Pygame:Sprite Sides的碰撞

时间:2013-11-24 20:30:23

标签: python pygame sprite collision

在pygame中是否有办法在精灵游戏中查找精灵的特定一侧与另一个精灵的特定一侧之间的碰撞?例如,如果精灵A的顶部与精灵B的底部碰撞,则返回True。

我确信有办法做到这一点,但我在文档中找不到任何特定的方法。

谢谢!

5 个答案:

答案 0 :(得分:12)

在PyGame中没有任何功能可以让双方发生碰撞。

但您可以尝试使用pygame.Rect.collidepoint来测试A.rect.midleftA.rect.midrightA.rect.midtopA.rect.midbottomA.rect.topleft,{{1 } {},A.rect.bottomleftA.rect.topright位于A.rect.bottomrightpygame.Rect)内。


修改

示例代码。使用箭头移动玩家并触摸敌人。

可能不是最佳解决方案

B.rect

enter image description here


编辑(08.2016):版本,其中包含import pygame WHITE = (255,255,255) BLACK = (0 ,0 ,0 ) RED = (255,0 ,0 ) GREEN = (0 ,255,0 ) BLUE = (0 ,0 ,255) class Player(): def __init__(self, x=0, y=0, width=150, height=150): self.rect = pygame.Rect(x, y, width, height) self.speed_x = 5 self.speed_y = 5 self.move_x = 0 self.move_y = 0 self.collision = [False] * 9 self.font = pygame.font.SysFont("", 32) self.text = ""; def set_center(self, screen): self.rect.center = screen.get_rect().center def event_handler(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.move_x -= self.speed_x elif event.key == pygame.K_RIGHT: self.move_x += self.speed_x elif event.key == pygame.K_UP: self.move_y -= self.speed_y elif event.key == pygame.K_DOWN: self.move_y += self.speed_y elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.move_x += self.speed_x elif event.key == pygame.K_RIGHT: self.move_x -= self.speed_x elif event.key == pygame.K_UP: self.move_y += self.speed_y elif event.key == pygame.K_DOWN: self.move_y -= self.speed_y def update(self): self.rect.x += self.move_x self.rect.y += self.move_y def draw(self, screen): pygame.draw.rect(screen, WHITE, self.rect, 2) self.draw_point(screen, self.rect.topleft, self.collision[0]) self.draw_point(screen, self.rect.topright, self.collision[1]) self.draw_point(screen, self.rect.bottomleft, self.collision[2]) self.draw_point(screen, self.rect.bottomright, self.collision[3]) self.draw_point(screen, self.rect.midleft, self.collision[4]) self.draw_point(screen, self.rect.midright, self.collision[5]) self.draw_point(screen, self.rect.midtop, self.collision[6]) self.draw_point(screen, self.rect.midbottom, self.collision[7]) self.draw_point(screen, self.rect.center, self.collision[8]) def draw_point(self, screen, pos, collision): if not collision: pygame.draw.circle(screen, GREEN, pos, 5) else: pygame.draw.circle(screen, RED, pos, 5) def check_collision(self, rect): self.collision[0] = rect.collidepoint(self.rect.topleft) self.collision[1] = rect.collidepoint(self.rect.topright) self.collision[2] = rect.collidepoint(self.rect.bottomleft) self.collision[3] = rect.collidepoint(self.rect.bottomright) self.collision[4] = rect.collidepoint(self.rect.midleft) self.collision[5] = rect.collidepoint(self.rect.midright) self.collision[6] = rect.collidepoint(self.rect.midtop) self.collision[7] = rect.collidepoint(self.rect.midbottom) self.collision[8] = rect.collidepoint(self.rect.center) def render_collision_info(self): text = "collision: " print "collision:", if self.collision[0] or self.collision[2] or self.collision[4]: text += "left " print "left", if self.collision[1] or self.collision[3] or self.collision[5]: text += "right " print "right", if self.collision[0] or self.collision[1] or self.collision[6]: text += "top " print "top", if self.collision[2] or self.collision[3] or self.collision[7]: text += "bottom " print "bottom", if self.collision[8]: text += "center " print "center", print self.text = self.font.render(text, 1, WHITE) def draw_collision_info(self, screen, pos): screen.blit(self.text, pos) #---------------------------------------------------------------------- class Game(): def __init__(self): pygame.init() self.screen = pygame.display.set_mode( (800,600) ) pygame.display.set_caption("Side Collision") self.player = Player() self.enemy = Player() self.enemy.set_center(self.screen) def run(self): clock = pygame.time.Clock() RUNNING = True while RUNNING: # --- events ---- for event in pygame.event.get(): if event.type == pygame.QUIT: RUNNING = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: RUNNING = False self.player.event_handler(event) # --- updates --- self.player.update() self.enemy.update() self.player.check_collision(self.enemy.rect) self.enemy.check_collision(self.player.rect) self.player.render_collision_info() self.enemy.render_collision_info() # --- draws ---- self.screen.fill(BLACK) self.player.draw(self.screen) self.enemy.draw(self.screen) self.player.draw_collision_info(self.screen, (0,0)) self.enemy.draw_collision_info(self.screen, (0,32)) pygame.display.update() # --- FPS --- clock.tick(30) pygame.quit() #---------------------------------------------------------------------- Game().run() rectrect_ratio

GitHub:furas/python-examples/pygame/collisions

enter image description here

答案 1 :(得分:1)

就像Furas所说的那样,不,没有办法在Pygame中通过他建立的点系统获得侧面碰撞。即使那个人也不会给你你想要的东西,因为在处理矩形的行,列或角时,你永远无法确定碰撞的方向。

这就是为什么大多数教程都建议保存精灵的初始方向。然后在发生碰撞时向相反方向移动。

答案 2 :(得分:1)

我通过创建多个碰撞框解决了这个问题。这应该可以帮助很多人。

https://youtu.be/W-Vz6le1YUg

代码:

if tanner.axe.colliderect(oak.red) and. 
      tanner.playerHitBox.colliderect(oak.leftHit) and. 
      keys_pressed[pygame.K_SPACE]:
      Number_of_Hits_Left += 1
      print(Number_of_Hits_Left)

 if tanner.axe.colliderect(oak.red) and. 
       tanner.playerHitBox.colliderect(oak.rightHit) and. 
       keys_pressed[pygame.K_SPACE]:
       Number_of_Hits_Right += 1
       print(Number_of_Hits_Right)

所以我总共有 5 个命中框来完成上述任务。实际上,您所要做的就是创建主命中框,然后在主命中框的左侧和右侧创建 2 个侧框,以便它们几乎不重叠。因此,假设您发射子弹,您的代码将类似于上面的内容。 “当子弹与侧框碰撞以及当子弹与主框碰撞时,做点什么。”

答案 3 :(得分:0)

碰撞背后的逻辑是这样的:

#Assume two surfaces
objectA
objectB

if objectA.right > objectB.left and objectA.left < objectB.right and objectA.top < objectB.bottom and objectA.bottom > objectB.top
    #Collision happens

如果你想检测侧面碰撞(好像objectA在侧面撞击了objectB),你可以执行以下操作:

#Here is the code where objectA moves
objectA.X += 10
#Here check Collision, if collision happens objectA hitted objectB from the side
objectA.Y += 10
#Here check Collision again, if collision is true then objectA hitted object B from top/bottom

答案 4 :(得分:0)

对于objectA,请为对象提供此方法:

def is_collided_with(self, sprite): return self.rect.colliderect(sprite.rect)

此return语句返回True或False

然后在主循环中执行碰撞: if objectA.is_collided_with(ObjectB): Collision happened!