[英]Collisions aren't being detected in pygame
我不知道为什么,但在我的游戏中没有检测到碰撞。 这是一个小行星风格的游戏,我希望子弹摧毁小行星,当飞船被击中时游戏结束,但它们在没有做任何事情的情况下相互穿过。
这是我的代码:
import pygame
from math import sin, cos, pi
from random import randint
scr_width = 800
scr_height = 600
window = pygame.display.set_mode((scr_width, scr_height))
pygame.display.set_caption("Asteroids")
clock = pygame.time.Clock()
space_img = pygame.image.load("sprites/space.jpg")
red = (255, 0, 0)
class Ship:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 0
self.vel = 0
self.vel_max = 12
self.angle = 0
self.hitbox = (self.x, self.y, 10, 10)
self.ship_img = pygame.image.load("sprites/ship_off.png")
self.ship_img_copy = pygame.transform.rotate(self.ship_img, self.angle)
def draw(self):
self.ship_img = pygame.image.load("sprites/ship_off.png")
self.ship_img_copy = pygame.transform.rotate(self.ship_img, self.angle)
window.blit(self.ship_img_copy,
(self.x - (self.ship_img_copy.get_width()) / 2, self.y - (self.ship_img_copy.get_height()) / 2))
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.ship_img = pygame.image.load("sprites/ship_on.png")
self.ship_img_copy = pygame.transform.rotate(self.ship_img, self.angle)
window.blit(self.ship_img_copy,
(self.x - (self.ship_img_copy.get_width()) / 2, self.y - (self.ship_img_copy.get_height()) / 2))
# collision stuff
self.mask = pygame.mask.from_surface(self.ship_img_copy)
self.rect = pygame.Rect(self.x - (self.ship_img_copy.get_width()) / 2,
self.y - (self.ship_img_copy.get_height()) / 2,
self.ship_img_copy.get_width(), self.ship_img_copy.get_height())
def move(self):
keys = pygame.key.get_pressed()
# todo acceleration and thrust mechanics
if keys[pygame.K_w]:
self.vel = min(self.vel + 1, self.vel_max)
elif self.vel > 0:
self.vel = self.vel - 0.4
if keys[pygame.K_a]:
self.angle += 7
if keys[pygame.K_d]:
self.angle -= 7
self.x += self.vel * cos(self.angle * (pi / 180) + (90 * pi / 180))
self.y -= self.vel * sin(self.angle * (pi / 180) + 90 * (pi / 180))
# So that if it leaves one side it comes from the other
if self.y < 0:
self.y = (self.y - self.vel) % 600
elif self.y > 600:
self.y = (self.y + self.vel) % 600
elif self.x < 0:
self.x = (self.x - self.vel) % 800
elif self.x > 800:
self.x = (self.x + self.vel) % 800
class Asteroid:
def __init__(self):
self.ang_change = randint(1, 5)
self.ang = randint(0, 90) * (pi / 180)
y_values = [1, 599]
self.sx = randint(0, 800)
self.sy = y_values[randint(0, 1)]
# If object spawns from the top, it moves down instead of moving up and de-spawning immediately
if self.sy == y_values[0]:
self.neg = -1
else:
self.neg = 1
self.speed = randint(5, 10)
self.ang += self.ang_change
self.asteroid_angle = randint(0, 80)
self.asteroid_img = pygame.image.load("sprites/asteroid.png")
self.asteroid_copy = pygame.transform.rotate(self.asteroid_img, self.ang)
def generate(self):
self.ang += self.ang_change
self.asteroid_img = pygame.image.load("sprites/asteroid.png")
self.asteroid_copy = pygame.transform.rotate(self.asteroid_img, self.ang)
window.blit(self.asteroid_copy,
(self.sx - (self.asteroid_copy.get_width()) / 2, self.sy - (self.asteroid_copy.get_height()) / 2))
# collision stuff
self.mask = pygame.mask.from_surface(self.asteroid_copy)
self.rect = pygame.Rect(self.sx - (self.asteroid_copy.get_width()) / 2,
self.sy - (self.asteroid_copy.get_height()) / 2,
self.asteroid_copy.get_width(), self.asteroid_copy.get_height())
class Projectiles:
def __init__(self, x, y, angle):
self.x = x
self.y = y
self.angle = angle
self.vel = 20
self.bullet_body = pygame.image.load("sprites/bullet.png")
def draw(self):
self.bullet_body = pygame.image.load("sprites/bullet.png")
# collision stuff
self.rect = pygame.Rect(self.x - (self.bullet_body.get_width()) / 2,
self.y - (self.bullet_body.get_height()) / 2, 5, 5)
window.blit(self.bullet_body, (self.x - 2, self.y))
self.mask = pygame.mask.from_surface(self.bullet_body)
def redraw():
window.blit(space_img, (0, 0))
ship.draw()
for asteroid in asteroids:
asteroid.generate()
for bullet in bullets:
bullet.draw()
pygame.display.update()
# collision stuff
def collisions():
asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
if pygame.sprite.spritecollide(ship, asteroids, True, pygame.sprite.collide_mask):
print("hit")
pygame.quit()
pygame.sprite.groupcollide(asteroids, bullets, True, True, pygame.sprite.collide_mask)
# main loop
run = True
ship = Ship(400, 300)
next_fire = pygame.time.get_ticks() + 400
bullets = []
asteroids = []
while run:
clock.tick(60)
keys = pygame.key.get_pressed()
pygame.time.delay(35)
# collision stuff
collisions()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if keys[pygame.K_SPACE]:
if len(bullets) < 11 and pygame.time.get_ticks() >= next_fire:
bullets.append(
Projectiles(round(ship.x + ship.width - 6.5 // 2), round(ship.y + ship.width - 6.5 // 2), ship.angle))
next_fire = pygame.time.get_ticks() + 400
for bullet in bullets:
if 800 > bullet.x > 0 and 600 > bullet.y > 0:
bullet.x += bullet.vel * cos(bullet.angle * (pi / 180) + 90 * (pi / 180))
bullet.y -= bullet.vel * sin(bullet.angle * (pi / 180) + 90 * (pi / 180))
else:
bullets.pop(bullets.index(bullet))
# To limit the number of asteroids on screen
if len(asteroids) < 5:
asteroids.append(Asteroid())
for asteroid in asteroids:
if 805 > asteroid.sx > 0 and 605 > asteroid.sy > 0:
asteroid.sx += asteroid.speed * cos(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180))
asteroid.sy -= asteroid.speed * sin(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180)) * asteroid.neg
if asteroid.sx < 0:
asteroid.sx = (asteroid.sx - asteroid.speed) % 805
elif asteroid.sx > 805:
asteroid.sx = (asteroid.sx + asteroid.speed) % 805
else:
asteroids.pop(asteroids.index(asteroid))
window.fill((0, 0, 0))
ship.move()
redraw()
pygame.quit()
是我不能为碰撞单独制作 function,还是我错过了其他东西?
我无法测试代码,但通常问题是碰撞的 function 使用来自self.rect
的值,但您不使用它们,而是使用self.x
和self.y
来保留 position。
你应该在__init__
self.rect = self.image.get_rect()
self.rect.center = (x, y)
然后你可以添加到self.rect.x
和self.rect.y
,它会自动计算 position
blit(self.image, self.rect)
并与其他 object 发生碰撞
self.rect.colliderect(other.rect)
或在event.MOUSEBUTTONDOWN
中使用鼠标
self.rect.collidepoint(event.pos)
测试是否单击了 object(即按钮)。
如果要使用 pygame Group
asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
那么你不应该在collisions()
中创建它们,而是在开始而不是列表时创建它们
asteroids = []
bullets = []
并且您应该将对象添加到组而不是附加到列表中。
asteroids.add(Asteroid())
您甚至可以为所有对象运行 function 而无需使用for
-loop
asteroids.draw()
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