[英]How to check collision of mouse with sprites in pygame?
我用十字准线替换了鼠标,屏幕上有一些目标。 当你射击一个目标时,它应该从屏幕上消失。 如何检查我的十字准线(我的实际鼠标)的中心是否与其中一个精灵发生碰撞? 下面的代码不能精确地检查我的十字准线的中心是否在一个目标上,所以即使你用十字准线中的空白区域射击它也会计数,我不希望这样。
import pygame
from random import randrange
class Crosshair(pygame.sprite.Sprite):
def __init__(self, image):
super().__init__()
self.image = image
self.rect = self.image.get_rect()
def update(self):
self.rect.center = pygame.mouse.get_pos()
def shoot(self):
pygame.sprite.spritecollide(self, target_group, True)
class Target(pygame.sprite.Sprite):
def __init__(self, image, x, y):
super().__init__()
self.image = image
self.rect = self.image.get_rect()
self.rect.center = (x, y)
def set_background(background):
(b_width, b_height) = background.get_size()
for x in range(0, screen_width, b_width):
for y in range(0, screen_height, b_height):
screen.blit(background, (x, y))
#General setup
pygame.init()
fps = 60
clock = pygame.time.Clock()
#Background picture
background = pygame.image.load('Art/bg.png')
#Hide mouse
pygame.mouse.set_visible(False)
#Game Screen
screen_width = 1024
screen_height = 576
screen = pygame.display.set_mode((screen_width, screen_height))
#Crosshair
crosshair_image = pygame.image.load('Art/crosshair.png')
crosshair = Crosshair(crosshair_image)
crosshair_group = pygame.sprite.Group()
crosshair_group.add(crosshair)
#Targets
targets = 10
target_image = pygame.image.load('Art/target.png')
new_target_image = pygame.transform.rotozoom(target_image, 0, 0.5)
target_group = pygame.sprite.Group()
while len(target_group)<10:
target = Target(new_target_image,
randrange(0, screen_width),
randrange(0, screen_height))
if pygame.sprite.spritecollide(target, target_group, False):
continue
target_group.add(target)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
crosshair.shoot()
set_background(background)
target_group.draw(screen)
crosshair_group.update()
crosshair_group.draw(screen)
pygame.display.flip()
clock.tick(fps)
pygame.quit()
由于目标是圆形的,因此可以通过计算鼠标指针到目标中心的距离来检测碰撞。
计算从鼠标 cursor 到目标中心的欧几里得距离( dx*dx + dy*dy
) 的平方。 测试距离的平方小于半径的平方:
将鼠标 position 传递给Crosshair.shoot
。 Go 通过目标并在检测到碰撞时kill
目标:
class Crosshair(pygame.sprite.Sprite):
# [...]
def shoot(self, mouse_pos):
for target in target_group:
dx = target.rect.centerx - mouse_pos[0]
dy = target.rect.centery - mouse_pos[1]
dist_sq = dx*dx + dy*dy
radius = target.image.get_width() / 2
if dist_sq < radius*radius:
target.kill()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
crosshair.shoot(event.pos) # <--- pass event.pos
# [...]
然而,更优雅的解决方案是使用pygame.sprite.collide_circle()
。 这个 function 可以作为回调参数传递给pygame.sprite.spritecollide()
。
对于此解决方案, pygame.sprite.Sprite
对象必须具有属性radius
:
class Crosshair(pygame.sprite.Sprite):
def __init__(self, image):
super().__init__()
self.image = image
self.rect = self.image.get_rect()
self.radius = 1
def update(self):
self.rect.center = pygame.mouse.get_pos()
def shoot(self, mouse_pos):
self.rect.center = mouse_pos
pygame.sprite.spritecollide(self, target_group, True, pygame.sprite.collide_circle)
class Target(pygame.sprite.Sprite):
def __init__(self, image, x, y):
super().__init__()
self.image = image
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.radius = self.rect.width // 2
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