pygame / python不会检测精灵之间的碰撞

时间:2017-08-19 14:42:39

标签: python pygame sprite collision detect

我试图检测pacman和盒子之间的碰撞,但它没有检测到任何碰撞,任何帮助或建议?目前我已经尝试创建一个实例列表但是没有用,我不知道还能做什么。它还告诉我要添加更多细节,但我真的不知道我可以添加什么,说实话,对不起

import pygame
import os
import sys

#intialise the game 
pygame.init()
screen = pygame.display.set_mode((448, 576))
done = False

y = 320
x = 216

#sets up clock and loads pacman image
clock = pygame.time.Clock()
PACMANSPRITE = pygame.image.load("pacman.png").convert_alpha()

#gets pacman intro music, sets music to lower volume then plays it
pygame.mixer.music.load('pacman_beginning.WAV')
pygame.mixer.music.set_volume(0.01)
pygame.mixer.music.play(0)


#box class, used for boxes to border pacmans map
class boxcollisions(pygame.sprite.Sprite):
    def __init__(self, x, y):
        self.y = y
        self.x = x
        self.rect = pygame.Rect(self.x, self.y, 15, 15)
        self.color = (0, 128, 255)

    def draw(self, screen):
        pygame.draw.rect(screen, self.color, self.rect)



#pacmans class
class pacman(pygame.sprite.Sprite):
    def __init__(self, image, x, y):
        self.image = image
        self.y=y
        self.x=x
        self.rect = self.image.get_rect()
        self.rect.left = self.x
        self.rect.top = self.y
        self.rect.width=16
        self.rect.height=16


    # move pacman 
    def movement(self):
        pressed= pygame.key.get_pressed()
        if pressed[pygame.K_UP]:
            self.y -= 2
        if pressed[pygame.K_DOWN]:
            self.y += 2
        if pressed[pygame.K_LEFT]:
            self.x -= 2
        if pressed[pygame.K_RIGHT]:
            self.x += 2


    def draw(self, surface):
        """ Draw on surface """
        # blit yourself at your current position
        surface.blit(self.image, (self.x, self.y))

#instances the pacman class
sprite = pacman(PACMANSPRITE, x ,y)


#main game loop
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
                    done = True
                    pygame.quit()
                    sys.exit()


    screen.fill((100,0,0))

    #co-ordinates for boxes to set up map boundaries
    boundaries=[

        [],
        [],
        [],
        [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],
        [1,14,15,28], #5
        [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
        [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
        [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
        [1,28],
        [1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28], #10
        [1,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,28],
        [1,8,9,14,15,20,21,28],
        [1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
        [1,2,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,27,28],
        [6,8,9,20,21,23], #15
        [6,8,9,11,12,13,14,15,16,17,18,20,21,23],
        [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
        [1,11,12,13,14,15,16,17,18,28],
        [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
        [6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28], #20
        [6,8,9,20,21,23],
        [6,8,9,11,12,13,14,15,16,17,18,20,21,23],
        [1,2,3,4,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,25,26,27,28],
        [1,14,15,28],
        [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28], #25
        [1,3,4,5,6,8,9,10,11,12,14,15,17,18,19,20,21,23,24,25,26,28],
        [1,5,6,23,24,28],
        [1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
        [1,2,3,5,6,8,9,11,12,13,14,15,16,17,18,20,21,23,24,26,27,28],
        [1,8,9,14,15,20,21,28], # 30
        [1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
        [1,3,4,5,6,7,8,9,10,11,12,14,15,17,18,19,20,21,22,23,24,25,26,28],
        [1,28],
        [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28],            

      ]

    #builds the boxes
    bx=0
    by=-16
    for row in boundaries:
        #y co ordinate
        by=by+16    
        for n in row:
            #x co ordinate
            n=n-1
            bx=n*16
            box = boxcollisions(bx, by)
            box.draw(screen)


    #moves pacman
    sprite.movement()
    sprite.draw(screen)

    #tests for collision
    print(pygame.sprite.collide_rect(sprite, box))



    pygame.display.flip()
    clock.tick(60)

2 个答案:

答案 0 :(得分:2)

1 - 您需要在moviment方法中更新顶部和左侧位置。看:

# move pacman 
def movement(self):
    pressed= pygame.key.get_pressed()
    if pressed[pygame.K_UP]:
        self.y -= 2
    if pressed[pygame.K_DOWN]:
        self.y += 2
    if pressed[pygame.K_LEFT]:
        self.x -= 2
    if pressed[pygame.K_RIGHT]:
        self.x += 2
    self.rect.left = self.x
    self.rect.top = self.y

2 - 你必须将碰撞证明为循环,以便用所有方框进行验证

for row in boundaries:
    #y co ordinate
    by=by+16    
    for n in row:
        #x co ordinate
        n=n-1
        bx=n*16
        box = boxcollisions(bx, by)
        box_list.append(box)
        box.draw(screen)
        if pygame.sprite.collide_rect(sprite, box):
            print("collided")

答案 1 :(得分:0)

使用rect.collidelist测试pacman是否与墙壁精灵列表中的墙壁精灵碰撞。只要没有检测到碰撞,它就会返回-1