游戏精灵触摸

2024-09-29 00:16:01 发布

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我试图建立一个简单的游戏与两个精灵。我不知道如何添加代码来检测一个精灵是否接触到另一个。我也很难理解关于这个主题的无数教程。如果你能尽可能简单地向我解释这件事,那就太棒了!在

import pygame
import sys
from pygame.locals import *
pygame.init()

black = (0, 0, 0)
white = (255, 255, 255)
bg = black
square = pygame.image.load('square.png')
square1 = pygame.image.load('square1.png')
screen = pygame.display.set_mode((640, 400))

UP = 'UP'
DOWN = 'DOWN'
LEFT = 'LEFT'
RIGHT = 'RIGHT'
direction = RIGHT
movex, movey, movex1, movey1 = 100, 100, 200, 200

class player1(pygame.sprite.Sprite):
    """Player 1"""

    def __init__(self, xy):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('square.png')
        self.rect = self.image.get_rect()

class player2(pygame.sprite.Sprite):
    """Player 2"""

    def __init__(self, xy):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('square1.png')
        self.rect = self.image.get_rect()

while True:
    screen.fill(black)
    collide = pygame.sprite.collide_mask(player1, player2)
    if collide == True:
        print 'collision!'
    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_w:
                movey -= 10 
            elif event.key == K_s:
                movey += 10
            elif event.key == K_a:
                movex -= 10
            elif event.key == K_d:
                movex += 10
            if event.key == K_UP:
                movey1 -= 10 
            elif event.key == K_DOWN:
                movey1 += 10
            elif event.key == K_LEFT:
                movex1 -= 10
            elif event.key == K_RIGHT:
                movex1 += 10
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
    screen.blit(square, (movex, movey))
    screen.blit(square1, (movex1, movey1))
    pygame.display.update()

Tags: keyimageselfrighteventifpnginit
1条回答
网友
1楼 · 发布于 2024-09-29 00:16:01

一些问题首先:

  • pygame.sprite.collide_mask从不返回True。它返回一个点或None。所以你的支票collide == True永远不会被计算成{}
  • pygame.sprite.collide_mask除了两个Sprite实例,但是使用class对象作为参数(collide_mask(player1, player2))来调用它
  • 您只需要pygame.sprite.collide_mask当您想进行像素完美的碰撞检测时
  • 实际上,在剩下的代码中,您并没有使用player1和{}类

如果使用的是Sprite类,冲突检测的一个简单方法是使用Group类。但是由于只有两个精灵,所以可以使用^{}简单地检查它们的Rects的交集。在

我已更新您的代码以使用Sprite类:

import pygame
import sys
from pygame.locals import *
pygame.init()

black = (0, 0, 0)
white = (255, 255, 255)

screen = pygame.display.set_mode((640, 400))

class Player(pygame.sprite.Sprite):

    def __init__(self, image, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(image)
        self.rect = self.image.get_rect(x=x, y=y)

player1, player2 = Player('square.png', 100, 100), Player('square1.png', 200, 200)
players = pygame.sprite.Group(player1, player2)

while True:
    screen.fill(black)

    if player1.rect.colliderect(player2.rect):
        print 'collision!'

    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_w:
                player1.rect.move_ip(0, -10) 
            elif event.key == K_s:
                player1.rect.move_ip(0, 10)
            elif event.key == K_a:
                player1.rect.move_ip(-10, 0)
            elif event.key == K_d:
                player1.rect.move_ip(10, 0)
            if event.key == K_UP:
                player2.rect.move_ip(0, -10)
            elif event.key == K_DOWN:
                player2.rect.move_ip(0, 10)
            elif event.key == K_LEFT:
                player2.rect.move_ip(-10, 0)
            elif event.key == K_RIGHT:
                player2.rect.move_ip(10, 0)
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
    players.draw(screen)
    pygame.display.update()

碰撞检测是一个广泛的主题,但这应该让您开始。在

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