我正在尝试让球相互反弹。我尝试使用 reflect()
方法来完成它,但由于某种原因它不起作用。
为了检测球,我使用了 groupcollide
,因为我想不出更好的方法,也许这是错误的?
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.image = pygame.image.load("small_ball.png").convert_alpha()
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))
def update(self):
self.pos += self.dir * 10
self.rect.center = round(self.pos.x), round(self.pos.y)
if self.rect.left <= 0:
self.reflect((1, 0))
if self.rect.right >= 700:
self.reflect((-1, 0))
if self.rect.top <= 0:
self.reflect((0, 1))
if self.rect.bottom >= 700:
self.reflect((0, -1))
pygame.init()
window = pygame.display.set_mode((700, 700))
pygame.display.set_caption('noname')
clock = pygame.time.Clock()
all_balls = pygame.sprite.Group()
start, velocity, direction = (200, 200), 10, (random.random(), random.random())
ball_1 = Ball(start, velocity, direction)
start, velocity, direction = (200, 200), 10, (random.random(), random.random())
ball_2 = Ball(start, velocity, direction)
all_balls.add(ball_1, ball_2)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_balls.update()
hits = pygame.sprite.groupcollide(all_balls, all_balls, False, False)
for _, hit_sprites in hits.items():
if len(hit_sprites) > 1:
sprite_1 = hit_sprites[0]
sprite_2 = hit_sprites[1]
sprite_1.reflect((0, 1)) # not working
print("hit!")
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), (0, 0, 700, 700), 1)
all_balls.draw(window)
pygame.display.flip()
最佳答案
通过球 Sprites 定义一个圆并使用 Pygame how to let balls collide 的答案中的算法对于可以计算弹跳球反射的函数:
def reflectBalls(ball_1, ball_2):
v1 = pygame.math.Vector2(ball_1.rect.center)
v2 = pygame.math.Vector2(ball_2.rect.center)
r1 = ball_1.rect.width // 2
r2 = ball_2.rect.width // 2
if v1.distance_to(v2) < r1 + r2 - 2:
nv = v2 - v1
if nv.length() > 0:
ball_1.dir = ball_1.dir.reflect(nv)
ball_2.dir = ball_2.dir.reflect(nv)
确保球有不同的初始位置:
start, velocity, direction = (200, 200), 10, (random.random(), random.random())
ball_1 = Ball(start, velocity, direction)
start, velocity, direction = (300, 300), 10, (random.random(), random.random())
ball_2 = Ball(start, velocity, direction)
或者,您可以通过改进弹跳 算法来避免球粘在一起。如果球的下一个位置比当前位置更近,则只反弹球:
def reflectBalls(ball_1, ball_2):
v1 = pygame.math.Vector2(ball_1.rect.center)
v2 = pygame.math.Vector2(ball_2.rect.center)
r1 = ball_1.rect.width // 2
r2 = ball_2.rect.width // 2
d = v1.distance_to(v2)
if d < r1 + r2 - 2:
dnext = (v1 + ball_1.dir).distance_to(v2 + ball_2.dir)
nv = v2 - v1
if dnext < d and nv.length() > 0:
ball_1.dir = ball_1.dir.reflect(nv)
ball_2.dir = ball_2.dir.reflect(nv)
测试每个球是否与任何其他球碰撞:
ball_list = all_balls.sprites()
for i, b1 in enumerate(ball_list):
for b2 in ball_list[i+1:]:
reflectBalls(b1, b2)
完整示例: repl.it/@Rabbid76/PyGame-BallsBounceOff
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.image = pygame.image.load("small_ball.png").convert_alpha()
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))
def update(self):
self.pos += self.dir * 10
self.rect.center = round(self.pos.x), round(self.pos.y)
if self.rect.left <= 0:
self.reflect((1, 0))
self.rect.left = 0
if self.rect.right >= 700:
self.reflect((-1, 0))
self.rect.right = 700
if self.rect.top <= 0:
self.reflect((0, 1))
self.rect.top = 0
if self.rect.bottom >= 700:
self.reflect((0, -1))
self.rect.bottom = 700
pygame.init()
window = pygame.display.set_mode((700, 700))
pygame.display.set_caption('noname')
clock = pygame.time.Clock()
all_balls = pygame.sprite.Group()
start, velocity, direction = (200, 200), 10, (random.random(), random.random())
ball_1 = Ball(start, velocity, direction)
start, velocity, direction = (300, 300), 10, (random.random(), random.random())
ball_2 = Ball(start, velocity, direction)
all_balls.add(ball_1, ball_2)
def reflectBalls(ball_1, ball_2):
v1 = pygame.math.Vector2(ball_1.rect.center)
v2 = pygame.math.Vector2(ball_2.rect.center)
r1 = ball_1.rect.width // 2
r2 = ball_2.rect.width // 2
d = v1.distance_to(v2)
if d < r1 + r2 - 2:
dnext = (v1 + ball_1.dir).distance_to(v2 + ball_2.dir)
nv = v2 - v1
if dnext < d and nv.length() > 0:
ball_1.reflect(nv)
ball_2.reflect(nv)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_balls.update()
ball_list = all_balls.sprites()
for i, b1 in enumerate(ball_list):
for b2 in ball_list[i+1:]:
reflectBalls(b1, b2)
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), (0, 0, 700, 700), 1)
all_balls.draw(window)
pygame.display.flip()
关于python - pygame 让球相互弹开,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/63586822/