如何检测两个移动的精灵之间的碰撞?

问题描述 投票:1回答:1

我试图这样做,当我的玩家精灵与敌人发生碰撞时,玩家将被杀死。但是,如果敌人恰好在与玩家相同的点上产生而不是在玩家四处移动并且故意触及另一个精灵时,我的玩家才会死亡。

这是我的代码:


import math
from random import randint
import pygame
from pygame.math import Vector2

pygame.init()

screen = pygame.display.set_mode((600, 600))
screen_width = 600
screen_height = 600
black = (0, 0, 0)
pygame.display.set_caption("gang")
clock = pygame.time.Clock()


class Player(pygame.sprite.Sprite):

    def __init__(self, pos):
        super().__init__()
        self.image = pygame.Surface((50, 30), pygame.SRCALPHA)
        pygame.draw.polygon(self.image, pygame.Color('steelblue2'), [(0, 0), (50, 15), (0, 30)])
        self.original_image = self.image
        self.rect = self.image.get_rect(center=pos)
        self.pos = Vector2(pos)
        self.velocityx = Vector2(6, 0)
        self.velocityy = Vector2(0, 6)

    def update(self):
        self.rect.center = (int(self.pos.x), int(self.pos.y))
        clamp_rect = self.rect.clamp(screen.get_rect())
        if clamp_rect != self.rect:
            self.rect = clamp_rect
            self.pos.x, self.pos.y = self.rect.center
        self.rotate()

    def rotate(self):
        direction = pygame.mouse.get_pos() - self.pos
        radius, angle = direction.as_polar()
        self.image = pygame.transform.rotate(self.original_image, -angle)
        self.rect = self.image.get_rect(center=self.rect.center)


class Enemy(pygame.sprite.Sprite):
    def __init__(self, pos):
        super().__init__()
        self.image = pygame.Surface((50, 50))
        self.image.fill((randint(0, 255), randint(0, 255), randint(0, 255)))
        self.rect = self.image.get_rect(center=pos)
        self.pos = Vector2(pos)
        self.velocity = Vector2(1, 0)

    def update(self):
        self.pos += self.velocity
        self.rect.center = self.pos


class Projectile(pygame.sprite.Sprite):
    def __init__(self, pos):
        super().__init__()
        self.image = pygame.Surface((9, 15), pygame.SRCALPHA)
        pygame.draw.circle(self.image, (0, 0, 0), (30, 50), 14)
        self.rect = self.image.get_rect(center=pos)
        self.pos = Vector2(pos)
        self.velocityx = Vector2(9, 0)
        self.velocityy = Vector2(0, 9)

    def update(self):
        self.pos += self.velocityx
        self.rect.center = self.pos


def draw_window():
    screen.fill((30, 30, 30))
    all_sprites.update()
    all_sprites.draw(screen)
    bullets.update()
    bullets.draw(screen)
    pygame.display.update()


def xor(a, b):
    if bool(a) != bool(b):
        return True
    else:
        return False


def game_end():
    pygame.font.init()
    text = pygame.font.Font('freesansbold.ttf', 32)
    text_surface = text.render('Game Over', False, (255, 255, 255))
    text_rect = text_surface.get_rect()
    text_rect.center = (86, 86)
    screen.blit(text_surface, (172, 172))
    pygame.display.update()


player = Player((300, 300))
projectile = Projectile((150, 150))
bullets = pygame.sprite.Group(projectile)
enemies_list = pygame.sprite.Group()
all_sprites = pygame.sprite.Group(player, projectile)


def collision():
    score = 0

    for i in range(5):
        enemy = Enemy((randint(0, 600), randint(0, 600)))
        enemies_list.add(enemy)
        all_sprites.add(enemy)

        collide_list = pygame.sprite.spritecollide(player, enemies_list, True)
        for enemy in collide_list:
            all_sprites.remove(player)


collision()


def main():
    screen_rect = screen.get_rect()

    run = True
    while run:
        clock.tick(60)

        keys = pygame.key.get_pressed()

        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                run = False

        if keys[pygame.K_SPACE]:
            if len(bullets) < 5:
                projectile.pos += projectile.velocityx
        if xor(keys[pygame.K_a], keys[pygame.K_LEFT]):
            player.pos -= player.velocityx
        elif xor(keys[pygame.K_d], keys[pygame.K_RIGHT]):
            player.pos += player.velocityx
        elif xor(keys[pygame.K_w], keys[pygame.K_UP]):
            player.pos -= player.velocityy
        elif xor(keys[pygame.K_s], keys[pygame.K_DOWN]):
            player.pos += player.velocityy

        player.rect.clamp_ip(screen_rect)

        draw_window()


main()

如何检测到碰撞,从而在两个精灵移动的同时将我的玩家从游戏中移除?

python pygame sprite collision-detection
1个回答
1
投票

您必须检查玩家是否与主循环中的敌人发生碰撞:

EG

run = True
hit_count = 0
while run:

    # [...]

    player.rect.clamp_ip(screen_rect)

    collidelist = pygame.sprite.spritecollide(player, enemies_list, False)
    if collidelist:
        hit_count += 1
        print("hit", hit_count)

    draw_window()

如果你想要在游戏中没有“开启”的初始敌人位置,你需要检查新敌人和玩家的碰撞,然后再将它添加到enemies_list all_sprites

EG

def collision():
    score = 0

    while len(enemies_list) < 5:#
        enemy = Enemy((randint(0, 600), randint(0, 600)))
        if not pygame.sprite.collide_rect(enemy, player):
            enemies_list.add(enemy)
            all_sprites.add(enemy)
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