Pygame碰撞:spritecollide没有输出

时间:2018-05-16 18:52:31

标签: python pygame sprite collision-detection mask

我做了一个游戏,你可以用精灵跳跃,障碍物正在向玩家移动。我制作了一个精灵面具来消除碰撞,但没有任何反应:为了检查我做了一个简单的打印声明,当两个精灵碰撞时有效。我测试了玩家精灵是否有问题,但当我让玩家精灵与自己碰撞时,consol打印出碰撞。那么障碍精灵可能存在问题吗?

import pygame, random,

pygame.init()


W, H = 800,600
HW, HH = W/2,H/2
AREA = W * H

bg = pygame.image.load('Linn.png')
bg = pygame.transform.scale(bg, (800, 600))

DS = pygame.display.set_mode((W,H))
clock = pygame.time.Clock()



class Player(pygame.sprite.Sprite):
    def __init__(self, x, y, py, paat, veerg, rida):
        super(Player,self).__init__()
        '''Mangija huppamine'''
        self.x = x
        self.y = y

        self.jumping = False
        self.platform_y = py
        self.velocity_index = 0

        '''Sprite sheet'''
        self.paat = pygame.image.load('STlaev.png').convert_alpha()#pildi uleslaadimine
        self.paat = pygame.transform.scale(self.paat,(300,200)) #muutmaks pilti vaiksemaks
        self.rect = self.paat.get_rect()

        '''Sprite sheeti piltide jaotamine pikslite jargi'''
        self.veerg = veerg
        self.rida = rida
        self.kokku = veerg * rida

        W = self.veergL = self.rect.width/veerg
        H = self.weegK = self.rect.height/rida
        HW,HH = self.veergKeskel = (W/2,H/2)

        self.veerg = list([(index % veerg * W, int(index/veerg) * H,W,H )for index in range(self.kokku)])
        self.handle = list([ #pildi paigutamise voimalikud positsioonid
            (0, 0), (-HW, 0), (-W, 0),
            (0, -HH), (-HW, -HH), (-W, -HH),
            (0, -W), (-HW, -H), (-W, -H),])

        self.mask = pygame.mask.from_surface(self.paat)

    def do_jumpt(self):
        '''Huppamine: kiirus, korgus, platvorm'''
        global velocity
        if self.jumping:
            self.y += velocity[self.velocity_index]
            self.velocity_index += 1
            if self.velocity_index >= len(velocity) - 1:
                self.velocity_index = len(velocity) - 1
            if self.y > self.platform_y:
                self.y = self.platform_y
                self.jumping = False
                self.velocity_index = 0



    def draw(self, DS,veergindex,x,y,handle=0):
        DS.blit(self.paat,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])


    def do(self):
        '''Funktsioonide kokkupanek'''
        self.do_jumpt()
        p.draw(DS,index%p.kokku,300,300,0)



p = Player(310, 200, 200, 'STlaev.png', 4, 1) #Mangija algkordinaadid, huppe korgus, pilt, sprite valik
velocity = list([(i/ 2.0)-14 for i in range (0,50)])  #Huppe ulatus
index = 3

def keys(player):
    keys = pygame.key.get_pressed()
    if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
         player.jumping = True




class Obsticles(pygame.sprite.Sprite):
    '''Game obsticles: **'''
    #img = pygame.image.load(os.path.join('images', 'box.png'))
    def __init__(self, x, y, width, height):
        super(Obsticles,self).__init__()

        self.img = pygame.image.load('box.png').convert()
        self.img = pygame.transform.scale(self.img, (64,64))
        self.rect = self.img.get_rect()

        self.x = x
        self.y = y
        self.width = width
        self.height = height

        self.mask = pygame.mask.from_surface(self.img)

    def draw(self, DS):
        '''Obsticle img blitting and hitbox'''
        DS.blit(self.img, (self.x, self.y))



def redrawWindow():
    '''Obsticle loop'''
    for i in objects:
        i.draw(DS)




pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2000]))
objects = []


'''Sprites'''
sprites = pygame.sprite.Group()

obsticles = Obsticles(832,300,64,64)
p = Player(310, 200, 200, 'STlaev.png', 4, 1)

all_sprites = pygame.sprite.Group(p,obsticles)
ob = pygame.sprite.Group(obsticles)

x=0
while True:

    '''Game loop'''
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            quit()
        if event.type == pygame.USEREVENT+2:
            r = random.randrange(0,2)
            if r == 0:
                objects.append(obsticles)


    '''Obsticle speed and deleting'''
    for i in objects:
        i.x -= 5     #the speed of the obsticle
        if i.x < -64: #deleting obsticle from the window
            objects.pop(objects.index(i))

    '''Background movement'''
    back_x = x % bg.get_rect().width
    DS.blit(bg, (back_x - bg.get_rect().width, 0))
    if back_x < W:
        DS.blit(bg, (back_x, 0))
    x -= 1

    '''Sprites'''
    all_sprites.update()

    collided = pygame.sprite.spritecollide(p,ob,True,pygame.sprite.collide_mask)
    for i in collided:
        print('Collision.')


    '''Funktsioonid'''
    keys(p)
    p.do()
    index+=1

    redrawWindow()

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

pygame.quit()
quit()

1 个答案:

答案 0 :(得分:0)

你永远不会移动所涉及的精灵的部分,因为rects用于碰撞检测,并且面具在开始时不会重叠,精灵永远不会碰撞。如果碰撞检测出现问题,请打印rects。

您可以在精灵中添加update方法,将rect.center.topleft属性设置为self.x, self.y坐标。

def update(self):
    self.rect.center = self.x, self.y

在主循环中调用all_sprites.update()以更新该组中的所有精灵。

您不能忘记的一件重要事情是pygame.mask.from_surface仅适用于具有Alpha通道的曲面,这意味着您必须在{{convert_alpha而不是convert中调用Obsticles 1}} class。

self.img = pygame.image.load('box.png').convert_alpha()