我一直在尝试使用pygame进行汽车足球比赛,并且几乎完成了比赛,但是我希望在进球和边界检测方面有所帮助。如果球碰到球网,我将无法发生任何事情(我尝试使用红色的球网。目标是“ redsurf”。另外,当我尝试使球和赛车从边缘弹起时,什么也没发生,但是球在开始时就奇怪地运动了。 “ Borderline”是我用来使球弹开的方法。”另外,我无法提高速度,但不确定为什么。我真的希望有人可以帮助和编辑我的代码,以便它有效。
import pygame
from pygame.math import Vector2
pygame.init()
WIDTH = 1150
HEIGHT = 800
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
bgImg = pygame.image.load("Football_pitch.png")
redsurf = pygame.Surface((50,125))
redsurf.fill((255,0,0))
redsurfpos = Vector2(50,125)
bluesurf = pygame.Surface((50,125))
bluesurf.fill((0,0,255))
bluesurfpos = Vector2(50,125)
borderline = pygame.draw.rect(screen, (0,0,0),[10,10,10,10],0)
BLUECAR_ORIGINAL = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.polygon(
BLUECAR_ORIGINAL, (0, 0, 255), [(0, 30), (50, 20), (50, 10), (0, 0)])
bluecar = BLUECAR_ORIGINAL
REDCAR_ORIGINAL = pygame.Surface((50, 30), pygame.SRCALPHA)
pygame.draw.polygon(
REDCAR_ORIGINAL, (255, 0, 0), [(0, 0), (50, 10), (50, 20), (0, 30)])
redcar = REDCAR_ORIGINAL
score = 0
redspeed = 7
bluespeed = 7
ball_x = 575
ball_y = 400
dx = 1
dy = 0
BALL = pygame.Surface((30, 30), pygame.SRCALPHA)
pygame.draw.circle(BALL, [0,0,0], [15, 15], 15)
ball_pos = Vector2(ball_x, ball_y)
ballrect = BALL.get_rect(center=ball_pos)
redsurfrect = redsurf.get_rect(center=redsurfpos)
bluesurfrect = redsurf.get_rect(center=bluesurfpos)
ball_vel = Vector2(dx, dy)
pos_red = Vector2(1000,370)
vel_red = Vector2(redspeed,0)
redrect = redcar.get_rect(center=pos_red)
redangle = 0
pos_blue = Vector2(70,70)
vel_blue = Vector2(bluespeed,0)
bluerect = bluecar.get_rect(center=pos_red)
blueangle = 0
mask_blue = pygame.mask.from_surface(bluecar)
mask_red = pygame.mask.from_surface(redcar)
mask_ball = pygame.mask.from_surface(BALL)
mask_redsurfgoal = pygame.mask.from_surface(redsurf)
mask_bluesurfgoal = pygame.mask.from_surface(bluesurf)
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
ball_x += dx
ball_y += dy
if ball_y<0 or ball_y>HEIGHT - 40:
dy *= -1
if ball_x<0 or ball_x>WIDTH - 40:
dx *= -1
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
redangle += 5
vel_red.rotate_ip(-5)
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redrect = redcar.get_rect(center=redrect.center)
mask_red = pygame.mask.from_surface(redcar)
elif keys[pygame.K_RIGHT]:
redangle -= 5
vel_red.rotate_ip(5)
redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
redrect = redcar.get_rect(center=redrect.center)
mask_red = pygame.mask.from_surface(redcar)
elif keys[pygame.K_l]:
redspeed = 20
if keys[pygame.K_a]:
blueangle += 5
vel_blue.rotate_ip(-5)
bluecar = pygame.transform.rotate(BLUECAR_ORIGINAL, blueangle)
bluerect = bluecar.get_rect(center=bluerect.center)
mask_blue = pygame.mask.from_surface(bluecar)
elif keys[pygame.K_d]:
blueangle -= 5
vel_blue.rotate_ip(5)
bluecar = pygame.transform.rotate(BLUECAR_ORIGINAL, blueangle)
bluerect = bluecar.get_rect(center=bluerect.center)
mask_blue = pygame.mask.from_surface(bluecar)
pos_red += vel_red
redrect.center = pos_red
pos_blue += vel_blue
bluerect.center = pos_blue
ball_vel *= .95
ball_pos += ball_vel
ballrect.center = ball_pos
offset_red = redrect[0] - ballrect[0], redrect[1] - ballrect[1]
offset_redgoal = ballrect[0] - redsurfrect[0], ballrect[1] - redsurfrect[1]
overlap_red = mask_ball.overlap(mask_red, offset_red)
offset_blue = bluerect[0] - ballrect[0], bluerect[1] - ballrect[1]
overlap_blue = mask_ball.overlap(mask_blue, offset_blue)
offset_rednetgoal = ballrect[0] - redsurfrect[0], ballrect[1] - redsurfrect[1]
overlap_redgoal = mask_ball.overlap(redsurfrect, offset_rednetgoal)
if overlap_red and overlap_blue:
ball_vel = vel_red + vel_blue * 1.4
elif overlap_red:
ball_vel = Vector2(vel_red) * 1.4
elif overlap_blue:
ball_vel = Vector2(vel_blue) * 1.4
elif overlap_redgoal:
print("goal")
screen.blit(bgImg, (0, 0))
screen.blit(BALL, ballrect)
screen.blit(redcar, redrect)
screen.blit(bluecar, bluerect)
screen.blit(redsurf, (0,340))
screen.blit(bluesurf,(1100,340))
pygame.display.flip()
pygame.display.update()
clock.tick(60)
pygame.quit()
答案 0 :(得分:1)
要从屏幕边缘反弹,只需在矩形位于屏幕区域之外时反转球的速度即可。
if ballrect.top < 0 and ball_vel.y < 0:
ball_vel.y *= -1
elif ballrect.bottom > screen.get_height() and ball_vel.y > 0:
ball_vel.y *= -1
if ballrect.left < 0 and ball_vel.x < 0:
ball_vel.x *= -1
elif ballrect.right > screen.get_width() and ball_vel.x > 0:
ball_vel.x *= -1
要实现目标碰撞检测,您只需调用球和目标区域的colliderect
方法即可。当然,这并不是十分准确,但在大多数情况下不会引起注意。
if ballrect.colliderect(redgoal_rect):
如果您想使用蒙版碰撞,则需要通过从另一个对象的坐标减去一个对象的x和y坐标来计算偏移量,然后调用第二个对象的overlap
方法对象的遮罩,并传递第一个对象的遮罩。
import pygame as pg
from pygame.math import Vector2
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
BG_COLOR = pg.Color(30, 90, 0)
# You need surfaces with an alpha channel to
# create masks, therefore pass `pg.SRCALPHA`.
REDGOAL = pg.Surface((90, 150), pg.SRCALPHA)
REDGOAL.fill((255, 0, 0))
redgoal_rect = REDGOAL.get_rect(topleft=(100, 200))
redgoal_mask = pg.mask.from_surface(REDGOAL)
BALL = pg.Surface((30, 30), pg.SRCALPHA)
pg.draw.circle(BALL, [250, 250, 250], [15, 15], 15)
# Ball variables.
ball_pos = Vector2(275, 200)
ballrect = BALL.get_rect(center=ball_pos)
ball_vel = Vector2(0, 0)
ball_mask = pg.mask.from_surface(BALL)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_a:
ball_vel.x = -7
elif event.key == pg.K_d:
ball_vel.x = 8
elif event.key == pg.K_w:
ball_vel.y = -3
elif event.key == pg.K_s:
ball_vel.y = 5
ball_vel *= .94 # Friction.
ball_pos += ball_vel
ballrect.center = ball_pos
if ballrect.top < 0 and ball_vel.y < 0:
ball_vel.y *= -1
elif ballrect.bottom > screen.get_height() and ball_vel.y > 0:
ball_vel.y *= -1
if ballrect.left < 0 and ball_vel.x < 0:
ball_vel.x *= -1
elif ballrect.right > screen.get_width() and ball_vel.x > 0:
ball_vel.x *= -1
# Rect collision.
# if ballrect.colliderect(redgoal_rect):
# print('goal!')
# Calculate the offset between the objects.
offset = redgoal_rect[0] - ballrect[0], redgoal_rect[1] - ballrect[1]
# Pass the offset to the `overlap` method. If the masks collide,
# overlap will return a single point, otherwise `None`.
overlap = ball_mask.overlap(redgoal_mask, offset)
if overlap:
print('goal!')
screen.fill(BG_COLOR)
screen.blit(BALL, ballrect)
screen.blit(REDGOAL, redgoal_rect)
pg.display.flip()
clock.tick(60)
pg.quit()
首先使用colliderect
实际上是一个好主意,如果矩形发生冲突,请使用蒙版的overlap
方法(这样会更有效)。