这是我的代码:
import pygame
import random
WIDTH = 800
HEIGHT = 650
FPS = 30
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
class Ball(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 50))
self.image.fill(YELLOW)
self.width = self.image.get_rect().width
self.height = self.image.get_rect().height
self.rect = self.image.get_rect()
self.rect.center = (400, 600)
self.changex = 10
self.changey = -10
def update(self):
if self.rect.right >= 800:
self.changex = -10
self.image = pygame.transform.scale(self.image, (int(self.width*1.2), int(self.height*1.2)))
self.width = self.image.get_rect().width
self.height = self.image.get_rect().height
if self.rect.left <= 0:
self.changex = 10
self.image = pygame.transform.scale(self.image, (int(self.width*1.2), int(self.height*1.2)))
self.width = self.image.get_rect().width
self.height = self.image.get_rect().height
self.rect.x += self.changex
if self.rect.top <= 0:
self.changey = 10
self.image = pygame.transform.scale(self.image, (int(self.width*1.2), int(self.height*1.2)))
self.width = self.image.get_rect().width
self.height = self.image.get_rect().height
if self.rect.bottom >= 650:
self.changey = -10
self.image = pygame.transform.scale(self.image, (int(self.width*1.2), int(self.height*1.2)))
self.width = self.image.get_rect().width
self.height = self.image.get_rect().height
self.rect.y += self.changey
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Snake")
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group()
ball = Ball()
all_sprites.add(ball)
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
all_sprites.update()
screen.fill(BLACK)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
问题出在这个地方:
if self.rect.right >= 800:
self.changex = -10
self.image = pygame.transform.scale(self.image, (int(self.width*1.2), int(self.height*1.2)))
self.width = self.image.get_rect().width
self.height = self.image.get_rect().height
Python 认为 self.rect.right 是对象原始大小的右侧,即使对象已经增大,它也会继续从其原始大小的边界反弹。
在这张图中,立方体已经远远超出了边界,只有当它到达原来的小右侧时才被推开()
这种情况仅发生在物体的右侧和底部。我不明白如何使已经放大的立方体正确地从边界反弹。
您的代码的问题不是调整大小而是弹跳。如果您的球反射在墙上,您需要调整由
rect
对象定义的球的大小和位置。添加一个方法。添加当球与墙壁碰撞时改变球的运动方向和大小的方法
def reflect(self, NV):
self.dir = self.dir.reflect(pygame.math.Vector2(NV))
self.radius = min(50, self.radius + 1)
self.image = pygame.transform.scale(self.original_image, (self.radius * 2, self.radius * 2))
self.pos += NV
self.rect = self.image.get_rect(center = (round(self.pos.x), round(self.pos.y)))
当小球碰撞边界时调用
update
中的方法:
def update(self, border):
self.pos += self.dir * self.velocity
self.rect.center = round(self.pos.x), round(self.pos.y)
if self.rect.left <= border.left:
self.reflect((1, 0))
if self.rect.right >= border.right:
self.reflect((-1, 0))
if self.rect.top <= border.top:
self.reflect((0, 1))
if self.rect.bottom >= border.bottom:
self.reflect((0, -1))
完整示例:
import pygame
import random
class Ball(pygame.sprite.Sprite):
def __init__(self, startpos, velocity, startdir):
super().__init__()
self.pos = pygame.math.Vector2(startpos)
self.velocity = velocity
self.dir = pygame.math.Vector2(startdir).normalize()
self.original_image = pygame.Surface((100, 100), pygame.SRCALPHA)
pygame.draw.circle(self.original_image, (0, 255, 0), (50, 50), 50)
self.radius = 5
self.image = pygame.transform.scale(self.original_image, (self.radius * 2, self.radius * 2))
self.rect = self.image.get_rect(center = (round(self.pos.x), round(self.pos.y)))
def reflect(self, NV):
self.dir = self.dir.reflect(pygame.math.Vector2(NV))
self.radius = min(50, self.radius + 1)
self.image = pygame.transform.scale(self.original_image, (self.radius * 2, self.radius * 2))
self.pos += NV
self.rect = self.image.get_rect(center = (round(self.pos.x), round(self.pos.y)))
def update(self, border):
self.pos += self.dir * self.velocity
self.rect.center = round(self.pos.x), round(self.pos.y)
if self.rect.left <= border.left:
self.reflect((1, 0))
if self.rect.right >= border.right:
self.reflect((-1, 0))
if self.rect.top <= border.top:
self.reflect((0, 1))
if self.rect.bottom >= border.bottom:
self.reflect((0, -1))
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
all_groups = pygame.sprite.Group()
start, velocity, direction = (250, 250), 5, (random.random(), random.random())
ball = Ball(start, velocity, direction)
all_groups.add(ball)
border_rect = pygame.Rect(100, 100, 300, 300)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_groups.update(border_rect)
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), border_rect, 1)
all_groups.draw(window)
pygame.display.flip()