import math
import random
import pygame
from pygame.locals import *
import sys
def events():
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
pygame.init()
W = 700
H = 400
updater = pygame.time.Clock()
display = pygame.display.set_mode((700, 400))
pygame.display.set_caption("Skating_Game")
x = y = 0
surface = pygame.image.load("man2.png")
pygame.display.set_icon(surface)
class player:
def __init__(self, velocity, maxJumpRange):
self.velocity = velocity
self.maxJumpRange = maxJumpRange
def setLocation(self, x, y):
self.x = x
self.y = y
self.xVelocity = 0
self.jumping = False
self.jumpCounter = 0
self.falling = True
def keys(self):
k = pygame.key.get_pressed()
if k[K_LEFT]:
self.xVelocity = -self.velocity
elif k[K_RIGHT]:
self.xVelocity = self.velocity
else:
self.xVelocity = 0
if k[K_SPACE] and not self.jumping and not self.falling:
self.jumping = True
self.jumpCounter = 0
def move(self):
self.x += self.xVelocity
if self.jumping:
self.y -= self.velocity
self.jumpCounter += 1
if self.jumpCounter == self.maxJumpRange:
self.jumping = False
self.falling = True
elif self.falling:
if self.y <= H - 60 and self.y + self.velocity >= H - 60:
self.y = H - 60
self.falling = False
else:
self.y += self.velocity
def draw(self):
display = pygame.display.get_surface()
character = pygame.image.load("man3.png").convert_alpha()
display.blit(character, (self.x, self.y - 100))
#pygame.draw.circle(display, (255, 255, 255), (self.x, self.y - 25), 25, 0)
def do(self):
self.keys()
self.move()
self.draw()
P = player(3, 50)
P.setLocation(350, 0)
BLACK = ( 0, 0, 0)
g=0
font = pygame.font.SysFont("Plump", 30)
obstacle = pygame.image.load("obstacle.png").convert_alpha()
background = pygame.image.load("Road.png").convert()
x = 0
while True:
events()
rel_x = x % background.get_rect().width
display.blit(background, (rel_x - background.get_rect().width,0))
if rel_x < 700:
display.blit(background, (rel_x, 0))
x -= 1
g += 0.01
pygame.draw.rect(display, (255,255,255,128), [rel_x, 275, 150, 50])
display.blit(obstacle, (rel_x, 250))
text = font.render("Score: "+str(int(g)), True, (255, 255, 255))
display.blit(text, (0,0))
P.do()
if P.rect.collidepoint(self.x,self.y):
pygame.quit()
pygame.display.update()
updater.tick(200)
因此,如果玩家与障碍物图像发生碰撞,游戏应该停止。我该怎么做呢?我为玩家做了一个类,障碍物只是一个不断移动的图像。
我在想也许我可以跟踪玩家和障碍物的 x 和 y 坐标,当它们的半径重叠时游戏可以停止。
最佳答案
这是您程序的工作(简化)版本,带有一些注释。您必须为障碍物和玩家创建矩形,然后在 colliderect
的帮助下检查矩形是否发生碰撞。方法。
import sys
import pygame
from pygame.locals import *
pygame.init()
W = 700
H = 400
updater = pygame.time.Clock()
display = pygame.display.set_mode((700, 400))
PLAYER_IMAGE = pygame.Surface((30, 50))
PLAYER_IMAGE.fill(pygame.Color('dodgerblue1'))
class Player:
def __init__(self, x, y, velocity, maxJumpRange):
self.velocity = velocity
self.maxJumpRange = maxJumpRange
self.image = PLAYER_IMAGE # Give the player an image.
# Create a rect with the size of the PLAYER_IMAGE and
# pass the x, y coords as the topleft argument.
self.rect = self.image.get_rect(topleft=(x, y))
self.x = x
self.y = y
self.xVelocity = 0
self.jumping = False
self.jumpCounter = 0
self.falling = True
def keys(self):
k = pygame.key.get_pressed()
if k[K_LEFT]:
self.xVelocity = -self.velocity
elif k[K_RIGHT]:
self.xVelocity = self.velocity
else:
self.xVelocity = 0
if k[K_SPACE] and not self.jumping and not self.falling:
self.jumping = True
self.jumpCounter = 0
def move(self):
self.x += self.xVelocity
if self.jumping:
self.y -= self.velocity
self.jumpCounter += 1
if self.jumpCounter == self.maxJumpRange:
self.jumping = False
self.falling = True
elif self.falling:
if self.y >= H - 160: # Simplified a little.
self.y = H - 160
self.falling = False
else:
self.y += self.velocity
# Update the position of the rect, because it's
# used for the collision detection.
self.rect.topleft = self.x, self.y
def draw(self, display):
# Just draw the image here.
display.blit(self.image, (self.x, self.y))
def do(self):
self.keys()
self.move()
player = Player(350, 0, 3, 50)
obstacle = pygame.Surface((150, 50))
obstacle.fill(pygame.Color('sienna1'))
# Create a rect with the size of the obstacle image.
obstacle_rect = obstacle.get_rect()
g = 0
x = 0
FPS = 60 # Cap the frame rate at 60 or 30 fps. 300 is crazy.
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# --- Update the game ---
player.do()
rel_x = x % display.get_width()
x -= 7
g += 0.01
obstacle_rect.topleft = rel_x, 250 # Update the position of the rect.
# --- Draw everything ---
display.fill((30, 30, 30))
display.blit(obstacle, (rel_x, 250))
if g > 30:
display.blit(obstacle, (rel_x+350, 250))
# Check if the obstacle rect and the player's rect collide.
if obstacle_rect.colliderect(player.rect):
print("Game over!") # And call pygame.quit and sys.exit if you want.
# Draw the image/surface of the player onto the screen.
player.draw(display)
# Draw the actual rects of the objects (for debugging).
pygame.draw.rect(display, (200, 200, 0), player.rect, 2)
pygame.draw.rect(display, (200, 200, 0), obstacle_rect, 2)
pygame.display.update()
updater.tick(FPS)
关于python - 当主要玩家与图像(障碍物)发生碰撞时,您如何让游戏结束?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48178984/