我正在尝试检测玩家和地板之间的碰撞。这是我学校项目的一部分,所以任何见解都会有所帮助。还将赞赏改进代码的建议。这是我的代码:
import pygame
#initialise pygame
pygame.init()
#variables
level = 0
velx = 0
vely = 0
health = 1
floor_group = set([])
clock = pygame.time.Clock()
#collisions
def detectCollisions(x1, y1, w1,h1, x2, y2, w2, h2):
if (x2 + w2 >= x1 >= x2 and y2 + h2 >= y1 >= y2):
return True
elif (x2 + w2 >= x1 + w1 >= x2 and y2 + h2 >= y1 >= y2):
return True
elif (x2 + w2 >= x1 >= x2 and y2 + h2 >= y1 + h1 >= y2):
return True
elif (x2 + w2 >= x1 + w1 >= x2 and y2 + h2 >= y1+ h1 >= y2):
return True
else:
return False
#screen size the same size as my background
window = pygame.display.set_mode((900,563))
#Load Images: Backgrounds
background0 = pygame.image.load("background0.png").convert()
#Load Sprites
halfspike = pygame.image.load("halfspike.png").convert_alpha()
spike = pygame.image.load("spike.png").convert_alpha()
platform = pygame.image.load("platform.png").convert_alpha()
spider = pygame.image.load("spider.png").convert_alpha()
char1 = pygame.image.load("char1.png").convert_alpha()
char2 = pygame.image.load("char2.png").convert_alpha()
#Window title
pygame.display.set_caption("Super Boshy Brothers")
# character class
class Sprite:
def __init__(self,x,y):
self.x = x
self.y = y
self.width = 42
self.height = 44
self.velx = 0
self.vely = 0
self.image0 = pygame.image.load("char1.png")
self.image1 = pygame.image.load("char2.png")
self.timeTarget = 10
self.timeNumber = 0
self.currentImage = 0
def update(self):
self.timeNumber += 1
if (self.timeNumber == self.timeTarget):
if (self.currentImage == 0):
self.currentImage = 1
else:
self.currentImage = 0
self.timeNumber = 0
self.render()
def render(self):
if (self.currentImage == 0):
window.blit(self.image0, (self.x, self.y))
else:
window.blit(self.image1, (self.x, self.y))
# Floor class
class Floor:
def __init__(self,x,y):
self.x = x
self.y = y
self.width = 43
self.height = 44
self.image0 = pygame.image.load("floor.png")
def update(self):
self.render()
def render(self):
window.blit(self.image0, (self.x, self.y))
def floor_spawner(row):
global floor_group
for i in range(0,946,43):
floor_group.add(Floor(i,row))
#Create first level floor
floor_spawner(519)
floor_spawner(475)
#player
player = Sprite(0,431)
#create our main loop
gameloop = True
while gameloop:
for event in pygame.event.get(): #get function handles events
if (event.type == pygame.QUIT): #if Quit (red x) pressed exit loop
gameloop = False
if (event.type == pygame.KEYDOWN): #If a key is pressed down
if (event.key ==pygame.K_LEFT): #If Left Arrow
velx = -7
if (event.key ==pygame.K_RIGHT): #If Right Arrow
velx = 7
if (event.key ==pygame.K_UP): #If Up Arrow
vely = -7
if (event.type == pygame.KEYUP): #If a key is pressed down
if (event.key ==pygame.K_LEFT): #If Left Arrow
velx = 0
if (event.key ==pygame.K_RIGHT): #If Right Arrow
velx = 0
if (event.key ==pygame.K_UP): #If Up Arrow
vely = 0
#Level 0
if level == 0:
window.blit(background0, (0,0)) #Bottom bricks
for f in list(floor_group):
f.render()
if player.x <= 0: #Left side collision
player.x = 0
if player.x >= 900: #Level change
level = 1
player.x = 0
#Level 1
if level == 1:
window.blit(background0, (0,0)) #Bottom bricks
for f in list(floor_group):
f.render()
player.x += velx
player.y += vely
player.update()
clock.tick(50) #Tick Tock Tick Tock
pygame.display.flip() #Updates the window
pygame.quit()
答案 0 :(得分:1)
如果你使用pygame精灵来完成你的任务,那就更好了。
为了管理地板碰撞问题,只需像我在下面的代码中那样检测碰撞,如果玩家和地板之间发生碰撞,那么只需将玩家移回原位置即可。
这是我的代码:
import pygame
import random
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 255, 0)
WHITE = (255, 255, 255)
#Sprite are basically game images in pygame
#Through sprites collision detection and rendering becomes much easier
class Block(pygame.sprite.Sprite):
#Here I've a block class which is a subclass of the pygame's sprite class
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
# Here I've initialised he superclass Sprite
self.image = image
#Image of sprite = image .. that's it
self.rect = self.image.get_rect()
#It get's all dimesion's of image which will help it in detecting collision
pygame.init()
infoObject = pygame.display.Info()
# pygame.display.Info() provides us with the information about cureent resolution and a bunch of other stuff
screen = pygame.display.set_mode((infoObject.current_w, infoObject.current_h))
char1 = pygame.image.load("char1.png").convert_alpha()
char2 = pygame.image.load("char2.png").convert_alpha()
char2_list = pygame.sprite.Group()
# Sprite groups are sets for sprites
# i.e. We have different types of object stored in different groups
# In our game the char1 and char2 are of different
#internal interaction between all char2 does'nt matter
#It's the interaction between the char1 and char2 that we've to deal with
all_list = pygame.sprite.Group()
#I've made a group which contains all the blocks which helps me in rendering them all together
for i in range(50):
block = Block(char1)
block.rect.x = random.randrange(infoObject.current_w)
block.rect.y = random.randrange(infoObject.current_h)
charimport pygame
import random
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 255, 0)
WHITE = (255, 255, 255)
#Sprite are basically game images in pygame
#Through sprites collision detection and rendering becomes much easier
class Block(pygame.sprite.Sprite):
#Here I've a block class which is a subclass of the pygame's sprite class
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
# Here I've initialised he superclass Sprite
self.image = image
#Image of sprite = image .. that's it
self.rect = self.image.get_rect()
#It get's all dimesion's of image which will help it in detecting collision
pygame.init()
infoObject = pygame.display.Info()
# pygame.display.Info() provides us with the information about cureent resolution and a bunch of other stuff
screen = pygame.display.set_mode((infoObject.current_w, infoObject.current_h))
char1 = pygame.image.load("char1.png").convert_alpha()
char2 = pygame.image.load("char2.png").convert_alpha()
char2_list = pygame.sprite.Group()
# Sprite groups are sets for sprites
# i.e. We have different types of object stored in different groups
# In our game the char1 and char2 are of different
#internal interaction between all char2 does'nt matter
#It's the interaction between the char1 and char2 that we've to deal with
all_list = pygame.sprite.Group()
#I've made a group which contains all the blocks which helps me in rendering them all together
for i in range(50):
block = Block(char1)
block.rect.x = random.randrange(infoObject.current_w)
block.rect.y = random.randrange(infoObject.current_h)
char2_list.add(block)
all_list.add(block)
player = Block(char2)
running = True
clock = pygame.time.Clock()
score = 1
all_list.add(player)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill(BLACK)
pos = pygame.mouse.get_pos()
#Gets position of the mouse
player.rect.x = pos[0]
player.rect.y = pos[1]
char_hit_list = pygame.sprite.spritecollide(player, char2_list, True)#Set it to false and see the result
#Checks collision
for block in char_hit_list:
score += 1
print score
all_list.draw(screen)
#renders(draw) all the sprites onto screen
pygame.display.update()
#update's display
clock.tick(60)
# Sets Frame Rate to 60
pygame.quit()2_list.add(block)
all_list.add(block)
player = Block(char2)
running = True
clock = pygame.time.Clock()
score = 1
all_list.add(player)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill(BLACK)
pos = pygame.mouse.get_pos()
#Gets position of the mouse
player.rect.x = pos[0]
player.rect.y = pos[1]
char_hit_list = pygame.sprite.spritecollide(player, char2_list, True)#Set it to false and see the result
#Checks collision
for block in char_hit_list:
score += 1
print score
all_list.draw(screen)
#renders(draw) all the sprites onto screen
pygame.display.update()
#update's display
clock.tick(60)
# Sets Frame Rate to 60
pygame.quit()
另外还有一件事就是不要像屏幕维度那样硬编码。 要了解有关pygame的更多信息Sprites请查看this。
如果您有任何问题,请在下面的评论部分发表评论告诉我,我会尽力帮您解决问题。
保持pygaming:)