python - Pygame碰撞:spritecollide没有输出
问题描述
我做了一个游戏,你可以用精灵跳跃,障碍物正朝着玩家移动。我制作了一个精灵蒙版来检测碰撞,但没有任何反应:为了检查我做了一个简单的打印语句,当两个精灵碰撞时会起作用。我测试了玩家精灵是否有问题,但是当我让玩家精灵与自身发生碰撞时,consol 打印了碰撞。所以也许障碍精灵有问题?
import pygame, random,
pygame.init()
W, H = 800,600
HW, HH = W/2,H/2
AREA = W * H
bg = pygame.image.load('Linn.png')
bg = pygame.transform.scale(bg, (800, 600))
DS = pygame.display.set_mode((W,H))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py, paat, veerg, rida):
super(Player,self).__init__()
'''Mangija huppamine'''
self.x = x
self.y = y
self.jumping = False
self.platform_y = py
self.velocity_index = 0
'''Sprite sheet'''
self.paat = pygame.image.load('STlaev.png').convert_alpha()#pildi uleslaadimine
self.paat = pygame.transform.scale(self.paat,(300,200)) #muutmaks pilti vaiksemaks
self.rect = self.paat.get_rect()
'''Sprite sheeti piltide jaotamine pikslite jargi'''
self.veerg = veerg
self.rida = rida
self.kokku = veerg * rida
W = self.veergL = self.rect.width/veerg
H = self.weegK = self.rect.height/rida
HW,HH = self.veergKeskel = (W/2,H/2)
self.veerg = list([(index % veerg * W, int(index/veerg) * H,W,H )for index in range(self.kokku)])
self.handle = list([ #pildi paigutamise voimalikud positsioonid
(0, 0), (-HW, 0), (-W, 0),
(0, -HH), (-HW, -HH), (-W, -HH),
(0, -W), (-HW, -H), (-W, -H),])
self.mask = pygame.mask.from_surface(self.paat)
def do_jumpt(self):
'''Huppamine: kiirus, korgus, platvorm'''
global velocity
if self.jumping:
self.y += velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(velocity) - 1:
self.velocity_index = len(velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0
def draw(self, DS,veergindex,x,y,handle=0):
DS.blit(self.paat,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])
def do(self):
'''Funktsioonide kokkupanek'''
self.do_jumpt()
p.draw(DS,index%p.kokku,300,300,0)
p = Player(310, 200, 200, 'STlaev.png', 4, 1) #Mangija algkordinaadid, huppe korgus, pilt, sprite valik
velocity = list([(i/ 2.0)-14 for i in range (0,50)]) #Huppe ulatus
index = 3
def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True
class Obsticles(pygame.sprite.Sprite):
'''Game obsticles: **'''
#img = pygame.image.load(os.path.join('images', 'box.png'))
def __init__(self, x, y, width, height):
super(Obsticles,self).__init__()
self.img = pygame.image.load('box.png').convert()
self.img = pygame.transform.scale(self.img, (64,64))
self.rect = self.img.get_rect()
self.x = x
self.y = y
self.width = width
self.height = height
self.mask = pygame.mask.from_surface(self.img)
def draw(self, DS):
'''Obsticle img blitting and hitbox'''
DS.blit(self.img, (self.x, self.y))
def redrawWindow():
'''Obsticle loop'''
for i in objects:
i.draw(DS)
pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2000]))
objects = []
'''Sprites'''
sprites = pygame.sprite.Group()
obsticles = Obsticles(832,300,64,64)
p = Player(310, 200, 200, 'STlaev.png', 4, 1)
all_sprites = pygame.sprite.Group(p,obsticles)
ob = pygame.sprite.Group(obsticles)
x=0
while True:
'''Game loop'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.USEREVENT+2:
r = random.randrange(0,2)
if r == 0:
objects.append(obsticles)
'''Obsticle speed and deleting'''
for i in objects:
i.x -= 5 #the speed of the obsticle
if i.x < -64: #deleting obsticle from the window
objects.pop(objects.index(i))
'''Background movement'''
back_x = x % bg.get_rect().width
DS.blit(bg, (back_x - bg.get_rect().width, 0))
if back_x < W:
DS.blit(bg, (back_x, 0))
x -= 1
'''Sprites'''
all_sprites.update()
collided = pygame.sprite.spritecollide(p,ob,True,pygame.sprite.collide_mask)
for i in collided:
print('Collision.')
'''Funktsioonid'''
keys(p)
p.do()
index+=1
redrawWindow()
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
解决方案
您永远不会移动相关精灵的矩形,并且由于矩形用于碰撞检测并且蒙版在开始时不会重叠,所以精灵永远不会发生碰撞。如果碰撞检测有问题,打印矩形。
您可以向精灵添加一个update
方法,在其中将rect.center
or.topleft
属性设置为self.x, self.y
坐标。
def update(self):
self.rect.center = self.x, self.y
调用all_sprites.update()
主循环以更新该组中的所有精灵。
您不能忘记的一件重要事情是,它pygame.mask.from_surface
仅适用于具有 alpha 通道的表面,这意味着您必须调用convert_alpha
而不是convert
在Obsticles
课堂上调用。
self.img = pygame.image.load('box.png').convert_alpha()
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