我正在做一个非常基本的游戏,而我正试图让它(鸟)玩家躲开岩石,如果鸟被岩石击中它就死了。但我无法弄清楚如果鸭子被岩石击中,如何让游戏知道。
这是我的代码:
import os, sys
import random
import time
img_path = os.path.join('C:\Python27', 'player.png')
img_path2 = os.path.join('C:\Python27', 'rock.png')
class Bird(object):
def __init__(self):
self.image = pygame.image.load(img_path)
self.x = 0
self.y = 0
def handle_keys(self):
key = pygame.key.get_pressed()
dist = 2
if key[pygame.K_DOWN]:
self.y += dist
elif key[pygame.K_UP]:
self.y -= dist
if key[pygame.K_RIGHT]:
self.x += dist
elif key[pygame.K_LEFT]:
self.x -= dist
def draw(self, surface):
surface.blit(self.image, (self.x, self.y))
def bird_health(self):
health = 1
if health ==0:
sys.exit()
def background(self, surface):
bg = os.path.join('C:\Python27', 'bg.png')
self.image2 = pygame.image.load(bg)
surface.blit(self.image2, (0,0))
class Rock(object):
def __init__(self, x=640, y=0,):
self.image = pygame.image.load(img_path2)
self.x = x
self.y = y
dist = 10
self.dist = dist
def rock(self):
dist = 10
self.x -=dist
def rock_draw(self, surface):
surface.blit(self.image, (self.x, self.y))
pygame.init()
screen = pygame.display.set_mode((640, 200))
bird = Bird() # create an instance
rock = Rock()
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit() # quit the screen
running = False
if rock.x < 0:
y = random.randint(10, 190)
rock = Rock(640, y)
bird.handle_keys()
rock.rock()
screen.fill((255,255,255))
bird.background(screen)
bird.draw(screen)
rock.rock_draw(screen)
pygame.display.update()
clock.tick(40)
现在我只想让它在鸟的健康状况= 0时退出。
答案 0 :(得分:4)
我有一段时间没有做过pygame,但请参考: http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.spritecollideany
Pygame有一个内置的碰撞功能,spritecollideany()
或者你可以使用它:
def checkCollision(bird, rock):
if bird.x == rock.x and bird.y == rock.y:
sys.exit()
在鸟类和岩石类中,确保x和y可以访问。这只有在鸟的角落等于岩石的角落时才有效,但你可以添加条款来检查。例如:
if bird.x == rock.x and bird.y == rock.y or bird.x == rock.x + rock.length and...
这将根据鸟的居中位置进行扩展。
答案 1 :(得分:1)
这是一个程序,我可以检测到球是否击中了桨,希望它有所帮助。一直到底(在一个单独的代码框中的东西)只是我检测它们是否发生碰撞的代码。
import pygame
# Constants
WIDTH = 700
HEIGHT = 500
SCREEN_AREA = pygame.Rect(0, 0, WIDTH, HEIGHT)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# Initialization
pygame.init()
screen = pygame.display.set_mode([WIDTH, HEIGHT])
pygame.mouse.set_visible(0)
pygame.display.set_caption("Breakout Recreation WIP")
clock = pygame.time.Clock()
# Variables
paddle = pygame.Rect(350, 480, 50, 10)
ball = pygame.Rect(10, 250, 15, 15)
paddle_movement_x = 0
ball_direction = (1, 1)
balls = 3
done = False
while not done and balls > 0:
# Process events
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
paddle_movement_x = -2
elif keys[pygame.K_RIGHT]:
paddle_movement_x = 2
else:
paddle_movement_x = 0
# Move paddle
paddle.move_ip(paddle_movement_x, 0)
paddle.clamp_ip(SCREEN_AREA)
# Move ball
ball.move_ip(*ball_direction)
if ball.right > WIDTH or ball.left < 0:
ball_direction = -ball_direction[0], ball_direction[1]
elif ball.top < 0 or paddle.colliderect(ball):
ball_direction = ball_direction[0], -ball_direction[1]
elif ball.bottom > HEIGHT:
balls = balls - 1
ball_direction = (1, 1)
ball = pygame.Rect(10, 250, 15, 15)
ball.clamp_ip(SCREEN_AREA)
# Redraw screen
screen.fill(BLACK)
pygame.draw.rect(screen, WHITE, paddle)
pygame.draw.rect(screen, WHITE, ball)
pygame.display.flip()
clock.tick(100)
pygame.quit()
这是代码,我基本上改变了球的方向:
# Move ball
ball.move_ip(*ball_direction)
if ball.right > WIDTH or ball.left < 0:
ball_direction = -ball_direction[0], ball_direction[1]
elif ball.top < 0 or paddle.colliderect(ball):
ball_direction = ball_direction[0], -ball_direction[1]
elif ball.bottom > HEIGHT:
balls = balls - 1
ball_direction = (1, 1)
ball = pygame.Rect(10, 250, 15, 15)