[英]Collision between an image and rect in Pygame
我在處理PNG和用戶控制的矩形對象之間的沖突時遇到一些問題。 如果矩形與牆(另一個矩形)碰撞沒有問題,但是當我嘗試賦予PNG與牆相同的功能時,會出現錯誤。
sprite_image_filename = 'tails.PNG'
import pygame
from pygame.locals import *
speed = [7, 4]
e = 1.001
position=(50,50)
sprite = pygame.image.load(sprite_image_filename).convert_alpha()
rect = (sprite.get_rect())
wall1 = Block(sort,20, 400 )
wall1.set_position(0,200)
block_group.add(a_block, wall1)
running=True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEMOTION :
mouse_position = pygame.mouse.get_pos()
a_block.set_position(mouse_position[0],mouse_position[1])
clock.tick(frames_per_second)
window.fill(a)
#here
rect = rect.move(speed)
if rect.left < 0 or rect.right > 380:
speed[0] = -speed[0] * e
pygame.display.update()
if rect.top < 0 or rect.bottom > 370:
speed[1] = -speed[1] * e
pygame.display.update()
window.blit(sprite, rect)
pygame.display.update()
#here
if pygame.sprite.collide_rect(a_block, sprite) or pygame.sprite.collide_rect(a_block,wall1):
time_string = "Du overlevede {} sekunder".format(pygame.time.get_ticks()/1000)
text = font.render(time_string, True, sort)
pygame.display.update()
pygame.time.wait(5000)
running = False
block_group.draw(window)
pygame.display.update()#opdater skærmen
pygame.quit ()
錯誤的回溯為:
追溯(最近一次通話):文件“ C:\\ Python33 \\ eskappa1.py”,第105行,如果是pygame.sprite.collide_rect(a_block,sprite)或pygame.sprite.collide_rect(a_block,wall1)
File "C:\\Python33\\lib\\site-packages\\pygame\\sprite.py", line 1300, in collide_rect return left.rect.colliderect(right.rect) AttributeError: 'pygame.Surface' object has no attribute 'rect'
sprite_image_filename = 'tails.PNG'
sprite2_image_filename = 'block 2.PNG'
sprite3_image_filename = 'block 3.PNG'
sprite4_image_filename = 'block 4.PNG'
import pygame
from pygame.locals import *
r=(255,0,0)
b=(0,0,255)
sort =(0,0,0)
class Block(pygame.sprite.Sprite):
def __init__(self, color=b, width= 40, height= 40):
super(Block, self).__init__()
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect()
self.origin_x=self.rect.centerx
self.origin_y=self.rect.centery
def set_position(self, x, y):
self.rect.x=x-self.origin_x
self.rect.y=y-self.origin_y
pygame.init()
pygame.display.set_caption("EsKappa!")
window_size =window_width, window_height = 400, 400
window = pygame.display.set_mode(window_size)
a=(0,201,0)
clock = pygame.time.Clock()
frames_per_second = 30
block_group = pygame.sprite.Group()
a_block= Block(b)
a_block.set_position(window_width/2 -30, window_height/2)
speed = [7, 4]
e = 1.01
position=(50,50)
sprite = pygame.image.load(sprite_image_filename).convert_alpha()
sprite2= pygame.image.load(sprite2_image_filename).convert_alpha()
sprite3= pygame.image.load(sprite2_image_filename).convert_alpha()
sprite4= pygame.image.load(sprite2_image_filename).convert_alpha()
rect = (sprite.get_rect())
rect2 = sprite2.get_rect()
rect3 = sprite2.get_rect()
rect4 = sprite2.get_rect()
wall1 = Block(sort,20, 400 )
wall1.set_position(0,200)
wall2= Block(sort,400, 20 )
wall2.set_position(200,0)
wall3=Block(sort,20, 400 )
wall3.set_position(400,200)
wall4=Block(sort,400, 20 )
wall4.set_position(200,400)
block_group.add(a_block, wall1,wall2,wall3,wall4)
b2=(270, 70)
b3=(80,20)
b4=(70, 250)
h=pygame.time.get_ticks()/1000
font = pygame.font.SysFont("Times New Roman", 20)
font2 = pygame.font.SysFont("Times New Roman", 50)
text = font.render("Time", False, sort)
#lukke funktion
running=True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEMOTION :
mouse_position = pygame.mouse.get_pos()
a_block.set_position(mouse_position[0],mouse_position[1])
clock.tick(frames_per_second)
window.fill(a)
#here
rect = rect.move(speed)
if rect.left < 0 or rect.right > 380:
speed[0] = -speed[0] * e
pygame.display.update()
if rect.top < 0 or rect.bottom > 370:
speed[1] = -speed[1] * e
pygame.display.update()
window.blit(sprite, rect)
#window.blit(sprite2, rect)
#window.blit(sprite3, rect)
#window.blit(sprite4, rect)
pygame.display.update()
#here
if pygame.sprite.collide_rect(a_block, wall1) or pygame.sprite.collide_rect(a_block, wall2) or pygame.sprite.collide_rect(a_block, wall3) or pygame.sprite.collide_rect(a_block, wall4):
time_string = "Du overlevede {} sekunder".format(round(pygame.time.get_ticks()/1000 -0.225))
text = font.render(time_string, True, sort)
window.blit(text, (window_width/2-100, window_height/2-100))
if pygame.time.get_ticks()/1000>10:
time_string1 = "Flot!"
text = font2.render(time_string1, True, sort)
window.blit(text, (20, 20))
else:
time_string2 = "Ikke så godt :c"
text = font2.render(time_string2, True, sort)
window.blit(text, window.blit(text, (20, 20)))
pygame.display.update()
pygame.time.wait(5000)
running = False
block_group.draw(window)
pygame.display.update()#opdater skærmen
pygame.quit ()
錯誤消息是明確的。
您調用left.rect.colliderect(right.rect)
,但是right
是pygame.Surface
,沒有屬性rect
。
請注意如何在Block
類中使用rect
屬性:
class Block(pygame.sprite.Sprite):
def __init__(self, color=b, width= 40, height= 40):
super(Block, self).__init__()
...
self.rect = self.image.get_rect()
...
但是pygame.Surface
本身沒有rect
屬性。
可以只將包含rect
屬性的對象傳遞到函數中,或者利用多態性並在Block
類中添加get_rect()
函數,然后get_rect()
碰撞檢測的函數中使用該函數,以便它對Block
和Surface
對象都適用。
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