问题描述
我是 Pygame 的新手,正在尝试了解精灵和碰撞检测。我找到了一些代码并尝试为其添加一些功能。
基本思想是我有一个可以原地旋转的多边形。当用户按下空格键时,多边形会发射一个可以在框架周围反弹的射弹。如果弹丸再次击中多边形,我想程序
首先,这是代码
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((32,32))
self.image.fill((0,0))
self.image.set_colorkey((0,0))
self.fire_from = (36,20)
pygame.draw.polygon(self.image,pygame.Color('dodgerblue'),((0,0),(32,16),(0,32)))
self.org_image = self.image.copy()
self.angle = 0
self.direction = pygame.Vector2(1,0)
self.rect = self.image.get_rect(center=(200,200))
self.pos = pygame.Vector2(self.rect.center)
def update(self,events,dt):
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
bullet = Projectile(self.fire_from,self.direction.normalize())
self.groups()[0].add(bullet)
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]:
self.angle += 3
if pressed[pygame.K_RIGHT]:
self.angle -= 3
self.direction = pygame.Vector2(1,0).rotate(-self.angle)
self.image = pygame.transform.rotate(self.org_image,self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
class Projectile(pygame.sprite.Sprite):
def __init__(self,pos,direction):
super().__init__()
self.image = pygame.Surface((8,8))
self.image.fill((0,0))
pygame.draw.circle(self.image,pygame.Color('orange'),(4,4),4)
self.rect = self.image.get_rect(center=pos)
self.direction = direction
self.pos = pygame.Vector2(self.rect.center)
self.max_bounce = 10
def update(self,dt):
#print(self.pos)
# Bounding Box of the screen
screen_r = pygame.display.get_surface().get_rect()
# where we would move next
next_pos = self.pos + self.direction * dt
# we hit a wall
if not screen_r.contains(self.rect):
# after 10 hits,destroy self
self.max_bounce -= 1
if self.max_bounce == 0:
return self.kill()
# horizontal reflection
if next_pos.x > screen_r.right or next_pos.x < screen_r.left:
self.direction.x *= -1
# vertical reflection
if next_pos.y > screen_r.bottom or next_pos.y < screen_r.top:
self.direction.y *= -1
# move after applying reflection
next_pos = self.pos + self.direction * dt
# set the new position
self.pos = next_pos
self.rect.center = self.pos
def main():
pygame.init()
screen = pygame.display.set_mode((500,500))
tank = Player()
sprites = pygame.sprite.Group()
sprites.add(tank)
#print(tank.groups()[0])
clock = pygame.time.Clock()
dt = 0
running = True
while running:
#print(tank.groups()[0])
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
sprites.update(events,dt)
screen.fill((30,30,30))
sprites.draw(screen)
pygame.display.update()
## ALWAYS DETECTS A COLLISION,WHY?
if len(tank.groups()[0])>1:
if pygame.sprite.spritecollideany(tank,tank.groups()[0]):
running = False
dt = clock.tick(60)
if __name__ == '__main__':
main()
我在这里收集到 Player 类(即我的坦克)本身有一个精灵组,它在发射时将每个射弹添加到其中。此外,射弹来自多边形的矩形内(因此它最初总是碰撞)
如果弹丸至少弹了 1 次,我只想将它添加到精灵组,这可能吗?或者……有没有更好的方法来做到这一点?
有什么帮助或指点吗?
谢谢 空
解决方法
tank
与自身发生冲突,因为它是 tank.groups()[0]
的成员:
if pygame.sprite.spritecollideany(tank,tank.groups()[0]):
添加一个仅包含项目符号的组:
class Player(pygame.sprite.Sprite):
def __init__(self):
# [...]
self.bullets = pygame.sprite.Group()
def update(self,events,dt):
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
bullet = Projectile(self.fire_from,self.direction.normalize())
self.groups()[0].add(bullet)
self.bullets.add(bullet)
# [...]
使用这个Group进行碰撞测试:
def main():
# [...]
while running:
# [...]
pygame.display.update()
if pygame.sprite.spritecollideany(tank,tank.bullets):
running = False
dt = clock.tick(60)