我最近写了这个代码,其中水果和其他东西从屏幕顶部落下,底部的青蛙必须尝试抓住它们。碰撞检测不起作用,也不是落下的图像,因为它们似乎只是掉落并卡在屏幕的顶部。这是我的大部分代码,因为我似乎无法确定实际错误所在的区域:
import pygame, sys, time, random
from pygame.locals import *
######### constants ##########
jumpvel=20
fallingspeed=0.5
running= True
blue= [129,183 ,253]
pink=[255,174,201]
textcolour= [255,255,255]
x=700//2
y=1000//2
score=0
#### fruits and naughty ######
thingylist= ['fruit1.bmp','fruit2.bmp','fruit3.bmp','fruit4.bmp','fruit5.bmp','fruit1.bmp','fruit2.bmp','fruit3.bmp','fruit4.bmp','fruit5.bmp','naughty1.bmp','naughty2.bmp','naughty3.bmp',]
all_things=[]
for i in range (12):
new_thing_image=pygame.image.load(thingylist[(random.randrange(0,12))])
new_thing_image.set_colorkey(pink)
new_thing_rect=new_thing_image.get_rect()
new_thing_rect.x=random.randrange(0,950)
new_thing_rect.y=-random.randrange(50,500)
all_things.append([new_thing_image,new_thing_rect])
################collision###############
def checkCollision (frog_rect,all_things,score):
collides_with=None
for i in range (len(all_things)):
thing_rect=all_things[i][1]
if (frog_rect.colliderect(thing_rect)):
score=score+100
return collides_with
######## initialising screen#########
pygame.init()
gamedisplay=pygame.display.set_mode((1000,600)) #making the screen
pygame.display.set_caption('frog')
clock=pygame.time.Clock()# frames per second
bg=pygame.image.load('actual clouds.bmp').convert()
############ initialising sprites##############
frog= pygame.image.load('actual frog.bmp')
frog.set_colorkey(blue)
frog_rect=frog.get_rect()
frog_rect.centerx=(x)
frog_rect.centery=(y)
####### score###########
pygame.font.init()
font= pygame.font.SysFont ('Dubai MS', 48)
##########drawing things#############
def drawThings (all_things):
for item in all_things:
new_thing_image, new_thing_rect= item
gamedisplay.blit(new_thing_image, (new_thing_rect.x, new_thing_rect.y))
#########update display function###########
def update(x,y,all_things,score):
gamedisplay.blit(bg,[0,0])
gamedisplay.blit(frog,(x,y))
for thing in range (len(all_things)):
new_thing_rect=all_things[i][1]
#thing_rect.y=thing_rect.y+fallingspeed
new_thing_rect.y+= fallingspeed
drawThings(all_things)
label=font.render("score "+ str(score) ,1,textcolour)
gamedisplay.blit(label,(750,10))
pygame.display.update()
pygame.time.delay(50)
#########main game loop ############
while running == True:
gamedisplay.blit(bg,[0,0])
gamedisplay.blit(frog,(x,y))
drawThings(all_things)
label=font.render("score "+ str(score) ,1,textcolour)
gamedisplay.blit(label,(750,10))
pygame.display.flip()
pygame.event.pump()
key=pygame.key.get_pressed()
########### escape ###########
if key [pygame.K_ESCAPE]:
sys.exit()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
########### controls ##############
if key[pygame.K_LEFT]:
x -=2
elif key[pygame.K_RIGHT]:
x +=2
elif key[pygame.K_SPACE]or key[pygame.K_UP]:
for i in range (5):
y -= jumpvel
update(x,y,all_things,score)
for i in range (5):
y += jumpvel
update(x,y,all_things,score)
######## limits ####################
if x < 10:
x = 10
elif (x > (900 - 2)):
x= 900-2
######### falling###########
for item in all_things:
new_thing_image, new_thing_rect= item
#new_thing_rect=all_things[i][1]
#thing_rect.y=thing_rect.y+fallingspeed
new_thing_rect.y+= fallingspeed
############collision detection##########
detect=checkCollision (frog_rect, all_things,score)
if (detect !=None):
score=score+100
update(x,y,all_things,score)
“东西”意味着落到屏幕的底部让青蛙抓住,但它们似乎都被卡在了顶端。当我测试碰撞检测代码时,即使两个图像相撞也不会影响分数 - 这意味着某些东西不起作用。
由于这个原因,下降的图像停止了
fallingspeed = 0.5
qazxsw poi使用整数值来保持位置,因此它会将qazxsw poi舍入为整数 - rect
。
当你有0.5
并且你添加int(0.5) == 0
- 所以你可以期待y = 0
- 它将它圆形到0.5
。在下一个循环中,您将再次添加y = 0.5
,它将再次将其四舍五入到y = 0
。这样它就停在0.5
上
当你有qazxsw poi并且你添加qazxsw poi然后你会期待y = 0
但它绕到y = 0
(不是y = -5
)所以它正在移动。
使用
0.5
它不会停留在-4.5
-4
有时在更复杂的代码中,将位置保持在浮点值是很重要的,然后你必须使用-5
变量而不是fallingspeed = 1
来保持位置并仅在你必须绘制或检查碰撞时将其复制到y = 0
碰撞
在old_y = 0
new_y = int(old_y+0.5)
print(old_y, new_y)
# 0 0
old_y = -5
new_y = int(old_y+0.5)
print(old_y, new_y)
# -5 -4
里面你设置了float
,但是你永远不会把它变成'True
rect
你可以写得更短
rect
现在它应该改变checkCollision
collides_with = None
但是如果你想在 def checkCollision (frog_rect,all_things, score):
collides_with = None
for i in range (len(all_things)):
thing_rect = all_things[i][1]
if (frog_rect.colliderect(thing_rect)):
score=score+100
collides_with = True
return collides_with
中更改它,那么你必须返回值 def checkCollision(frog_rect,all_things, score):
collides_with = None
for thing_image, thing_rect in all_things:
if frog_rect.colliderect(thing_rect):
score = score+100
collides_with = True
return collides_with
。 score
中的变量detect = checkCollision(frog_rect, all_things, score)
if detect:
score = score+100
是局部变量,它不会改变全局变量checkCollision
中的值
score
然后你必须分配给全球qazxsw poi
score