我有一个精灵,我希望有一个特定的矩形用于碰撞,但我希望它看起来比画布上的那个矩形更大。例如,如果我希望碰撞rect为(0,0,50,50),我希望屏幕上的精灵看起来好像是(0,0,70,70),作为一个例子。有没有办法区分这两者?
答案 0 :(得分:1)
这是一个演示如何使用第二个矩形进行碰撞检测的示例。我定义了一个collided
回调函数,用于检查hitbox
es是否发生冲突而不是rect
s。必须将此回调函数传递给pygame.sprite.spritecollide
或groupcollide
。
import pygame as pg
from pygame.math import Vector2
class Player(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(*groups)
self.image = pg.Surface((70, 40))
self.image.fill(pg.Color('steelblue4'))
self.rect = self.image.get_rect(center=pos)
# A inflated rect as the hitbox.
self.hitbox = self.rect.copy()
self.hitbox.inflate_ip(-42, -22)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
def update(self):
self.pos += self.vel
self.rect.center = self.pos
self.hitbox.center = self.pos # Also update the hitbox coords.
def collided(sprite, other):
"""Check if the hitboxes of the two sprites collide."""
return sprite.hitbox.colliderect(other.hitbox)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
player = Player((300, 200), all_sprites)
enemies = pg.sprite.Group(
Player((100, 250), all_sprites),
Player((400, 300), all_sprites),
)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEMOTION:
player.pos = event.pos
all_sprites.update()
# Pass the custom collided callback function to spritecollide.
collided_sprites = pg.sprite.spritecollide(
player, enemies, False, collided)
for sp in collided_sprites:
print('Collision', sp)
screen.fill((30, 30, 30))
all_sprites.draw(screen)
for sprite in all_sprites:
# Draw rects and hitboxes.
pg.draw.rect(screen, (0, 230, 0), sprite.rect, 2)
pg.draw.rect(screen, (250, 30, 0), sprite.hitbox, 2)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()