因此,当游戏开始时,会有供用户躲避的盒子,但是当前,对象的命中框有些偏离。例如,当您将飞船移过盒子时,它会注册为命中,以游戏结束。
这是针对软件设计和开发HSC评估任务的 我不太确定如何解决此问题
这是代码!
#This program was created by Tadiwa Mooyo
#more of the car game has been worked on, now there are boxes for the user to "dodge" and it will display the crash message when the boxes are hit
#This program was started on the 22/02/2019
import pygame
import time
import random
pygame.init()
display_width = 1200
display_height = 700
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
car_width = 100
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('The Great Space Escape!')
clock = pygame.time.Clock()
carImg = pygame.image.load('Ships_directory\\Green_black_ship.png')
def things_dodged(count):
font = pygame.font.SysFont(None, 25)
text = font.render("Score: "+str(count), True, white)
gameDisplay.blit(text,(0,0))
def things(thingx, thingy, thingw, thingh, color):
pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])
def car(x,y):
gameDisplay.blit(carImg,(x,y))
def text_objects(text, font):
textSurface = font.render(text, True, white)
return textSurface, textSurface.get_rect()
def message_display(text):
largeText = pygame.font.Font('freesansbold.ttf',115)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf, TextRect)
pygame.display.update()
time.sleep(2)
game_loop()
def crash():
message_display("You Crashed")
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(black)
largeText = pygame.font.Font('freesansbold.ttf',115)
TextSurf, TextRect = text_objects("A bit Racey", largeText)
TextRect.center = ((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf, TextRect)
pygame.display.update()
clock.tick(15)
def game_loop():
x = (display_width * 0.45)
y = (display_height * 0.5)
x_change = 0
thing_startx = random.randrange(0, display_width)
thing_starty = -600
thing_speed = 4
thing_width = 200
thing_height = 200
dodged = 0
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -10
if event.key ==pygame.K_RIGHT:
x_change = 10
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
x += x_change
gameDisplay.fill(black)
#things(thingx, thingy, thingw, thingh, color)
things(thing_startx, thing_starty, thing_width, thing_height, white)
thing_starty += thing_speed
car(x,y)
things_dodged(dodged)
if x > display_width - car_width or x < 0:
crash()
if thing_starty > display_height:
thing_starty = 0 - thing_height
thing_startx = random.randrange(0,display_width)
dodged += 1
thing_speed += 0.5
thing_width += (dodged * 1.4)
if y < thing_starty+thing_height:
print('y crossover')
if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
print('x crossover')
crash()
pygame.display.update()
clock.tick(60)
game_loop()
pygame.quit()
quit()
答案 0 :(得分:1)
使用pygame.Rect
简化代码,并通过.colliderect()
实施碰撞测试:
例如
things_rect = pygame.Rect(thing_startx, thing_starty, thing_width, thing_height)
car_rect = pygame.Rect(x, y, *carImg.get_size())
if car_rect.colliderect(things_rect):
crash()
如果要实施“自己的”测试(该测试检查2个矩形是否相交),则必须检查两个维度上的矩形是否“重叠”。
如果x1
,则两个范围[x1+w1
,x2
]和[x2+w2
,x1 < x2+w2 and x2 < x1+w1
]重叠。
因此可以按如下方式对矩形进行交集测试:
car_w, car_h = carImg.get_size()
if (thing_startx < x+car_w and x < thing_startx+thing_width and
thing_starty < y+car_h and y < thing_starty+thing_height):
crash()