经过数小时的搜索,我仍然无法弄清为什么只有最近生成的圆才受到碰撞检测的影响。我注释掉了有问题的代码。我尝试了精灵,这也许是答案,但我仍然得到相同的结果。
import pygame,random
pygame.init()
width,height,radius = 1280,720,20
class Ball():
def __init__(self):
self.x = 0
self.y = 0
self.vx = 0
self.vy = 0
def make_ball():
ball = Ball()
ball.x = random.randrange(radius, width - radius)
ball.y = random.randrange(radius, 100)
ball.vx = random.randint(1,2)
ball.vy = 0
return ball
def main():
rect_x = 60
display = pygame.display.set_mode((width,height))
pygame.display.set_caption("BOUNCE")
running = True
ball_list = []
ball = make_ball()
ball_list.append(ball)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
ball = make_ball()
ball_list.append(ball)
for ball in ball_list:
ball.x += ball.vx
ball.vy += 0.02
ball.y += ball.vy
if ball.y >= height - radius:
ball.vy *= -1
if ball.x >= width - radius or ball.x <= radius:
ball.vx *= -1
display.fill((0,0,0))
for ball in ball_list:
random_color = (random.randint(1,255),random.randint(1,255),random.randint(1,255))
circle = pygame.draw.circle(display,random_color,(int(ball.x), int(ball.y)),radius)
rectangle = pygame.draw.rect(display,(255,255,255),(int(rect_x),660,60,60))
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and rect_x > 0:
rect_x -= 2
if event.key == pygame.K_RIGHT and rect_x < width - 60:
rect_x += 2
'''if pygame.Rect(circle).colliderect(rectangle) == True: ###THIS IS THE BAD CODE!
print('Your Score:',pygame.time.get_ticks())
running = False'''
text = pygame.font.Font(None,120).render(str(pygame.time.get_ticks()),True,(255,255,255))
display.blit(text,(50,50))
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main()
答案 0 :(得分:1)
缩进和代码组织是实现此目的的关键。令人讨厌的部分是(删除了评论):
for ball in ball_list:
random_color = (random.randint(1,255),random.randint(1,255),random.randint(1,255))
circle = pygame.draw.circle(display,random_color,(int(ball.x), int(ball.y)),radius)
rectangle = pygame.draw.rect(display,(255,255,255),(int(rect_x),660,60,60))
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and rect_x > 0:
rect_x -= 2
if event.key == pygame.K_RIGHT and rect_x < width - 60:
rect_x += 2
if pygame.Rect(circle).colliderect(rectangle) == True:
print('Your Score:',pygame.time.get_ticks())
running = False
您拥有所有正确的零件,但是关闭它们的顺序以及缩进:
for ball in ball_list:
random_color = (random.randint(1,255),random.randint(1,255),random.randint(1,255))
circle = pygame.draw.circle(display,random_color,(int(ball.x), int(ball.y)),radius)
rectangle = pygame.draw.rect(display,(255,255,255),(int(rect_x),660,60,60))
if pygame.Rect(circle).colliderect(rectangle):
print('Your Score:',pygame.time.get_ticks())
running = False
现在它将遍历列表中的每个球,并检查每个球是否发生碰撞。注意colliderect if语句缩进for循环中。还要注意,我从所有中间删除了KEYDOWN检查
谈到这一点,我建议使用:
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT] and rect_x > 0:
rect_x -= 2
if pressed[pygame.K_RIGHT] and rect_x < width - 60:
rect_x += 2
for ball in ball_list:
# for loop from above
而不是您拥有的。当您要允许按住一个键时,这是最合适的。 pygame.key.get_pressed()始终获取所有键的状态,而不仅仅是事件发生时