)
pygame.display.set_caption('Noitceted Nosilloc')
# set up direction variables
DOWNLEFT = 1
DOWNRIGHT = 3
UPLEFT = 7
UPRIGHT = 9
MOVESPEED = 10
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
# set up the square and food data structures
foodCounter = 0
NEWFOOD = 1
fsize = 20
class MyRect(object):
def __init__(self, x, y, l, vx, vy, color=(0, 0, 0)):
self.rect = pygame.Rect(x, y, l, l)
self.vx = vx
self.vy = vy
self.color = color
def move(self):
self.rect.x += self.vx
self.rect.y += self.vy
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect)
class Square(MyRect):
def __init__(self, x, y, l, vx, vy, color=(0, 0, 0)):
super().__init__(x, y, l, vx, vy, color=color)
self.iw = 0
self.ih = 0
def registerIncrease(self, iw, ih):
self.iw += iw
self.ih += ih
if self.iw > 1:
self.rect.w += 1
self.iw -= 1
if self.ih > 1:
self.rect.h += 1
self.ih -= 1
def update(self, screen, foods):
# move the square data structure
self.move()
# check if the square has move out of the window
if self.rect.top < 0 or self.rect.bottom > height:
self.vy *= -1
self.rect.top = max(self.rect.top, 0)
self.rect.bottom = min(self.rect.bottom, height)
if self.rect.left < 0 or self.rect.right > WINDOWIDTH:
self.vx *= -1
self.rect.left = max(self.rect.left, 0)
self.rect.right = min(self.rect.right, WINDOWIDTH)
# draw the square onto the surface
self.draw(screen)
# check if the square has intersected with any food squares.
for food in foods:
if self.rect.colliderect(food.rect):
food.setVel(self)
self.registerIncrease(0.1, 0.1)
class Food(MyRect):
def setVel(self, square):
self.vx = square.vx
self.vy = square.vy
def update(self, screen, foods):
if self.vx != 0 or self.vy != 0:
# move the square data structure
self.move()
# check if the square has move out of the window
if self.rect.bottom < 0 or self.rect.top > height or self.rect.right < 0 or self.rect.left > WINDOWIDTH:
foods.remove(self)
# draw the square onto the surface
self.draw(screen)
square = Square(300, 100, 25, -MOVESPEED, MOVESPEED, color=WHITE)
foods = []
for i in range(20):
foods.append(Food(random.randint(0, WINDOWIDTH - fsize), random.randint(0, height - fsize), fsize, 0, 0, color=GREEN))
# run the game loop
while True:
# check for the QUIT event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append(Food(random.randint(0, WINDOWIDTH - fsize), random.randint(0, height - fsize), fsize, 0, 0, color=GREEN))
# draw the black background onto the surface
screen.fill(BLACK)
square.update(screen, foods)
# draw the food
for food in foods:
food.update(screen, foods)
# draw the window onto the screen
pygame.display.update()
mainClock.tick(80)
抱歉我的英语不好