在pygame中是否有一种方法可以在精灵游戏中查找精灵的特定一侧与另一个精灵的特定一侧之间的碰撞?例如,如果精灵A的顶部与精灵B的底部碰撞,则返回True.
我确信有一种方法可以做到这一点,但我在文档中找不到任何特定的方法.
谢谢!
解决方法:
在PyGame中没有任何功能可以让双方发生碰撞.
但你可以尝试使用pygame.Rect.collidepoint来测试A.rect.midleft,A.rect.midright,A.rect.midtop,A.rect.midbottom,A.rect.topleft,A.rect.bottomleft,A.rect. topright,A.rect.bottomright在B.rect(pygame.Rect)内.
编辑:
示例代码.使用箭头移动玩家并触摸敌人.
(可能它不是最佳解决方案)
import pygame
WHITE = (255,255,255)
BLACK = (0 ,0 ,0 )
RED = (255,0 ,0 )
GREEN = (0 ,255,0 )
BLUE = (0 ,0 ,255)
class Player():
def __init__(self, x=0, y=0, width=150, height=150):
self.rect = pygame.Rect(x, y, width, height)
self.speed_x = 5
self.speed_y = 5
self.move_x = 0
self.move_y = 0
self.collision = [False] * 9
self.font = pygame.font.SysFont("", 32)
self.text = "";
def set_center(self, screen):
self.rect.center = screen.get_rect().center
def event_handler(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.move_x -= self.speed_x
elif event.key == pygame.K_RIGHT:
self.move_x += self.speed_x
elif event.key == pygame.K_UP:
self.move_y -= self.speed_y
elif event.key == pygame.K_DOWN:
self.move_y += self.speed_y
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.move_x += self.speed_x
elif event.key == pygame.K_RIGHT:
self.move_x -= self.speed_x
elif event.key == pygame.K_UP:
self.move_y += self.speed_y
elif event.key == pygame.K_DOWN:
self.move_y -= self.speed_y
def update(self):
self.rect.x += self.move_x
self.rect.y += self.move_y
def draw(self, screen):
pygame.draw.rect(screen, WHITE, self.rect, 2)
self.draw_point(screen, self.rect.topleft, self.collision[0])
self.draw_point(screen, self.rect.topright, self.collision[1])
self.draw_point(screen, self.rect.bottomleft, self.collision[2])
self.draw_point(screen, self.rect.bottomright, self.collision[3])
self.draw_point(screen, self.rect.midleft, self.collision[4])
self.draw_point(screen, self.rect.midright, self.collision[5])
self.draw_point(screen, self.rect.midtop, self.collision[6])
self.draw_point(screen, self.rect.midbottom, self.collision[7])
self.draw_point(screen, self.rect.center, self.collision[8])
def draw_point(self, screen, pos, collision):
if not collision:
pygame.draw.circle(screen, GREEN, pos, 5)
else:
pygame.draw.circle(screen, RED, pos, 5)
def check_collision(self, rect):
self.collision[0] = rect.collidepoint(self.rect.topleft)
self.collision[1] = rect.collidepoint(self.rect.topright)
self.collision[2] = rect.collidepoint(self.rect.bottomleft)
self.collision[3] = rect.collidepoint(self.rect.bottomright)
self.collision[4] = rect.collidepoint(self.rect.midleft)
self.collision[5] = rect.collidepoint(self.rect.midright)
self.collision[6] = rect.collidepoint(self.rect.midtop)
self.collision[7] = rect.collidepoint(self.rect.midbottom)
self.collision[8] = rect.collidepoint(self.rect.center)
def render_collision_info(self):
text = "collision: "
print "collision:",
if self.collision[0] or self.collision[2] or self.collision[4]:
text += "left "
print "left",
if self.collision[1] or self.collision[3] or self.collision[5]:
text += "right "
print "right",
if self.collision[0] or self.collision[1] or self.collision[6]:
text += "top "
print "top",
if self.collision[2] or self.collision[3] or self.collision[7]:
text += "bottom "
print "bottom",
if self.collision[8]:
text += "center "
print "center",
print
self.text = self.font.render(text, 1, WHITE)
def draw_collision_info(self, screen, pos):
screen.blit(self.text, pos)
#----------------------------------------------------------------------
class Game():
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode( (800,600) )
pygame.display.set_caption("Side Collision")
self.player = Player()
self.enemy = Player()
self.enemy.set_center(self.screen)
def run(self):
clock = pygame.time.Clock()
RUNNING = True
while RUNNING:
# --- events ----
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
RUNNING = False
self.player.event_handler(event)
# --- updates ---
self.player.update()
self.enemy.update()
self.player.check_collision(self.enemy.rect)
self.enemy.check_collision(self.player.rect)
self.player.render_collision_info()
self.enemy.render_collision_info()
# --- draws ----
self.screen.fill(BLACK)
self.player.draw(self.screen)
self.enemy.draw(self.screen)
self.player.draw_collision_info(self.screen, (0,0))
self.enemy.draw_collision_info(self.screen, (0,32))
pygame.display.update()
# --- FPS ---
clock.tick(30)
pygame.quit()
#----------------------------------------------------------------------
Game().run()
编辑(08.2016):带有colllisions rect,rect_ratio,circle的版本
GitHub:furas/python-examples/pygame/collisions