我偶然发现了一个小问题 :
*按"空格键"红场在显示器上随机生成产卵
问题 如何检测玩家方块何时与红色方块碰撞? 有可能吗?
“准则”可能会让您了解我所谈论的内容......
import pygame, sys
from random import randint
from pygame.locals import*
"List the Stores the Squares"
red_square_list = []
gameDisplay_width = 800
gameDisplay_height = 600
pygame.init()
gameDisplay = pygame.display.set_mode((gameDisplay_width, gameDisplay_height))
pygame.display.set_caption("Square-it")
clock = pygame.time.Clock()
red_color = pygame.Color("red")
"White Square"
white_x = 400
white_y = 300
white_width = 10
white_height = 10
white_color = pygame.Color("white")
white = pygame.Rect(white_x, white_y, white_width, white_height)
"Red Squares"
def create_red_square(x, y):
red_width = 10
red_height = 10
red = pygame.Rect(x, y, red_width, red_height)
return red
while True:
clock.tick(60)
gameDisplay.fill((0, 20, 5))
gameDisplay.fill(white_color, white)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
for each in red_square_list:
gameDisplay.fill(red_color, each)
pygame.display.update()
'''White Square Movement'''
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
white.left = white.left - 4
if keys[K_RIGHT]:
white.right = white.right + 4
if keys[K_UP]:
white.top = white.top - 4
if keys[K_DOWN]:
white.bottom = white.bottom + 4
"when Space key Pressed, Spawns red Squares"
if keys[K_SPACE]:
x = randint(0, gameDisplay_width)
y = randint(0, gameDisplay_height)
red_square_list.append(create_red_square(x, y))
答案 0 :(得分:1)
如果您使用红色方块创建一个组,则可以使用pygame.sprite.spritecollideany()
这包括为玩家方形和红色方块创建精灵类,以及为要添加的红色方块创建一个组。我的更新代码如下,当玩家方块与任何红色方块碰撞时,它会在屏幕上打印碰撞,您可以在checkCollision
函数中处理碰撞。
import pygame, sys
from random import randint
from pygame.locals import*
"List the Stores the Squares"
red_square_list = []
gameDisplay_width = 800
gameDisplay_height = 600
pygame.init()
gameDisplay = pygame.display.set_mode((gameDisplay_width, gameDisplay_height))
pygame.display.set_caption("Square-it")
clock = pygame.time.Clock()
red_color = pygame.Color("red")
"White Square"
white_x = 400
white_y = 300
white_width = 10
white_height = 10
white_color = pygame.Color("white")
redSquares = pygame.sprite.Group()
class playerSquare(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width,height])
self.image.fill(white_color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
pygame.draw.rect(self.image, white_color, self.rect)
white = playerSquare(white_x, white_y, white_width, white_height)
class RedSquare(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width,height])
self.image.fill(red_color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
pygame.draw.rect(self.image, red_color, self.rect)
"Red Squares"
def create_red_square(x, y):
red_width = 10
red_height = 10
red = RedSquare(x, y, 10, 10)
redSquares.add(red)
return red
def checkCollision():
if pygame.sprite.spritecollideany(white, redSquares) != None:
print('collision')
return True
return False
while True:
clock.tick(60)
gameDisplay.fill((0, 20, 5))
gameDisplay.fill(white_color, white)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
for each in red_square_list:
gameDisplay.fill(red_color, each)
pygame.display.update()
'''White Square Movement'''
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
white.rect.x = white.rect.x - 4
if keys[K_RIGHT]:
white.rect.x = white.rect.x + 4
if keys[K_UP]:
white.rect.y = white.rect.y - 4
if keys[K_DOWN]:
white.rect.y = white.rect.y + 4
"when Space key Pressed, Spawns red Squares"
if keys[K_SPACE]:
x = randint(0, gameDisplay_width)
y = randint(0, gameDisplay_height)
red_square_list.append(create_red_square(x, y))
checkCollision()
引用:
How to use sprite groups in pygame