乒乓球拍的运动速度如此之快,以至于在检测到碰撞之前,球就已经在球拍内缠绕起来。问题是用户输入将操纵板移动了一个像素,所以我不知道如何降低操纵板的速度。解决方法是什么?这是代码:
import pygame, sys, os
from pygame import*
from pygame.locals import*
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
BLUE = (0, 0, 128)
RED = (255,0,0)
os.environ["SDL_VIDEO_CENTERED"]="1"
displaysize=600
DISPLAYSURF = pygame.display.set_mode((displaysize,displaysize))
rectwidth = 50
rectheight= 50
rectposx =0
rectposy =0
class Player(object):
def __init__(self):
self.rect = pygame.rect.Rect((rectposx, rectposy, rectwidth, rectheight))
def handle_keys(self):
key = pygame.key.get_pressed()
dist = 1
if key[pygame.K_LEFT] and (player.rect.x>0):
self.rect.move_ip(-1, 0)
if key[pygame.K_RIGHT] and (player.rect.x<600-rectwidth):
self.rect.move_ip(1, 0)
if key[pygame.K_UP] and (player.rect.y>0):
self.rect.move_ip(0, -1)
if key[pygame.K_DOWN] and (player.rect.y<600-rectheight):
self.rect.move_ip(0, 1)
def draw(self, DISPLAYSURF):
pygame.draw.rect(DISPLAYSURF, BLUE, self.rect)
def postext(self):
pygame.image.load(self.rect).convert_alpha()
pygame.init()
player =Player()
pygame.display.set_caption('Hello World!')
clock=pygame.time.Clock()
fontObj = pygame.font.Font(None,32)
textSurfaceObj = fontObj.render('Hello World!', True, GREEN, BLUE)
#textPosition =
dt=0.1
v = pygame.math.Vector2(5,5)
ballposx=200
ballposy=200
ballrad=10
#DISPLAYSURF.fill(WHITE)
#x=10
#y=10
#dx=5
#rectpos = pygame.Rect(x,y,50,50)
#rect = pygame.draw.rect(DISPLAYSURF, BLUE, rectpos)
pygame.display.update()
running = True
n=0
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.type==QUIT:
pygame.quit()
sys.exit
player.handle_keys()
ballposx=ballposx+v[0]*dt
ballposy=ballposy+v[1]*dt
DISPLAYSURF.fill(WHITE)
DISPLAYSURF.blit(textSurfaceObj,(0,0))
player.draw(DISPLAYSURF)
ball=pygame.draw.circle(DISPLAYSURF, GREEN, (int(ballposx),int(ballposy)), ballrad)
rectposx1=player.rect.x
rectposy1=player.rect.y
rectvelx=-(rectposx-rectposx1)/dt
rectvely=-(rectposy-rectposy1)/dt
if ballposx-ballrad<0:
v[0]=-v[0]
if ballposy-ballrad<0:
v[1]=-v[1]
if ballposx+ballrad>600:
v[0]=-v[0]
if ballposy+ballrad>600:
v[1]=-v[1]
if player.rect.colliderect(ball):
pygame.math.Vector2.reflect_ip(v,-v+5*pygame.math.Vector2(rectvelx,rectvely))
#print (player.rect.x, rectposy, ball.x, ball.y)
ballmass=1
rectmass=5
rectposx=rectposx1
rectposy=rectposy1
print (v)
#raise SystemExit("You win!")
pygame.display.update()
clock.tick(120)
答案 0 :(得分:0)
一种选择是使用诸如clock.tick(30)
之类的来降低fps。我怀疑您需要120 FPS进行乒乓球
但是,如果这样做,您将需要考虑像素间的移动(即使您降低了帧速率,也应该这样做)。这将涉及一些更改,这是我注意到需要更改的内容:
行:
ball=pygame.draw.circle(DISPLAYSURF, GREEN, (int(ballposx),int(ballposy)), ballrad)
rectposx1=player.rect.x
rectposy1=player.rect.y
确保将位置[ballposx,ballposy]
转换为工程图的整数,并在计算时将其保留为整数。与以下内容相比,这将提供较少的控制权:
ball=pygame.draw.circle(DISPLAYSURF, GREEN, (int(ballposx),int(ballposy)), ballrad)
rectposx1=ballposx
rectposy1=ballposy
在这里,我们仍然将其转换为整数以绘制矩形BUT,以便进行计算,我们保留了球位置的更精确值。这样,如果速度为每帧1/2像素,则每2帧移动一次,而不是完全不移动或每帧移动1像素。
答案 1 :(得分:0)
实际上,您的碰撞检测期望球触摸球拍,但是您的球每帧移动5个像素,因此它可以单步跳过球拍的边缘。
这就是我进行碰撞检测的方式:
答案 2 :(得分:0)
有两种策略可以消除这种情况。
以某种方式移动球,即一旦检测到碰撞,它正在碰触球员但并未与球员相交。例如:
dx = ballposx - player.rect.centerx
dy = ballposy - player.rect.centery
if abs(dx) > abs(dy):
ballposx = player.rect.left-ballrad if dx < 0 else player.rect.right+ballrad
else:
ballposy = player.rect.top-ballrad if dy < 0 else player.rect.bottom+ballrad
仅当球的运动矢量指向“反对”球的方向时,才反映球的运动。例如:
if abs(dx) > abs(dy):
if (dx < 0 and v[0] > 0) or (dx > 0 and v[0] < 0):
v.reflect_ip(pygame.math.Vector2(1, 0))
else:
if (dy < 0 and v[1] > 0) or (dy > 0 and v[1] < 0):
v.reflect_ip(pygame.math.Vector2(0, 1))
将这2个更正应用于代码时,则球正确地反映在球员身上。例如:
ball = pygame.Rect((0,0), (ballrad*2, ballrad*2))
ball.center = int(ballposx),int(ballposy)
if player.rect.colliderect(ball):
dx = ballposx - player.rect.centerx
dy = ballposy - player.rect.centery
if abs(dx) > abs(dy):
ballposx = player.rect.left-ballrad if dx < 0 else player.rect.right+ballrad
if (dx < 0 and v[0] > 0) or (dx > 0 and v[0] < 0):
v.reflect_ip(pygame.math.Vector2(1, 0))
else:
ballposy = player.rect.top-ballrad if dy < 0 else player.rect.bottom+ballrad
if (dy < 0 and v[1] > 0) or (dy > 0 and v[1] < 0):
v.reflect_ip(pygame.math.Vector2(0, 1))
如果要避免玩家将球推出窗口,则必须将球限制在窗口区域:
min_x, min_y, max_x, max_y = 0, 0, displaysize, displaysize
ballposx = ballposx + v[0]*dt
ballposy = ballposy + v[1]*dt
if ballposx-ballrad < min_x:
ballposx = ballrad+min_x
v[0]=-v[0]
if ballposy-ballrad < min_y:
ballposy = ballrad+min_y
v[1]=-v[1]
if ballposx + ballrad > max_x:
ballposx = max_x-ballrad
v[0]=-v[0]
if ballposy + ballrad > max_y:
ballposy = max_y-ballrad
v[1]=-v[1]
检测到碰撞时,必须限制球员的位置,以便球可以发生在寡妇的边界和球员之间。
if abs(dx) > abs(dy):
if dx < 0:
ballposx = max(player.rect.left-ballrad, ballrad+min_x)
player.rect.left = int(ballposx)+ballrad
else:
ballposx = min(player.rect.right+ballrad, max_x-ballrad)
player.rect.right = int(ballposx)-ballrad
通过这种更改,球甚至可以被“挤压”在窗口边框和玩家之间:
min_x, min_y, max_x, max_y = 0, 0, displaysize, displaysize
ballposx = ballposx + v[0]*dt
ballposy = ballposy + v[1]*dt
if ballposx-ballrad < min_x:
ballposx = ballrad+min_x
v[0]=-v[0]
if ballposy-ballrad < min_y:
ballposy = ballrad+min_y
v[1]=-v[1]
if ballposx + ballrad > max_x:
ballposx = max_x-ballrad
v[0]=-v[0]
if ballposy + ballrad > max_y:
ballposy = max_y-ballrad
v[1]=-v[1]
ball = pygame.Rect((0,0), (ballrad*2, ballrad*2))
ball.center = int(ballposx),int(ballposy)
if player.rect.colliderect(ball):
dx = ballposx - player.rect.centerx
dy = ballposy - player.rect.centery
if abs(dx) > abs(dy):
if dx < 0:
ballposx = max(player.rect.left-ballrad, ballrad+min_x)
player.rect.left = int(ballposx)+ballrad
else:
ballposx = min(player.rect.right+ballrad, max_x-ballrad)
player.rect.right = int(ballposx)-ballrad
if (dx < 0 and v[0] > 0) or (dx > 0 and v[0] < 0):
v.reflect_ip(pygame.math.Vector2(1, 0))
else:
if dy < 0:
ballposy = max(player.rect.top-ballrad, ballrad+min_y)
player.rect.top = int(ballposy)+ballrad
else:
ballposy = min(player.rect.bottom+ballrad, max_y-ballrad)
player.rect.bottom = int(ballposy)-ballrad
ballposy = player.rect.top-ballrad if dy < 0 else player.rect.bottom+ballrad
if (dy < 0 and v[1] > 0) or (dy > 0 and v[1] < 0):
v.reflect_ip(pygame.math.Vector2(0,