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Python/Pygame 无法正确检测碰撞

[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()```

参见pygame.sprite.spritecollide

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

if mp!=None and p_pressed==True:
    new_plant = Plant(mp, game_area)
    plant_sprites.add(new_plant)

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