import pygame
import random
red = [255,0,0]
green = [0,255,0]
blue = [0,0,255]
white = [255,255,255]
black = [0,0,0]
UP = [0,-1]
DOWN = [0,1]
LEFT = [-1,0]
RIGHT = [1,0]
NOTMOVING = [0,0]
#constants end
#classes
class collidable:
x = 0
y = 0
w = 0
h = 0
rect = pygame.Rect(x,y,w,h)
color = [0,0,0]
def __init__(self,x,y,w,h,color):
self.x = x
self.y = y
self.w = w
self.h = h
self.color = color
self.rect = pygame.Rect(x,y,w,h)
def draw(self):
pygame.draw.rect(screen,self.color,[self.x,self.y,self.w,self.h],6)
class player:
x = 0
y = 0
speed = 0
rect = pygame.Rect(x,y,x+20,y+20)
def __init__(self,x,y,speed):
self.x = x
self.y = y
self.speed = speed
self.rect = pygame.Rect(self.x,self.y,self.x+20,self.y+20)
def draw(self):
if player_moving==LEFT:
pygame.draw.polygon(screen,black,[(self.x-10,self.y),(self.x+10,self.y-10),(self.x+10,self.y+10)])
elif player_moving==RIGHT:
pygame.draw.polygon(screen,black,[(self.x+10,self.y),(self.x-10,self.y-10),(self.x-10,self.y+10)])
elif player_moving==UP:
pygame.draw.polygon(screen,black,[(self.x,self.y-10),(self.x+10,self.y+10),(self.x-10,self.y+10)])
elif player_moving==DOWN:
pygame.draw.polygon(screen,black,[(self.x,self.y+10),(self.x+10,self.y-10),(self.x-10,self.y-10)])
else:
pygame.draw.rect(screen,black,pygame.Rect(self.x-10,self.y-10,20,20),6)
def setpos(self,x,y):
self.x = x
self.y = y
def move(self,direction):
self.x = self.x + direction[0]*self.speed
self.y = self.y + direction[1]*self.speed
#classes end
#globals
pygame.init()
screenSize = [800,600]
screenBGColor = white
screen=pygame.display.set_mode(screenSize)
pygame.display.set_caption("Move the Block")
player = player(screenSize[0]/2,screenSize[1]/2,9)
collidables = []
clock=pygame.time.Clock()
for i in range(10):
collidables.append(collidable(random.randrange(0,screenSize[0]),random.randrange(0,screenSize[1]),random.randrange(10,200),random.randrange(10,200),blue))
running = True
#globals end
#functions
def render():
screen.fill(screenBGColor)
clock.tick(60)
player.draw()
for c in collidables:
c.draw()
pygame.display.flip()
def tick(): #----------------HERE
for c in collidables:
if player.rect.colliderect(c.rect):
player_moving = NOTMOVING
print("hit")
player.move(player_moving)
#functions end
#main loop
while running==True:
for event in pygame.event.get():
if event.type==pygame.QUIT:
running = False
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_LEFT:
player_moving = LEFT
if event.key==pygame.K_RIGHT:
player_moving = RIGHT
if event.key==pygame.K_UP:
player_moving = UP
if event.key==pygame.K_DOWN:
player_moving = DOWN
else:
player_moving = NOTMOVING
tick()
render()
#main loop end
pygame.quit()
我正在尝试进行简单的碰撞检测,以在触摸可碰撞物体时禁用玩家移动。但无论碰撞物位于何处,碰撞都会被触发。我不知道玩家为什么不移动,如果玩家的中心距离可碰撞的边界10个像素,这个代码应该只阻止移动。我确信这种做法是错误的,但我想不出任何其他的碰撞方式。
答案 0 :(得分:2)
您正在深入研究所谓的AABB(轴对齐边界框)。在角色周围设置一个框,用于检测周围的对象。
以下是一些可以帮助您了解正在发生的事情的资源,以及帮助您更好地实施这些资源的技巧:
http://www.gamasutra.com/view/feature/3426/when_two_hearts_collide_.php
Other Various platforming implementations
阅读这些内容!我在碰撞检测方面挣扎了一段时间,这些确实有帮助。
答案 1 :(得分:1)
好的,基本上,你是真的。你的计划很好,但是:
所以,你的代码(差异):
- self.rect = pygame.Rect(self.x,self.y,self.x+20,self.y+20)
+ self.rect = pygame.Rect(self.x,self.y,self.20,self.20)
还有:
def move(self,direction):
self.x = self.x + direction[0]*self.speed
self.y = self.y + direction[1]*self.speed
+ self.rect = pygame.Rect(self.x,self.y,self.20,self.20)
您的代码中还有一个小问题。例如,在tick()
函数中,使用player_moving
,但是,在第一次迭代中,此变量从不存在。
代码(运行):
import pygame
import random
red = [255,0,0]
green = [0,255,0]
blue = [0,0,255]
white = [255,255,255]
black = [0,0,0]
UP = [0,-1]
DOWN = [0,1]
LEFT = [-1,0]
RIGHT = [1,0]
NOTMOVING = [0,0]
#constants end
#classes
class collidable:
x = 0
y = 0
w = 0
h = 0
rect = pygame.Rect(x,y,w,h)
color = [0,0,0]
def __init__(self,x,y,w,h,color):
self.x = x
self.y = y
self.w = w
self.h = h
self.color = color
self.rect = pygame.Rect(x,y,w,h)
def draw(self):
pygame.draw.rect(screen,self.color,[self.x,self.y,self.w,self.h],6)
class player:
x = 0
y = 0
speed = 0
rect = pygame.Rect(x,y,20,20)
def __init__(self,x,y,speed):
self.x = x
self.y = y
self.speed = speed
self.rect = pygame.Rect(self.x,self.y,20,20)
def draw(self):
if player_moving==LEFT:
pygame.draw.polygon(screen,black,[(self.x-10,self.y),(self.x+10,self.y-10),(self.x+10,self.y+10)])
elif player_moving==RIGHT:
pygame.draw.polygon(screen,black,[(self.x+10,self.y),(self.x-10,self.y-10),(self.x-10,self.y+10)])
elif player_moving==UP:
pygame.draw.polygon(screen,black,[(self.x,self.y-10),(self.x+10,self.y+10),(self.x-10,self.y+10)])
elif player_moving==DOWN:
pygame.draw.polygon(screen,black,[(self.x,self.y+10),(self.x+10,self.y-10),(self.x-10,self.y-10)])
else:
pygame.draw.rect(screen,black,pygame.Rect(self.x-10,self.y-10,20,20),6)
def setpos(self,x,y):
self.x = x
self.y = y
def move(self,direction):
self.x = self.x + direction[0]*self.speed
self.y = self.y + direction[1]*self.speed
self.rect = pygame.Rect(self.x,self.y,20,20)
#classes end
#globals
pygame.init()
screenSize = [800,600]
screenBGColor = white
screen=pygame.display.set_mode(screenSize)
pygame.display.set_caption("Move the Block")
player = player(screenSize[0]/2,screenSize[1]/2,9)
collidables = []
clock=pygame.time.Clock()
for i in range(10):
collidables.append(collidable(random.randrange(0,screenSize[0]),random.randrange(0,screenSize[1]),random.randrange(10,200),random.randrange(10,200),blue))
running = True
#globals end
player_moving = NOTMOVING
#functions
def render():
screen.fill(screenBGColor)
clock.tick(60)
player.draw()
for c in collidables:
c.draw()
pygame.display.flip()
def tick(player_moving): #----------------HERE
for c in collidables:
if player.rect.colliderect(c.rect):
player_moving = NOTMOVING
print("hit"+str(c.rect)+" with "+str(player.rect))
player.move(player_moving)
#functions end
#main loop
while running==True:
for event in pygame.event.get():
if event.type==pygame.QUIT:
running = False
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_LEFT:
player_moving = LEFT
if event.key==pygame.K_RIGHT:
player_moving = RIGHT
if event.key==pygame.K_UP:
player_moving = UP
if event.key==pygame.K_DOWN:
player_moving = DOWN
else:
player_moving = NOTMOVING
tick(player_moving)
render()
#main loop end
pygame.quit()