我正在尝试创建一个游戏,如果玩家与敌人发生碰撞,玩家就会失败。但是现在我试图通过将 rect 绘制为碰撞框来使玩家与敌人发生碰撞,但是由于我对代码的了解有限,我被困在如何检查它们是否接触上。如果有比使用矩形更好的方法,那么我想知道,因为圆形上的矩形碰撞盒不是世界上最棒的东西。
我试过 if Player == Enemy:
看看它是否有效,但它没有。
这是我的代码。
"""Dot Game"""
#Imports
import pygame, sys
#Constants
WIDTH, HEIGHT = 900, 900
TITLE = "Dot."
#pygame initialization
pygame.init()
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption(TITLE)
#fps
FPS = 60
fpsclock = pygame.time.Clock()
#colors
bgc = (247, 226, 222)
pc = (152, 193, 217)
pc2 = (61, 90, 128) #dark
ec = (119, 2, 26) #dark
ec2 = (220, 66, 73)
#accel
x_change = 0
y_change = 0
accel_x = 0
accel_y = 0
max_speed = 10
display_width, display_height = pygame.display.get_surface().get_size()
x = display_width * 0.45
y = display_height * 0.8
#Player Class
class Player:
def __init__(self, x, y):
self.x = int(x)
self.y = int(y)
self.radius = 32
self.width = 2
self.color = pc
self.color2 = pc2
self.velX = 0
self.velY = 0
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.a_pressed = False
self.d_pressed = False
self.w_pressed = False
self.s_pressed = False
self.hitbox = (self.x -20, self.y -20, 40, 40)
self.acceleration = 0.4
self.friction = 0.92 # = 1 is no friction
def draw(self, win):
pygame.draw.circle(win, self.color2, (self.x,self.y), 20)
pygame.draw.circle(win, self.color, (self.x,self.y), 14)
self.hitbox = (self.x -20, self.y -20, 40, 40)
pygame.draw.rect(win, ec2, self.hitbox, 2)
def update(self):
if self.left_pressed:
if self.velX > -max_speed:
self.velX -= self.acceleration
if self.right_pressed:
if self.velX < max_speed:
self.velX += self.acceleration
if self.up_pressed:
if self.velY > -max_speed:
self.velY -= self.acceleration
if self.down_pressed :
if self.velY < max_speed:
self.velY += self.acceleration
self.x += self.velX
self.y += self.velY
self.velX *= self.friction
self.velY *= self.friction
def collide(self):
print('hit')
pass
class Enemy:
def __init__(self, x, y):
self.x = int(x)
self.y = int(y)
self.radius = 32
self.color = ec
self.color2 = ec2
self.vel = 3
self.hitbox = (self.x -20, self.y -20, 40, 40)
self.points = [(self.x -10, self.y +14), (self.x, self.y -6), (self.x +10, self.y +14)]
self.points2 = [(self.x -20, self.y +20), (self.x, self.y -20), (self.x +20, self.y +20)] # L U R
def draw(self, win):
pygame.draw.polygon(win, self.color, self.points2)
pygame.draw.polygon(win, self.color2, self.points)
self.hitbox = (self.x -20, self.y -20, 40, 40)
#pygame.draw.rect(win, ec2, self.hitbox, 2)
def update(self):
pass
#Player Initialization
player = Player(WIDTH/2, HEIGHT/2)
enemy = Enemy(WIDTH/2, HEIGHT/2)
#Main Loop
collide = False
while not collide:
for event in pygame.event.get():
if event.type == pygame.QUIT:
collide == True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.left_pressed = True
elif event.key == pygame.K_a:
player.left_pressed = True
elif event.key == pygame.K_RIGHT:
player.right_pressed = True
elif event.key == pygame.K_d:
player.right_pressed = True
elif event.key == pygame.K_UP:
player.up_pressed = True
elif event.key == pygame.K_w:
player.up_pressed = True
elif event.key == pygame.K_DOWN:
player.down_pressed = True
elif event.key == pygame.K_s:
player.down_pressed = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.left_pressed = False
elif event.key == pygame.K_a:
player.left_pressed = False
elif event.key == pygame.K_RIGHT:
player.right_pressed = False
elif event.key == pygame.K_d:
player.right_pressed = False
elif event.key == pygame.K_UP:
player.up_pressed = False
elif event.key == pygame.K_w:
player.up_pressed = False
elif event.key == pygame.K_DOWN:
player.down_pressed = False
elif event.key == pygame.K_s:
player.down_pressed = False
x_change += accel_x # Accelerate.
if abs(x_change) >= max_speed: # If max_speed is exceeded.
# Normalize the x_change and multiply it with the max_speed.
x_change = x_change/abs(x_change) * max_speed
y_change += accel_y # Accelerate.
if abs(y_change) >= max_speed: # If max_speed is exceeded.
# Normalize the x_change and multiply it with the max_speed.
y_change = y_change/abs(y_change) * max_speed
#Draw
win.fill((bgc))
player.draw(win)
enemy.draw(win)
#update
enemy.update
player.update()
pygame.display.update()
fpsclock.tick(FPS)