[英]Python/Pygame can't get collisions to detect correctly
我的代码中的生物 class 对象和植物 class 对象之间的碰撞将不会注册,如果有人对我如何让每个矩形检查与精灵组的碰撞有任何想法,请删除它正在碰撞的精灵组的那个成员,并仅对与次级精灵组发生碰撞的生物 class 的成员进行统计。 如果可以的话,请帮助我,谢谢你抽出时间。
class Creature(pg.sprite.Sprite):
def __init__(self, pos, game_area):
super().__init__()
self.image = pg.Surface((5, 5))
self.image.fill(pg.Color('Blue'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(2, 0).rotate(random.randrange(360))
self.pos = Vector2(pos)
self.game_area = game_area
self.energymax=10000
self.energy=10000
def update(self):
self.pos += self.vel
self.rect.center = self.pos
self.vel = Vector2(2, 0).rotate(random.randrange(360))
if not self.game_area.contains(self.rect):
self.kill()
self.energy=self.energy-10
if self.energy<=0:
self.kill()
pg.sprite.spritecollide(self,plant_sprites,True)
if pg.sprite.spritecollide(self,plant_sprites,True) and self.energy<self.energymax-1000:
self.energy=self.energy+1000
Plant.self.kill()
def main():
screen = pg.display.set_mode((640, 480))
game_area = pg.Rect(60, 60, 520, 360)
game_area_color = pg.Color('aquamarine2')
clock = pg.time.Clock()
all_sprites = pg.sprite.Group(Creature(game_area.center, game_area))
plant_sprites=pg.sprite.Group(Plant(game_area.center, game_area))
q_pressed = False
p_pressed = False
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_q:
q_pressed = True
if event.key == pg.K_p:
p_pressed = True
if event.type == pg.KEYUP:
if event.key == pg.K_q:
q_pressed = False
if event.key == pg.K_p:
p_pressed = False
mp=pg.mouse.get_pos()
if mp!=None and q_pressed==True:
all_sprites.add(Creature(mp, game_area))
all_sprites.update()
if mp!=None and p_pressed==True:
all_sprites.add(Plant(mp, game_area))
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.draw.rect(screen, game_area_color, game_area, 2)
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
问题解决后的最终代码:
import pygame as pg
from pygame.math import Vector2
class Plant(pg.sprite.Sprite):
def __init__(self, pos, game_area):
super().__init__()
self.image = pg.Surface((2, 2))
self.image.fill(pg.Color('Green'))
self.rect = self.image.get_rect(center=pos)
self.game_area = game_area
def update(self):
if not self.game_area.contains(self.rect):
self.kill()
screen = pg.display.set_mode((640, 480))
game_area = pg.Rect(60, 60, 520, 360)
game_area_color = pg.Color('aquamarine2')
clock = pg.time.Clock()
plant_sprites=pg.sprite.Group(Plant(game_area.center, game_area))
q_pressed = False
p_pressed = False
class Creature(pg.sprite.Sprite):
def __init__(self, pos, game_area):
super().__init__()
self.image = pg.Surface((5, 5))
self.image.fill(pg.Color('Blue'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(2, 0).rotate(random.randrange(360))
self.pos = Vector2(pos)
self.game_area = game_area
self.energymax=10000
self.energy=10000
def update(self):
self.pos += self.vel
self.rect.center = self.pos
self.vel = Vector2(2, 0).rotate(random.randrange(360))
if not self.game_area.contains(self.rect):
self.kill()
self.energy=self.energy-10
if self.energy<=0:
self.kill()
if pg.sprite.spritecollide(self,plant_sprites,True):
if self.energy<self.energymax-2000:
self.energy=self.energy+2000
def main():
screen = pg.display.set_mode((640, 480))
game_area = pg.Rect(60, 60, 520, 360)
game_area_color = pg.Color('aquamarine2')
clock = pg.time.Clock()
global plant_sprites
all_sprites = pg.sprite.Group(Creature(game_area.center, game_area))
plant_sprites=pg.sprite.Group(Plant(game_area.center, game_area))
q_pressed = False
p_pressed = False
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_q:
q_pressed = True
if event.key == pg.K_p:
p_pressed = True
if event.type == pg.KEYUP:
if event.key == pg.K_q:
q_pressed = False
if event.key == pg.K_p:
p_pressed = False
mp=pg.mouse.get_pos()
if mp!=None and q_pressed==True:
all_sprites.add(Creature(mp, game_area))
all_sprites.update()
if mp!=None and p_pressed==True:
global new_plant
new_plant = Plant(mp, game_area)
plant_sprites.add(new_plant)
screen.fill((30, 30, 30))
all_sprites.draw(screen)
plant_sprites.draw(screen)
pg.draw.rect(screen, game_area_color, game_area, 2)
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
pg.init()
main()
pg.quit()```
返回一个列表,其中包含与另一个 Sprite 相交的 Group 中的所有 Sprite。 通过比较每个 Sprite 的 Sprite.rect 属性来确定交集。
dokill 参数是一个布尔值。 如果设置为 True,所有发生碰撞的 Sprite 都将从组中移除。
因此,如果您在一行中两次调用此 function 并将dokill设置为True
,则第二次调用不会检测到碰撞,因为之前已删除所有碰撞对象。
只调用pygame.sprite.spritecollide
一次:
class Creature(pg.sprite.Sprite):
# [...]
def update(self):
self.pos += self.vel
self.rect.center = self.pos
self.vel = Vector2(2, 0).rotate(random.randrange(360))
if not self.game_area.contains(self.rect):
self.kill()
self.energy=self.energy-10
if self.energy<=0:
self.kill()
# pg.sprite.spritecollide(self,plant_sprites,True) <--- DELETE
if pg.sprite.spritecollide(self,plant_sprites,True) and self.energy<self.energymax-1000:
self.energy=self.energy+1000
Plant.self.kill()
如果要在 function 内的全局命名空间中设置变量,则必须使用global
语句:
def main():
global plant_sprites
# [...]
plant_sprites = pg.sprite.Group(Plant(game_area.center, game_area))
# [...]
您必须将新Plants
添加到plant_sprites
组:
if mp!=None and p_pressed==True:
new_plant = Plant(mp, game_area)
plant_sprites.add(new_plant)
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