python - 如何防止玩家在pygame的迷宫中穿过墙壁?
问题描述
我有一个以网格组织的迷宫。网格的每个单元格都存储有关其右侧和底部相邻单元格的墙壁的信息。玩家是一个特定大小的对象,其边界框是已知的。我想让玩家顺利通过迷宫,墙壁阻止他们通过。
最小且可重复的示例:
import pygame, random
class Maze:
def __init__(self, rows = 9, columns = 9):
self.size = (columns, rows)
self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]
visited = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]
i, j = (self.size[0]+1) // 2, (self.size[1]+1) // 2
visited[i][j] = True
stack = [(i, j)]
while stack:
current = stack.pop()
i, j = current
nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)]
if 0 <= n[0] < self.size[0] and 0 <= n[1] < self.size[1] and not visited[n[0]][n[1]]]
if nl:
stack.insert(0, current)
next = random.choice(nl)
self.walls[min(next[0], current[0])][min(next[1], current[1])][abs(next[1]-current[1])] = False
visited[next[0]][next[1]] = True
stack.insert(0, next)
def draw_maze(surf, maze, x, y, l, color, width):
lines = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))]
for i, row in enumerate(maze.walls):
for j, cell in enumerate(row):
if cell[0]: lines += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]
if cell[1]: lines += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]
for line in lines:
pygame.draw.line(surf, color, *line, width)
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
maze = Maze()
player_rect = pygame.Rect(190, 190, 20, 20)
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
player_rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 3
player_rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * 3
window.fill(0)
draw_maze(window, maze, 20, 20, 40, (196, 196, 196), 3)
pygame.draw.circle(window, (255, 255, 0), player_rect.center, player_rect.width//2)
pygame.display.flip()
pygame.quit()
exit()
解决方案
使用蒙版碰撞。画一个透明的迷宫pygame.Surface
:
cell_size = 40
maze = Maze()
maze_surf = pygame.Surface((maze.size[0]*cell_size, maze.size[1]*cell_size), pygame.SRCALPHA)
draw_maze(maze_surf, maze, 0, 0, cell_size, (196, 196, 196), 3)
使用 以下命令pygame.Mask
从Surface创建一个板条箱pygame.mask.from_surface
:
maze_mask = pygame.mask.from_surface(maze_surf)
从播放器创建一个蒙版:
player_rect = pygame.Rect(190, 190, 20, 20)
player_surf = pygame.Surface(player_rect.size, pygame.SRCALPHA)
pygame.draw.circle(player_surf, (255, 255, 0), (player_rect.width//2, player_rect.height//2), player_rect.width//2)
player_mask = pygame.mask.from_surface(player_surf)
计算玩家的新位置:
keys = pygame.key.get_pressed()
new_rect = player_rect.move(
(keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 3,
(keys[pygame.K_DOWN] - keys[pygame.K_UP]) * 3)
用于pygame.mask.Mask.overlap
查看遮罩是否相交(请参阅Pygame 与遮罩的碰撞不起作用)。当迷宫的面具与玩家的面具相交时跳过移动:
offset = (new_rect.x - maze_pos[0]), (new_rect.y - maze_pos[1])
if not maze_mask.overlap(player_mask, offset):
player_rect = new_rect
另见迷宫碰撞检测
最小的例子: repl.it/@Rabbid76/PyGame-Maze-MaskCollision
import pygame, random
class Maze:
def __init__(self, rows = 9, columns = 9):
self.size = (columns, rows)
self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]
visited = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]
i, j = (self.size[0]+1) // 2, (self.size[1]+1) // 2
visited[i][j] = True
stack = [(i, j)]
while stack:
current = stack.pop()
i, j = current
nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)]
if 0 <= n[0] < self.size[0] and 0 <= n[1] < self.size[1] and not visited[n[0]][n[1]]]
if nl:
stack.insert(0, current)
next = random.choice(nl)
self.walls[min(next[0], current[0])][min(next[1], current[1])][abs(next[1]-current[1])] = False
visited[next[0]][next[1]] = True
stack.insert(0, next)
def draw_maze(surf, maze, x, y, l, color, width):
lines = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))]
for i, row in enumerate(maze.walls):
for j, cell in enumerate(row):
if cell[0]: lines += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]
if cell[1]: lines += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]
for line in lines:
pygame.draw.line(surf, color, *line, width)
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
maze_pos = 20, 20
cell_size = 40
maze = Maze()
maze_surf = pygame.Surface((maze.size[0]*cell_size, maze.size[1]*cell_size), pygame.SRCALPHA)
draw_maze(maze_surf, maze, 0, 0, cell_size, (196, 196, 196), 3)
maze_mask = pygame.mask.from_surface(maze_surf)
player_rect = pygame.Rect(190, 190, 20, 20)
player_surf = pygame.Surface(player_rect.size, pygame.SRCALPHA)
pygame.draw.circle(player_surf, (255, 255, 0), (player_rect.width//2, player_rect.height//2), player_rect.width//2)
player_mask = pygame.mask.from_surface(player_surf)
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
new_rect = player_rect.move(
(keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 3,
(keys[pygame.K_DOWN] - keys[pygame.K_UP]) * 3)
offset = (new_rect.x - maze_pos[0]), (new_rect.y - maze_pos[1])
if not maze_mask.overlap(player_mask, offset):
player_rect = new_rect
window.fill(0)
window.blit(maze_surf, maze_pos)
window.blit(player_surf, player_rect)
pygame.display.flip()
pygame.quit()
exit()
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