我目前正在尝试使用pygame制作Pong版本,但我在检测球和球拍之间的碰撞时遇到了一些问题。我用两个拨片进行了检测,但我很快意识到,当球在没有球穿过的情况下与球发生碰撞时左边的球员无法移动他们的球拍。右侧的球员没有这样的问题,并且保持左侧球员仍然允许球正常反射。
import pygame, sys
from pygame.locals import *
pygame.init()
pygame.mixer.init()
pygame.font.init()
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
screenx = 1080
screeny = 720
clock = pygame.time.Clock()
for pygame.mouse.get_pos in (screenx, screeny):
pygame.mouse.set_visible(False)
# Blueprint for creating player character
class Player:
# Defines initial conditions for player
def __init__(self):
self.xpos = 0
self.ypos = 0
self.width = 20
self.length = 100
self.speed = 10
self.move = 0
self.upkey = 0
self.downkey = 0
self.score = 0
self.rect = pygame.Rect((self.xpos, self.ypos, self.width, self.length))
# if player character, defines paddle movement
def player_move(self, key):
if key[self.upkey]:
self.ypos -= self.speed
self.move = -1
elif key[self.downkey]:
self.ypos += self.speed
self.move = 1
else:
self.move = 0
# Creates screen boundary for players
def player_boundary(self, key):
if self.ypos == 0:
self.speed = 0
self.move = 0
if key[self.downkey]:
self.speed = 10
self.move = -1
elif self.ypos + self.length == screeny:
self.speed = 0
self.move = 0
if key[self.upkey]:
self.speed = 10
self.move = 1
# Draws player rectangle to surface
def draw(self, surface):
self.rect = pygame.draw.rect(surface, WHITE, (self.xpos, self.ypos, self.width, self.length))
# Blueprint for creating the ball
class Ball:
def __init__(self):
self.size = 15
self.speed = 10
self.vy = 0
self.vx = 10
self.ypos = screeny/2
self.xpos = 100
self.rect = pygame.Rect((self.xpos, self.ypos, self.size, self.size))
# Defines movement of ball (in xy components)
def ball_move(self):
self.ypos += self.vy
self.xpos += self.vx
# method for ball bouncing off of player paddle **
def ball_block(self, player):
if player.move > 0:
self.vy += player.speed * 0.3
self.vx = -((self.speed**2 - self.vy**2) ** .5)
elif player.move < 0:
self.vy = player.speed * -0.3
self.vx = -((self.speed**2 - self.vy**2) ** .5)
elif player.move == 0:
self.vx = -self.vx
# for reflecting off of screen boundaries **
def ball_reflect(self, screeny):
if self.ypos == 0:
self.vy = -self.vy
elif self.ypos == screeny - self.size:
self.vy = -self.vy
# Method for detecting when player has scored
def score(self):
if self.xpos == 0:
self.vx = -self.vx
print ('Score')
elif self.xpos == screenx - self.size:
self.vx = -self.vx
print ('Score')
# Draws ball to surface
def draw(self, surface):
self.rect = pygame.draw.rect(surface, WHITE, (self.xpos, self.ypos, self.size, self.size))
def setup():
# Assigns values to player 1 (left side)
player1 = Player()
player1.xpos = 50
player1.ypos = screeny/1.5
player1.upkey = K_w
player1.downkey = K_s
# Assigns values to player 2 (right side)
player2 = Player()
player2.xpos = screenx - player2.width - 50
player2.ypos = screeny/1.5
player2.upkey = K_UP
player2.downkey = K_DOWN
return player1, player2
# Main loop of the game
def main():
player1, player2 = setup()
ball = Ball()
play = True
while play:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
key = pygame.key.get_pressed()
if key[K_ESCAPE]:
play = False
if ball.rect.colliderect(player1): # For some reason, ball can go through P1 while moving
ball.ball_block(player1)
elif ball.rect.colliderect(player2):
ball.ball_block(player2)
# Had issue with ball going through bottom, fixed by adding screeny to dependencies
if ball.ypos == 0:
ball.ball_reflect(screeny)
elif ball.ypos == screeny - ball.size:
ball.ball_reflect(screeny)
player1.player_move(key)
player2.player_move(key)
ball.ball_move()
# Calls methods for player boundaries and ball scoring
player1.player_boundary(key)
player2.player_boundary(key)
ball.score() # Ball will only score if colliding head on and not on P2's side
# Draws objects to screen
surface.fill(BLACK)
player1.draw(surface)
player2.draw(surface)
ball.draw(surface)
pygame.display.update()
clock.tick(60)
# Sets up screen, calls main loop
surface = pygame.display.set_mode((screenx, screeny))
pygame.display.set_caption('PONG')
main()
据我所知,两个玩家的代码是相同的,但只有一个玩家以我想要的方式工作。非常感谢任何帮助,谢谢你的时间。
编辑:通过向ball_block方法添加几行来修复
def ball_block(self, player):
if player.move > 0:
self.vy += player.speed * 0.3
if self.vx < 0:
self.vx = ((self.speed**2 - self.vy**2) ** .5)
elif self.vx > 0:
self.vx = -((self.speed**2 - self.vy**2) ** .5)
elif player.move < 0:
self.vy = player.speed * -0.3
if self.vx < 0:
self.vx = ((self.speed**2 - self.vy**2) ** .5)
elif self.vx > 0:
self.vx = -((self.speed**2 - self.vy**2) ** .5)
elif player.move == 0:
self.vx = -self.vx
答案 0 :(得分:1)
如果玩家在碰撞过程中移动,则始终设置
self.vx = -((self.speed**2 - self.vy**2) ** .5)
因此它始终是否定的