Pygame:精灵侧面的碰撞

问题描述 投票:0回答:6

pygame中有没有一种方法可以在pygame中寻找精灵的特定面与另一个精灵的特定面之间的碰撞?例如,如果精灵 A 的顶部与精灵 B 的底部发生碰撞,则返回 True。

我确信有一种方法可以做到这一点,但我在文档中找不到任何特定的方法。

python pygame sprite collision
6个回答
18
投票

PyGame 中没有获取侧面碰撞的函数。

但是你可以尝试使用 pygame.Rect.collidepoint 来测试

A.rect.midleft
,
A.rect.midright
,
A.rect.midtop
,
A.rect.midbottom
,
A.rect.topleft
,
A.rect.bottomleft
,
A.rect.topright
,
A.rect.bottomright
是否在里面
B.rect
pygame.Rect)。


编辑:

示例代码。使用箭头移动玩家并触摸敌人。

可能不是最优解

import pygame

WHITE = (255,255,255)
BLACK = (0  ,0  ,0  )
RED   = (255,0  ,0  )
GREEN = (0  ,255,0  )
BLUE  = (0  ,0  ,255)

class Player():

    def __init__(self, x=0, y=0, width=150, height=150):

        self.rect = pygame.Rect(x, y, width, height)

        self.speed_x = 5
        self.speed_y = 5

        self.move_x = 0
        self.move_y = 0

        self.collision = [False] * 9

        self.font = pygame.font.SysFont("", 32)
        self.text = "";

    def set_center(self, screen):
        self.rect.center = screen.get_rect().center

    def event_handler(self, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                self.move_x -= self.speed_x
            elif event.key == pygame.K_RIGHT:
                self.move_x += self.speed_x
            elif event.key == pygame.K_UP:
                self.move_y -= self.speed_y
            elif event.key == pygame.K_DOWN:
                self.move_y += self.speed_y

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                self.move_x += self.speed_x
            elif event.key == pygame.K_RIGHT:
                self.move_x -= self.speed_x
            elif event.key == pygame.K_UP:
                self.move_y += self.speed_y
            elif event.key == pygame.K_DOWN:
                self.move_y -= self.speed_y

    def update(self):
        self.rect.x += self.move_x
        self.rect.y += self.move_y

    def draw(self, screen):

        pygame.draw.rect(screen, WHITE, self.rect, 2)
        self.draw_point(screen, self.rect.topleft, self.collision[0])
        self.draw_point(screen, self.rect.topright, self.collision[1])
        self.draw_point(screen, self.rect.bottomleft, self.collision[2])
        self.draw_point(screen, self.rect.bottomright, self.collision[3])

        self.draw_point(screen, self.rect.midleft, self.collision[4])
        self.draw_point(screen, self.rect.midright, self.collision[5])
        self.draw_point(screen, self.rect.midtop, self.collision[6])
        self.draw_point(screen, self.rect.midbottom, self.collision[7])

        self.draw_point(screen, self.rect.center, self.collision[8])

    def draw_point(self, screen, pos, collision):
        if not collision:
            pygame.draw.circle(screen, GREEN, pos, 5)
        else:
            pygame.draw.circle(screen, RED, pos, 5)

    def check_collision(self, rect):
        self.collision[0] = rect.collidepoint(self.rect.topleft)
        self.collision[1] = rect.collidepoint(self.rect.topright)
        self.collision[2] = rect.collidepoint(self.rect.bottomleft)
        self.collision[3] = rect.collidepoint(self.rect.bottomright)

        self.collision[4] = rect.collidepoint(self.rect.midleft)
        self.collision[5] = rect.collidepoint(self.rect.midright)
        self.collision[6] = rect.collidepoint(self.rect.midtop)
        self.collision[7] = rect.collidepoint(self.rect.midbottom)

        self.collision[8] = rect.collidepoint(self.rect.center)

    def render_collision_info(self):

        text = "collision: "
        print "collision:",

        if self.collision[0] or self.collision[2] or self.collision[4]:
            text += "left "
            print "left",

        if self.collision[1] or self.collision[3] or self.collision[5]:
            text += "right "
            print "right",

        if self.collision[0] or self.collision[1] or self.collision[6]:
            text += "top "
            print "top",

        if self.collision[2] or self.collision[3] or self.collision[7]:
            text += "bottom "
            print "bottom",

        if self.collision[8]:
            text += "center "
            print "center",

        print

        self.text = self.font.render(text, 1, WHITE)

    def draw_collision_info(self, screen, pos):
        screen.blit(self.text, pos)

#----------------------------------------------------------------------

class Game():

    def __init__(self):

        pygame.init()

        self.screen = pygame.display.set_mode( (800,600) )
        pygame.display.set_caption("Side Collision")

        self.player = Player()
        self.enemy  = Player()
        self.enemy.set_center(self.screen)


    def run(self):
        clock = pygame.time.Clock()

        RUNNING = True

        while RUNNING:

            # --- events ----

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

                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        RUNNING = False

                self.player.event_handler(event)

            # --- updates ---

            self.player.update()
            self.enemy.update()

            self.player.check_collision(self.enemy.rect)
            self.enemy.check_collision(self.player.rect)
            self.player.render_collision_info()
            self.enemy.render_collision_info()

            # --- draws ----

            self.screen.fill(BLACK)

            self.player.draw(self.screen)
            self.enemy.draw(self.screen)

            self.player.draw_collision_info(self.screen, (0,0))
            self.enemy.draw_collision_info(self.screen, (0,32))

            pygame.display.update()

            # --- FPS ---

            clock.tick(30)

        pygame.quit()

#----------------------------------------------------------------------

Game().run()

enter image description here


编辑(2016 年 8 月): 有碰撞的版本

rect
rect_ratio
circle

GitHub:furas/python-examples/pygame/collisions


3
投票

我通过创建多个碰撞盒解决了这个问题。这应该可以帮助很多人。

https://youtu.be/W-Vz6le1YUg

代码:

if tanner.axe.colliderect(oak.red) and. 
      tanner.playerHitBox.colliderect(oak.leftHit) and. 
      keys_pressed[pygame.K_SPACE]:
      Number_of_Hits_Left += 1
      print(Number_of_Hits_Left)

 if tanner.axe.colliderect(oak.red) and. 
       tanner.playerHitBox.colliderect(oak.rightHit) and. 
       keys_pressed[pygame.K_SPACE]:
       Number_of_Hits_Right += 1
       print(Number_of_Hits_Right)

所以我总共有 5 个命中框来完成上述任务。实际上,您所要做的就是创建主命中框,然后在主命中框的左侧和右侧创建 2 个侧框,以便它们几乎不重叠。假设您发射了一颗子弹,您的代码将类似于上面的内容。 “当子弹与边箱碰撞时以及当子弹与主箱碰撞时,做点什么。”


2
投票

碰撞背后的逻辑是这样的:

#Assume two surfaces
objectA
objectB

if objectA.right > objectB.left and objectA.left < objectB.right and objectA.top < objectB.bottom and objectA.bottom > objectB.top
    #Collision happens

如果你想检测侧面碰撞(就像物体A侧面撞击了物体B),你可以执行以下操作:

#Here is the code where objectA moves
objectA.X += 10
#Here check Collision, if collision happens objectA hitted objectB from the side
objectA.Y += 10
#Here check Collision again, if collision is true then objectA hitted object B from top/bottom

1
投票

就像 Furas 所说的那样,不,Pygame 中的侧面碰撞无法超过他建立的积分系统。即使这样也无法给你想要的东西,因为在处理矩形的行、列或角时,你永远无法确定碰撞发生在哪个方向。

这就是为什么大多数教程建议保存精灵的初始方向。然后向相反方向移动,以防发生碰撞。


0
投票

对于 objectA 给对象这个方法:

def is_collided_with(self, sprite):
    return self.rect.colliderect(sprite.rect)

此返回语句返回 True 或 False

然后在碰撞的主循环中执行以下操作:

if objectA.is_collided_with(ObjectB):
                                            Collision happened!


-3
投票

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