我最近开始在Pygame中制作Atari Breakout,遇到一个奇怪的错误。每当球碰到桨的左侧时,它都会正常反弹,但是当它在右侧时,它会飞过桨。请帮忙,因为我不知道如何解决。
这是我的代码:
import pygame, random, math
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption('Atari Breakout')
player = pygame.image.load('player copy.png')
ball = pygame.image.load('poland.png')
ballx, bally = 400, 300
balldx, balldy = 2,2
def isCollision(x1,y1,x2,y2):
distance = math.sqrt(math.pow(x1 - x2, 2) + math.pow(y1 - y2, 2))
if distance <= 32:
return True
else:
return False
running = True
while running:
screen.fill((0,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pos = pygame.mouse.get_pos()
if isCollision(ballx, bally, pos[0], 525):
balldy *= -1
if bally >= 0:
balldy *= -1
if bally <= 570:
balldy *= -1
if ballx <= 0:
balldx *= -1
if ballx >= 770:
balldx *= -1
ballx += balldx
bally += balldy
screen.blit(player, (pos[0], 525))
screen.blit(ball, (ballx,bally))
pygame.display.update()
实际上isCollision
计算包围球的矩形的左上方和球拍的左上方之间的Euclidean distance。播放器(桨)的形状是一个具有非常长和非常短的边的矩形。因此,碰撞算法根本不起作用。我建议使用pygame.Rect
对象和colliderect
来检测球与球员之间的碰撞。例如:]]
def isCollision(x1,y1,x2,y2): ballRect = ball.get_rect(topleft = (x1, y1)) playerRect = player.get_rect(topleft = (x2, y2)) return ballRect.colliderect(playerRect)
while running: # [...] pos = pygame.mouse.get_pos() if isCollision(ballx, bally, pos[0], 525): balldy *= -1