我正在使用 pygame创建碰撞模拟两个块的模拟,其质量比为100的幂,要清楚,这意味着较大块与较小块的比率可以为{{1} },100**0
,100**1
等。我在必要的地方添加了注释和文档字符串,以使逻辑易于理解。
100**2
问题1:
对于较小的import pygame
# from collisions import *
pygame.init()
s1, s2 = 100, 50 # block sides
x1, y1 = 1000, 250 # bigger block coords
x2, y2 = 500, y1 + s1 - s2 # smaller block coords
power = int(input('enter: ')) # mass ratio
v1 = (-0.5) # initial velocity of block 1
m1, m2 = 100 ** (power - 1), 1 # mass of blocks
v2 = 0 # initial velocity of block 2
# temp_x1 = 0
red = (255, 0, 0)
blue = (0, 0, 255)
def message_to_print(msg, color):
font = pygame.font.SysFont(None, 40)
text = font.render(msg, True, color)
win.blit(text, [10, 10])
def reverse_vel(vel):
'''
reversing velocity of block
'''
vel *= -1
return vel
def exchange_vel(v1, m1, v2, m2):
'''
this function is calculating the new velocity of the block after collision,
based on law of conservation of momentum and kinetic energy
'''
v1 = ((m1 - m2) / (m1 + m2)) * v1 + ((2 * m2) / (m1 + m2)) * v2
return v1 # returning new velocity after collision
win = pygame.display.set_mode((1200, 500))
win.fill((255, 255, 255))
pygame.display.set_caption('simulation')
Collisions = 0 # counting number of collisions
run = True
while run:
# click_sound = pygame.mixer.Sound("rss/click.wav")
# pygame.time.delay(10)
# sound_collide, sound_reverse = True, True
message_to_print('collision ' + str(Collisions), (0, 0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# biger block
x1 += v1 # changing block coordinates according to velocity
if x1 > s2: # this prevents block 1 from moving out of window
t = x1
if not x2 + s2 < x1 or x1 + s1 < x2:
'''
changing velocity after collision,
storing them in temp variable for each block,
then assiging new velocity
'''
v2_temp = exchange_vel(v2, m2, v1, m1)
v1_temp = exchange_vel(v1, m1, v2, m2)
# if sound_collide:
# click_sound.play()
# sound = False
v2, v1 = v2_temp, v1_temp # assigning new velocities
Collisions += 1
# smaller Block
x2 += v2
if x2 <= 0:
'''
if block 1 touch left wall, its velocity reverses,
'''
v2 = reverse_vel(v2)
# if sound_reverse:
# click_sound.play()
# sound_reverse = False
Collisions += 1
pygame.draw.rect(win, blue, (x2, y2, s2, s2))
pygame.draw.rect(win, red, (t, y1, s1, s1))
pygame.display.update()
win.fill((255, 255, 255))
pygame.quit()
,模拟工作正常。但是,对于power
值,第2块(蓝色块)的动画变得很奇怪(如图所示),我无法找到原因并解决。
从图像中可以看到,蓝色块始终是该位置,并且不断消失并不断消失。
更新:发生碰撞的次数是该程序的组成部分。无论如何,不应影响发生的碰撞次数
答案 0 :(得分:2)
如果速度(v1
,v2
)大于1,则碰撞不会恰好在对象的新位置发生(分别在v1
之后{{1 }})已添加到该职位。碰撞发生在从v2
到x1
到x1+v1
到x2
的轨道上。
拆分计算int步,其中每个步小于1(像素)并循环执行计算。请注意,计算是使用浮点值而不是整数值完成的:
x2+v2
限制碰撞后小块的位置:
steps = max(abs(int(v1))+1, int(abs(v2))+1)
for i in range(steps):
# biger block
step_v1 = v1 / steps
x1 += step_v1
# [...]
# smaller Block
step_v2 = v2 / steps
x2 += step_v2
# [...]
if x1 <= x2+s2:
x2 = x1-s2
由于块的坐标是浮点值,因此在round()
中使用之前,必须pygame.draw.rect()
为整数值:
if x2 <= 0:
x2 = 0
主循环和带有pygame.draw.rect(win, blue, (round(x2), round(y2), s2, s2))
pygame.draw.rect(win, red, (round(x1), round(y1), s1, s1))
的示例
enter: 4
答案 1 :(得分:1)
我了解您在做什么。您可以通过在停止块1移出窗口时简单地添加else语句来实现此目的。
if x1 >= s2:
t = x1
t2 = x2
else:
t2 = 0
并更改
pygame.draw.rect(win, blue, (t2, y2, s2, s2)) # x2-> t2
说明:当您的block1坐标大于s2时,它们将具有正常运动,但是如果不是这种情况,只需将较小的块的坐标固定为0。
推荐: 由于实际上在这段时间内会发生碰撞,因此要在仿真中显示这一点,您可以执行以下操作。
if x1 >= s2 +2: # this prevents block 1 from moving out of window
t = x1
t2 = x2
else:
t2 = z%2
z+=1
这将创建一个迷你碰撞效果。我曾经使用2
是任意选择。还要在主循环之前初始化z=0