我已经使用下面的类制作了一个子弹列表和一个 Sprite 列表。如何检测子弹是否与 sprite 发生碰撞,然后删除该 sprite 和子弹?
#Define the sprite class
class Sprite:
def __init__(self,x,y, name):
self.x=x
self.y=y
self.image = pygame.image.load(name)
self.rect = self.image.get_rect()
def render(self):
window.blit(self.image, (self.x,self.y))
# Define the bullet class to create bullets
class Bullet:
def __init__(self,x,y):
self.x = x + 23
self.y = y
self.bullet = pygame.image.load("user_bullet.BMP")
self.rect = self.bullet.get_rect()
def render(self):
window.blit(self.bullet, (self.x, self.y))
最佳答案
在 PyGame 中,碰撞检测是使用 pygame.Rect
完成的对象。 Rect
对象提供了多种方法来检测对象之间的碰撞。即使是矩形和圆形物体(例如桨和球)之间的碰撞也可以通过两个矩形物体(桨和球的边界矩形)之间的碰撞来检测。
一些例子:
-
Test if a point is inside a rectangle
repl.it/@Rabbid76/PyGame-collidepoint
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(100, 100) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False point = pygame.mouse.get_pos() collide = rect.collidepoint(point) color = (255, 0, 0) if collide else (255, 255, 255) window.fill(0) pygame.draw.rect(window, color, rect) pygame.display.flip() pygame.quit() exit()
-
Test if two rectangles overlap
另见 How to detect collisions between two rectangular objects or images in pygame
repl.it/@Rabbid76/PyGame-colliderect
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) rect1 = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75) rect2 = pygame.Rect(0, 0, 75, 75) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False rect2.center = pygame.mouse.get_pos() collide = rect1.colliderect(rect2) color = (255, 0, 0) if collide else (255, 255, 255) window.fill(0) pygame.draw.rect(window, color, rect1) pygame.draw.rect(window, (0, 255, 0), rect2, 6, 1) pygame.display.flip() pygame.quit() exit()
此外,pygame.Rect.collidelist
和 pygame.Rect.collidelistall
可用于矩形与矩形列表之间的碰撞测试。 pygame.Rect.collidedict
和 pygame.Rect.collidedictall
可用于矩形与矩形字典的碰撞测试。
碰撞pygame.sprite.Sprite
和 pygame.sprite.Group
对象,可以通过 pygame.sprite.spritecollide()
检测到, pygame.sprite.groupcollide()
或 pygame.sprite.spritecollideany()
.使用这些方法时,可以通过 collided
参数指定碰撞检测算法:
The collided argument is a callback function used to calculate if two sprites are colliding.
可能的碰撞
可调用项是 collide_rect
, collide_rect_ratio
, collide_circle
, collide_circle_ratio
, collide_mask
一些例子:
-
repl.it/@Rabbid76/PyGame-spritecollide
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) sprite1 = pygame.sprite.Sprite() sprite1.image = pygame.Surface((75, 75)) sprite1.image.fill((255, 0, 0)) sprite1.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75) sprite2 = pygame.sprite.Sprite() sprite2.image = pygame.Surface((75, 75)) sprite2.image.fill((0, 255, 0)) sprite2.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75) all_group = pygame.sprite.Group([sprite2, sprite1]) test_group = pygame.sprite.Group(sprite2) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False sprite1.rect.center = pygame.mouse.get_pos() collide = pygame.sprite.spritecollide(sprite1, test_group, False) window.fill(0) all_group.draw(window) for s in collide: pygame.draw.rect(window, (255, 255, 255), s.rect, 5, 1) pygame.display.flip() pygame.quit() exit()
有关与面具的碰撞,请参阅 How can I make a collision mask?或 Pygame mask collision
pygame.sprite.spritecollide()
/collide_circle
repl.it/@Rabbid76/PyGame-spritecollidecollidecircle
import pygame pygame.init() window = pygame.display.set_mode((250, 250)) sprite1 = pygame.sprite.Sprite() sprite1.image = pygame.Surface((80, 80), pygame.SRCALPHA) pygame.draw.circle(sprite1.image, (255, 0, 0), (40, 40), 40) sprite1.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(40, 40) sprite2 = pygame.sprite.Sprite() sprite2.image = pygame.Surface((80, 89), pygame.SRCALPHA) pygame.draw.circle(sprite2.image, (0, 255, 0), (40, 40), 40) sprite2.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(80, 80) all_group = pygame.sprite.Group([sprite2, sprite1]) test_group = pygame.sprite.Group(sprite2) run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False sprite1.rect.center = pygame.mouse.get_pos() collide = pygame.sprite.spritecollide(sprite1, test_group, False, pygame.sprite.collide_circle) window.fill(0) all_group.draw(window) for s in collide: pygame.draw.circle(window, (255, 255, 255), s.rect.center, s.rect.width // 2, 5) pygame.display.flip() pygame.quit() exit()
这对您的代码意味着什么?
pygame.Surface.get_rect.get_rect()
返回一个具有 Surface 对象大小的矩形,该矩形始终从 (0, 0) 开始,因为 Surface 对象没有位置。矩形的位置可以由关键字参数指定。例如,矩形的中心可以用关键字参数 center
指定。这些关键字参数应用于 pygame.Rect
的属性在返回之前(参见 pygame.Rect
以获取关键字参数列表)。
参见 * Why is my collision test always returning 'true' and why is the position of the rectangle of the image always wrong (0, 0)?
您根本不需要Sprite
和Bullet
的x
和y
属性。使用 rect
属性的位置代替:
#Define the sprite class
class Sprite:
def __init__(self, x, y, name):
self.image = pygame.image.load(name)
self.rect = self.image.get_rect(topleft = (x, y))
def render(self):
window.blit(self.image, self.rect)
# Define the bullet class to create bullets
class Bullet:
def __init__(self, x, y):
self.bullet = pygame.image.load("user_bullet.BMP")
self.rect = self.bullet.get_rect(topleft = (x + 23, y))
def render(self):
window.blit(self.bullet, self.rect)
使用pygame.Rect.colliderect()
检测 Sprite
和 Bullet
实例之间的碰撞。
参见 How to detect collisions between two rectangular objects or images in pygame :
my_sprite = Sprite(sx, sy, name)
my_bullet = Bullet(by, by)
while True:
# [...]
if my_sprite.rect.colliderect(my_bullet.rect):
printe("hit")
关于python - 我如何检测pygame中的碰撞?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/29640685/